[Bf-cycles] Optimization project

Lukas Stockner lukas.stockner at freenet.de
Wed Feb 5 18:17:49 CET 2014

I can imagine that adaptive sampling might be useful, of course staying 
unbiased or at least not introducing noticable differences. For single 
frames, the user could provide this information, but for animations some 
heuristic would be important, like the one in 
http://graphics.cs.illinois.edu/papers/importance (the noise-aware part 
that generates a importance map).
For GPU, a array of pixel positions for every thread could be generated 
on the CPU, however, using this with tiles is problematic since 
distributing samples between tiles is much harder than just inside a tile.
Depending on the setting of Gooseberry, light portals might also be useful.

Just my ideas, of course low-level optimization will be more important, 
but this might also help.

> 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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