加速 POVRAY 图像创建的示例配置

发布于 2024-08-21 10:40:37 字数 394 浏览 2 评论 0原文

我们使用 POV-Ray 每次运行生成大约 80 张图像,我们将这些图像拼接在一起形成两个移动 GIF 文件(场景的两个 360 度视图)。我们正在寻找尽可能加速图像创建(在无头 Linux 服务器上)的方法,因为它们将在创建后直接显示在网页上。

现在我知道设置可能不是最理想的,因为 POV-Ray 主要是为高质量图像而设计的,但不幸的是,这个过程无法更改,因为它是生成 POV-Ray 文件的外部工具。

鉴于我们将多个图像拼接在一起形成一个移动的 GIF,我怀疑在降低图像质量、颜色、照明等方面可以获得很多性能,但不幸的是我之前没有 POV-Ray 或任何其他方面的经验这些设置。

我想知道是否有人能够提供或指导我一个示例配置,该配置将尽可能加快图像创建速度,而不会对图像质量造成明显的损失。

此致, 蒂姆

We're using POV-Ray to generate some 80 images per run, which we stitch together to form two moving GIF files (two 360 degree views of a scene). We're looking for ways to speed-up this image creation (on a headless linux server) as much as possible, as they'll be displayed on a webpage directly following creation.

Now I know setup might be suboptimal, as POV-Ray is mostly designed for high quality images, but unfortunately this process can't be altered as it's an external tool that generates the POV-Ray files.

Given that we're stitching multiple images together into a moving GIF, I suspect there's a lot of performance to be gained in lowering the image quality, colors, lighting and such, but unfortunately I have no prior experience with POV-Ray or any of these settings.

I was wondering if anyone would be able to provide or guide me to a sample configuration that will speed-up this image creation as much as possible, without a much noticeable loss in image quality.

Best regards,
Tim

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避讳 2024-08-28 10:40:37

颜色深度不会产生很大的差异。与大多数光线追踪程序一样,最大的性能改进是通过减少被追踪的光线来实现的。您可以通过降低图片尺寸(分辨率)、减少(或删除)抗锯齿 (-A) 和降低质量 (+Q0) 来实现此目的。这些将使您达到 80-20 规则的 80%。

The colour depth will not make a huge difference. Like most ray tracing programs, the greatest performance improvements are through reducing the rays being traced. You can do this by lowering the size of the picture (resolution) and by decreasing (or removing) anti-aliasing (-A) and lowering quality (+Q0). These will get you your 80% of the 80-20 rule.

海的爱人是光 2024-08-28 10:40:37

创建对象的方式会极大地影响渲染时间(斑点组件数、三角形数、高度字段中的像素数;等值面与其他)。

光是关键因素:减少光的数量和光能传递的使用。有时,人们可以通过纹理(例如斜坡颜料图案)来模拟光照。灯组也有帮助。

The manner in which your object is created can greatly affect render time (# of blob components, # of triangles, # of pixels in height field; isosurface vs. other).

Light is a key player: reduce the number of lights and use of radiosity. Sometimes one can do tricks with texturing (such as a slope pigment pattern) that can simulate lighting. Light groups also help.

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