Thanks! I already do tracing the samples parallel.
Strangly I have a core 2 duo and it seems that using
3 threads is the best (slightly better than 2). Aldough
this might be accidetal. Maybe the more-complex
samples are more equally in separate threds.
You can also achieve significant speed-ups by doing things in
parallel, f.ex. see
https://groups.google.com/forum/?hl=de#!searchin/golang-nuts/ray$20tracer/golang-nuts/mxYzHQSV3rw/dOA78aeVLgEJ
Using a double4 could improve the performance of your code, but
it must be used wisely. (One general tip is to avoid mixing
SIMD
and serial code. if you want to use SIMD code, then it's often
better to keep using SIMD registers even if you have one
value).
I sadly could not get it to work
Oh, thanks for all of your help. Nice
to see, that D guys do really help. :)
Róbert László Páli:
And would you suggest to try to use
SIMD double4 for 3D vectors? It would
take some time to change code.
Using a double4 could improve the performance of your code, but
it must be used wisely. (One general tip is to avoid mixing SIMD
and serial code. if you want to use SI
@Jacob Carlborg
I would say use structs. For compiler I would go with LDC or
GDC. Both of these are faster for floating point calculations
than DMD. You can always benchmark.
Thank you for the advice!
I installed ldc and used ldmd2.
Te benchmarks are amazing! :O
DMD > compile = 2503 > run = 2
On Wednesday, 16 October 2013 at 12:02:15 UTC, Róbert László Páli
wrote:
I thought, using classes may require too much memory, because
they are not destructed on scope end, and maybe speed reduction
when GC kicks in.
Is my assumptions that in this case struct are more wise?
Yes, by all means
I find it critical to ensure all loops are unrolled in basic
vector ops (copy/arithmathc/dot etc.)
On Wednesday, 16 October 2013 at 12:02:15 UTC, Róbert László Páli
wrote:
Hello!
I am writing an unbiased raytrace renderer in D. I have good
progress, but I want to make it as fast as possible
On 2013-10-16 14:02, "Róbert László Páli" wrote:
Hello!
I am writing an unbiased raytrace renderer in D. I have good progress,
but I want to make it as fast as possible where I can do it without
compromises.
I use a struct with three doubles for vector and color calculations and
I have operator
Hello!
I am writing an unbiased raytrace renderer in D. I have good
progress, but I want to make it as fast as possible where I can
do it without compromises.
I use a struct with three doubles for vector and color
calculations and I have operator overloading for them. Many
vectors and color
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