<div dir="ltr">Ok, I will very soon provide you with WIP scenes, at least to understand why it is so scary slow :)</div><div class="gmail_extra"><br clear="all"><div>Daniel Salazar<br><a href="http://patazstudio.com" target="_blank">patazstudio.com</a></div>
<br><br><div class="gmail_quote">On Sun, Feb 9, 2014 at 2:59 PM, Brecht Van Lommel <span dir="ltr"><<a href="mailto:brechtvanlommel@pandora.be" target="_blank">brechtvanlommel@pandora.be</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
I don't have any great ideas to improve raytraced SSS performance,<br>
there's two tweaks we can do on the list now and general BVH<br>
performance improvements should help also. There's probably more we<br>
can do but I'm not sure what at the moment, analysis of some real<br>
world scenes should reveal some ways that it can be improved.<br>
<div class="HOEnZb"><div class="h5"><br>
On Sun, Feb 9, 2014 at 8:33 PM, Daniel Salazar - <a href="http://patazstudio.com" target="_blank">patazstudio.com</a><br>
<<a href="mailto:zanqdo@gmail.com">zanqdo@gmail.com</a>> wrote:<br>
> We are using SSS for our very simple part of the teaser. A single character<br>
> on outdoors lighting. Its surprising how much of a speed penalty there is<br>
> with SSS :p Of course for a few seconds in the teaser it's alright but I'm<br>
> foreseeing our project will be an SSS and hair frenzy!! :D<br>
><br>
> On Feb 9, 2014 12:00 PM, "Marco G" <<a href="mailto:digitalbath86@hotmail.com">digitalbath86@hotmail.com</a>> wrote:<br>
>><br>
>> Hi,<br>
>> about hair, haven't seen any specific paper link to help shading and<br>
>> rendering speedup.<br>
>><br>
>> Is there anything already implemented so far, or other ideas?<br>
>> Reading at the pdf, the recent Importance sampling from Marschner et al,<br>
>> could be used in conjunction with Dual scattering,<br>
>> i remember reading in this mailing list, people willing to integrate dual<br>
>> scattering.<br>
>><br>
>> Dual scattering -<br>
>> <a href="http://www.cemyuksel.com/research/dualscattering/dualscattering.pdf" target="_blank">http://www.cemyuksel.com/research/dualscattering/dualscattering.pdf</a><br>
>><br>
>> Importance sampling -<br>
>> <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><br>
>><br>
>> A quote from the paper:<br>
>><br>
>> "Our sampling scheme can be used for direct illumination sampling<br>
>> (where indirect illumination may be approximated by Dual Scattering<br>
>> [Zinke et al. 2008]) and also for indirect illumination, where<br>
>> sampling at each vertex of a random path is used to create photon<br>
>> maps within hair volumes [Moon et al. 2008] or within a variety<br>
>> of unbiased path-tracing algorithms"<br>
>><br>
>> Thoughts?<br>
>><br>
>> MG<br>
>><br>
>><br>
>> > From: <a href="mailto:brechtvanlommel@pandora.be">brechtvanlommel@pandora.be</a><br>
>> > Date: Wed, 5 Feb 2014 17:02:11 +0100<br>
>> > To: <a href="mailto:bf-cycles@blender.org">bf-cycles@blender.org</a><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>
>> ><br>
>> > <a href="http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Optimization" target="_blank">http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Optimization</a><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>
>> > <a href="http://arewefastyet.com/" target="_blank">http://arewefastyet.com/</a>).<br>
>> ><br>
>> > Thanks,<br>
>> > Brecht.<br>
>> > _______________________________________________<br>
>> > Bf-cycles mailing list<br>
>> > <a href="mailto:Bf-cycles@blender.org">Bf-cycles@blender.org</a><br>
>> > <a href="http://lists.blender.org/mailman/listinfo/bf-cycles" target="_blank">http://lists.blender.org/mailman/listinfo/bf-cycles</a><br>
>><br>
>> _______________________________________________<br>
>> Bf-cycles mailing list<br>
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>><br>
><br>
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</div></div></blockquote></div><br></div>