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Kerkythea Rendering System • View topic - Test: Walk-through animation in Podium and Kerkythea
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Test: Walk-through animation in Podium and Kerkythea

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Ecuadorian

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Posts: 119

Joined: Wed Feb 18, 2009 6:26 pm

Location: Guayaquil, Ecuador

Post Thu Feb 26, 2009 10:33 am

Test: Walk-through animation in Podium and Kerkythea

Someone in the Sketchucation forum was looking for an animation tool. My first thought was to recommend Podium + PodiumAnimate plug-in, but see what happened after actually trying to do it, and compare to the Kerkythea result. :shock:

http://www.sketchucation.com/forums/scf ... 23#p135023
<<

Frederik

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Post Thu Feb 26, 2009 11:43 am

Cheers
Kim Frederik

“…When a decision is made it’s important that you implement it quickly.”
<<

Rafa

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Post Thu Feb 26, 2009 11:44 am

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Ecuadorian

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Post Thu Feb 26, 2009 12:05 pm

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notareal

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Post Thu Feb 26, 2009 1:51 pm

One have to understand when to use podium and when not :)
Anyhow, if you must use podium for anything serious and still use the computer for something else, you better set the priority of podium process below normal. That should give your a bit more responsive computer - naturally podium will be a bit slower.
Attachments
SetPriority.jpg
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Frederik

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Post Thu Feb 26, 2009 3:35 pm

Cheers
Kim Frederik

“…When a decision is made it’s important that you implement it quickly.”
<<

Fletch

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Location: Milwaukee, WI USA

Post Thu Feb 26, 2009 8:07 pm

Ecuadorian...
You say in your post that KT only used half your processors (50%) this is because when you render in KT you must remember to set # of threads as high as your computer will allow... it does not automatically choose them all for you (this should be changed in next release)

so fix that, and KT will double it's render speed for you.
be sure the 'render in background' box is checked, and it will automatically render in low priority mode as Notareal shows above... which can obviously be set manually for any proggie... but not necessary w/ KT as it will do this with the checkbox.


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Ecuadorian

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Post Thu Feb 26, 2009 10:41 pm

Fletch: Sorry, I was too sleepy to remember, I'll check it and post the results back in SketchUcation if they're different.
<<

Ecuadorian

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Posts: 119

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Location: Guayaquil, Ecuador

Post Fri Feb 27, 2009 2:54 pm

Ok, I checked my post in SketchUcation and noticed that the screenshot during the Kerkythea rendering reads "Raytracing (Threads:2)", so it seems I did use both threads. However, to be absolutely sure, I repeated the test, this time with a stopwatch.

With 2 threads active, Kerkythea took 6 minutes 27 seconds to render 175 frames.

With only one thread active, Kerkythea took 3 minutes 37 seconds to render the same 175 frames.

The results are quite logical: With such tiny frames, dividing the task between two threads is actually less efficient. This is the same reason why Big corporations often move slower than start-ups, and why bureaucracy is so incredibly slow. However, the first frame (with includes photon mapping and other calculations) took a lot longer to render in single-threaded mode. This means that for more complex tasks, two threads are better than one. I have yet to make tests with more threads, as I haven't bought a Core i7 yet.

So the ideal situation would be to have Kekythea automatically "change gears" and choose the most efficient number of threads for each task.

BTW, the new results mean that Kerkythea can be 15x faster than Podium for quick animation tests.
<<

Ecuadorian

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Posts: 119

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Location: Guayaquil, Ecuador

Post Fri Feb 27, 2009 3:06 pm

Multi-threading isn't always a good thing

Here are the screenshots I took during the second test. I guess the Google team knew this a long time ago... A program can be actually slower if multi-threaded, depending on the task, and that's the reason why SketchUp still does not support this feature. For multi-threading to be efficient, you need an easily divisible (EDIT: and big enough) task.
Attachments
double_thread_rendering.gif
Double-threaded rendering. Notice the symmetrical CPU usage graph. Kerky is doing its best to divide the task equally between both cores, but the additional task of dividing the rendering task (?) actually adds an overhead and results in poor performance,
single_threaded_rendering.gif
Single threaded rendering. Notice the asymmetrical CPU graph. One core is being used a lot more than the other. The CPU usage gauge peaks around 54%. This shows that less can be more, sometimes.
Last edited by Ecuadorian on Fri Feb 27, 2009 9:31 pm, edited 1 time in total.
<<

alex

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Post Fri Feb 27, 2009 3:32 pm

Thanks for pointing this out, it might help us making faster animations, making work only 1 processor per image, so rendering 2 images at a time... At least for small resolutions.

BTW, you should boost the exposure up in your renderings, they look very dark ;)


Perfection is achieved, not when there is nothing more to add, but when there is nothing left to take away.
<<

Fletch

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Post Fri Feb 27, 2009 3:40 pm

I will run some tests myself... thanks for the info.


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notareal

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Post Fri Feb 27, 2009 4:22 pm

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Ecuadorian

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Post Fri Feb 27, 2009 9:00 pm

Attachments
warehouse_kerkythea.zip
Model by Pibuz
(248.71 KiB) Downloaded 301 times
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notareal

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Post Fri Feb 27, 2009 11:09 pm

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