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The information included in these statistics give some general information about render settings that can affect performance. The first line is always the software version so it is easy to see what 3Delight version was used to render the frame.

StatisticDescription
Render used the 'raytrace' hider
This says wheter REYES or ray tracing was used to render the images.
Image resolution: 640x480
Image resolution.
Pixel oversampling: 2 x 2
The oversampling used for this image.
Total number of displays (AOVs)
Says how many AOVs are output in the current render.
Shared instances (for massive instancing) : on
This says if 3Delight is using a special optimization to render large amounts of object instances.

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StatisticDescription
Total physical memory : 8.6GB
Gives the total amount of memory installed on the system.
CPU Physical cores count: 2, logical cores count: 2
Gives physical and logical core count. Logical core count includes "hyperthreading" processors.
Render threads started by user : 2
Says how many threads have been started by the user.
Network reads : 1.48 Mb total. Transfer rate: 137.6 Kb/s
This interesting statistics gives the total amount of data that has been read from the network while rendering the image. Note that this count all the network data and not only the data that is used for rendering. This statistic is helpful to debug network performance problems.
Network writes : 1.48 Mb total. Transfer rate: 137.7 Kb/s
Similar to the statistic above but for network writes.
Load average: 1.2 0.9 1.1
Load average is a gauge of how many processes are on average, concurrently demanding CPU attention. The three numbers are averages for 1, 5 and 15 minutes. Very detailed description of load averages can be obtained on Linux manpages of uptime. A good technical overview can be found here and good vulgarization can be found here.
Time to first pixel : 1 seconds.
This somewhat misplaced statistic shows the time it took before the first pixel has been sent to the user. It is always a very important goal in 3Delight to minimize this time.

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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.

TaskDescription
raytracer init
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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 below).
shadow map loading
Counts the time spent loading shadow map tiles.

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.

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This statistics block gives some basic information about the current scene.

StatisticsDescription
Number of objects in the scene

Counts the total number of objects in the scene.

Number of attributes in the scene
Counts the total number of RenderMan attributes in the scene.
Number of transforms in the scene
Counts the total number of transforms in the scene.
Primvar compression ratio
3Delight uses a compression algorithm to minimize the memory used by the geometry and its auxiliary data. This number gives an idea of the performance of that compression algorithm.
Saved memory due to compression
Gives the total number of megabytes saved thanks to compression.

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