Yeah - the GTX 1070 might be similar to my GTX 1060 which performs quite well with the lower tile sizes. Unlike a few years ago where bigger tile sizes were quite a bit faster. For your RTX card that situation seems to be here once again.
GL_NV_ray_tracing ??? https://github.com/KhronosGroup/GLSL/blob/master/extensions/nv/GLSL_NV_ray_tracing.txt
Hmm well that seems to be made with the latest version of opengl? does it go all the way down to blenders version?
afaik Blender adopted a GLSL version lower than 4.60
Dwivedi guiding for path-traced subsurface scattering got greenlit for landing in master:
https://developer.blender.org/D9932
The way OpenGLās versioning and extension system works, that question doesnāt really apply. An OpenGL version more or less defines a minimum requirement of available features. Additional features are optional and any OpenGL application can take advantage of them after making sure theyāre available.
Now we need Lukas Stocknerās other patch that improves sampling quality for multiscatter GGX shading (at least as an option).
Combined with adaptive sampling, both patches, once in master, should significantly speed up rendering. Hopefully, we will at one point have light trees and manifold exploration to complete the list of major optimization techniques (that we know of for sampling that is).
Nope, adaptive subdivision still eats an insane amount of memory, I donāt think any changes/improvements have been made in that department unfortunately.
OSL is going to be accelerated with AVX on Intel CPUs, and most importantly the GPU support is coming, so far - OptiX only.
Great to see Brecht on the Technical Steering Committee
The BF is looking for a Software Engineer for Cycles work.
https://www.blender.org/jobs/rendering-software-engineer/
The point is to add new features, fix bugs, and make Cycles more powerful in general. Brecht meanwhile remains the project lead. The expectations in terms of skill is steep though, so good luck to the BF on finding someone.
best news so far in 2021
Thatās great news. Hope theyāll fill the spot soon.
I have few name but that is a dream all are italian
Jacopo Pantaleoni, Guido Quaroni, Luca Fascione and David Bucciarelliā¦ One of these all are good but Guido left Pixar Renderman to works with Adobe Pantaleoni after lightflow now works for Nvidia Fascione is lead developer for Weta involved in Manuka and Bucciarelli his involved in Luxcore
I hope that the nice guys that we already know who have been collaborating with Cycles for a long time without being employees of the Blender Foundation have priority.
I made a few research and I discovered a new open source research by Pantaleoni. that can be implemented on Cycles this is a new contribution to the rendering world, here the Paper
Fermat, is a high performance research oriented physically based rendering system, trying to produce beautiful pictures following the mathematicianās principle of least time.
https://nvlabs.github.io/fermat/index.html
Edit
Left Fermat an opensource research right Path tracer
Quote from Jacopo Pantaleoni
only GPU - CPU BVH builds are abysmally slow and would never be fit for realtime graphics
the renderer is Fermat (an opensource research testbed), which uses OptiX just for BVH build and tracing rays, and schedules shading manually. Today it could also be rebuilt on DXR or VulkanRT.
Would it be possible to hire Mathieu, E-cycles developer ?
Really a good news.
I hope this will improve the situation.
My understanding is that E Cycles has been using Cycles patches made by others, like Lukas Stockner and Stefan Werner (At least in the beginning).
I guess these developers could take precedence:
https://github.com/boberfly/cycles/blob/gaffer/AUTHORS