adobe / adobe/openpbr-bsdf

NOT an issue - Performance question

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#23 2 comments 0 reactions 0 assignees View on GitHub
Dominant language
C
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Forks
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Description

Hello! Sorry for not using the issues tab for an issue, but I wasnt sure of a better way to ask this; Do you have any ideas or suggestions for optimizing the pipeline? I am integrating the pipeline into my unity pathtracer(so dealing with HLSL(/SLANG compile path)) and I do notice it is significantly slower than my previous disney BSDF(like 50% at times), which I was trying to get away from due its inaccuracies with the pdf calculations.
Also, at least in my experience, with unity/HLSL with this implementation, I do notice that the non-texture mode for energy compensation is completely unusable and renders the diffuse completely black, as indexing into such long arrays dynamically just doesnt compile correctly/refuses to actually sample. Switching to the texture mode solves this ofc.
Thanks! And sorry for the trouble.

Contributor guide

Open the contributing guide

Research direction

No source file or test is named. Start by reproducing the pipeline versus the Disney BSDF in the Unity pathtracer, then isolate the non-texture energy-compensation behavior under HLSL/Slang compilation. Done would require a narrowed, reproducible problem with an agreed performance or rendering-correctness target.

Written by the indexing model from the issue text.

Assessment

Tech stack
unity
Domain
computer-graphics, performance
Issue type
Bug
Difficulty
4/5
Estimated time
3-5 days
Activity status
Quiet
Clarity
Needs clarification
Newbie friendliness
25/100

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