You still need to store the results at each sample on each hair.

Matt





From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron
Sent: Tuesday, May 20, 2014 5:58 PM
To: softimage@listproc.autodesk.com
Subject: Re: OT: Graphic card for optimous performance with Redshift

sorry to nit pick but... in the hair case we don't deal with triangles anymore. 
if you are using arnold, you are raytracing directly the curve.


On Tue, May 20, 2014 at 5:48 PM, Matt Lind 
<ml...@carbinestudios.com<mailto:ml...@carbinestudios.com>> wrote:

With hair, the DCC will often display guide hairs as curves, or some other 
manipulator for the user to interact with.  The data structure to link all the 
parts will be much more complex than the renderer’s data structure which is 
only slightly more complex than a bucket of triangle strips.  However, the 
amount of memory required to store the hair information in the DCC is 
significantly less as only curve control points, positions of the guides and 
some other meta data need be stored.  That’s not much physical data.  The 
renderer, on the other hand, must expand all that data into raw triangle 
strips, or whatever it chooses to draw the hairs.  It takes a lot more memory 
to store the vertex and edge connection data for dense triangle strips for 
millions of hairs than it does to store the controls points and other basic 
data for guide hairs in a DCC to represent the same information.

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