Cycles: Render volume by ray marching through octrees

One octree per volume per shader based on the density. In preparation
for the null scattering
This commit is contained in:
Weizhen Huang
2024-11-29 12:20:56 +01:00
committed by Weizhen Huang
parent 4e65ab4490
commit b2b2d9a4f3
46 changed files with 2014 additions and 98 deletions

View File

@@ -1292,6 +1292,7 @@ void OneapiDevice::get_adjusted_global_and_local_sizes(SyclQueue *queue,
case DEVICE_KERNEL_SHADER_EVAL_DISPLACE:
case DEVICE_KERNEL_SHADER_EVAL_BACKGROUND:
case DEVICE_KERNEL_SHADER_EVAL_CURVE_SHADOW_TRANSPARENCY:
case DEVICE_KERNEL_SHADER_EVAL_VOLUME_DENSITY:
preferred_work_group_size = preferred_work_group_size_shader_evaluation;
break;