Age | Commit message (Collapse) | Author | |
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2017-03-29 | Cycles: Make all #include statements relative to cycles source directory | Sergey Sharybin | |
The idea is to make include statements more explicit and obvious where the file is coming from, additionally reducing chance of wrong header being picked up. For example, it was not obvious whether bvh.h was refferring to builder or traversal, whenter node.h is a generic graph node or a shader node and cases like that. Surely this might look obvious for the active developers, but after some time of not touching the code it becomes less obvious where file is coming from. This was briefly mentioned in T50824 and seems @brecht is fine with such explicitness, but need to agree with all active developers before committing this. Please note that this patch is lacking changes related on GPU/OpenCL support. This will be solved if/when we all agree this is a good idea to move forward. Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner Reviewed By: lukasstockner97, maiself, nirved, dingto Subscribers: brecht Differential Revision: https://developer.blender.org/D2586 | |||
2014-12-25 | Cleanup: Fix Cycles Apache header. | Thomas Dinges | |
This was already mixed a bit, but the dot belongs there. | |||
2013-08-18 | Cycles: 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! | |||
2011-12-09 | Fix #29528: crash adding subsurf modifier in a particular scene with ↵ | Brecht Van Lommel | |
viewport render. | |||
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 |