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Render Options

 

Code Block
Software version : 10.0.148 (Jun 17 2013)
* Render Options :
    Render used the 'raytrace' hider
    Image resolution: 640 x 480
    Pixel oversampling: 2 x 2
    Total number of displays (AOVs) : 2
    Shared instances (for massive instancing) : on
 

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This statistic block gives several timings about the render. Each task shows the wall clock time it took in the total render time. Follows a description for all possible tasks.

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TaskDescription
raytracer initThis 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 initThis task counts the time that is spent on optimizing instances (when "shared instances" are enabled)
space partition initThis 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 shadersCounts 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 shadersCounts the time spent in volume shaders.
displacement shadersCounts the time spent in displacement shaders.
imager shadersCounts the time spent in imager shaders.
RSL pluginsCounts the time spent in custom RSL plug-ins.
shadowmap filteringCounts the time spent filtering shadow maps to render shadows.
dsm filteringSame 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 filteringCounts the time spent filtering point clouds for point-based color bleeding.
brick map filteringCounts the time spent filtering brick maps.
texture loadingCounts 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 below).
shadow map loadingCounts the time spent loading shadow map tiles

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Texture Cache

The texture cache plays an important part in the overall performance of 3Delight. The cache is needed since available physical memory is usually much less than the space taken by all the textures for a certain render. The role of this cache is to keep and manage a limited amount of texture data that is needed for rendering.

 

Code Block
* ProfilingTexture Cache :
    
Cache size:   task                     0.133  timeG
    raytracerOverall inittexture cache efficiency:      0 %
      0.0
    raytracing                  10.3
    surface shaders              0.0
    imager shaders               0.0
    display drivers              0.2
    screen filtering             0.1
    raytrace hider               1.0
    Total :                     11.6
    
    Total process times (user/sys/real) : 19.56 / 0.27 / 11.66
    CPU use : 167.8% user + 2.3% sys = 170.1%
* Texture Cache :
    Cache size:               cache efficiency (2D texture):         0.133 G%
    Overallcache textureefficiency cache(misc efficiencytexture):       0 %
    cache efficiency (2D texture): footprint:              0.000 %G
    cache efficiency (misc texture) footprint:         0  %
 0.000 G

 

Point Based Occlusion

Code Block
* Point 2DBased textureOcclusion footprint:
    Number of evaluations        0.000 G
    misc texture footprint: 0
    Considered elements per evaluation  :  0
Code Block
.000 G
* Point Based Occlusion :
    Number of evaluations               : 0
    Considered elements per evaluation  : 0
* Map Manager :
    Total number of maps used :            0
    Total number of texture maps :         0
    Total number of shadow maps :          0
    Total number of environment maps :     0
    Total number of deep shadow maps :     0
    Total number of 'invalid' maps :       0
    Total number of file open operations : 0
    Total number of map requests :         0
    Texture IDs
    Texture stats
    ID      Refs    Same    Search  Faults  Rate    Mipmap (min) Mipmap (max)
* Scene Manager :
    Number of objects in the scene :            1
    Number of attributes in the scene :         2
    Number of transforms in the scene :         3
    Primvar compression ratio :                 0
    Saved memory due to compression : 0.0 Mb
* Memory Profiling :
    
    item                       current   peak   category peak
    unprocessed gprim            211 K   211 K   418 K
    gprim                          0       0       0
    gprim (polygons)               0       0       0
    gprim (subdiv)                 0       0       0
    gprim (curves)                 0       0       0
    gprim variables               26 K   617 K   617 K
    particles                      0       0    4536
    topology data                  0       0       0
    crack elimination geo          0       0       0
    grid                           0       0       0
    shaded grid                    0       0       0
    grid AOV                       0       0       0
    texture objects                0       0       0
    texture cache                  0       0       0
    hider and visible points       0       0      90 K
    image data                     0     251 K   313 K
    buffered display data          0      31 K    61 K
    shader code                 4033    4033    4033
    shader instance             2332    2332    2332
    shader variables               0     814 K   814 K
    attributes                   796     796     796
    transform                   1628    1628    1776
    subsurface                     0       0       0
    point based occlusion          0       0       0
    point cloud                    0       0       0
    photon map                     0       0       0
    inline archive                 0       0       0
    ray tracer                   289 K   289 K   289 K
    ray tracer cache               0       0       0
    space partition               90 K    90 K    90 K
    diffuse ray cache              0       0       0
    misc                        1756 K  1756 K  1756 K
    Total :                     2381 K  4068 K  4462 K
    
    Peak VM size     : 0 K
    Peak resident    : 35623 K
    Peak from malloc : 12899 K
* Space Partitioner :
    Total number of nodes : 1525
    Motion density        :  0 %
    Motion segments       : 1
    Maximum leaf depth    : 11
    
    Number of traced rays : 1.13178e+07
    
    Avg. visited leafs per ray          : 0.0180457
    Avg. visited internal cells per ray : 0.0698019
    
    Avg. packet size at root : 416.188
    Avg. packet size at leaf : 145.204
    
    Average depth per leaf   : 3.39344
    Average objects per leaf : 3.64351
    
    Num bbox intersections (per ray) : 2.49935e+08 (22.0833)
* Ray Tracer :
    Total number of traced rays : 1.13178e+07
             Specular           : 0.00 % (0)
             Transmission       : 0.00 % (0)
             Diffuse            : 89.06 % (1.008e+07)
             Light (photons)    : 0.00 % (0)
             Camera             : 10.94 % (1.23778e+06)
             Waste              : 0.00 % (0)
    
    Total number of shader calls : 315001
             Specular           : 0.00 % (0)
             Transmission       : 0.00 % (0)
             Diffuse            : 0.00 % (0)
             Light (photons)    : 0.00 % (0)
             Camera             : 100.00 % (315001)
    
    Total travelled distance    : 4.90655e+09
    
    Avg. number of objects in ray's path    : 11.4598
    Avg. bbox intersections per ray (total) : 1.83386 (1.297e+08)
    Number of ray/patch intersection tests  : 7.07252e+07
    Bounding volume efficiency              : 27.17 %
    
    Avg. active ray packet size : 86.6205
    
    Easy rejections     : 0.00 %
    Approximations      : 28.59 %
    cache hit ratio     : 0.00 %
    cache efficiency    : 0.00 %
    
    
    Shading group size
    +-----+-----+-----+-----+-----+-----+-----+
    |<=  1|<=  2|<=  4|<=  8|<= 16|<= 32|> 32 |
    +-----+-----+-----+-----+-----+-----+-----+
    | 3.1%| 2.1%| 5.3%| 7.2%| 8.5%| 8.5%|  65%|
    +-----+-----+-----+-----+-----+-----+-----+
    
    Ray depth
    +-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
    |<=  0|<=  1|<=  2|<=  3|<=  4|<=  5|<=  6|<=  7|<=  8|>  8 |
    +-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
    |  11%|  89%|   0%|   0%|   0%|   0%|   0%|   0%|   0%|   0%|
    +-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

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