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2016-03-25Cycles: Cleanup, indent nested preprocessor directivesSergey Sharybin
Quite straightforward, main trick is happening in path_source_replace_includes(). Reviewers: brecht, dingto, lukasstockner97, juicyfruit Differential Revision: https://developer.blender.org/D1794
2014-10-03Cleanup: Remove some unused / unreferenced functions for perdiodic perlin noise.Thomas Dinges
2014-06-13Cycles Refactor: Add SSE Utility code from Embree for cleaner SSE code.Thomas Dinges
This makes the code a bit easier to understand, and might come in handy if we want to reuse more Embree code. Differential Revision: https://developer.blender.org/D482 Code by Brecht, with fixes by Lockal, Sergey and myself.
2014-04-03Cycles: SSE optimization for Voronoi cells textureSv. Lockal
Gives 5-6% speedup for Caterpillar_PatazStudio.blend. Reviewed By: brecht, dingto Differential Revision: https://developer.blender.org/D419
2014-02-01Cycles: less instructions for CPU perlin codeSv. Lockal
Also move shuffle() in bvh traversal back (was accidentally lost in SSE hair revert)
2014-01-12Fix compilation for OpenCL (and small stype fixes)Sv. Lockal
2014-01-12Cycles: SSE for Voronoi textures (targeted for Haswell CPUs)Sv. Lockal
Gives up to 15% speedup scenes with voronoi-based textures (up to 25% with volumes) on Haswell. The performance change for other CPUs is much smaller: 1-2%. Reviewed By: brecht Differential Revision: https://developer.blender.org/D203
2014-01-11Code Cleanup: in Cycles SSE replace macros with templates, skip unused code ↵Sv. Lockal
with preprocessor, simplify casts
2014-01-08Cycles: workaround for noise performance regression in CUDA 5.5Sv. Lockal
Use manual ternary operation widening in grad(). Without it nvcc 5.5 produces multiple branch splits with very big branches (because of inlining). This solves 19% performance regression for BMW1M-MikePan.blend. Also remove one redundant instruction in perlin SSE (when h == 12 or h == 14, then h is always >= 4). Reviewed By: brecht Differential Revision: https://developer.blender.org/D190
2014-01-06Cleanup: use blend() in perlin noise (gives 12 less instructions on SSE4.1)Sv. Lockal
2013-12-28Use ccl_device_inline for SSE perlin noiseSv. Lockal
msvc ignores inline hint here and generates a bunch of push/lea
2013-12-27Cycles / Perlin Noise: Optimize noise calculation by using SIMD instructions ↵Thomas Dinges
on CPU. This makes scenes with a Noise Texture render faster, the BMW file is 12-15% faster now. Patch by Sv. Lockal, many thanks! :)
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.
2013-06-07Code cleanup: avoid some warnings due to implicit uint/int/float/double ↵Brecht Van Lommel
conversion.
2013-01-10Cycles: different fix for perlin noise generating nan values, now check forBrecht Van Lommel
the result to be finite afterwards which is a bit faster and works for OSL too without needing to slow down OSL itself.
2012-09-20style cleanupCampbell Barton
2012-06-09style cleanup: assignment & indentation.Campbell Barton
2012-06-09style cleanup: block commentsCampbell Barton
2012-02-07Fix #30049: cycles noise texture producing nan values with someBrecht Van Lommel
texture coordinates, due to int overflow. Also minor tweak in shader code to avoid copying uninitialized values, should have no effect though because they were not used.
2011-09-01Cycles:Brecht Van Lommel
* Add max diffuse/glossy/transmission bounces * Add separate min/max for transparent depth * Updated/added some presets that use these options * Add ray visibility options for objects, to hide them from camera/diffuse/glossy/transmission/shadow rays * Is singular ray output for light path node Details here: http://wiki.blender.org/index.php/Dev:2.5/Source/Render/Cycles/LightPaths
2011-08-29Cycles: some tweaks to try to get sm_13 shader compiling.Brecht Van Lommel
2011-05-03Cycles: first batch of windows build fixes, not quite there yet.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