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	<title>利用者:DingTo/GSoC 2014/Proposal - 版の履歴</title>
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		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:DingTo/GSoC_2014/Proposal&amp;diff=146513&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T21:07:46Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 21:07時点における版&lt;/td&gt;
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		<author><name>Yamyam</name></author>
		
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		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:DingTo/GSoC_2014/Proposal&amp;diff=146512&amp;oldid=prev</id>
		<title>2014年6月20日 (金) 14:29にwiki&gt;DingToによる</title>
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		<updated>2014-06-20T14:29:46Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;=Proposal=&lt;br /&gt;
I plan to improve the Cycles renderer, by improving its performance and memory usage. The items are from the official Optimization Ideas list, written by Brecht: http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Optimization&lt;br /&gt;
&lt;br /&gt;
==Deliverables==&lt;br /&gt;
&lt;br /&gt;
====Low Level====&lt;br /&gt;
&lt;br /&gt;
* See if we can use fast inverse sqrt instructions (SSE) {{WikiTask/Inprogress|50}}&lt;br /&gt;
&lt;br /&gt;
* Add AVX2 kernel and see how much it helps {{WikiTask/Done}}&lt;br /&gt;
&lt;br /&gt;
====Memory/Performance tradeoff====&lt;br /&gt;
&lt;br /&gt;
* Compute face normal on the fly {{WikiTask/Done}}&lt;br /&gt;
&lt;br /&gt;
* Store smooth normals only when used {{WikiTask/Todo}}&lt;br /&gt;
&lt;br /&gt;
* Support uchar colors. {{WikiTask/Done}}&lt;br /&gt;
&lt;br /&gt;
====Sampling====&lt;br /&gt;
&lt;br /&gt;
* Avoid sending rays to sample black backgrounds {{WikiTask/Inprogress|50}}&lt;br /&gt;
&lt;br /&gt;
==Project Details==&lt;br /&gt;
&lt;br /&gt;
General note: Some items on this list are not guaranteed to give noticeable performance/memory improvements. The only way to find out, is to implement these and check. If I quickly find out, that an item is a dead end or only makes things worse, I will go on to the next one and compensate with additional items from this list&lt;br /&gt;
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Optimization or as discussed with Brecht.&lt;br /&gt;
&lt;br /&gt;
====Fast inverse sqrt instructions (SSE)====&lt;br /&gt;
&lt;br /&gt;
We have some 1/sqrt(value) calculations in Cycles, see if we can speed this up by using SIMD instructions, while keeping an acceptable float precision. &lt;br /&gt;
&lt;br /&gt;
====Add AVX2 kernel====&lt;br /&gt;
&lt;br /&gt;
AVX2 was introduced with Intels Haswell, and will also be available in future AMD CPUs too. The deliverable is to add an AVX2 kernel to Cycles (we already have an AVX kernel) and test how much performance we can gain with a) compiler auto vectorisation and b) dedicated AVX2 instructions or FMA (Fused Multiply Add).&lt;br /&gt;
&lt;br /&gt;
====Compute face normal on the fly====&lt;br /&gt;
&lt;br /&gt;
The face normal can be computed on runtime (cross product), instead of storage and pre calculations. Performance/memory trade-off will be interesting here.&lt;br /&gt;
&lt;br /&gt;
====Store smooth normals only when used====&lt;br /&gt;
&lt;br /&gt;
Refactor the storage of smooth normals (which are saved for all meshes atm), to be available only when used. Probably this will be solved by using Cycles' attribute system.&lt;br /&gt;
&lt;br /&gt;
====Support uchar colors====&lt;br /&gt;
&lt;br /&gt;
Add support for uchar attributes in Cycles, for things like Vertex Colors, to reduce memory usage. Vertex colors are stored as floats currently.&lt;br /&gt;
&lt;br /&gt;
====Avoid sending rays to sample black backgrounds====&lt;br /&gt;
&lt;br /&gt;
Don't waste samples on black backgrounds (black color, strength set to 0, no background closure etc).&lt;/div&gt;</summary>
		<author><name>wiki&gt;DingTo</name></author>
		
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