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authorStefan Werner <stewreo@gmail.com>2017-08-17 13:44:09 +0300
committerStefan Werner <stewreo@gmail.com>2017-08-17 13:44:32 +0300
commit8141eac2f8fe244bcd27b979daa7e74550cf39ec (patch)
tree2e96395f0ba3f8d63cd8b20cbeccce1aab7f522e /intern/cycles/render/light.cpp
parent5492d2cb673881822388c1e8ef5bda07103311e9 (diff)
Improved triangle sampling for mesh lights
This implements Arvo's "Stratified sampling of spherical triangles". Similar to how we sample rectangular area lights, this is sampling triangles over their solid angle. It does significantly improve sampling close to the triangle, but doesn't do much for more distant triangles. So I added a simple heuristic to switch between the two methods. Unfortunately, I expect this to add render time in any case, even when it does not make any difference whatsoever. It'll take some benchmarking with various scenes and hardware to estimate how severe the impact is and if it is worth the change. Reviewers: #cycles, brecht Reviewed By: #cycles, brecht Subscribers: Vega-core, brecht, SteffenD Tags: #cycles Differential Revision: https://developer.blender.org/D2730
Diffstat (limited to 'intern/cycles/render/light.cpp')
-rw-r--r--intern/cycles/render/light.cpp4
1 files changed, 0 insertions, 4 deletions
diff --git a/intern/cycles/render/light.cpp b/intern/cycles/render/light.cpp
index 371ea54ef11..4adc00bc839 100644
--- a/intern/cycles/render/light.cpp
+++ b/intern/cycles/render/light.cpp
@@ -232,10 +232,6 @@ bool LightManager::object_usable_as_light(Object *object) {
if(!(object->visibility & (PATH_RAY_DIFFUSE|PATH_RAY_GLOSSY|PATH_RAY_TRANSMIT))) {
return false;
}
- /* Skip motion blurred deforming meshes, not supported yet. */
- if(mesh->has_motion_blur()) {
- return false;
- }
/* Skip if we have no emission shaders. */
/* TODO(sergey): Ideally we want to avoid such duplicated loop, since it'll
* iterate all mesh shaders twice (when counting and when calculating