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author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2011-02-05 16:41:29 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2011-02-05 16:41:29 +0300 |
commit | 04299657a7eaee212b983b27bed6b66793f7a985 (patch) | |
tree | 02dc6e965d8ef08135234da893a85ece7ef7ac2c /source/blender/render/intern/include/rendercore.h | |
parent | 90cf78eb5409a77c912b90fb812a4391e31897ae (diff) |
Raytrace modifications from the Render Branch.
These should not have any effect on render results, except in some cases with
you have overlapping faces, where the noise seems to be slightly reduced.
There are some performance improvements, for simple scenes I wouldn't expect
more than 5-10% to be cut off the render time, for sintel scenes we got about
50% on average, that's with millions of polygons on intel quad cores. This
because memory access / cache misses were the main bottleneck for those scenes,
and the optimizations improve that.
Interal changes:
* Remove RE_raytrace.h, raytracer is now only used by render engine again.
* Split non-public parts rayobject.h into rayobject_internal.h, hopefully
makes it clearer how the API is used.
* Added rayintersection.h to contain some of the stuff from RE_raytrace.h
* Change Isect.vec/labda to Isect.dir/dist, previously vec was sometimes
normalized and sometimes not, confusing... now dir is always normalized
and dist contains the distance.
* Change VECCOPY and similar to BLI_math functions.
* Force inlining of auxiliary functions for ray-triangle/quad intersection,
helps a few percentages.
* Reorganize svbvh code so all the traversal functions are in one file
* Don't do test for root so that push_childs can be inlined
* Make shadow a template parameter so it doesn't need to be runtime checked
* Optimization in raytree building, was computing bounding boxes more often
than necessary.
* Leave out logf() factor in SAH, makes tree build quicker with no
noticeable influence on raytracing on performance?
* Set max childs to 4, simplifies traversal code a bit, but also seems
to help slightly in general.
* Store child pointers and child bb just as fixed arrays of size 4 in nodes,
nearly all nodes have this many children, so overall it actually reduces
memory usage a bit and avoids a pointer indirection.
Diffstat (limited to 'source/blender/render/intern/include/rendercore.h')
-rw-r--r-- | source/blender/render/intern/include/rendercore.h | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/render/intern/include/rendercore.h b/source/blender/render/intern/include/rendercore.h index e9e30f64fdd..3b0929bbe27 100644 --- a/source/blender/render/intern/include/rendercore.h +++ b/source/blender/render/intern/include/rendercore.h @@ -48,6 +48,7 @@ struct RenderPart; struct RenderLayer; struct ObjectRen; struct ListBase; +struct RayObject; /* ------------------------------------------------------------------------- */ @@ -95,7 +96,7 @@ int get_sample_layers(struct RenderPart *pa, struct RenderLayer *rl, struct Rend extern void freeraytree(Render *re); extern void makeraytree(Render *re); -RayObject* makeraytree_object(Render *re, ObjectInstanceRen *obi); +struct RayObject* makeraytree_object(Render *re, ObjectInstanceRen *obi); extern void ray_shadow(ShadeInput *, LampRen *, float *); extern void ray_trace(ShadeInput *, ShadeResult *); |