Hello, So, should I look in the direction of Embree integration according to these points?
1. Update to Embree 3.0.0, of which a first beta was just released. This > should allow us to build with an unpatched Embree. > 2. If we decide that it’s needed, implement a solid line segment/cylinder > primitive for Embree. Embree has flat (ribbon) line segments, flat curves > and solid curves but not solid cylinders. > 3. Reduce the amount of duplicated data. Ideally, Cycles keeps all the > geometry data in its own buffers and Embree accesses it directly through > pointers. That may require resolving race conditions in interactive > rendering. > 4. Extract BVH data from Embree and write GPU traversal code. > 5. Find out if it’s possible in the latest Embree to do quaternion > interpolation of motion transforms - the 2.x versions are still limited to > linear straight interpolation. If this isn’t there, motion blur quality > will degrade. > > Once parity is reached, there are several features in Embree that could > improve Cycles. Some of these may not work with the GPU: > 6. Using Embree’s ray stream API for the CPU split kernel. > 7. Embree’s built-in displacement. > 8. Embree’s quad primitive. > 9. Compare Embree’s subdivision implementation to Cycles’ and use it if > it’s better. The on-demand cache could help reduce memory usage at the > expense of performance. > Or for now it is worthwhile to think about other projects from the list before clarifying the details about the future of Embree. Regards, Anton. _______________________________________________ Bf-committers mailing list [email protected] https://lists.blender.org/mailman/listinfo/bf-committers
