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authorTon Roosendaal <ton@blender.org>2011-04-27 15:58:34 +0400
committerTon Roosendaal <ton@blender.org>2011-04-27 15:58:34 +0400
commitda376e0237517543aa21740ee2363234ee1c20ae (patch)
tree014a513ed8d0eccc5e54fef42347781e85bae56a /intern/cycles/bvh/bvh_params.h
parent693780074388111e7b9ef1c3825e462f398dc6c4 (diff)
Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
Cycles uses code from some great open source projects, many thanks them: * BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs": http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ * Open Shading Language for a large part of the shading system: http://code.google.com/p/openshadinglanguage/ * Blender for procedural textures and a few other nodes. * Approximate Catmull Clark subdivision from NVidia Mesh tools: http://code.google.com/p/nvidia-mesh-tools/ * Sobol direction vectors from: http://web.maths.unsw.edu.au/~fkuo/sobol/ * Film response functions from: http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
Diffstat (limited to 'intern/cycles/bvh/bvh_params.h')
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diff --git a/intern/cycles/bvh/bvh_params.h b/intern/cycles/bvh/bvh_params.h
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+/*
+ * Adapted from code copyright 2009-2010 NVIDIA Corporation
+ * Modifications Copyright 2011, Blender Foundation.
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#ifndef __BVH_PARAMS_H__
+#define __BVH_PARAMS_H__
+
+CCL_NAMESPACE_BEGIN
+
+/* BVH Parameters */
+
+class BVHParams
+{
+public:
+ /* spatial split area threshold */
+ bool use_spatial_split;
+ float spatial_split_alpha;
+
+ /* SAH costs */
+ float sah_node_cost;
+ float sah_triangle_cost;
+
+ /* number of triangles in leaf */
+ int min_leaf_size;
+ int max_leaf_size;
+
+ /* object or mesh level bvh */
+ bool top_level;
+
+ /* disk cache */
+ bool use_cache;
+
+ /* QBVH */
+ bool use_qbvh;
+
+ /* fixed parameters */
+ enum {
+ MAX_DEPTH = 64,
+ MAX_SPATIAL_DEPTH = 48,
+ NUM_SPATIAL_BINS = 32
+ };
+
+ BVHParams()
+ {
+ use_spatial_split = true;
+ spatial_split_alpha = 1e-5f;
+
+ sah_node_cost = 1.0f;
+ sah_triangle_cost = 1.0f;
+
+ min_leaf_size = 1;
+ max_leaf_size = 0x7FFFFFF;
+
+ top_level = false;
+ use_cache = false;
+ use_qbvh = false;
+ }
+
+ /* SAH costs */
+ float cost(int num_nodes, int num_tris) const
+ { return node_cost(num_nodes) + triangle_cost(num_tris); }
+
+ float triangle_cost(int n) const
+ { return n*sah_triangle_cost; }
+
+ float node_cost(int n) const
+ { return n*sah_node_cost; }
+};
+
+CCL_NAMESPACE_END
+
+#endif /* __BVH_PARAMS_H__ */
+