Age | Commit message (Collapse) | Author | |
---|---|---|---|
2011-08-29 | Cycles: pause button to interrupt viewport renders, in the 3d view header. | Brecht Van Lommel | |
2011-08-28 | Cycles: | Brecht Van Lommel | |
* Add alpha pass output, to use set Transparent option in Film panel. * Add Holdout closure (OSL terminology), this is like the Sky option in the internal renderer, objects with this closure show the background / zero alpha. * Add option to use Gaussian instead of Box pixel filter in the UI. * Remove camera response curves for now, they don't really belong here in the pipeline, should be moved to compositor. * Output full float values for rendering now, previously was only byte precision. * Add a patch from Thomas to get a preview passes option, but still disabled because it isn't quite working right yet. * CUDA: don't compile shader graph evaluation inline. * Convert tabs to spaces in python files. | |||
2011-08-23 | Cycles: fix crash in 3d view status text display. | Brecht Van Lommel | |
2011-08-22 | Cycles: | Brecht Van Lommel | |
* Update progress bar during render (patch by Thomas) * Show status/pass/time during render in 3d view | |||
2011-08-21 | Cycles: fix some invalid memory access problems found by running the windows ↵ | Brecht Van Lommel | |
build in debug mode. | |||
2011-05-09 | Cycles: fix color difference between render / 3d view with color management ↵ | Brecht Van Lommel | |
disabled. | |||
2011-04-27 | Cycles render engine, initial commit. This is the engine itself, blender ↵ | Ton Roosendaal | |
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 |