forked from bartvdbraak/blender
Cycles: Optimize of volume stack update when sampling SSS
basically we skip all non-volume objects now in the volume stack function. Depending on the show it might give some percent of speedup. Most of the speedup would be gained in the scenes when having SSS object intersecting the volume and taking a reasonable amount of frame space.
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@ -375,8 +375,7 @@ ccl_device void kernel_path_subsurface_update_volume_stack(KernelGlobals *kg,
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Intersection isect;
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const float3 Pend = volume_ray.P + volume_ray.D*volume_ray.t;
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while(scene_intersect(kg, &volume_ray, PATH_RAY_ALL_VISIBILITY,
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&isect, NULL, 0.0f, 0.0f))
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while(scene_intersect_volume(kg, &volume_ray, &isect))
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{
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ShaderData sd;
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shader_setup_from_ray(kg, &sd, &isect, &volume_ray, 0, 0);
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@ -384,15 +383,7 @@ ccl_device void kernel_path_subsurface_update_volume_stack(KernelGlobals *kg,
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/* Move ray forward. */
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volume_ray.P = ray_offset(sd.P, -sd.Ng);
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volume_ray.D = normalize_len(Pend - volume_ray.P,
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&volume_ray.t);
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/* TODO(sergey): Find a faster way detecting that ray_offset moved
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* us pass through the end point.
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*/
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if(dot(ray->D, volume_ray.D) < 0.0f) {
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break;
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}
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volume_ray.t -= sd.ray_length;
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}
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}
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#endif
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