[Bf-committers] Cycles: Optimizing render speed?

Kurt Weiss fundev at kwnet.at
Sun Dec 2 17:09:26 CET 2018


Hi Milan. - Thanks for your reply.

I think, that's the right stuff I'm looking for. - I will "dig in" as 
fast as possible (after blender's my hobby, time is rare)
Question: Would your adaptive sampling build in in the official version 
in future?

Am 19.11.18 um 19:52 schrieb Jaros Milan:
> Hi,
> 
> I forgot link to OpenMPDevice:
> https://developer.blender.org/D2396
> 
> Milan
> 
> Dne 19. 11. 2018 19:50 napsal uživatel Jaros Milan <milan.jaros at vsb.cz>:
> Hi,
> 
> I tried some implementation:
> https://developer.blender.org/D2662
> 
> You can see there is a problem with tiles. I changed scalar sample (in task, tile, filter, ...) to vector of samples and it works ( I did not create a patch yet ) - each pixel has own number of samples.
> 
> There is many method for stopping criterias I used most simple based on changes of value in render-buffer.
> 
> There is other option which could help - using progressive rendering - check OpenMPDevice ( the loop over samples could be outer loop of the loop over pixels ). In this case the nonprogressive rendering takes same rendering time like progressive rendering.
> 
> The next feature which could help is not using tilemanager but samplemanager ( each thread computes one sample ).
> 
> Best regards
> Milan
> 
> Dne 19. 11. 2018 19:01 napsal uživatel Brecht Van Lommel <brechtvanlommel at gmail.com>:
> We would like to add adaptive sampling, it's just a matter of someone
> writing a good implementation which is not trivial.
> 
> On Thu, Nov 15, 2018 at 7:15 AM Kurt Weiss <fundev at kwnet.at> wrote:
> 
>> Sampling, Path Tracing:
>> Samples: e.g. 70.
>>
>> Cycles renders all 70 Samples, regardless of whether the tile is
>> changing or not.
>> Often that's not neccessary in the main parts of the picture...
>>
>> Maybe it's a idea to add a possibility to define a threshold by
>> comparing new an old images of the tile. (e.g. max. change of RGB value
>> in pixels)
>>
>> Especially in areas where only background is present, the engine could
>> abort sampling after one or two samples. This would save a lot of time
>> at unattended rendering.
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