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Cycles: Faster split branched path tracing by sharing samples with inactive threads
AbandonedPublic

Authored by Mai Lavelle (maiself) on Jun 8 2017, 10:14 AM.

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Summary

Unlike regular path tracing, branched path tracing is usually used with lower
sample counts, at least for primary rays. This means that are less samples for
the GPU to work on in parallel and rendering is slower. As there is less work
overall there is also more inactive threads during rendering with BPT. This
patch makes use of those inactive rays to render branched samples in parallel
with other samples.

Each thread that is preparing for a branched sample will attempt to find an
inactive thread and if one is found the state for the sample is copied to that
thread. Potentially, if there are enough inactive threads, 100s of branched
samples could be generated from the same originating thread and ran in
parallel giving large speed ups.

Gives 70% faster render for pavillion midday scene. 20-60% faster on BMW
with car paint replaced with SSS/volumes.

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Event Timeline

Please elaborate more on the idea you've implemented here. Either in the commit message (which is used by arc as a description) or in the code.

Otherwise it's getting more and more obscure code, which nobody have any clue how it works.

Mai Lavelle (maiself) edited the summary of this revision. (Show Details)Jun 8 2017, 11:45 AM

Not sure if supposed too but this .diff doesn't work with master, directory format is wrong and puts a cycles directory in the main blender directory