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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/scene.h
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/scene.h')
-rw-r--r--intern/cycles/render/scene.h6
1 files changed, 3 insertions, 3 deletions
diff --git a/intern/cycles/render/scene.h b/intern/cycles/render/scene.h
index 948697dd136..8768682043f 100644
--- a/intern/cycles/render/scene.h
+++ b/intern/cycles/render/scene.h
@@ -143,7 +143,7 @@ public:
} bvh_type;
bool use_bvh_spatial_split;
bool use_bvh_unaligned_nodes;
- int num_bvh_motion_curve_steps;
+ int num_bvh_time_steps;
bool use_qbvh;
bool persistent_data;
int texture_limit;
@@ -154,7 +154,7 @@ public:
bvh_type = BVH_DYNAMIC;
use_bvh_spatial_split = false;
use_bvh_unaligned_nodes = true;
- num_bvh_motion_curve_steps = 0;
+ num_bvh_time_steps = 0;
use_qbvh = false;
persistent_data = false;
texture_limit = 0;
@@ -165,7 +165,7 @@ public:
&& bvh_type == params.bvh_type
&& use_bvh_spatial_split == params.use_bvh_spatial_split
&& use_bvh_unaligned_nodes == params.use_bvh_unaligned_nodes
- && num_bvh_motion_curve_steps == params.num_bvh_motion_curve_steps
+ && num_bvh_time_steps == params.num_bvh_time_steps
&& use_qbvh == params.use_qbvh
&& persistent_data == params.persistent_data
&& texture_limit == params.texture_limit); }