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by berkut
3684 days ago
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That's somewhat true for VFX in general, but not really for Pixar: They mostly use procedural textures (they use them a lot more than most other VFX studios can) so texture IO is a lot less, and is one of the reasons they can get away with starting to use a GPU preview renderer (i.e. the textures fit in VRAM). Regarding model complexity - that doesn't really matter these days - if you want to raytrace a scene, unless you want to do full-on deferred raybatching and geo paging (like Disney's Hyperion does), you need to fit the scene into memory, so other than at startup/ingestion time, model complexity doesn't really matter in terms of IO. Also, Pixar's base level subd meshes are really rough (compared to what you see in VFX in general - for VFX base levels are probably subdivided down 2/3 times more), so the geo given in in Pixar's case isn't actually that bad. |
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I guess that you don't want to page in full models (as you either need a very large amount of memory per thread, which means smaller ray batches, or you need to have a shared cache, which means waiting on other threads). So you'll probably need something similar to Toro (as described by Pharr et al.), which just doesn't seem very efficient to me (as grids have improved little compared to BVHs).