[Bf-cycles] Tiled Texture Caching for Cycles
stewreo at gmail.com
Sat Jun 10 20:41:19 CEST 2017
I'm not going to count on anything that isn't shipping.
What is out from AMD is RadeonRays, which one could try out as an alternative Ray traversal in a similar fashion. For Nvidia, there's OptiX, but as far as I understand the GPL, OptiX will only be an option for standalone Cycles and not Blender.
> On 10 Jun 2017, at 15:50, Mohamed Sakr <3dsakr at gmail.com> wrote:
> 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 though.
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