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authorBrecht Van Lommel <brecht@blender.org>2021-09-20 17:16:11 +0300
committerBrecht Van Lommel <brecht@blender.org>2021-10-19 16:11:09 +0300
commitfd77a28031daff3122ded3a1cb37a7fb44feedf6 (patch)
treef54967b7f5f1175555aa21d613137fe436d7fc8c /intern/cycles/render/hair.h
parentd06828f0b8ebb083de59fd2cb8c5f8fe6af1da22 (diff)
Cycles: bake transparent shadows for hair
These transparent shadows can be expansive to evaluate. Especially on the GPU they can lead to poor occupancy when only some pixels require many kernel launches to trace and evaluate many layers of transparency. Baked transparency allows tracing a single ray in many cases by accumulating the throughput directly in the intersection program without recording hits or evaluating shaders. Transparency is baked at curve vertices and interpolated, for most shaders this will look practically the same as actual shader evaluation. Fixes T91428, performance regression with spring demo file due to transparent hair, and makes it render significantly faster than Blender 2.93. Differential Revision: https://developer.blender.org/D12880
Diffstat (limited to 'intern/cycles/render/hair.h')
-rw-r--r--intern/cycles/render/hair.h4
1 files changed, 4 insertions, 0 deletions
diff --git a/intern/cycles/render/hair.h b/intern/cycles/render/hair.h
index 920e9601b35..3e91fc3dcbb 100644
--- a/intern/cycles/render/hair.h
+++ b/intern/cycles/render/hair.h
@@ -153,6 +153,10 @@ class Hair : public Geometry {
KernelCurveSegment *curve_segments);
PrimitiveType primitive_type() const override;
+
+ /* Attributes */
+ bool need_shadow_transparency();
+ bool update_shadow_transparency(Device *device, Scene *scene, Progress &progress);
};
CCL_NAMESPACE_END