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Keyword | Type | Units | Description |
---|---|---|---|
System | |||
time_to_first_pixel | real | seconds | Time it take for the first pixel to appear. |
network_traffic | table | ||
disk_traffic | table | ||
Profiling | |||
timings | table | time | Time taken to produce the image, for a wide range of timed categories. |
memory_profile | table | M | Memory used to produce the image, for a wide range of categories. |
peak_virtual_memory | real | M | |
peak_resident | real | M | |
peak_from_malloc | real | M | |
system_time | (real, real, real) | ||
cpu_usage | (real, real, real) | ||
Netword Cache | |||
cache_size | real | GB | Total cache size. |
used_size | real | GB | Amount of space already used. |
number_of_copied_files | integer | Total number of files copied to that cache during this rendering session | |
number_of_failed_copies | integer | Copies that failed for system reasons (space, permissions, etc ...) | |
number_of_copies_avoided | integer | Copies avoided because files already in cache | |
number_of_rejected_files | integer | Files not copied because cache is full | |
*number_of_copies_avoided_kb | integer | Kb | Same as number_of_copies_avoided but in Kb. |
data_not_cached | integer | Kb | Data not cached due to lack of space. |
data_copied | integer | Kb | Total amount of data that has been copied to the cache during the rendering sessions. |
MapsTextures | |||
number_of_maps | integer | Total number of maps (textures, shadow maps, deep shadow maps, etc ...) managed. | |
number_of_texture_maps | integer | ||
number_of_shadow_maps | integer | ||
number_of_deep_shadow_maps | integer | ||
number_of_invalid_maps | integer | ||
number_of_file_open_operations | integer | Total number of file open operations performed during a rendering session. Should be relatively low thanks to caching. Could be high on systems configured with not enough file descriptors. | |
*number_of_map_requests | integer | Total number of maps requested | |
texture_access_statistics | table | ||
texture_ids | group | List of texture ids needed to understand texture_access_statistics | |
Texture Cache | |||
cache_size | real | GB | Size of RAM texture cache. |
cache_pressure | real | ||
cache_pressure_from_textures | real | ||
cache_pressure_from_misc | real | ||
footprint_of_textures | real | ||
footprint_of_misc | G | ||
Scene | |||
number_of_objects | integer | Total number of high level objects passed to renderer. | |
number_of_attributes | integer | Number of RenderMan attributes needed to describe the scene. | |
number_of_transforms | integer | Number of transforms in the scene. | |
primitive_compression_ratio | real | While rendering, 3Delight uses a compression algorithm for geometric primitives residing in memory. This statistic indicates the compression ratio. | |
saved_memory | real | Mb | Memory saved thanks to compression. |
Reyes | |||
number_of_mps | integer | Total number of micro polygons generated to produce the image. | |
average_mps_per_grid | integer | Average number of micro polygons per grid. | |
grids_projected | integer | ||
grids_shaded | integer | ||
grids_displaced | integer | ||
number_of_primitives | integer | Total number of low-level primitives. | |
number_of_rejected_primitives | Total number of low-level primitives that have been efficiently rejected because they were are not seen in the image. | ||
number_of_non_empty_buckets | integer | ||
average_items_per_bucket | integer | Average number of items (primitive, grid, particle, etc ...) in a bucket. | |
maximum_items_in_a_bucket | integer | Maximum items found in a single bucket. | |
distribution_of_micropolygon_area | histogram | An histogram representing the distribution of the area of micro-polygons. Distributions skewed towards lower values mean slower renders. | |
distribution_of_fragment_lists | histogram | Depth complexity. | |
number_of_trimming_operations | integer | ||
maximum_mp_area | real | ||
mininum_mp_area | real | ||
average_mp_area | real | ||
*curves_grouping_efficiency | real | ||
Ray Tracer | |||
number_of_rays | integer | Total number of traced rays. | |
number_of_shader_calls | integer | Total number of shader calls. | |
travelled_distance | real | camera space units | Total travelled distance for all traced rays. |
number_of_arealight_probes | integer | Total number of ray probes for area light sampling. | |
average_objects_in_ray_path | real | Average number of objects any each ray crosses during scene traversal. Higher values lead to slower render. Values close to a hundred can be seen when rendering fur or hair. | |
number_of_patch_intersection_tests | integer | Total count of intersection tests with the lowest level geometrical primitives in 3Delight. | |
space_partition_efficiency | real | Proportion of rays hitting an object after they enter a space partition leaf. | |
bounding_volume_efficiency | real | Proportion of rays hitting an objects they they enter objet's bounding volume. | |
average_ray_packet_size | real | ||
approximations | real | Percentage of intersection tests that used geometric approximations. | |
cache_pressure | real | Pressure on displaced geometry cache. | |
distribution_of_ray_depth | histogram | ||
distribution_of_shading_groups | histogram | Represents the distribution of shading group sizes. Histograms skewed to lower values represent less efficient shading. | |
distribution_of_ray_types | table | A table describing how many rays were traced, per type (specular, diffuse, transmission, ...). Note that this is a table, not an histogram. | |
distribution_of_shader_calls | table | Describes how many shader calls were performed, per ray type. | |
| (real, integer) | ( bounding box intersection per ray, total bbox intersection ) | |
Point Based Subsurface Scattering | |||
distribution_of_lookup_depth | histogram | An histogram representing the lookup depth in the hierarchical structure used to store the point-based scene representation. Histograms skewed to lower values mean faster renders. A technical statistic that is not really telling for an artist. | |
Space Partitioner | |||
number_of_nodes | integer | Total number of nodes (internal and leafs) in the space partitioner. | |
motion_density | real | ||
motion_segments | integer | ||
tree_depth | integer | Maximum leaf node depth in the space partitioner. | |
number_of_rays | integer | Total number of rays that went through the space partitioner. | |
average_leafs_per_ray | real | Average number of leaves a ray encounters during tress traversal. | |
average_internal_nodes_per_ray | real | Average number internal nodes a ray encounters during tree traversal. | |
*average_depth_per_leaf | real | ||
average_objects_per_leaf | real | ||
average_packet_size_at_root | real | Ray packet size when packet is entering the root of the tree | |
average_packet_size_at_leaf | real | Ray packet size when packet is entering a leaf of the tree | |
number_of_bbox_intersections | integer | ||
number_of_bbox_intersections_per_ray | real | ||
Point-Based Global Illumination | |||
number_of_queries | integer | Total number of lookups in the point-based representation of the scene. | |
number_of_elements_per_query | real | Average number of elements considered for each query. Higher numbers usually indicate slower queries/renders. | |
Point-Based Subsurface Scattering | |||
number_of_nodes | integer | Total number of nodes (internal and leaf) in data structure (tree) used for point-based subsurface scattering. | |
tree_depth | integer | ||
number_of_queries | integer | ||
number_of_leaf_computations | integer | Number of subsurface computation performed using the leafs of the tree. | |
number_of_hierarchical_computations | integer | Number of subsurface computation performed using higher (aggregate) tree levels. Using such aggregate computations accelerate overall render time. | |
minimum_visited_leafs_per_query | integer | ||
maximum_visited_leafs_per_query | integer | ||
average_visited_leafs_per_query | integer | ||
Photon Maps | |||
number_of_photons | integer | Total number of traced photons. | |
number_of_interactions | integer | Total number of photon/surface interactions. | |
number_of_global_photons | integer | Number of photons stored in global photon maps. | |
number_of_caustic_photons | integer | Numbe of photons stored in caustic photon maps. | |
average_bounces | real | Average number of bounces a photon does before terminating or exiting scene. | |
average_diffuse_depth | real | Average depth of photons stored in the global photon map. | |
average_caustics_depth | real | Average depth if photons stored in the specular photon map. |
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