[Bf-cycles] Optimization project

Brecht Van Lommel brechtvanlommel at pandora.be
Fri Apr 11 12:49:04 CEST 2014


I've added a section now on viewport render optimization. I was mostly
thinking about optimizations for the final render, which is probably
what I will spend most time on now, but might as well list this on the


On Thu, Apr 10, 2014 at 10:03 PM, David Black <db4tech at yahoo.co.uk> wrote:
> Hi Brecht,
> Hope you had a nice holiday. Apologies for late response to requests,
> difficult last year and a half due to bereavement.
> Cycles optimization project:
> Previously you showed interested in one of my Viewport Cycles render
> acceleration ideas and mentioned about adding it to your list. Quick recap,
> the idea of a ‘Quick’ rendered (lighting / material preview) option,
> Viewport rendered at half resolution, scaled to fit the full area and
> possibly capped render settings, for example, 5 max bounces instead of 8.
> Having tried some tests, this provides quite a speed boost on high
> resolution displays. Is this something you are interested in, in connection
> with your optimization project?
> Put together a little mock-up (see links below), sorry it’s not very good.
> Ignore mini camera icons ((continuity test to see how it might look for new
> users, compared to current video style ‘record’ icon), “LV” letters indicate
> Live View, like on a real digital camera).
> Time difference shown (in this case GPGPU renders) is the real time
> comparison, around 75% faster.
> http://www.pasteall.org/pic/69638
> http://www.pasteall.org/pic/69639
> For speed compare, I halved the Viewport area and rendered the scene, then
> in Photoshop scaled the area back up to full size to see how it might look.
> As expected, noise is more noticeable but half resolution still seems
> adequate for very quick ‘interactive’ lighting previews while positioning
> lights in real time.
> Interested to hear constructive feedback.
> Thank you kindly for your time,
> David
> --
> 3d-designs-davidblack.blogspot.com
> On 05/02/2014 16:02, Brecht Van Lommel wrote:
> Hi all,
> With Gooseberry coming up, it would be good to start focusing on (CPU)
> optimization for the next few release cycles. For new features I still
> plan to finish volume rendering and add deformation motion blur soon,
> but besides that a more organized optimization project is something
> I'd like to spend time on.
> See this wiki page for more details:
> http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Optimization
> There's already great work being done by Sv. Lockal and others in this
> area, on the low level optimization front, but there's many more
> opportunities. I'll try to add more detail and ideas over time, this
> is just what I could think of off the top of my head.
> You can help out in various ways:
> * Contribute code to implement optimizations
> * Help gathering of test scenes representative of Gooseberry shots
> * Suggest practical optimizations ideas
> It would also be cool if someone could set up some webpage with a
> graph that tracks Cycles performance on test scenes over time, maybe
> doing a render with the latest Git version once a week or so (like
> http://arewefastyet.com/
> ).
> Thanks,
> Brecht.
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