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I tried to run the pbrt scene locally for timing comparisons, and it kept running out of memory. Thanks for that quote- I realize now that I forgot to switch to
by chellmuth 6y ago
I tried to run the pbrt scene locally for timing comparisons, and it kept running out of memory. Thanks for that quote- I realize now that I forgot to switch to the pbrt-next branch. In general, this project has a ton of room left for optimization, so I hope to catch up and maybe pass pbrt. But I'd imagine that a commercial cpu renderer would also perform much better than pbrt.
- moyix 6y agoI'm not clear on where the pbrt-next branch is, but an early release of PBRTv4 is here: https://github.com/mmp/pbrt-v4 https://github.com/mmp/pbrt-v4
- packetslave 6y agoyeah, PBRT is in an interesting place when it comes to changes and optimization. They have an explicit goal of keeping the current released repository as close to the book ("Physically-Based Rendering") as possible, so all of the optimizations and changes go into -next. Matt's blog talks a _lot_ about all the optimizations he had to do just to get the scene to _load_ in PBRT. It's a beast.