Age | Commit message (Collapse) | Author |
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Was a bug in recent optimization commit.
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The idea is to record all possible transparent intersections when
shooting transparent ray on GPU (similar to what we were doing on
CPU already).
This avoids need of doing whole ray-to-scene intersections queries
for each intersection and speeds up a lot cases like transparent
hair in the cost of extra memory.
This commit is a base ground for now and this feature is kept
disabled for until some further tweaks.
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Mostly this is making inlining match CUDA 7.5 in a few performance critical
places. The end result is that performance is now better than before, possibly
due to less register spilling or other CUDA 8.0 compiler improvements.
On benchmarks scenes, there are 3% to 35% render time reductions. Stack memory
usage is reduced a little too.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D2269
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Some of the files were wrongly attributing code to some other
organizations and in few places proper attribution was missing.
This is mainly either a copy-paste error (when new file was
created from an existing one and header wasn't updated) or due
to some refactor which split non-original-BF code with purely
BF code.
Should solve some confusion around.
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Matches better naming of volume traversal files, where we've got
optimized versions of a single step of volume intersection and
traversal which will gather all volume intersections.
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BVH traversal is not really that much a geometry and we've got
quite some traversals now. Makes sense to keep them separate in
the name of source structure clarity.
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