Following Lennart Augustsson's improvements of the Haskell implementations of
my ray tracer language comparison:
http://augustss.blogspot.com/2007/11/benchmarking-ray-tracing-haskell-vs.html
I thought I'd share the performance improvements offered by Lennart's new code
with the latest release
I've added four progressively optimized implementations of the Haskell ray
tracer to the language comparison:
http://www.ffconsultancy.com/languages/ray_tracer/
Only the first is lazy and I haven't mentioned them in the discussion yet.
--
Dr Jon D Harrop, Flying Frog Consultancy Ltd.
OCaml
On 7/22/07, Andrew Coppin <[EMAIL PROTECTED]> wrote:
It seems everybody misunderstands what I mean by "production-grade".
Not at all. It's just that some of us are interested to know what part
Haskell might play in a production-grade renderer, where we mean
*production*-grade renderer.
--
Dan
Dan Piponi wrote:
On 7/14/07, Andrew Coppin <[EMAIL PROTECTED]> wrote:
The "Haskell ray tracer" seems to be a pretty standard and widely-used
example program. But has anybody ever seriously tried to make a
"production-grade" implementation? (I.e., one that is user-friendly,
efficient, and with l
G'day.
Quoting Bulat Ziganshin <[EMAIL PROTECTED]>:
> and why you stopped at 0.5?
I left that job.
Interestingly, I still own the IP on it, apart from some trade
secret (namely the specific target language it was designed for).
> was it due to haskell limitations or
> something else? how haske
Hello ajb,
Monday, July 16, 2007, 5:00:54 AM, you wrote:
>> But I don't think that means there is no role for Haskell in
>> rendering. Examples of places I think Haskell could play a role are:
>> the shader language, [...]
> For the record, I've written 2.5 production shader compilers. The
> 0.5
On 7/15/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
For the record, I've written 2.5 production shader compilers. The
0.5 was in Haskell. :-)
I may have played with 1.0 of them.
One thing I'd also like to mention about the bigger picture behind
rendering: many artist tools in the graphic
G'day all.
Quoting Dan Piponi <[EMAIL PROTECTED]>:
> But I don't think that means there is no role for Haskell in
> rendering. Examples of places I think Haskell could play a role are:
> the shader language, [...]
For the record, I've written 2.5 production shader compilers. The
0.5 was in Hask
G'day all.
By "production grade", I assumed that meant "suitable for use in a
production".
Quoting Sebastian Sylvan <[EMAIL PROTECTED]>:
> Neither does mentalray!
Correct! Most production renderers don't have GUIs. Anything that
REQUIRES a GUI is by definition a toy because it can't be used i
On 7/14/07, Andrew Coppin <[EMAIL PROTECTED]> wrote:
The "Haskell ray tracer" seems to be a pretty standard and widely-used
example program. But has anybody ever seriously tried to make a
"production-grade" implementation? (I.e., one that is user-friendly,
efficient, and with lots of functionalli
On 15/07/07, Andrew Coppin <[EMAIL PROTECTED]> wrote:
Philippa Cowderoy wrote:
> On Sun, 15 Jul 2007, Andrew Coppin wrote:
>
>
>> By "production grade" I don't mean "you can put Pixar to shame", I just mean
>> "it's not an experimental research project - it's something designed to
>> actually be
Philippa Cowderoy wrote:
On Sun, 15 Jul 2007, Andrew Coppin wrote:
By "production grade" I don't mean "you can put Pixar to shame", I just mean
"it's not an experimental research project - it's something designed to
actually be used by normal users".
Or to put it another way, that th
On Sun, 15 Jul 2007, Andrew Coppin wrote:
> [EMAIL PROTECTED] wrote:
> > G'day all.
> >
> > Quoting Andrew Coppin <[EMAIL PROTECTED]>:
> >
> >
> > > The "Haskell ray tracer" seems to be a pretty standard and widely-used
> > > example program. But has anybody ever seriously tried to make a
> >
[EMAIL PROTECTED] wrote:
G'day all.
Quoting Andrew Coppin <[EMAIL PROTECTED]>:
The "Haskell ray tracer" seems to be a pretty standard and widely-used
example program. But has anybody ever seriously tried to make a
"production-grade" implementation? (I.e., one that is user-friendly,
efficien
G'day all.
Quoting Andrew Coppin <[EMAIL PROTECTED]>:
> The "Haskell ray tracer" seems to be a pretty standard and widely-used
> example program. But has anybody ever seriously tried to make a
> "production-grade" implementation? (I.e., one that is user-friendly,
> efficient, and with lots of fun
andrewcoppin:
> The "Haskell ray tracer" seems to be a pretty standard and widely-used
> example program. But has anybody ever seriously tried to make a
> "production-grade" implementation? (I.e., one that is user-friendly,
> efficient, and with lots of functionallity.)
>
All the ones I know o
The "Haskell ray tracer" seems to be a pretty standard and widely-used
example program. But has anybody ever seriously tried to make a
"production-grade" implementation? (I.e., one that is user-friendly,
efficient, and with lots of functionallity.)
_
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