Cycles: Delay shooting SSS indirect rays
authorSergey Sharybin <sergey.vfx@gmail.com>
Sun, 22 Nov 2015 10:48:33 +0000 (15:48 +0500)
committerSergey Sharybin <sergey.vfx@gmail.com>
Wed, 25 Nov 2015 08:01:22 +0000 (13:01 +0500)
commit2a5c1fc9ccbabfaef4eeaf90093dfb2ac0acfc90
tree98ee26786419e78d9fa0e325c527bf2e1fa3d905
parent8bca34fe326d10cc2f20df7fa541179e9ba835d2
Cycles: Delay shooting SSS indirect rays

The idea is to delay shooting indirect rays for the SSS sampling and
trace them after the main integration loop was finished.

This reduces GPU stack usage even further and brings it down to around
652MB (comparing to 722MB before the change and 946MB with previous
stable release).

This also solves the speed regression happened in the previous commit
and now simple SSS scene (SSS suzanne on the floor) renders in 0:50
(comparing to 1:16 with previous commit and 1:03 with official release).
intern/cycles/kernel/kernel_bake.h
intern/cycles/kernel/kernel_path.h
intern/cycles/kernel/kernel_path_branched.h
intern/cycles/kernel/kernel_types.h