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KeywordTypeUnitsDescription
System
time_to_first_pixelrealsecondsTime it take for the first pixel to appear.
network_traffictable

disk_traffictable

load_average

[real,

real,

real]


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.
Profiling
timingstabletimeTime taken to produce the image, for a wide range of timed categories. Different categories are explained in Profiling Categories.
memory_profiletableMMemory used to produce the image, for a wide range of categories.
peak_virtual_memoryrealMThe peak virtual memory while rendering. Note that 3Delight could consume large amounts of virtual memory on 64 bits machines. This doesn't mean that it will actually uses all the virtual space it allocated (far from it).
peak_residentrealMPeak resident memory as computed by 3Delight.
peak_from_mallocrealMPeak as returned from system allocator.
system_time[real, real, real]

cpu_usage[real, real, real]
CPU usage in %.
Netword Cache
cache_sizerealGB

As specified by the user.


used_sizerealGBAmount of space already used.
number_of_copied_filesinteger
Total number of files copied to that cache during this rendering session
number_of_failed_copiesinteger
Copies that failed for system reasons (space, permissions, etc ...)
number_of_copies_avoidedinteger
Copies avoided because files already in cache
number_of_rejected_filesinteger
Files not copied because cache is full
*number_of_copies_avoided_kbintegerKbSame as number_of_copies_avoided but in Kb.
data_not_cachedintegerKbData not cached due to lack of space.
data_copiedintegerKbTotal amount of data that has been copied to the cache during the rendering sessions.
Textures
number_of_mapsinteger
Total number of maps (textures, shadow maps, deep shadow maps, etc ...) managed.
number_of_texture_mapsinteger

number_of_shadow_mapsinteger

number_of_deep_shadow_mapsinteger

number_of_invalid_mapsinteger

number_of_file_open_operationsinteger
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_requestsinteger
Total number of maps requested
texture_access_statisticstable

texture_idsgroup
List of texture ids needed to understand texture_access_statistics
Texture Cache
cache_sizerealGBSize of RAM texture cache.
footprint_of_texturesreal
The texture footprint is the total amount of data seen by the cache during a render. It's the size the cache should be made to hold everything needed in memory. This is a good metric of how much data a scene is using. Note that the cache does not have to be that large to be fully efficient in most cases.
footprint_of_misc
GSame as footprint_for_textures but applies to other textures such as 3D textures (brick maps).
pressurereal

The cache pressure is the ratio between the footprint and the amount of data actually loaded into the cache, counting data which is loaded more than once because it was flushed. For example, at 2 each texture tile is loaded on average twice, which is actually not that bad. At 10, we're loading each tile 10 times, which is not that good anymore. A pressure of 1 indicates a fully efficient cache.

This number is directly proportional to the texture loading time described in the Profiling section above. If the pressure goes from 4 to 2 then loading time will be halved.

pressure_from_texturesreal
Pressure from 2D textures.
pressure_from_miscreal
Pressure from other kind of textures (such as 3D textures).
Scene
number_of_objectsinteger
Total number of high level objects passed to renderer.
number_of_attributesinteger
Number of RenderMan attributes needed to describe the scene.
number_of_transformsinteger
Number of transforms in the scene.
primitive_compression_ratioreal
While rendering, 3Delight uses a compression algorithm for geometric primitives residing in memory. This statistic indicates the compression ratio.
saved_memoryrealMbMemory saved thanks to compression.
REYES
number_of_mpsinteger
Total number of micro polygons generated to produce the image.
average_mps_per_gridinteger
Average number of micro polygons per grid.
grids_projectedinteger
Total number of grids projected to screen.
grids_shadedinteger
Total number of grids that have been shaded. Some projected grids might not need shading after projection because they are rejected by visibility culling.
grids_displacedinteger
Total number of displaced grids.
number_of_primitivesinteger
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_bucketsinteger

average_items_per_bucketinteger
Average number of items (primitive, grid, particle, etc ...) in a bucket.
maximum_items_in_a_bucketinteger
Maximum items found in a single bucket.
distribution_of_micropolygon_areahistogram
An histogram representing the distribution of the area of micro-polygons. Distributions skewed towards lower values mean slower renders.
distribution_of_fragment_listshistogram
Depth complexity.
number_of_trimming_operationsinteger
Number of trim curves operations. Non zero when scene contains NURBS and trim curves.
maximum_mp_areareal
Maximum micro polygon area in the scene.
mininum_mp_areareal
Minimum micro polygon area in the scene.
average_mp_areareal
Average micro polygon area in the scene.
*curves_grouping_efficiencyreal
Internal.
Ray Tracer
number_of_raysinteger
Total number of traced rays.
number_of_shader_callsinteger
Total number of shader calls.
travelled_distancerealcamera space unitsTotal travelled distance for all traced rays.
number_of_arealight_probesinteger
Total number of ray probes for area light sampling.
average_objects_in_ray_pathreal
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_testsinteger
Total count of intersection tests with the lowest level geometrical primitives in 3Delight.
space_partition_efficiencyreal
Proportion of rays hitting an object after they enter a space partition leaf.
bounding_volume_efficiencyreal
Proportion of rays hitting an objects they they enter objet's bounding volume.
average_ray_packet_sizereal

approximationsreal
Percentage of intersection tests that used geometric approximations.
cache_pressurereal
Pressure on displaced geometry cache.
distribution_of_ray_depthhistogram

distribution_of_shading_groupshistogram
Represents the distribution of shading group sizes. Histograms skewed to lower values represent less efficient shading.
distribution_of_ray_typestable
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_callstable

Describes how many shader calls were performed, per ray type.

bbox_intersections(real, integer)
( bounding box intersection per ray, total bbox intersection )
Point Based Subsurface Scattering
distribution_of_lookup_depthhistogram
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_nodesinteger
Total number of nodes (internal and leafs) in the space partitioner.
motion_densityreal

motion_segmentsinteger

tree_depthinteger
Maximum leaf node depth in the space partitioner.
number_of_raysinteger
Total number of rays that went through the space partitioner.
average_leafs_per_rayreal
Average number of leaves a ray encounters during tress traversal.
average_internal_nodes_per_rayreal
Average number internal nodes a ray encounters during tree traversal.
*average_depth_per_leafreal

average_objects_per_leafreal

average_packet_size_at_rootreal
Ray packet size when packet is entering the root of the tree
average_packet_size_at_leafreal
Ray packet size when packet is entering a leaf of the tree
number_of_bbox_intersectionsinteger

number_of_bbox_intersections_per_rayreal
It is useful to compare this number with the average_objects_in_ray_path
Point-Based Global Illumination
number_of_queriesinteger
Total number of lookups in the point-based representation of the scene.
number_of_elements_per_queryreal
Average number of elements considered for each query. Higher numbers usually indicate slower queries/renders.
Point-Based Subsurface Scattering
number_of_nodesinteger
Total number of nodes (internal and leaf) in data structure (tree) used for point-based subsurface scattering.
tree_depthinteger

number_of_queriesinteger

number_of_leaf_computationsinteger
Number of subsurface computation performed using the leafs of the tree.
number_of_hierarchical_computationsinteger
Number of subsurface computation performed using higher (aggregate) tree levels. Using such aggregate computations accelerate overall render time.
minimum_visited_leafs_per_queryinteger

maximum_visited_leafs_per_queryinteger

average_visited_leafs_per_queryinteger

Photon Maps
number_of_photonsinteger
Total number of traced photons.
number_of_interactionsinteger
Total number of photon/surface interactions.
number_of_global_photonsinteger
Number of photons stored in global photon maps.
number_of_caustic_photonsinteger
Numbe of photons stored in caustic photon maps.
average_bouncesreal
Average number of bounces a photon does before terminating or exiting scene.
average_diffuse_depthreal
Average depth of photons stored in the global photon map.
average_caustics_depthreal
Average depth if photons stored in the specular photon map.

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