Path: utzoo!utgpu!utstat!jarvis.csri.toronto.edu!mailrus!cornell!uw-beaver!uoregon!tillamook!markv From: markv@tillamook.uucp (Mark VandeWettering) Newsgroups: comp.graphics Subject: Re: Ray Trace for IBM Message-ID: <3793@uoregon.uoregon.edu> Date: 13 Feb 89 19:25:03 GMT References: <986@novavax.UUCP> <2897@m2-net.UUCP> Sender: news@uoregon.uoregon.edu Reply-To: markv@tillamook.UUCP (Mark VandeWettering) Organization: University of Oregon CIS Dept. Lines: 26 In article <2897@m2-net.UUCP> sa@m-net.UUCP (Scott A. Almburg) writes: >Doesn;t ray tracing take up huge amounts of cpu time? Does anyone >have examples of cpu time/ frame on various machines? Well, last time I checked my raytracer on a 20Mghz 68020 and 68881, I managed to trace a scene with 8192 reflective spheres in ~2.5 hrs. Unfortunately for the PC, segmented memory confines you to small numbers of objects, or use large model (or huge, or superhuge, or whatever) which slows all pointer dereferencing. I've never really played to much with PCs, so I don't have any hard figures for them. People in general overestimate the amount of CPU time that raytracing takes. Improvements in hierarchy methods have made it quite feasible to use raytracing. Certainly the next generation of workstations will help. Combined with the generality and (relative) simplicity of the method, raytracing is in many ways a superior algorithm to many scanline algorithms. >I would think several hundred hours per frame on an ibm might not >be too far off... People who have been working on my raytracer have reported times on the order of a day for moderately complex images rendered on the PC. It's all in the tuning and optimization.... Mark VandeWettering