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<body class='hmmessage'><div dir='ltr'>Hi,<div>about hair, haven't seen any specific paper link to help shading and rendering speedup.</div><div><br></div><div>Is there anything already implemented so far, or other ideas? </div><div>Reading at the pdf, the recent Importance sampling from Marschner et al, could be used in conjunction with Dual scattering,</div><div>i remember reading in this mailing list, people willing to integrate dual scattering.</div><div><br></div><div>Dual scattering - <a href="http://www.cemyuksel.com/research/dualscattering/dualscattering.pdf" target="_blank" style="font-size: 12pt;">http://www.cemyuksel.com/research/dualscattering/dualscattering.pdf</a></div><div><br></div><div>Importance sampling - <a href="http://cg.ibds.kit.edu/publications/pubhanika/2013_hairbrief.pdf" target="_blank">http://cg.ibds.kit.edu/publications/pubhanika/2013_hairbrief.pdf</a></div><div><br></div><div>A quote from the paper:</div><div><br></div><div><div><i>"Our sampling scheme can be used for direct illumination sampling</i></div><div><i>(where indirect illumination may be approximated by Dual Scattering</i></div><div><i>[Zinke et al. 2008]) and also for indirect illumination, where</i></div><div><i>sampling at each vertex of a random path is used to create photon</i></div><div><i>maps within hair volumes [Moon et al. 2008] or within a variety</i></div><div><i>of unbiased path-tracing algorithms"</i></div></div><div><br></div><div>Thoughts?</div><div><br></div><div>MG</div><div><br><br><div>> From: brechtvanlommel@pandora.be<br>> Date: Wed, 5 Feb 2014 17:02:11 +0100<br>> To: bf-cycles@blender.org<br>> Subject: [Bf-cycles] Optimization project<br>> <br>> Hi all,<br>> <br>> With Gooseberry coming up, it would be good to start focusing on (CPU)<br>> optimization for the next few release cycles. For new features I still<br>> plan to finish volume rendering and add deformation motion blur soon,<br>> but besides that a more organized optimization project is something<br>> I'd like to spend time on.<br>> <br>> See this wiki page for more details:<br>> http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Optimization<br>> <br>> There's already great work being done by Sv. Lockal and others in this<br>> area, on the low level optimization front, but there's many more<br>> opportunities. I'll try to add more detail and ideas over time, this<br>> is just what I could think of off the top of my head.<br>> <br>> You can help out in various ways:<br>> * Contribute code to implement optimizations<br>> * Help gathering of test scenes representative of Gooseberry shots<br>> * Suggest practical optimizations ideas<br>> <br>> It would also be cool if someone could set up some webpage with a<br>> graph that tracks Cycles performance on test scenes over time, maybe<br>> doing a render with the latest Git version once a week or so (like<br>> http://arewefastyet.com/).<br>> <br>> Thanks,<br>> Brecht.<br>> _______________________________________________<br>> Bf-cycles mailing list<br>> Bf-cycles@blender.org<br>> http://lists.blender.org/mailman/listinfo/bf-cycles<br></div></div>                                            </div></body>
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