Porting RSL to C++

Ryusuke Villemin, Christophe Hery


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