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Diffstat (limited to 'intern/cycles/kernel')
-rw-r--r--intern/cycles/kernel/filter/filter_transform.h8
-rw-r--r--intern/cycles/kernel/kernel_shader.h6
2 files changed, 6 insertions, 8 deletions
diff --git a/intern/cycles/kernel/filter/filter_transform.h b/intern/cycles/kernel/filter/filter_transform.h
index 585c4b33787..880a661214e 100644
--- a/intern/cycles/kernel/filter/filter_transform.h
+++ b/intern/cycles/kernel/filter/filter_transform.h
@@ -70,9 +70,9 @@ ccl_device void kernel_filter_construct_transform(const float *ccl_restrict buff
filter_calculate_scale(feature_scale, use_time);
/* === Generate the feature transformation. ===
- * This transformation maps the num_features-dimentional feature space to a reduced feature
- * (r-feature) space which generally has fewer dimensions. This mainly helps to prevent
- * overfitting. */
+ * This transformation maps the num_features-dimensional feature space to a reduced feature
+ * (r-feature) space which generally has fewer dimensions.
+ * This mainly helps to prevent over-fitting. */
float feature_matrix[DENOISE_FEATURES * DENOISE_FEATURES];
math_matrix_zero(feature_matrix, num_features);
FOR_PIXEL_WINDOW
@@ -85,7 +85,7 @@ ccl_device void kernel_filter_construct_transform(const float *ccl_restrict buff
math_matrix_jacobi_eigendecomposition(feature_matrix, transform, num_features, 1);
*rank = 0;
- /* Prevent overfitting when a small window is used. */
+ /* Prevent over-fitting when a small window is used. */
int max_rank = min(num_features, num_pixels / 3);
if (pca_threshold < 0.0f) {
float threshold_energy = 0.0f;
diff --git a/intern/cycles/kernel/kernel_shader.h b/intern/cycles/kernel/kernel_shader.h
index 4963e012e15..ed1a60a664f 100644
--- a/intern/cycles/kernel/kernel_shader.h
+++ b/intern/cycles/kernel/kernel_shader.h
@@ -686,8 +686,7 @@ ccl_device_inline const ShaderClosure *shader_bsdf_pick(ShaderData *sd, float *r
if (r < next_sum) {
sampled = i;
- /* Rescale to reuse for direction sample, to better
- * preserve stratification. */
+ /* Rescale to reuse for direction sample, to better preserve stratification. */
*randu = (r - partial_sum) / sc->sample_weight;
break;
}
@@ -743,8 +742,7 @@ ccl_device_inline const ShaderClosure *shader_bssrdf_pick(ShaderData *sd,
*throughput *= (sum_bsdf + sum_bssrdf) / sum_bssrdf;
sampled = i;
- /* Rescale to reuse for direction sample, to better
- * preserve stratifaction. */
+ /* Rescale to reuse for direction sample, to better preserve stratification. */
*randu = (r - partial_sum) / sc->sample_weight;
break;
}