blender/intern/cycles/kernel/bvh
Sergey Sharybin 9830eeb44b Cycles: Implement record-all transparent shadow function for GPU
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.
2017-02-08 14:00:48 +01:00
..
bvh_nodes.h Fix Cycles CUDA performance on CUDA 8.0. 2016-10-03 22:15:25 +02:00
bvh_shadow_all.h Cycles: Fix wrong transparent shadows for motion blur hair 2017-01-13 16:14:57 +01:00
bvh_subsurface.h Cycles: Make object flag names more obvious that hey are object and not shader 2017-01-23 12:14:17 +01:00
bvh_traversal.h Cycles: Prepare BVH traversal code to work with multiple curve primitives per node 2017-01-12 18:20:19 +01:00
bvh_types.h Cycles: Use dedicated debug passes for traversed nodes and intersection tests 2017-01-12 13:44:35 +01:00
bvh_volume_all.h Cycles: Split ShaderData object and shader flags 2017-01-23 12:56:55 +01:00
bvh_volume.h Cycles: Split ShaderData object and shader flags 2017-01-23 12:56:55 +01:00
bvh.h Cycles: Implement record-all transparent shadow function for GPU 2017-02-08 14:00:48 +01:00
qbvh_nodes.h Cycles: Move QBVH near/far offset calculation to an utility function 2016-10-25 15:08:33 +02:00
qbvh_shadow_all.h Cycles: Store time in BVH nodes 2017-01-20 12:46:18 +01:00
qbvh_subsurface.h Cycles: Make object flag names more obvious that hey are object and not shader 2017-01-23 12:14:17 +01:00
qbvh_traversal.h Cycles: Store time in BVH nodes 2017-01-20 12:46:18 +01:00
qbvh_volume_all.h Cycles: Split ShaderData object and shader flags 2017-01-23 12:56:55 +01:00
qbvh_volume.h Cycles: Split ShaderData object and shader flags 2017-01-23 12:56:55 +01:00