Blender Cycles Turbocharged: how we made rendering 10x faster
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Blender Cycles Turbocharged: how we made rendering 10x faster
1–10 of 16 posts
Re: Blender Cycles Turbocharged: how we made rendering 10x faster
#2Ok, I'm not a rendering person, but didn't Ravi Ramamoorthi have a series of papers that solved motion blur?
Re: Blender Cycles Turbocharged: how we made rendering 10x faster
#3Re: Blender Cycles Turbocharged: how we made rendering 10x faster
#4Re: 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?
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?
Re: Blender Cycles Turbocharged: how we made rendering 10x faster
#7> how we made -rendering- motion blur 10x faster
Re: Blender Cycles Turbocharged: how we made rendering 10x faster
#8They 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!
Sounds more that they optimized their BVH implementation
Re: Blender Cycles Turbocharged: how we made rendering 10x faster
#9Re: Blender Cycles Turbocharged: how we made rendering 10x faster
#10It just occurred to me that motion blur not some gimmick, but temporal rather than spatial anti-aliasing. It's fundamental to accurate sampling.
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.