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authorSergey Sharybin <sergey.vfx@gmail.com>2017-03-23 18:16:05 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2017-03-23 19:58:03 +0300
commitba8c7d2ba120f5ba7fdbaef67fe2e301ec3e5dcb (patch)
treef2cb920306275c6608c2b03a40c277b9fa584fbd /intern/cycles/kernel/bvh/qbvh_volume.h
parenta1348dde2ed27d0a8a1d62f9e17602857b1f19f1 (diff)
Cycles: Use SSE-optimized version of triangle intersection for motion triangles
The title says it all actually. Gives up to 10% speedup on test scenes here on i7-6800K. Render times on GPU are unreliable here, but there might be some slowdown caused by watertight nature of intersections.
Diffstat (limited to 'intern/cycles/kernel/bvh/qbvh_volume.h')
-rw-r--r--intern/cycles/kernel/bvh/qbvh_volume.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/intern/cycles/kernel/bvh/qbvh_volume.h b/intern/cycles/kernel/bvh/qbvh_volume.h
index d34ddb6ea2b..7cfb2cf8c18 100644
--- a/intern/cycles/kernel/bvh/qbvh_volume.h
+++ b/intern/cycles/kernel/bvh/qbvh_volume.h
@@ -281,7 +281,7 @@ ccl_device bool BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg,
continue;
}
/* Intersect ray against primitive. */
- motion_triangle_intersect(kg, isect, P, dir, ray->time, visibility, object, prim_addr);
+ motion_triangle_intersect(kg, &isect_precalc, isect, P, ray->time, visibility, object, prim_addr);
}
break;
}