Saturday, December 17, 2011

Per Geometry Caching (Comparison)

When comparing per geometry caching with previous results, at 200 photons, I notice a few things:
  1. Performance is roughly the same, with ~9 FPS on my laptop.
  2. Per Geometry method has a much longer shader compile time, which makes sense because we now have all those if statements.
  3. Per Geometry method generally produces much nicer can cleaner results. Results from before look a little "dirty" because it seems as if there are paint splats everywhere.
  4. Per Geometry method also has much sharper edges because the colors cannot bleed over.
The following are results. 100 initial photons, 1 bounce = 200 photons total. The first image is without per geometry caching.



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