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author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2014-04-04 18:45:49 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2014-06-14 15:49:56 +0400 |
commit | a29807cd63b0cba62e664c54ce34e5717ca51a3e (patch) | |
tree | ac3a32e4393638711686e93879c6c218a17713eb /intern/cycles/render/shader.h | |
parent | d644753319b65a25ae043900cca235070bcdd181 (diff) |
Cycles: volume light sampling
* Volume multiple importace sampling support to combine equiangular and distance
sampling, for both homogeneous and heterogeneous volumes.
* Branched path "Sample All Direct Lights" and "Sample All Indirect Lights" now
apply to volumes as well as surfaces.
Implementation note:
For simplicity this is all done with decoupled ray marching, the only case we do
not use decoupled is for distance only sampling with one light sample. The
homogeneous case should still compile on the GPU because it only requires fixed
size storage, but the heterogeneous case will be trickier to get working.
Diffstat (limited to 'intern/cycles/render/shader.h')
0 files changed, 0 insertions, 0 deletions