--- Begin Message ---
- From: "Brian Budge" <brian.budge@gmail.com>
- To: "Thiago Ize" <thiago@cs.utah.edu>
- Subject: Re: [Manta] Re: manta
- Date: Tue, 25 Dec 2007 16:17:27 -0700
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Hi Thiago -Thanks for the pointers. It seems as though all is well with how I'm running these models through. I changed the approximate flag in the ccmake config, and it is a might bit faster for rendering and quite a lot slower for building. The scene from the vantage listed below runs at about 2.8 fps, which sounds about right, considering my Core2 is running at 2.0 GHz.It is still a decent amount faster than my code... I get about 1.6 fps to get roughly the same image.Thanks again for the help. I wonder if I can ask one more question. Is it possible to assign a BRDF friendly material to a model loaded with the triangleViewer? It would be nice to run a model through with, say, a lambertian shader, so that I can get normal looking path-traced images. Would it be hard to do this?Thanks! You've all been very helpful.Brian
On Dec 24, 2007 3:03 PM, Thiago Ize <thiago@cs.utah.edu> wrote:
The following:
bin/manta -scene "lib/libscene_triangleSceneViewer.dylib(-DynBVH -model
/Users/thiago/data/models/happy_vrip.ply -triangleType Wald_tri)"
-imagetraverser "tiled (-square )" -camera "pinhole( -eye 0.00671022
0.145579 0.191262 -lookat -0.00543931 0.148768 -0.00668995 -up
-0.0247273 0.999539 0.0176212 -hfov 60 -vfov 60 -normalizeRays
-createCornerRays)" -res 1280x720
Gives me 3fps on my 2.1GHz core 2 duo. That's the standard 1M tri
buddha (if you're usng linux, you'll need to change .dylib to .so). In
order to get a more direct comparison to published DynBVH results, you
need to run ccmake and set MANTA_USE_DYNBVH_APPROXIMATE to OFF (this
uses a slower but better build and gives 3.4fps) and
MANTA_USE_DYNBVH_PORTS to ON (ports is a direct port from the code used
for our papers, but it's buggy in manta if you start doing secondary
rays). With these changes I get 4.8fps.
A quick way to check if you have sse enabled is to run ccmake and check
if MANTA_SSE is on. Also, are you running the code in Release mode? When
you compile with make VERBOSE=1 check to see whether you see all the
optimization flags as well as the MANTA_SSE define being sent to the
compiler.
Also, running bin/manta with no options (all default) gives almost 20fps
on my system.
Oh one final thing. I believe there is a bug in DynBVH that is keeping
it from displaying shadows (do you see shadows?) That would also help
explain a little why the kdtree is slower (I'm getting 1fps with 64 rays
and 1.6 with 16 rays per packet, but a least it's actually doing
shadows). You can disable shadows by adding -shadows noshadows
Thiago
Brian Budge wrote:
> Hi all -
>
> The timings I listed were only ray casting + simple shading based on
> the normal (At least I'm assuming that's the reason for the green and
> purple hues).
>
> I was running with a single ray tracing thread on my Sony Vaio laptop,
> which has a Core2 Duo 7200.
>
> I noticed the timings in the paper were for 512x512 images and I was
> running 1280x720, so that may be part of the discrepancy. Maybe
> somehow the optimal packet sizes aren't being used?
>
> The buddha scene I listed before isn't the one in the Stanford
> repository. I can try some tests with that one (standard 1M scene):
>
> DynBVH: 0.3 seconds/frame at 512x512, 0.7 seconds/frame at 1280x720
> Manta KD: 1.5 seconds/frame at 512x512, 2.6 seconds/frame at 1280x720
> My KD: 0.55 seconds/frame at 512x512, 1.5 seconds/frame at 1280x720
>
> I still think I may not have SSE packets working properly for Manta.
> How can I check that it is working properly? BTW, these measurements
> are very eye-point dependent. For example with the DynBVH looking
> down at the Buddha head I get over 10 frames per second, but facing
> from the front I get 3 fps.
>
> Merry Xmas!
> Brian
>
>
>
> On Dec 23, 2007 10:34 PM, Ingo Wald <ingowald@gmail.com> <mailto:ingowald@gmail.com>> wrote:
>
> Given that it takes 1+ sec / frame, that strongly suggests that either
> something very, very weird is going on here, or that Brian indeed
> uses
> multiple secondary rays. In that case I'd not be surprised if
> performance tanks; we've never played around with that, and many
> optimizations might actually be disabled for secondary rays, anyway
> (@brian: at least in the original dynrt codebase, only certain
> types of
> rays actually used all the optimization techniques -- I'm not sure
> what
> has been added since that code has been pulled over into manta).
>
> Merry Christmas ;-)
>
> Ingo
>
> Thiago Ize wrote:
> > Brian,
> > Are you using manta for shooting just primary rays or are you
> doing a
> > full blown path tracer? If it's a path tracer with lots of bounces,
> > then I wouldn't be at all surprised that your single ray
> acceleration
> > structure would perform better since it wouldn't have all the
> overhead
> > inherent in the DynBVH and KDTree acceleration structures which are
> > currently only designed for packets. If you are just raycasting,
> then
> > something is very wrong, since you're at least an order of magnitude
> > too slow.
> >
> > Thiago
> >
> > PS: Why are you not using the standard 1M tri buddha?
> >
> > Brian Budge wrote:
> >> Hi Ingo -
> >>
> >> I just ran a couple of experiments through again. It looks as
> though
> >> the DynBVH is definitely faster than both kd-tree implementations.
> >> Running the 1.5 million triangle buddha scene, I get the following
> >> timings (at 1280x720):
> >>
> >> DynBVH: 1.1 seconds/frame
> >> Manta KD: 1.7 seconds/frame
> >> My KD: 1.4 seconds/frame
> >>
> >> I'm a total Manta newbie, so it may be possible that I don't have
> >> packet tracing turned on somehow? I think it's on by default?
> >>
> >> I guess there is an untold story here too. If I run smaller
> scenes
> >> (say 7,500 triangles), the timings are quite a bit different:
> >>
> >> DynBVH: 0.33 seconds/frame
> >> Manta KD: 0.3 seconds/frame
> >> My KD: 1.2 seconds/frame
> >>
> >> I can't say I understand this too well, but I would venture a
> guess
> >> that the packets stay coherent much longer with the smaller scene.
> >> Either that or I am doing something stupid with small scenes that
> >> doesn't show up with larger scenes.
> >>
> >> Any insights?
> >>
> >> BTW, I am using a simple traversal scheme very similar to the
> one in
> >> your thesis.
> >>
> >> Thanks,
> >> Brian
> >>
> >> On Dec 23, 2007 1:12 AM, Ingo Wald < ingowald@gmail.com
> <mailto: ingowald@gmail.com>> >> <mailto:ingowald@gmail.com <mailto:ingowald@gmail.com>>> wrote:
> >>
> >>
> >> >
> >> > > for the viewer? My own kd-tree ray tracer without
> sse is
> >> about the
> >> > > same
> >> > > speed as tte DynBVH that you guys have, but I would
> guess
> >> that your
> >> > > kd-tree
> >> > > is a good deal faster.
> >> >
> >> Hi Brian,
> >>
> >> I actually doubt it is ;-).
> >> I've written the SSE'd kd-tree traverser and kd-SAH builder
> >> (assuming
> >> the one in manta is the one I wrote for Thiago's project...),
> >> but it
> >> certainly isn't faster than DynBVH (how could it !?).
> >> I'm also a bit surprised that your _single-ray_ kd-tree is as
> >> fast as
> >> DynBVH, which would be _very_ strange indeed (in theory,
> "perf(SSE
> >> packet/frustum kd-tree) > perf(single-ray kd-tree)" and
> >> "perf(dynbvh) >
> >> perf(SSE kd-tree)", so your message confuses me a bit.
> >>
> >> Can you elaborate a bit on
> >> a) what traverser you actually use, and
> >> b) what performance you're getting with dynbvh ? anything close
> >> to the
> >> numbers we reported in the paper ?
> >>
> >> Ingo
> >>
> >>
> >
> >
>
>
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