--- 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 _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
