3 ms·
Thanks! I really enjoyed working with OptiX. BVH re-building potentially being faster than the associated transfer cost is something that I didn't consider, I'l
by chellmuth 6y ago
Thanks! I really enjoyed working with OptiX. BVH re-building potentially being faster than the associated transfer cost is something that I didn't consider, I'll have to try that out and compare.
As for the lack of GAS compaction, I added IAS compaction to squeeze all of the beach's debris into a single snapshot, and just never got to GAS compaction. Right now each rendering pass is only computing one sample per pixel- so in addition to reducing the BVH footprints, I'm hoping I can also hide the transfer costs by computing many more samples per pass.
- dahart 6y agoYes if you have a viable way to compute multiple samples per pass and store the updates, you’ll definitely be able to amortize the cost of the snapshot copies and save a lot of time. It’s been a while since I played with Moana’s meshes, so I don’t remember what GAS compaction will buy you exactly, but generally speaking it’s common to see the compacted GAS end up at about 50% of the size of the first build. If you’re allocating and building multiple GASes in parallel, then it might mean you have to defrag your snapshot in a separate pass using GAS relocation. Once you put all that together, it is possible that copying is faster than rebuilding, so just be aware I’m not certain that my suggestion to build every time is a winner in your case. I can also envision some other strategies that may save considerably on snapshot copies in many cases ( and may be difficult to implement :) ). If you keep going with this and would like more support or suggestions or perf tips, please feel free to get in touch via the OptiX forum (Feel free to DM me there if you like). We’d be happy to try to help you squeeze out more samples per second.