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.
- Refactoring the primvar storage (again Beaker).
More to come....
1 comments:
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.
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