High Poly test

Get feedback from others on your works in progress
Post Reply
11 posts • Page 1 of 1
User avatar
OnoSendai
Developer
Posts: 6226
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

High Poly test

Post by OnoSendai » Sun Apr 15, 2007 8:54 pm

Just a little test render, using the bounding interval hierarchy tree type (BIH).
Model is from here: http://graphics.stanford.edu/data/3Dscanrep/
Each dragon has 7.2 million tris.
I'm using instancing to repeat the model.
Total Indigo mem usage is about 730MB.
Render time is ~20 mins
Attachments
dragons.png
dragons.png (495.3 KiB) Viewed 2383 times

User avatar
suvakas
3rd Place Winner
Posts: 2613
Joined: Mon Sep 04, 2006 11:08 pm
Location: Estonia
Contact:

Post by suvakas » Sun Apr 15, 2007 9:24 pm

whoo...this is nice !!!

zuegs
Posts: 380
Joined: Tue Jun 27, 2006 5:46 pm
Location: switzerland

Post by zuegs » Sun Apr 15, 2007 10:34 pm

Thats cool!!!

Just a small question: how you do instancing with changing materials? As i remember the material is assigned inside the <mesh>. Is there a way to override that inside the <object> (in case that mesh is declared in XML, not external 3ds-file) ???

Big Fan
Posts: 745
Joined: Tue Oct 17, 2006 9:37 am
Location: Nelson NZ

Post by Big Fan » Sun Apr 15, 2007 10:55 pm

edited to remove all
Last edited by Big Fan on Mon May 07, 2007 1:42 am, edited 2 times in total.

User avatar
OnoSendai
Developer
Posts: 6226
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Post by OnoSendai » Sun Apr 15, 2007 11:05 pm

Wow nice render Big Fan, blender internal is actually pretty good :)

User avatar
OnoSendai
Developer
Posts: 6226
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Post by OnoSendai » Sun Apr 15, 2007 11:15 pm

zuegs wrote:Thats cool!!!

Just a small question: how you do instancing with changing materials? As i remember the material is assigned inside the <mesh>. Is there a way to override that inside the <object> (in case that mesh is declared in XML, not external 3ds-file) ???
define stuff in this order:

mesh
material
model
material
model
material
model

mrCarnivore
Posts: 517
Joined: Sun Mar 04, 2007 6:20 am
Location: Stuttgart, Germany

Post by mrCarnivore » Mon Apr 16, 2007 8:38 pm

7.2 million tris? not bad in 20mins!

I guess when using sss, this render will take like 2 months or something... ;-)

IanT
Posts: 153
Joined: Fri Aug 25, 2006 3:13 am

Post by IanT » Mon Apr 23, 2007 10:58 am

Very nice Nick ... so how are you finding BIH vs. KD-Tree? I'm currently messing about with nested grids at the moment ... seems to outperform KD-Tree (but only just) but with about a fifth of the memory requirements.

(Sorry to go Off-topic :? )

Ian.

User avatar
dogfin
Posts: 48
Joined: Wed Sep 13, 2006 1:28 pm
Location: Washington State - USA

Post by dogfin » Mon Apr 23, 2007 11:34 am

Just for fun I did some reading on both algorithms, but I couldn't find the answer to one thing. How well do they perform at the "teapot in a stadium" problem?

dogfin -
Image

IanT
Posts: 153
Joined: Fri Aug 25, 2006 3:13 am

Post by IanT » Mon Apr 23, 2007 12:15 pm

dogfin wrote:Just for fun I did some reading on both algorithms, but I couldn't find the answer to one thing. How well do they perform at the "teapot in a stadium" problem?

dogfin -
They're both pretty effective, but the BIH will generally use significantly less memory than KD-Tree.

Ian.

User avatar
OnoSendai
Developer
Posts: 6226
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Post by OnoSendai » Mon Apr 23, 2007 11:02 pm

IanT wrote:Very nice Nick ... so how are you finding BIH vs. KD-Tree? I'm currently messing about with nested grids at the moment ... seems to outperform KD-Tree (but only just) but with about a fifth of the memory requirements.

(Sorry to go Off-topic :? )

Ian.
BIHs are nice to work with. The build times are super fast, and the mem requirements are very low, so for large meshes, they are superior to kd-trees.
In terms of ray tracing performance, my BIH is getting about 30-90% of the kd-tree performance.
It's early days however, and I haven't made any careful measurements, just looking at the Mutations/s :)

If you're outperforming kdtrees with your nested grids, that's quite an achievement (unless your kd-tree implementation sux :) ).
I'm presuming your nested grids can cope with the teapot/stadium issue which plagues uniform grids?

Post Reply
11 posts • Page 1 of 1

Who is online

Users browsing this forum: No registered users and 5 guests