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From: John W. <joh...@gm...> - 2004-11-22 09:33:41
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Hi Gerardo:
Thanks for the info.
It is a little counter-intuitive that jrman is that much faster
than Aqsis with Aqsis being implemented in C++ and jrman being
implemented in java.
Can you elaborate a little more in terms of implementation why is or
what makes jrman faster?
Why and How the -server option improves the performance?
I would like to contribute as a developer, please let me know of ways
I can help. I have been doing Java programming since 1995 and I did
some very basic raytracing work at the University of Utah while
working for Evans & Sutherland. I'd like to learn more by helping out.
Thanks
-John
On Sun, 21 Nov 2004 18:15:41 -0600, Gerardo horvilleur
<ma...@gm...> wrote:
> I just did one quick test with Pixie a few months ago so I really
> wouldn't be able to make an accurate comparison between Pixie and
> jrMan.
>
> From time to time we compara Aqsis and jrMan and we believe that:
>
> 1. Aqsis is, by far, a much more complete implementation of the
> Renderman Spec. Basically they seem to have implemented almost
> everything, while in jrMan we still have a big list of unimplemented
> featurees.
>
> 2. From our tests it seems that jrMan is faster than Aqsis. When
> running both programs on an Intel machine (the Mac OS X implementation
> of Java is not as fast as the Sun JDK on Intel) jrMan is faster than
> Aqsis, especially if you use the java -server option. On complex
> scenes jrMan is about twice as fast as Aqsis.
>
>
>
>
> On Sun, 21 Nov 2004 10:35:18 -0800, John Wang <joh...@gm...> wrote:
> > Thanks Gerardo, I got it to work.
> >
> > How does jrman compare with other open source rendering tools such as
> > Pixie or Aqsis in terms of functionality and performance?
> >
> > Thanks
> >
> > -John
> >
> > On Sat, 20 Nov 2004 19:06:50 -0600, Gerardo horvilleur
> >
> >
> > <ma...@gm...> wrote:
> > > I assume that by NPE you mean "NullPointerException". Did you get that
> > > with the sample rib files that come with the jrman 0.3 distribution?
> > > Please note that some of the rib files in the "model" directory are
> > > data files that are included in a scene with the "ReadArchive" command
> > > and are not meant to be rendered by themselves (the README.TXT lists
> > > the files than can be rendered).
> > >
> > > Current status:
> > >
> > > We have been very busy this year so we weren't able to advance as fast
> > > as we would have liked to, but we
> > > managed to implement:
> > >
> > > 1. Patch meshes
> > > 2. All bicubic basis
> > > 3. Reduced memory usage on models with a very large number of polygons.
> > > 4. Delayed ReadArchive
> > > 5. Better handling of parameters for many primitives
> > > 6. NURBS (not yet trimmed)
> > > 7. More fine tuning (and bug fixing!) in the occlusion culling code
> > >
> > > All of the above is in the CVS version and we expect to release jrman
> > > 0.4 shortly (in a couple of weeks?)
> > >
> > > We also did some work on the shading compiler, but there's still much
> > > to do before we can have something ready to release.
> > >
> > >
> > >
> > >
> > > On Sat, 20 Nov 2004 12:01:32 -0800, John Wang <joh...@gm...> wrote:
> > > > Hi folks:
> > > >
> > > > What is the current status and directions of the jrman project?
> > > >
> > > > I downloaded jrman 0.3 and couldn't get it to work. Keep getting
> > > > a NPE when parsing the model files. I added worldBeging and worldEnd
> > > > method calls to get the renderer field instantiated, but then I get an
> > > > "invalid corrdinate system" and nothing gets rendered.
> > > >
> > > > Thanks
> > > >
> > > > -John
> > > >
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