[Bf-cycles] extending Cycles to use all devices "CPU + CUDA"

Cezary Kopias cezary.kopias at gmail.com
Wed Sep 9 14:29:36 CEST 2015

>From user perspective:

Ive tryed to render on cuda + cpu (i do it rarly because of
overheating and fact of unresponsive system). via a simple trick to
run 2 instances of blender from cmd (or script).
Also in theory I think we can render half the samples 2x full range
and mix results.

On 9 September 2015 at 12:08, Sergey Sharybin <sergey.vfx at gmail.com> wrote:
> You can already utilize both CPU and GPU by using OpenCL.
> Making it possible to combine different compute devices such as CPU and CUDA
> is possible in theory but tricky for artists in practice:
> - Once compute device might not support some of the features (float textures
> limit on GPU, decoupled ray marching are only couple of examples).
> - Different precision handling might lead to visually disturbing difference
> in noise patters across neighbor frames, plus some temporal instabilities
> might occur.
> But that being said, making sure DeviceMulti is capable of mixing different
> compute devices is an interesting project on it's own, it's just something
> we can't allow for production scenes atm.
> On Mon, Sep 7, 2015 at 12:25 PM, Mohamed Sakr <3dsakr at gmail.com> wrote:
>> is there a way to extend Cycles to use all devices? "CPU, CUDA" , or is it
>> already there with OpenCL?
>> the easy solution: split the render into 2, 1 for CPU and 1 for CUDA
>> drawbacks: inconsistent random number generator across the image (RNG)
>> the hard solution:a general class that will handle RNG across CPU and GPU,
>> and handle tasks also across them.
>> any ideas Sergey?
>> cheers,
>> Mohamed Sakr
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> --
> With best regards, Sergey Sharybin
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