forked from bartvdbraak/blender
Brecht Van Lommel
7a92b8820b
This never really worked as it was supposed to. The main goal of this is to turn noise from sampling tiny hairs into multiple layers of transparency that do not need to be sampled stochastically. However the implementation of this worked by randomly discarding hair intersections in BVH traversal, which defeats the purpose. If it ever comes back, it's best implemented outside the kernel as a preprocess that changes hair radius before BVH building. This would also make it work with Embree, where it's not supported now. But it's not so clear anymore that with many AA samples and GPU rendering this feature is as helpful as it once was for CPU raytracers with few AA samples. The benefit of removing this feature is improved hair ray tracing performance, tested on NVIDIA Titan Xp: bmw27: +0.37% classroom: +0.26% fishy_cat: -7.36% koro: -12.98% pabellon: -0.12% Differential Revision: https://developer.blender.org/D4532 |
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geom_attribute.h | ||
geom_curve_intersect.h | ||
geom_curve.h | ||
geom_motion_curve.h | ||
geom_motion_triangle_intersect.h | ||
geom_motion_triangle_shader.h | ||
geom_motion_triangle.h | ||
geom_object.h | ||
geom_patch.h | ||
geom_primitive.h | ||
geom_subd_triangle.h | ||
geom_triangle_intersect.h | ||
geom_triangle.h | ||
geom_volume.h | ||
geom.h |