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authorSergey Sharybin <sergey.vfx@gmail.com>2017-01-17 17:13:01 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2017-01-20 14:46:18 +0300
commitc4890cd354bdba341be5b5fb9cf3724ee294634b (patch)
treed386013b012b84311aace212b5d1dc949b970e4f /intern/cycles/render/mesh.cpp
parent5298853e95057942251262d649fcd41b5769f52c (diff)
Cycles: Add option to split triangle motion primitives by time steps
Similar to the previous commit, the statistics goes as: BVH Steps Render time (sec) Memory usage (MB) 0 46 260 1 27 373 2 18 598 3 15 826 Scene used for the tests is the agent's body from one of the barber shop scenes (no textures or anything, just a diffuse material). Once again this is limited to regular (non-spatial split) BVH, Support of spatial split to this feature will come later.
Diffstat (limited to 'intern/cycles/render/mesh.cpp')
-rw-r--r--intern/cycles/render/mesh.cpp6
1 files changed, 4 insertions, 2 deletions
diff --git a/intern/cycles/render/mesh.cpp b/intern/cycles/render/mesh.cpp
index 1522a2dc18b..c42b32919d4 100644
--- a/intern/cycles/render/mesh.cpp
+++ b/intern/cycles/render/mesh.cpp
@@ -1053,7 +1053,8 @@ void Mesh::compute_bvh(DeviceScene *dscene,
bparams.use_qbvh = params->use_qbvh;
bparams.use_unaligned_nodes = dscene->data.bvh.have_curves &&
params->use_bvh_unaligned_nodes;
- bparams.num_motion_curve_steps = params->num_bvh_motion_curve_steps;
+ bparams.num_motion_triangle_steps = params->num_bvh_time_steps;
+ bparams.num_motion_curve_steps = params->num_bvh_time_steps;
delete bvh;
bvh = BVH::create(bparams, objects);
@@ -1822,7 +1823,8 @@ void MeshManager::device_update_bvh(Device *device, DeviceScene *dscene, Scene *
bparams.use_spatial_split = scene->params.use_bvh_spatial_split;
bparams.use_unaligned_nodes = dscene->data.bvh.have_curves &&
scene->params.use_bvh_unaligned_nodes;
- bparams.num_motion_curve_steps = scene->params.num_bvh_motion_curve_steps;
+ bparams.num_motion_triangle_steps = scene->params.num_bvh_time_steps;
+ bparams.num_motion_curve_steps = scene->params.num_bvh_time_steps;
delete bvh;
bvh = BVH::create(bparams, scene->objects);