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<p class="MsoNormal"><span style="font-size:11.0pt;font-family:Calibri">True, there are references to instancing and motion blur in the “outside” API:<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-size:11.0pt;font-family:Calibri"><a href="https://github.com/GPUOpen-LibrariesAndSDKs/FireRays_SDK/blob/d091a737645ef1e16b096024e44323e29b63f9f3/FireRays/include/firerays.h">https://github.com/GPUOpen-LibrariesAndSDKs/FireRays_SDK/blob/d091a737645ef1e16b096024e44323e29b63f9f3/FireRays/include/firerays.h</a><o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-size:11.0pt;font-family:Calibri"><o:p> </o:p></span></p>
<p class="MsoNormal"><span style="font-size:11.0pt;font-family:Calibri">It looks like only object-level transformation blur to me, no vertex level deformations – or am I missing something? Eventually, I’d love to see improved motion blur in Cycles, embree supports
it on a BVH level and it’s very fast.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-size:11.0pt;font-family:Calibri"><o:p> </o:p></span></p>
<p class="MsoNormal"><span style="font-size:11.0pt;font-family:Calibri">-Stefan<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-size:11.0pt;font-family:Calibri"><o:p> </o:p></span></p>
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<p class="MsoNormal"><b><span style="font-family:Calibri;color:black">From: </span>
</b><span style="font-family:Calibri;color:black"><bf-cycles-bounces@blender.org> on behalf of Carlo Andreacchio <carlorules@gmail.com><br>
<b>Reply-To: </b>Discussion list to assist Cycles render engine developers <bf-cycles@blender.org><br>
<b>Date: </b>Thursday, May 19, 2016 at 10:07 AM<br>
<b>To: </b>"bf-cycles@blender.org" <bf-cycles@blender.org><br>
<b>Subject: </b>[Bf-cycles] AMD publishes FireRays source code<o:p></o:p></span></p>
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<p class="MsoNormal"><o:p> </o:p></p>
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<p class="MsoNormal">Hi,<o:p></o:p></p>
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<p class="MsoNormal"><o:p> </o:p></p>
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<p class="MsoNormal">From my initial search on the FireRays github, found referencing to instancing code here<o:p></o:p></p>
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<p class="MsoNormal"><a href="https://github.com/GPUOpen-LibrariesAndSDKs/FireRays_SDK/blob/d091a737645ef1e16b096024e44323e29b63f9f3/FireRays/src/primitive/instance.h">https://github.com/GPUOpen-LibrariesAndSDKs/FireRays_SDK/blob/d091a737645ef1e16b096024e44323e29b63f9f3/FireRays/src/primitive/instance.h</a><o:p></o:p></p>
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<p class="MsoNormal"><o:p> </o:p></p>
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<p class="MsoNormal">and motion blur support here<o:p></o:p></p>
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<p class="MsoNormal"><a href="https://github.com/GPUOpen-LibrariesAndSDKs/FireRays_SDK/blob/d091a737645ef1e16b096024e44323e29b63f9f3/FireRays/src/primitive/shapeimpl.h">https://github.com/GPUOpen-LibrariesAndSDKs/FireRays_SDK/blob/d091a737645ef1e16b096024e44323e29b63f9f3/FireRays/src/primitive/shapeimpl.h</a><o:p></o:p></p>
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<p class="MsoNormal"><o:p> </o:p></p>
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<p class="MsoNormal">Carlo<o:p></o:p></p>
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<p class="MsoNormal"><o:p> </o:p></p>
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<p class="MsoNormal">> Hi,<o:p></o:p></p>
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<p class="MsoNormal">> <o:p></o:p></p>
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<p class="MsoNormal">> I've been checking the sources another day. Was mainly looking into<o:p></o:p></p>
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<p class="MsoNormal">> traversal parts of the code.<o:p></o:p></p>
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<p class="MsoNormal">> <o:p></o:p></p>
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<p class="MsoNormal">> There's interesting to see stackless traversal implemented, however from a<o:p></o:p></p>
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<p class="MsoNormal">> quick investigation it only supports AABB nodes (unless i've missed<o:p></o:p></p>
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<p class="MsoNormal">> something?) and the ray-triangle intersection does not seem to be<o:p></o:p></p>
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<p class="MsoNormal">> implementing any of robust intersection checks. There is also no instancing<o:p></o:p></p>
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<p class="MsoNormal">> support.<o:p></o:p></p>
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<p class="MsoNormal">> <o:p></o:p></p>
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<p class="MsoNormal">> I hoped to see some vectorization happening in QBVH traversal, but there's<o:p></o:p></p>
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<p class="MsoNormal">> no such a thing, all the children are traversed one by one.<o:p></o:p></p>
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<p class="MsoNormal">> <o:p></o:p></p>
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<p class="MsoNormal">> Main advantage f those kernels would be from bucketed ray-to-scene<o:p></o:p></p>
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<p class="MsoNormal">> intersectons. It might be better performance, but we do something really<o:p></o:p></p>
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<p class="MsoNormal">> similar in the split kernel (we use stack there tho). Would be interesting<o:p></o:p></p>
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<p class="MsoNormal">> to see how the FireRays kernels will behave after OBB/MoBlur/Hair support<o:p></o:p></p>
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<p class="MsoNormal">> added tho.<o:p></o:p></p>
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