--- On Fri, 1/21/11, Ton Roosendaal <[email protected]> wrote:

> - A tile-based subdivision schedule is for two reasons;
> efficient  
> memory use (valid for cpu and gpu alike) and for a
> potential efficient  
> threading setup. The latter has to be carefully designed,
> to prevent  
> bottlenecks on individual nodes that need full buffers
> (like DOF,  
> Vector Blur).

DOF and Blur you can take care of with overlapping source tiles as long as you 
know the maximum fetch distance (the blur radius, basically). Takes a bit more 
memory but it means you can parallelize them pretty much how you want (with 
diminishing return because the overlap zone size is constant).

Martin


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