diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-06-13 15:44:48 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-06-13 15:44:48 +0400 |
commit | 4ba456d1754c29b488b8304c8546af45078e8536 (patch) | |
tree | 49649b7442d58aa835a7428043130f158613521d /intern/cycles/render/integrator.h | |
parent | dcda234a3d93ed44189fac3716a694f4f75f366e (diff) |
Cycles: first step for implementation of non-progressive sampler that handles
direct and indirect lighting differently. Rather than picking one light for each
point on the path, it now loops over all lights for direct lighting. For indirect
lighting it still picks a random light each time.
It gives control over the number of AA samples, and the number of Diffuse, Glossy,
Transmission, AO, Mesh Light, Background and Lamp samples for each AA sample.
This helps tuning render performance/noise and tends to give less noise for renders
dominated by direct lighting.
This sampling mode only works on the CPU, and still needs proper tile rendering
to show progress (will follow tommorrow or so), because each AA sample can be quite
slow now and so the delay between each update wil be too long.
Diffstat (limited to 'intern/cycles/render/integrator.h')
-rw-r--r-- | intern/cycles/render/integrator.h | 10 |
1 files changed, 9 insertions, 1 deletions
diff --git a/intern/cycles/render/integrator.h b/intern/cycles/render/integrator.h index afda41a857d..8fb341182b7 100644 --- a/intern/cycles/render/integrator.h +++ b/intern/cycles/render/integrator.h @@ -49,12 +49,20 @@ public: float sample_clamp; bool motion_blur; + int diffuse_samples; + int glossy_samples; + int transmission_samples; + int ao_samples; + int mesh_light_samples; + + bool progressive; + bool need_update; Integrator(); ~Integrator(); - void device_update(Device *device, DeviceScene *dscene); + void device_update(Device *device, DeviceScene *dscene, Scene *scene); void device_free(Device *device, DeviceScene *dscene); bool modified(const Integrator& integrator); |