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Ryusuke Villemin, Christophe Hery
Abstract:
In a modern renderer, relying on recursive ray-tracing, the number of shader calls increases by one or two order of magnitude compared to a straighforward rasterizer dealing only with camera visible objects. Recognizing the potential overhead of RSL parsing in all these shader calls, this report evaluates different C++ pre-compiled alternatives.
Paper (PDF)
Available as Pixar Technical Memo #12-08