Intel® Embree Ray Tracing Kernels
Discussion forum on the open source ray tracing kernels for fast photo-realistic rendering on Intel® CPU(s)
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Per-face Geometry/Ray mask

Sharpe__Brian
新規コントリビューター I
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Hi Intel

Currently in our renderer, materials can affect the geometry/ray mask  (ie what is set via rtcSetGeometryMask())

I'm working on having per-face materials at the moment, which means that different faces in a mesh can require a different mask.  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),  which is adding more complexity to my renderer than I would have liked.

Have you ever considered allowing for a per-face mask? 
Do you think there would/could be performance issues?

Thanks!
Brian Sharpe

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SvenW_Intel
モデレーター
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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.

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SvenW_Intel
モデレーター
2,207件の閲覧回数

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.

Sharpe__Brian
新規コントリビューター I
2,195件の閲覧回数

Ok, I'll try the intersection filter and see which is faster.
Thanks for the info Sven

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