[Bf-cycles] Tiled Texture Caching for Cycles
3dsakr at gmail.com
Sat Jun 10 15:50:26 CEST 2017
well, overall this looks promising!
and please don't rely on AMD in anything :)
just put into account that GPU-zing the code will be done at some point
On Sat, Jun 10, 2017 at 12:30 PM, Stefan Werner <stewreo at gmail.com> wrote:
> > 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
> Bf-cycles mailing list
> Bf-cycles at blender.org
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