[Bf-cycles] Optimization project

Matthew Heimlich matt.heimlich at gmail.com
Sun Feb 9 22:43:00 CET 2014


Not sure at all how it's done, but it might be a good jumping off
place to think from: In Cycles, you get a huge penalty every time you
add another layer to SSS, while in Arnold working with six layers of
SSS gives only a slight speed hit over using just one. Any thoughts?

On Sun, Feb 9, 2014 at 4:02 PM, Daniel Salazar - patazstudio.com
<zanqdo at gmail.com> wrote:
> Ok, I will very soon provide you with WIP scenes, at least to understand why
> it is so scary slow :)
>
> Daniel Salazar
> patazstudio.com
>
>
> On Sun, Feb 9, 2014 at 2:59 PM, Brecht Van Lommel
> <brechtvanlommel at pandora.be> wrote:
>>
>> I don't have any great ideas to improve raytraced SSS performance,
>> there's two tweaks we can do on the list now and general BVH
>> performance improvements should help also. There's probably more we
>> can do but I'm not sure what at the moment, analysis of some real
>> world scenes should reveal some ways that it can be improved.
>>
>> On Sun, Feb 9, 2014 at 8:33 PM, Daniel Salazar - patazstudio.com
>> <zanqdo at gmail.com> wrote:
>> > 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:
>> >>
>> >> Hi,
>> >> 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
>> >> scattering.
>> >>
>> >> Dual scattering -
>> >> http://www.cemyuksel.com/research/dualscattering/dualscattering.pdf
>> >>
>> >> Importance sampling -
>> >> http://cg.ibds.kit.edu/publications/pubhanika/2013_hairbrief.pdf
>> >>
>> >> 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"
>> >>
>> >> Thoughts?
>> >>
>> >> MG
>> >>
>> >>
>> >> > 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:
>> >> >
>> >> >
>> >> > 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.
>> >> > _______________________________________________
>> >> > Bf-cycles mailing list
>> >> > Bf-cycles at blender.org
>> >> > http://lists.blender.org/mailman/listinfo/bf-cycles
>> >>
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>> >
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