When comparing per geometry caching with previous results, at 200 photons, I notice a few things:
- Performance is roughly the same, with ~9 FPS on my laptop.
- Per Geometry method has a much longer shader compile time, which makes sense because we now have all those if statements.
- 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.
- 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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