Welcome

This blog represents a common area where we can share ideas, thoughts and other verbose information with others - While giving a little more insight into the inner workings/minds of our team.

Though there might be overlap in places, the content here differs from that of the main Aqsis website and is intended to be complimentary while still acting as a useful resource for those interested in the world of 3D graphics and rendering.

So... sit back, relax, and have fun... we will !!! ;-)

Wednesday, 8 April 2009

Ongoing Optimisation Effort

Just a quick update to show that we (the developers) aren't just sitting around doing nothing. We've been very busy over the last few months trying to identify and improve the performance issues with Aqsis.

We've hit some major obstacles on the way, and have often found ourselves going two steps backwards instead of one forwards. The positives to be taken are that the changes we are making are improving the architecture, and making it feasible to get more performance out.

Changes in so far include...
  • Dramatic changes to the occlusion culling code, it should be more efficient and cull more.
  • Bucket overlap caching (from Beaker), that avoids resampling surfaces due to the expansion of buckets to accommodate filtering. Should result in a significantly reduced number of samples, especially for large filter widths.
  • Caching of the jittered sample patterns, we now generate a large set of jittered patterns one time, and reuse them randomly.
Ongoing work includes...
  • Refactoring the primvar storage (again Beaker).
Performance isn't improving at a dramatic rate at the moment, but we are making progress, and with these architectural changes in, I envisage more rapid improvements as we review and update the implementation details.

More to come....

1 comments:

Chris Foster said...

Don't forget the improvements to depth of field performance due to fast bounds culling and the "focusfactor" approximation! These provided some really great asymptotic speedups for the DoF code so large scenes with focal blur now render hugely faster than before :-)

~Chris.