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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2014-06-20 23:21:05 +0400
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2014-06-22 00:31:44 +0400
commit8fbd71e5f2862e6efd0e3bcb015f1f6201ccca14 (patch)
tree0d889efc32554d0eb4ad6f8b1f46b4885b19991d /intern/cycles/render/shader.h
parent88d8358f91e1306a67d59250162443194ee9edcf (diff)
Cycles: improved Beckmann sampling using precomputed data
It turns out that the new Beckmann sampling function doesn't work well with Quasi Monte Carlo sampling, mainly near normal incidence where it can be worse than the previous sampler. In the new sampler the random number pattern gets split in two, warped and overlapped, which hurts the stratification, see the visualization in the differential revision. Now we use a precomputed table, which is much better behaved. GGX does not seem to benefit from using a precomputed table. Disadvantage is that this table adds 1MB of memory usage and 0.03s startup time to every render (on my quad core CPU). Differential Revision: https://developer.blender.org/D614
Diffstat (limited to 'intern/cycles/render/shader.h')
-rw-r--r--intern/cycles/render/shader.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/intern/cycles/render/shader.h b/intern/cycles/render/shader.h
index 84be4b469d8..0ed6d2ddf01 100644
--- a/intern/cycles/render/shader.h
+++ b/intern/cycles/render/shader.h
@@ -149,6 +149,7 @@ protected:
AttributeIDMap unique_attribute_id;
size_t blackbody_table_offset;
+ size_t beckmann_table_offset;
};
CCL_NAMESPACE_END