[Bf-cycles] Optimization project
Daniel Salazar - patazstudio.com
zanqdo at gmail.com
Sun Feb 9 20:33:35 CET 2014
We are using SSS for our very simple part of the teaser. A single character
on outdoors lighting. Its surprising how much of a speed penalty there is
with SSS :p Of course for a few seconds in the teaser it's alright but I'm
foreseeing our project will be an SSS and hair frenzy!! :D
On Feb 9, 2014 12:00 PM, "Marco G" <digitalbath86 at hotmail.com> wrote:
> about hair, haven't seen any specific paper link to help shading and
> rendering speedup.
> Is there anything already implemented so far, or other ideas?
> Reading at the pdf, the recent Importance sampling from Marschner et al,
> could be used in conjunction with Dual scattering,
> i remember reading in this mailing list, people willing to integrate dual
> Dual scattering -
> Importance sampling -
> A quote from the paper:
> *"Our sampling scheme can be used for direct illumination sampling*
> *(where indirect illumination may be approximated by Dual Scattering*
> *[Zinke et al. 2008]) and also for indirect illumination, where*
> *sampling at each vertex of a random path is used to create photon*
> *maps within hair volumes [Moon et al. 2008] or within a variety*
> *of unbiased path-tracing algorithms"*
> > From: brechtvanlommel at pandora.be
> > Date: Wed, 5 Feb 2014 17:02:11 +0100
> > To: bf-cycles at blender.org
> > Subject: [Bf-cycles] Optimization project
> > 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
> > http://arewefastyet.com/).
> > Thanks,
> > Brecht.
> > _______________________________________________
> > Bf-cycles mailing list
> > Bf-cycles at blender.org
> > http://lists.blender.org/mailman/listinfo/bf-cycles
> Bf-cycles mailing list
> Bf-cycles at blender.org
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