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darkpore
searching Neon…
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46 ms
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1.
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by
darkpore
11y ago
Same here...
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by
darkpore
11y ago
Pixar and Disney are different studios... The global illumination tech used on monsters university was just standard path tracing with physically-plausible sharers - the first time pixar had used that instead of radiosity caching. Other stu
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by
darkpore
12y ago
Yep - you evidently didn't read mine as 165 k lines of c++ isn't exactly a small benchmark :) Anecdotal, but I've seen similar improvements over g++ in my code.
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by
darkpore
12y ago
Does it? http://imagine-rt.blogspot.co.uk/2014/12/c-compiler-benchmar...
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by
darkpore
12y ago
Would GeometryInstances go directly into an acceleration structure? Surely objects which point to the geometryinstance and each have a worldspace transform are what go in the scene level acceleration structure... Generally it's advisab
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by
darkpore
12y ago
Rather ironically, Arnold's standard shader still has bugs meaning its Cook-Torrance microfacet model isn't completely energy conserving at glancing angles...
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by
darkpore
12y ago
Not the same version then? :)
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by
darkpore
12y ago
I guess that depends on your definition of 'easily' - you can provide custom allocator s fairly easily. What's more problematic are things like the memory usage patterns of std::vector and std::string. Once you know how they
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C++ Compiler Benchmarks
(imagine-rt.blogspot.com)
3 points
by
darkpore
12y ago
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0 comments
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by
darkpore
12y ago
Games and other high performance users generally used to stay away from the STL. Sony had their own version of STL which addressed some of these issues.
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by
darkpore
12y ago
You can get around a lot of these issues by reserving the size needed up front, or using a custom allocator with std::vector. Not as easy, but still doable. The reallocation issue isn't fixable this way however...
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by
darkpore
12y ago
Is there any plan to abstract away the need to handle drawing the widgets yourself, and provide layout functionality?
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by
darkpore
12y ago
lol - you're aware that most web browsers are written in C++?