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Subdivision and displacement speedups

Posted: Wed Sep 23, 2015 2:55 am
by OnoSendai
Hi all,
I've been doing a bit of work on speeding up the subdivision and displacement code. Actually I have mostly rewritten the subdivision code.

Some results:
Old: head_test, Indigo v3.8.26, num subdivs 4, resulting num quads=2263552, time taken: 1.989 s
New: head_test, Indigo 4.0.x, num subdivs 4: resulting num quads=2263552, time taken: 0.54047 s


Adaptive quad displacement test: (~82741 resulting quads)
Old: 0.933 s
New: 0.06722 s

This one is heaps faster because the displacement is given by a texture, and a displacement error threshold, and the logic for this combination has been greatly improved.

Re: Subdivision and displacement speedups

Posted: Wed Sep 23, 2015 3:03 am
by Juju
wow, excellent increase in efficiency!

Re: Subdivision and displacement speedups

Posted: Wed Sep 23, 2015 9:17 am
by Oscar J
Nice :)

Re: Subdivision and displacement speedups

Posted: Wed Sep 23, 2015 6:33 pm
by zeitmeister
Very cool!


Cheers, zeiti

Re: Subdivision and displacement speedups

Posted: Sun Sep 27, 2015 10:59 pm
by CTZn
Great !

Re: Subdivision and displacement speedups

Posted: Wed Oct 28, 2015 6:56 am
by Behrendt
Looking forward to this. I can't quite explain the technical details behind this, but V-Rays 2D Displacement is really awesome. Very high quality, very low memory footprint, so that huge surfaces can be rendered with this. In comparison to this atm Indigo can get quite slow, especially when using displacement on lots of surfaces. Hopefully this will improve on this :)

Re: Subdivision and displacement speedups

Posted: Wed Oct 28, 2015 7:06 am
by zeitmeister
This adaptive example above is very very promising already...
We are excited ono!


Cheers, zeiti