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1M emissive triangles use 9GB of GPU memory #183
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doh: Line 457 in 44bb6a9
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The lights now all use an InternCache for their DenselySampledSpectrum values, saving a significant amount of memory for scenes with many area lights that have the same emission spectra. (Partial fix to issue #183.)
With 1cc11a8: CPU: before 3396 MB, after 1092 MB Around 1GB of the GPU usage is all of the fixed allocations for queues between the wavefront kernels. (All of the above still seem high...) |
Baseline for that scene with no area lights: CPU 298MB, GPU 2525 MB. So, CPU is still using about 800 bytes / light, GPU is using ~1180. |
...and the light BVH is using 300 bytes / light. Changing the For reasons unclear, reported GPU memory usage jumps from ~1500MB to ~3500MB when all of the managed allocations are prefetched to the GPU. |
The lights now all use an InternCache for their DenselySampledSpectrum values, saving a significant amount of memory for scenes with many area lights that have the same emission spectra. (Partial fix to issue mmp#183.)
(That's pushing 9kB per light source!)
Repro: in pbrt-v4-scenes toplevel, render the file:
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