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2013-12-14Fix T37264: cycles CPU render had limited number of float images, bumped to ↵Thomas Dinges
1024. GPU is still limited to 5, but there's no good reason for the CPU to be limited.
2013-11-18Cycles: change __device and similar qualifiers to ccl_device in kernel code.Brecht Van Lommel
This to avoids build conflicts with libc++ on FreeBSD, these __ prefixed values are reserved for compilers. I apologize to anyone who has patches or branches and has to go through the pain of merging this change, it may be easiest to do these same replacements in your code and then apply/merge the patch. Ref T37477.
2013-09-27Fix #35684: cycles unable to use full 6GB of memory on NVidia Titan GPU. We nowBrecht Van Lommel
use arrays instead of textures for general storage on this card (image textures are still stored as texture). Textures were found to be faster on older cards, but the limits on 1D texture size have not increased along with the memory size, which meant that the full 6 GB could not be used. The performance actually seems to be slightly better with arrays in some tests on Titan. For older cards there seems to be a bit of a mix, some are better and others not. We may change those to use arrays too, but more testing is needed, only Titan and Tesla K20 (sm_35) is changed for now. The fact that arrays are faster is a bit surprising, as others found textures to be faster on Kepler. However even if they were, the memory limitation is more important to solve anyway. https://research.nvidia.com/publication/understanding-efficiency-ray-traversal-gpus-kepler-and-fermi-addendum
2013-08-18Cycles: relicense GNU GPL source code to Apache version 2.0.Brecht Van Lommel
More information in this post: http://code.blender.org/ Thanks to all contributes for giving their permission!
2013-06-07Code cleanup: avoid some warnings due to implicit uint/int/float/double ↵Brecht Van Lommel
conversion.
2013-04-02Cycles: initial subsurface multiple scattering support. It's not working asBrecht Van Lommel
well as I would like, but it works, just add a subsurface scattering node and you can use it like any other BSDF. It is using fully raytraced sampling compatible with progressive rendering and other more advanced rendering algorithms we might used in the future, and it uses no extra memory so it's suitable for complex scenes. Disadvantage is that it can be quite noisy and slow. Two limitations that will be solved are that it does not work with bump mapping yet, and that the falloff function used is a simple cubic function, it's not using the real BSSRDF falloff function yet. The node has a color input, along with a scattering radius for each RGB color channel along with an overall scale factor for the radii. There is also no GPU support yet, will test if I can get that working later. Node Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#BSSRDF Implementation notes: http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Subsurface_Scattering
2012-12-01Fix #33375: OSL geom:trianglevertices gave wrong coordinates for static BVH.Brecht Van Lommel
Also some simple OSL optimization, passing thread data pointer directly instead of via thread local storage, and creating ustrings for attribute lookup.
2012-09-04Cycles: merge of changes from tomato branch.Brecht Van Lommel
Regular rendering now works tiled, and supports save buffers to save memory during render and cache render results. Brick texture node by Thomas. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Brick_Texture Image texture Blended Box Mapping. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Image_Texture http://mango.blender.org/production/blended_box/ Various bug fixes by Sergey and Campbell. * Fix for reading freed memory in some node setups. * Fix incorrect memory read when synchronizing mesh motion. * Fix crash appearing when direct light usage is different on different layers. * Fix for vector pass gives wrong result in some circumstances. * Fix for wrong resolution used for rendering Render Layer node. * Option to cancel rendering when doing initial synchronization. * No more texture limit when using CPU render. * Many fixes for new tiled rendering.
2012-06-09style cleanup: block commentsCampbell Barton
2011-11-22Cycles: OpenCL tweaksBrecht Van Lommel
* Reduce kernel arguments size, helps compile for apple nvidia. * Fix use of unitialized variable in displace kernel. * Use build flags in opencl kernel md5 hash. * Reorganize code for kernel feature #defines a bit.
2011-11-13Cycles:Thomas Dinges
* Typo fix, patch by David on the mailing list.
2011-09-12Cycles:Brecht Van Lommel
* Fix missing update when editing objects with emission materials. * Fix preview pass rendering set to 1 not showing full resolution. * Fix CUDA runtime compiling failing due to missing cache directory. * Use settings from first render layer for visibility and material override. And a bunch of incomplete and still disabled code mostly related to closure sampling.
2011-05-31Cycles: OSL build & image manager fixes.Brecht Van Lommel
2011-05-20Cycles: some steps to getting OpenCL backend to compile.Brecht Van Lommel
2011-04-27Cycles 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