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Most of the changes are related to adding support for motion data throughout
the code. There's some code for actual camera/object motion blur raytracing
but it's unfinished (it badly slows down the raytracing kernel even when the
option is turned off), so that code it disabled still.
Motion vector export from Blender tries to avoid computing derived meshes
when the mesh does not have a deforming modifier, and it also won't store
motion vectors for every vertex if only the object or camera is moving.
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This allows group nodes inside other group nodes in cycles and makes the
code more generic for all possible cases, like direct group
input-to-output links and unused group sockets.
Previous code tried to connect external nodes and internal group sockets
by following links until a "real" node input/output. This quickly
becomes complicated in corner cases as described above and can lead to
unexpected behavior when the group socket is of a different type than
the internal/external sockets, but that conversion is skipped.
The new code uses the concept of "proxy nodes" similar to what the new
compositor does. Each group socket is replaced with a proxy node with a
single input and output, to which other nodes in the same tree and
internal nodes can link to. After all groups have been expanded in the
graph, these proxy nodes are removed again, adding converter nodes if
necessary.
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instead of generated.
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build in debug mode.
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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
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