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TaskDescription
raytracer init
 
This task includes all the work that needs to be done before starting the space parition. Basically this means iterating through all scene objects and prepare structures for the upcoming render.
ray tracer instance init
This task counts the time that is spent on optimizing instances (when "shared instances" are enabled).
space partition init
This task counts the time it takes 3Delight to build the space partitioner (a BVH-like structure). The time spent here will go proportionally with the scene size.
surface shaders
Counts the amount of time the renderer is spending inside surface shaders. Complex shaders (as generated, for example, by comlexe shading networks in Maya or Softimage) will lead to higher times in this task.
light shaders
Counts the time spent in light shaders.
volume shaders
Counts the time spent in volume shaders.
displacement shaders
Counts the time spent in displacement shaders.
imager shaders
Counts the time spent in imager shaders.
RSL plugins
Counts the time spent in custom RSL plug-ins.
shadowmap filtering
Counts the time spent filtering shadow maps to render shadows.
dsm filtering
Same as for shadow map filtering but for deep shadow maps.
texture filtering

Counts the time spent filtering texture maps. If this times seems too high compared to total render time (>10%) it could be one of the following reasons:

  1. Textures are not properly mip-mapped. Running tdlmake is mandatory for good performance.
  2. Texture lookups are done with very narrow "width". This can only happen in custom shaders.
  3. There is simply a very large amount of textures in the scene.
point cloud filtering
Counts the time spent filtering point clouds for point-based color bleeding.
brick map filtering
Counts the time spent filtering brick maps.
texture loading
Counts the time spent loading texture tiles. Since 3Delight has a caching system for texture loading this time should be marginal compared to the total render time. If not, this probably means that the texture cache is not large enough (read belowthe Texture Cache section).
shadow map loading
Counts the time spent loading shadow map tiles.

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