[Bf-cycles] Cycles in Poser

Stefan Werner swerner at smithmicro.com
Wed Dec 2 13:28:28 CET 2015


Hi,

As for out-of-core rendering -- it's an interesting research project, but wouldn't give it a high priority:

- We can still optimize quite a few of things memory-wise (there's some redundancy in i.e. pre-aligned triangle storage)
- We can support half-float textures, normal maps storage etc

Half-floats were on my to-do list as well, and so are CUDA texture objects to lift the max # of textures limitation.

The issue of out-of-core rendering is that it complicates workflow quite a bit, requires artists themselves to be more technical in order to prevent render time being exploded due to lots of cache misses.

If you look at the paper I linked, through ray sorting the Hyperion team got to a point where they didn’t need any caching whatsoever. The clear limitation is though, it only pays off at massive ray counts, that is final frame renders. This method won’t work well for interactive sessions.

-Stefan
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