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Blender Cycles Turbocharged: how we made rendering 10x faster

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Re: Blender Cycles Turbocharged: how we made rendering 10x faster

#5

> Rendering with motion blur is known to be a technical challenge Ok, I'm not a rendering person, but didn't Ravi Ramamoorthi have a series of papers that solved motion blur?

It's engineering a viable cheap/quality solution for production that is the challenge being spoken of, of course. Research work only gives a starting point for that, and in this case it's other parts of the pipeline that were optimized to support the needs of motion blur.

Re: Blender Cycles Turbocharged: how we made rendering 10x faster

#6

> Rendering with motion blur is known to be a technical challenge Ok, I'm not a rendering person, but didn't Ravi Ramamoorthi have a series of papers that solved motion blur?

I assume you're thinking of Kevin Egan's paper from 2009 [1]? There have been some follow ups since, but the basic idea is "you can filter the hell out of it, kind of". Sadly, while these look okay, such filtering is still prone to over blurring. The frames described actually focus on hair which is a perfect example of what wouldn't work well in the filtering systems, and requires enough samples for anti-aliasing that motion blur comes "for free".

[1] http://www.cs.columbia.edu/cg/mb/

Re: Blender Cycles Turbocharged: how we made rendering 10x faster

#8
post #4

They don't say how, but I assume like all of us they moved to a motion-blur friendly time-based BVH. I'm surprised this only recently came up for Blender!

> After a few days of investigation, Sergey improved the layout of hair bounding boxes for BVH structure. What does this mean? A more in-depth explanation is coming soon.

Sounds more that they optimized their BVH implementation

Re: Blender Cycles Turbocharged: how we made rendering 10x faster

#10

It just occurred to me that motion blur not some gimmick, but temporal rather than spatial anti-aliasing. It's fundamental to accurate sampling.

Yes, both problems can be solved by the same sampling technique, e.g. https://en.wikipedia.org/wiki/Distributed_ray_tracing

In theory, upping the resolution will also remove the need for spatial anti-aliasing, though it's not efficient. Distributing rays in time feels a bit different because what you're really trying to do is integrate over an interval of time. So I'm not sure I agree that they are the same thing.

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