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    <title>topic Re: Per-face Geometry/Ray mask in Intel® Embree Ray Tracing Kernels</title>
    <link>https://community.intel.com/t5/Intel-Embree-Ray-Tracing-Kernels/Per-face-Geometry-Ray-mask/m-p/1285335#M916</link>
    <description>&lt;P&gt;I think per primitive masks is a reasonable feature, I added it to our list. With current Embree you do not need to break up your geometry into chunks, you can also implement per-primitive masking using intersection filters. You just make the mask test in the filter and reject the hit if it fails the mask test.&lt;/P&gt;</description>
    <pubDate>Fri, 28 May 2021 07:26:16 GMT</pubDate>
    <dc:creator>SvenW_Intel</dc:creator>
    <dc:date>2021-05-28T07:26:16Z</dc:date>
    <item>
      <title>Per-face Geometry/Ray mask</title>
      <link>https://community.intel.com/t5/Intel-Embree-Ray-Tracing-Kernels/Per-face-Geometry-Ray-mask/m-p/1284663#M915</link>
      <description>&lt;P&gt;Hi Intel&lt;BR /&gt;&lt;BR /&gt;Currently in our renderer, materials can affect the geometry/ray mask&amp;nbsp; (ie what is set via&amp;nbsp;rtcSetGeometryMask())&lt;BR /&gt;&lt;BR /&gt;I'm working on having per-face materials at the moment, which&amp;nbsp;means that different faces in a mesh can require a different mask.&amp;nbsp; Because the geometry/ray mask can only be set on a mesh as a whole, I'm having to break it up into chunks (with each chunk representing faces that share the same mask),&amp;nbsp; which is adding more complexity to my renderer than I would have liked.&lt;BR /&gt;&lt;BR /&gt;Have you ever considered allowing for a per-face mask?&amp;nbsp;&lt;BR /&gt;Do you think there would/could be performance issues?&lt;BR /&gt;&lt;BR /&gt;Thanks!&lt;BR /&gt;Brian Sharpe&lt;/P&gt;</description>
      <pubDate>Wed, 26 May 2021 00:09:31 GMT</pubDate>
      <guid>https://community.intel.com/t5/Intel-Embree-Ray-Tracing-Kernels/Per-face-Geometry-Ray-mask/m-p/1284663#M915</guid>
      <dc:creator>Sharpe__Brian</dc:creator>
      <dc:date>2021-05-26T00:09:31Z</dc:date>
    </item>
    <item>
      <title>Re: Per-face Geometry/Ray mask</title>
      <link>https://community.intel.com/t5/Intel-Embree-Ray-Tracing-Kernels/Per-face-Geometry-Ray-mask/m-p/1285335#M916</link>
      <description>&lt;P&gt;I think per primitive masks is a reasonable feature, I added it to our list. With current Embree you do not need to break up your geometry into chunks, you can also implement per-primitive masking using intersection filters. You just make the mask test in the filter and reject the hit if it fails the mask test.&lt;/P&gt;</description>
      <pubDate>Fri, 28 May 2021 07:26:16 GMT</pubDate>
      <guid>https://community.intel.com/t5/Intel-Embree-Ray-Tracing-Kernels/Per-face-Geometry-Ray-mask/m-p/1285335#M916</guid>
      <dc:creator>SvenW_Intel</dc:creator>
      <dc:date>2021-05-28T07:26:16Z</dc:date>
    </item>
    <item>
      <title>Re: Per-face Geometry/Ray mask</title>
      <link>https://community.intel.com/t5/Intel-Embree-Ray-Tracing-Kernels/Per-face-Geometry-Ray-mask/m-p/1286339#M918</link>
      <description>&lt;P&gt;Ok, I'll try the intersection filter and see which is faster.&lt;BR /&gt;Thanks for the info Sven&lt;/P&gt;</description>
      <pubDate>Wed, 02 Jun 2021 02:21:05 GMT</pubDate>
      <guid>https://community.intel.com/t5/Intel-Embree-Ray-Tracing-Kernels/Per-face-Geometry-Ray-mask/m-p/1286339#M918</guid>
      <dc:creator>Sharpe__Brian</dc:creator>
      <dc:date>2021-06-02T02:21:05Z</dc:date>
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