LuxMark v3.0: LuxRender propaganda with OpenCL

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LuxMark v3.0: LuxRender propaganda with OpenCL

Postby Dade » Wed Feb 25, 2015 5:30 am

Introduction

LuxMark is a OpenCL cross-platform benchmark tool and has become, over past years, one of the most used (if not the most used) OpenCL benchmark. It is intended as a promotional tool for LuxRender and it is now based on LuxCore, the LuxRender v2.x C++ or Python API available under Apache Licence 2.0 and freely usable in open source and commercial applications.

OpenCL render engine

A brand new micro-kernel based OpenCL path tracer is used as rendering mode for the benchmark.

C++ render engine

This release includes the come back of a benchmarking mode not requiring OpenCL (i.e. a render engine written only in C++ like in LuxMark v1.x). Ray intersection C++ code uses state-of-the-art Intel Embree.

Stress mode

Aside from benchmarking modes, it is also available a stress mode to check the reliability of the hardware under heavy load.

Benchmark Result Validation

LuxMark now includes a validation of the rendered image by using the same technology used for pdiff in order to check if the benchmarked result is valid or something has gone wrong. It has also a validation of the scene sources used (i.e. hash of scene files). While it will still possible to submit fake results to the LuxMark result database, it will make this task harder.

LuxVR

LuxVR is included as demo too and replaces the old "Interactive" LuxMark mode.

A brand new web site

There is now a brand new web site dedicated to LuxMark result: http://www.luxmark.info. It includes many new features compared the old results database.

Benchmark Scenes

3 brand new scenes are included. The simple benchmark is the usual "LuxBall HDR" (217K triangles):

Image

The medium scene is the "Neumann TLM-102 Special Edition (with EA-4 shock mount)" (1769K traingles) designed by Vlad "SATtva" Miller (http://vladmiller.info/blog/index.php?comment=308):

Image

The complex scene is the "Hotel Lobby" (4973K) designed by Peter "Piita" Sandbacka:

Image

Binaries

Windows 64bit: http://www.luxrender.net/release/luxmar ... 4-v3.0.zip (note: you may have to install VisualStudio 2013 C++ runtime => https://www.microsoft.com/en-US/downloa ... x?id=40784)
MacOS 64bit: http://www.luxrender.net/release/luxmar ... 4-v3.0.zip
Linux 64bit: http://www.luxrender.net/release/luxmar ... .0.tar.bz2

Some note to compile LuxMark:

- the sources are available here: https://bitbucket.org/luxrender/luxmark (tag: luxmark_v3.0)

- LuxMark can be compiled exactly like LuxRender. It has exactly the same dependencies (i.e. LuxCore, LuxRays, etc.)

- it requires LuxRays "for_v1.5" branch to be compiled (tag: luxmark_v3.0)

- the complete scenes directory is available here: https://bitbucket.org/luxrender/luxmark/downloads (scenes-v3.0beta2.zip file)
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Re: LuxMark v3.0

Postby Dade » Wed Feb 25, 2015 5:32 am

Note: the final version is pretty much the same of "beta2" (use the listed Mercurial tags, do not use the latest LuxRays/LuxCore version if you want to compile from sources).
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Re: LuxMark v3.0

Postby jensverwiebe » Wed Feb 25, 2015 6:35 am

Dade wrote:Note: the final version is pretty much the same of "beta2" (use the listed Mercurial tags, do not use the latest LuxRays/LuxCore version if you want to compile from sources).


Any special reason for this requirement ? Have no idea atm :oops:

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Re: LuxMark v3.0

Postby Dade » Wed Feb 25, 2015 6:37 am

jensverwiebe wrote:
Dade wrote:Note: the final version is pretty much the same of "beta2" (use the listed Mercurial tags, do not use the latest LuxRays/LuxCore version if you want to compile from sources).


Any special reason for this requirement ? Have no idea atm :oops:


Otherwise, we would have to release another beta ... and we would never end :lol:
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Re: LuxMark v3.0

Postby Dade » Wed Feb 25, 2015 6:37 am

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Re: LuxMark v3.0

Postby jensverwiebe » Wed Feb 25, 2015 7:05 am

Dade wrote:
jensverwiebe wrote:
Dade wrote:Note: the final version is pretty much the same of "beta2" (use the listed Mercurial tags, do not use the latest LuxRays/LuxCore version if you want to compile from sources).


Any special reason for this requirement ? Have no idea atm :oops:


Otherwise, we would have to release another beta ... and we would never end :lol:


This is very bad for me, cause all the dylib refactor gets lost. Would have to reconfigure all my bundling stuff. Hmm.
Why is the "pick-off" for_v1.5 so early, i would need 8f89d87 at least. Perhaps i just ignore on OSX and use latest, cause i tested this all over and over again.

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Re: LuxMark v3.0

Postby Dade » Wed Feb 25, 2015 7:18 am

jensverwiebe wrote:Why is the "pick-off" for_v1.5 so early, i would need 8f89d87 at least. Perhaps i just ignore on OSX and use latest, cause i tested this all over and over again.


It is exactly the same version of beta2, anyway use what version you prefer.
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Re: LuxMark v3.0

Postby jensverwiebe » Wed Feb 25, 2015 7:21 am

Dade wrote:
jensverwiebe wrote:Why is the "pick-off" for_v1.5 so early, i would need 8f89d87 at least. Perhaps i just ignore on OSX and use latest, cause i tested this all over and over again.


It is exactly the same version of beta2, anyway use what version you prefer.


Jup, but i made special OSX fixes and refactor afterwards. Trust me, using latest for OSX is okay.
I will put an extra eye now and release asap.

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Re: LuxMark v3.0

Postby jensverwiebe » Wed Feb 25, 2015 8:49 am

OSX: http://www.luxrender.net/release/luxmar ... 4-v3.0.zip

@ Dade: i locally and temporarily renamed luxcore 1.5dev -> 1.5, so the "based on .." and LuxVR window does not show the ugly "dev" attachement ;)

LuxMark release is codesigned/sealed, so fiddling inside the bundle will make the app invalid :shock: :mrgreen:

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Re: LuxMark v3.0

Postby Dade » Wed Feb 25, 2015 10:54 am

Updated the MacOS link.

Anyone know how to updated the "LuxMark Database" link at the top of this page to point to http://www.luxmark.info ? I have access to the web server but I don't know how/where to change the link :?: The old database is broken anyway since we moved to the new web server.
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