[Bf-cycles] Optimization project
matt.heimlich at gmail.com
Wed Feb 5 17:32:48 CET 2014
Some great optimization ideas on that list! Good to see focus being
put into CPU optimization.
Another idea depends on subdivision happening on the Cycles side of
things. Not sure if that's in the near future or not. However, other
renderers have had success with using a method wherein objects aren't
subdivided until first ray hit. It probably wouldn't ever be easy to
port to the GPU, but could be very helpful in certain heavy scenes.
Just a thought.
On Wed, Feb 5, 2014 at 11:02 AM, Brecht Van Lommel
<brechtvanlommel at pandora.be> 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:
> 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
> Bf-cycles mailing list
> Bf-cycles at blender.org
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