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(c) 2004 Maas Digital LLC Modified by Aghiles Kheffache to reflect current status (2012) REQUIREMENTS ------------ You must have a RenderMan-compliant renderer installed such that the shaders and RIB files in this project can be coompiled and rendered. Default shader compiler is 'shaderdl' and the default renderer is 'renderdl', both are part of the 3Delight distribution. To use PrMan please modify dobench.sh and change these command names to 'shader' and 'prman'. INSTRUCTIONS ------------ Simply run the script dobench.sh. ./dobench.sh dobench.sh works on Linux and Mac OSX only. On other platforms, you must compile bench.sl and stucco.sl manually, then time each of the RIB renderings - except geom.rib. dobench.sl writes some system information and the benchmark times to a file called output.txt in the current directory. Additionally, each RIB will produce statistics from the renderer. Statistics files will have the same name as the RIB but with the .txt extension. Note that all output files are overwritten each time you run the the benchmark, so rename it to something else if you want to keep them. The rendered images will be named the same as the test, e.g. shader.tif, hider.tif, etc. TEST INFO --------- There are seven tests, each of which exercises a different part of the a renderer. These tests should each take about 5-10 minutes to render. The "shader" test stresses the shader interpreter along with some commonly used shadeops (noise and spline) by running a complex shader on a very simple piece of geometry. The "shader_vm" is like "shader" but doesn't run the noise() function which is quite costly. It is meant as a more accurate timing of the shader VM. The "hider" test stresses the hider by rendering with depth of field, motion blur, and a high number of samples. The "diffuse raytracing" test simulates ambient occlusion raytracing. The "diffuse raytracing+disp" test simulates ambient occlusion raytracing on displaced geometry. The "diffuse raytracing+shade" test simulates ambient occlusion raytracing but runs the shader at each ray hit. The "specular raytracing" test simulates reflection raytracing. On the ray tracing tests, I've used a typical number of samples from production shots, but set the shading rate somewhat high, in order to make the renders finish in a reasonable amonut of time. In a production setting the shading rate would be set to 1 or less. Which tests you should pay attention to depends on your typical production workload. If you aren't using much ray tracing, then the "shader" and "hider" tests are probably about equal in importance. If you are using ambient occlusion, then look at the "diffuse raytracing" test. If you use raytraced reflections, then look at the "specular raytracing" test. COPYRIGHT INFO -------------- This package is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program (GPL.txt); if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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This test series is a very simple benchmark for RenderMan-compliant renderers. It was first started by Dan Maas and released under a GPL license. Refer to README.txt for more details.
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