View Full Version : CPU output compare test
handige_harrie 04-18-2003, 11:54 AM As dann stubbs pointed out, different CPU architectures use different ways of calculating and rounding numbers. This can result in the same file having different outputs.
This phenomenon exists: even when rendering the same image twice using exactly the same CPU, you get differences in the image. These however are very hard to see and will not be disturbing in an animation. This is what we want to prevent.
This might be an issue if we want to distribute rendering (http://www.cgtalk.com/showthread.php?s=&threadid=56182) among others with different cpu's.
To check if this is the case when different CPU's are involved, I need your help.
I created a file that uses raytracing, radiosity and caustics (and a light with area shadow). These features all depend heavily on CPU calculations, so if there is anything that will cause visible variations, this certainly will. I wanted to use dynamics also, but since not everyone has it (and I honestly didn't feel like setting up a whole dynamics scene) I left it out.
Your job is to render this file WITHOUT changing any of the settings and NOT compressing the image afterwards.
Zip your image using winzip, highest compression and upload it somewhere, so we can download it and compare it.
I compare images using Adobe Photoshop 6.0. I take a layer with one image, create a second layer and paste a second image onto it. Then I can make the second layer visible or unvisible, so differences can be seen quickly.
I tried to take rendertime into account despite of the renderintensive features. It took me 8-9 minutes to render it on my Intel Pentium 4 2000@2667.
We need to test different CPU architectures (I already tested the Intel Pentium Northwood):
LIST OF CPU CORES (http://www.tweakers.net/ext/i.dsp/1045579931.gif)
Of course it would be nice to see some Mac's to test also. I am not so familiar with the differences between IBM's cpu's, but a comparison between Intel/AMD's 32bit and IBM's 64bit would be nice.
The list also doesn't include Intel Xeon cpu's, these still can be tested, since they have an older version of HTT, which makes them different from Pentiums.
AMD MP's are just the same as AMD XP's.
the file (C4D R8.0) (http://members.home.nl/hcgl.hermans/cpu_file.zip)
Thank you :)
|
|
handige_harrie
04-18-2003, 11:59 AM
Forgot the example again :D
LucentDreams
04-18-2003, 12:02 PM
Originally posted by handige_harrie
Forgot the example again :D
the test won't be accurate at all though, have you ever rendered a radiosity image twice without saving ther solution (recalculate always) then take the two images into PS and blen one on top of the other with difference, man thres a difference and thats using the exact same system seconds after each other.
handige_harrie
04-18-2003, 12:18 PM
Originally posted by Kaiskai
the test won't be accurate at all though, have you ever rendered a radiosity image twice without saving ther solution (recalculate always) then take the two images into PS and blen one on top of the other with difference, man thres a difference and thats using the exact same system seconds after each other.
Yes I know, I tried :). Of course there are differences, just not as rigorous that it's disturbing in an animation.
Maybe it is disturbing if you rendered it with a different cpu, and that's what I want to find out.
bcbarnes
04-18-2003, 12:54 PM
Would be glad to help. Can you provide the scene as a .ZIP file?
handige_harrie
04-18-2003, 01:14 PM
the test won't be accurate at all though, have you ever rendered a radiosity image twice without saving ther solution (recalculate always) then take the two images into PS and blen one on top of the other with difference, man thres a difference and thats using the exact same system seconds after each other.
I tried again using the blending option set to difference as you propose, the image is perfect black. At least I cannot find artifacts or such, even when heavily zoomed in.
Would be glad to help. Can you provide the scene as a .ZIP file?
I'll replace the .rar with the .zip in a few minutes. Although I like winrar better, most people use winzip, I should have thought of that.
bcbarnes
04-18-2003, 01:56 PM
Here's one for you. This was done on an AMD Athlon XP 1.20 Ghz (Thunderbird, I think). Took 14:36 to render.
Looks to me like the light is a bit "blown out" in my image - it doesn't have the nicer shadowing around the glass object on the right.
AthlonXP Thunderbird Image (http://www.briancbarnes.homestead.com/files/AthlonXP.zip)
AdamT
04-18-2003, 02:43 PM
http://bellsouthpwp.net/A/d/AdamTrachtenberg/comparo.zip
On dual 2.4Ghz Xeons, about 6 1/2 minutes.
BTW, never use an omni light for caustics. The attached image was done with the original scene, but changing it to a spot light reduced render time by about 40%, and with a better caustic effect.
handige_harrie
04-18-2003, 05:48 PM
This is strange, AdamT's and bcbarnes' image look almost identical. Mine however looks a lot different. I must have done something wrong. I even clocked down to 2000mHz and rerendered a couple times, still the same. I downloaded my own file - go figure - and rendered it. Still the same.
I am confused and don't really know what to do right now :shrug:
Maybe you should make a new file Adam, you know much more what should and what shouldn't be done to keep the rendertime down.
AdamT
04-18-2003, 06:19 PM
Have you upgraded to 8.1? That might make a difference.
To reduce render time all you have to do is convert the light to a spot and make sure it covers the whole scene. The thing is, an omni casts photons (and shadows) in 6 directions, so when you use it for caustics in this case, 5 out of those six calculations aren't affecting the rendered image, but they slow down the render. Also, you're getting 1/6th the photons where they count. To speed things up even more, use two spots: one to light the scene and another in the same place to generate caustics. The caustic light should be tightly focused on the causitc-producing object. That way *all* the photons are going where they're needed and you can get away with much fewer samples.
dann_stubbs
04-18-2003, 11:09 PM
actually procedural textures are where you will probably see the biggest rounding difference errors.
you may also want to throw in some area lights with falloff and soft shadows.
and then of course there is the mathmatically oriented plugins like pyro or anything else math intensive. dynamics, etc...
just more variables to explore - but procedurals should be tested for sure.
dann
handige_harrie
04-19-2003, 11:37 AM
I'm still on 8.0 that'll be the problem.
I have to upgrade one day soon, I know. Especially if I want this 'distributed rendering' thing to be a succes.
Adam, I immediately searched the manual and found what you are saying about the omni that emmits light (and photons) in all directions :).
So dann, you're saying I should toss out the radiosity and caustics, or just leave them in and add the things you suggest?
CosmicBear
04-19-2003, 12:28 PM
well, here's your mac-test
rendered on a dual g4 2x1GHz, 1 GRam, Cinema 8.1
it took 15.15 minutes
hope it helps
zip-file (http://www.cosmicbear.de/download/rendertest.zip)
AdamT
04-19-2003, 03:24 PM
You know the 8.1 update is free, right?
handige_harrie
04-19-2003, 09:20 PM
Originally posted by AdamT
You know the 8.1 update is free, right?
Yes I do :). It's just that I have had very bad experiences with upgrading software. I read there were problems upgrading to 8.1 so I say to myself: "If it ain't broke, don't fix it". As long as I don't need the extra features I don't really want to upgrade.
But that's just me :rolleyes:.
I compared the amd, intel and mac pictures and could only see differences if I cranked the contrast up to > 90% in PS (after the difference blend on the second layer, and flattening the image).
You can check it yourself if you want.
LucentDreams
04-19-2003, 11:29 PM
threy released a new updater that fixed all the problems. The OGL and edge melt are enough reason to upgrade.
dann_stubbs
04-20-2003, 01:05 AM
Originally posted by handige_harrie
I'm still on 8.0 that'll be the problem.
I have to upgrade one day soon, I know. Especially if I want this 'distributed rendering' thing to be a succes.
Adam, I immediately searched the manual and found what you are saying about the omni that emmits light (and photons) in all directions :).
So dann, you're saying I should toss out the radiosity and caustics, or just leave them in and add the things you suggest?
for raydiosity i would leave the omni in (esp if you have more then 1 bounce) it should help add some light not all from one point as a spot is.
i would add those things in addition - after all you want a "worst case' scene to test issue with. then you can see the variations at once and know how to avoid or work around them.
maybe even put something behind the transparent shape and up the refraction to 1.6-ish (glass like) and see if the different processors produce variation in refraction calculation. just add a tag to ignore GI on the glass object that should help render times a little too.
i'd even put the scene in a box so you see more shading in the background walls and sides (good with the omni light raydiosity too) and you might see variations in the math from the drop off on the light creating differences in shading/shadows on the walls.
if you are looking for errors - look for them all - then you know how to avoid some or all of them.
dann
handige_harrie
04-21-2003, 04:30 PM
I uploaded a new file (check first post for download) which includes:
3 different SLA materials
soft shadow omni w/ falloff
soft shadow spot w/ caustics, without falloff
soft shadow area light w/ fallof
separate glassy thing mesh for radiosity.
glassy thing itself does not produce radiosity.
radiosity
caustics
No dynamics or such.
Cinema1954
04-21-2003, 09:46 PM
Here's my render of the new file. Athlon xp1800+, 512 RAM. Render time 17:47. http://www.camerasinternational.com/skinner/AthlonXP1800.zip
AdamT
04-22-2003, 04:46 AM
http://bellsouthpwp.net/A/d/AdamTrachtenberg/cpu_test.jpg
6:35 on dual 2.4 Xeons.
CGTalk Moderation
01-14-2006, 10:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.