[Bf-committers] Qdune code
Joe Eagar
joeedh at gmail.com
Thu Nov 8 06:29:10 CET 2007
Eh forgot the last paragraph I was planning to write. Basically all
this is only relevant if theres a decision to choose an external project
to integrate instead of qdune. I'm sure such a decision would have its
own headaches and potential problems, which is why I'm not personally
advocating it (that and since esshlo has kindly written us a micropoly
renderer, it seems rude to reject it for something else).
Joe
Joe Eagar wrote:
> One of the core Aqsis devs mentioned that Aqsis suffers from speed
> problems. This was months ago, and current SVN could've improved a
> lot for all I know, but at that time there was even a java REYES
> renderer faster then Aqsis.
>
> I kindof don't think Aqsis would be a good investment for direct
> integration into blender. Pixie is miles ahead of Aqsis, which kindof
> makes the deal for me. I'm not sure how you could ever argue Aqsis
> over Pixie, to be honest. Pixie supports ray tracing (using the pixar
> cache method), better shadow maps, etc (I know, all these are being
> "worked on" for Aqsis). Ray tracing especially is important for some
> things.
>
> Joe
>
> Jonathan Merritt wrote:
>> Good grief Campbell, that's a very glib statement!
>>
>> Firstly, you don't say which version of Aqsis you tested, on what
>> platform, how it was optimised, etc. Considering qdune has never
>> seen a release, to have Aqsis fairly represented would presumably
>> have involved getting a current SVN build going...? Aqsis SVN is
>> faster than the previous 1.2.0 release from Feb 2007.
>>
>> Secondly, of all the Aqsis geometric primitives, I would say that
>> subdiv surfaces are among the *least* well-supported! They're
>> there, and they work, but they aren't anywhere near as fast as NURBS
>> for example. As with everything else, they are in development, and
>> I'm sure that if Blender were to become a major provider of subdiv
>> content then improving them would shoot way up the list of priorities.
>>
>> Thirdly, how were your simple subsurf tests performed? I'm guessing
>> you just chucked the same RIB file at both renderers right? Did
>> anyone count how many gprim splits were done or how many
>> micropolygons were produced? I ask mainly because the basic
>> "quality" settings of renderers can be different. Pixie vs Aqsis is
>> a great example... Pixie seems to end up with more coarse surface
>> approximations, and hence renders "faster". It doesn't mean that
>> Pixie *is* faster (I would argue the reverse)... just that it's not
>> as high quality by default, doesn't have to do as much dicing and
>> splitting, and then has nowhere near as many micropolygons to shade
>> and sample. (The idea is that whoever produces the scene can change
>> these settings in the great speed-quality tradeoff.)
>>
>> Finally, one of the best things about Aqsis is its test suite. The
>> tests are *not* specific to Aqsis and are more extensive than any
>> other RenderMan test suite I'm aware of. Can somebody please post
>> the results of running qdune on these tests? Then we'll know
>> whether it's something to get excited about, or whether it's still a
>> naiive implementation with a great deal of work still to be done.
>>
>> Jonathan Merritt.
>>
>>
>> On 08/11/2007, at 8:44 AM, Campbell Barton wrote:
>>
>>
>>> Aqsis was slower then qdune for simple subsurf tests,
>>> This is a fair comparison, qdune and aqsis both support this well.
>>> Pixie wont run on 64bit systems yet.
>>>
>>> Even if they were used, integration would still take a while.
>>>
>>> On Wed, 2007-11-07 at 16:35 -0500, David Bryant wrote:
>>>
>>>> Maybe I'm taking a shot in the dark but,have you examined Aqsis'
>>>> source code? It's rederman compliant.
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