Path: utzoo!censor!geac!torsqnt!lethe!yunexus!ists!helios.physics.utoronto.ca!news-server.csri.toronto.edu!cs.utexas.edu!sdd.hp.com!ucsd!ucbvax!bloom-beacon!eru!hagbard!sunic!liuida!isy!lysator.liu.se!zap From: zap@lysator.liu.se (Zap Andersson) Newsgroups: comp.graphics Subject: Re: Question (silly?) Keywords: raytrace, etc. Message-ID: <490@lysator.liu.se> Date: 20 Jan 91 09:22:12 GMT References: <79641@unix.cis.pitt.edu> <5427@idunno.Princeton.EDU> <1991Jan16.200924.6784@dartvax.dartmouth.edu> Sender: news@isy.liu.se (Lord of the News) Organization: Lysator Computer Club, Linkoping University, Sweden Lines: 37 npw@eleazar.dartmouth.edu (Nicholas Wilt) writes: >> We have 480000 pixels, each one of which has a single ray. According >> to my book, the fastest sphere intersector I have is around 16 adds, >> 13 multiplies, and one square root, for a total of 30 floating point >> ops. Since we are not using a hierarchy, we have 6 * 30 floating >> point operations, or 180 per ray, per bounce. Since we trace >> rays to level k, we have 2^k * as many rays per pixel, or 180 * 2^k. >> Since we wanted real time (lets assume the video rate of 30fps), >> then we have >> 800*600*30*180*2^k = 2,592,000,000 * 2^k floating point ops >> per second. >> And this doesn't even take into account shading. >Or color quantization; the problem stated 256 colors. So you'd have to >quantize on the fly, as well, or figure out a clever way to do it >incrementally. VERY true. My raytracer does Quant-on-ze-fly, and for a simple test image with a plane, a cylinder and a sphere with a LOT of pretty shading, reflects e.t.c: Well total time was 8 minutes, but when doing it in black'n'white (i.e. skipping quant code) it was a 5 minute job.... :-( >A PC would have a heck of a time doing the real time display even if the >frames and color mappings were precomputed and compressed. Ahem: Here we have total dissagrement. Have you never seen Autodesk Animator? 70 Frames/Sec best case (Ok, MAY skip a vertical blank worst case) but does a really neat job of decompressing and displaying animations in realtime! >--Nicholas Wilt > npw@eleazar.dartmouth.edu -- * * * * * * * * * * * * * * * * * * My signature is smaller than * * yours! - zap@lysator.liu.se * * * * * * * * * * * * * * * * * *