[Bf-cycles] Tiled Texture Caching for Cycles
stewreo at gmail.com
Sat Jun 10 12:30:35 CEST 2017
> On 10. Jun 2017, at 00:00, Mohamed Sakr <3dsakr at gmail.com> wrote:
> so interesting!, Embree too looks interesting!!, will it work for CUDA?
All of this is CPU only at the moment. It should be possible to write GPU traversal code for the BVH trees built by embree or to implement the same method for motion blur into Cycles’ own BVH to speed it up. Texture Caching on the GPU will be more complicated, as there is no way of calling host code (in this case, a texture fetch from disk) from GPU code. Maybe AMD’s promised SSD+GPU will allow something like that. The best odds are probably with the split kernel, there you could insert a (CPU) texture fetch step between (GPU) traversal and shading kernels. It could become tricky with indirect texture fetches or texture coordinates derived from procedurals though.
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