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2017-03-29Cycles: Make all #include statements relative to cycles source directorySergey 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
2017-01-19Cycles: Remove using namespace hellSergey Sharybin
Please NEVER EVER use such a statement, it's only causing HUGE issues. What is even worse: it's not always possible to immediately see that the hell is coming from such a statement. There is still some statements in the existing code, will leave those for a later cleanup.
2016-07-07Cycles: Implement unaligned nodes BVH builderSergey Sharybin
This is a special builder type which is allowed to orient nodes to strands direction, hence minimizing their surface area in comparison with axis-aligned nodes. Such nodes are much more efficient for hair rendering. Implementation of BVH builder is based on Embree, and generally idea there is to calculate axis-aligned SAH and oriented SAH and if SAH of oriented node is smaller than axis-aligned SAH we create unaligned node. We store both aligned and unaligned nodes in the same tree (which seems to be different from what Embree is doing) so we don't have any any extra calculations needed to set up hair ray for BVH traversal, hence avoiding any possible negative effect of this new BVH nodes type. This new builder is currently not in use, still need to make BVH traversal code aware of unaligned nodes.
2014-12-25Cleanup: Fix Cycles Apache header.Thomas Dinges
This was already mixed a bit, but the dot belongs there.
2014-09-25Cycles: Add support for cameras inside volumeSergey Sharybin
Basically the title says it all, volume stack initialization now is aware that camera might be inside of the volume. This gives quite noticeable render time regressions in cases camera is in the volume (didn't measure them yet) because this requires quite a few of ray-casting per camera ray in order to check which objects we're inside. Not quite sure if this might be optimized. But the good thing is that we can do quite a good job on detecting whether camera is outside of any of the volumes and in this case there should be no time penalty at all (apart from some extra checks during the sync state). For now we're only doing rather simple AABB checks between the viewplane and volume objects. This could give some false-positives, but this should be good starting point. Need to mention panoramic cameras here, for them it's only check for whether there are volumes in the scene, which would lead to speed regressions even if the camera is outside of the volumes. Would need to figure out proper check for such cameras. There are still quite a few of TODOs in the code, but the patch is good enough to start playing around with it checking whether there are some obvious mistakes somewhere. Currently the feature is only available in the Experimental feature sey, need to solve some of the TODOs and look into making things faster before considering the feature is ready for the official feature set. This would still likely happen in current release cycle. Reviewers: brecht, juicyfruit, dingto Differential Revision: https://developer.blender.org/D794
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!
2013-05-13Cycles:Thomas Dinges
* Fix compile error, when building with __KERNEL_SSE__
2013-04-10Fix 34764: cycles issue rendering instanced mesh with NaN coordinates.Brecht Van Lommel
2013-02-15Fix cycles hair curves with NaN values not rendering with dynamic BVH. These NaNBrecht Van Lommel
values were breaking the bounding box computation, now they should have no influence.
2012-12-28New featureStuart Broadfoot
Patch [#33445] - Experimental Cycles Hair Rendering (CPU only) This patch allows hair data to be exported to cycles and introduces a new line segment primitive to render with. The UI appears under the particle tab and there is a new hair info node available. It is only available under the experimental feature set and for cpu rendering.
2012-11-23final fix for Sensor Fit (AUTO, HOR, VERT) in panorama lens - patch by ↵Dalai Felinto
Brecht Van Lommel and me
2012-11-21Cycles bugfix: AUTO wasn't working for Equisolid Fisheye lensDalai Felinto
Now one no longer needs to match the sensor dimensions with the render dimensions manually. IMPORTANT NOTE: if you were using AUTO before with mismathing sensor aspect ratio (comparing to the render dimensions) this will change your render! We can doversion this, but apart from Tube project I don't know if anyone else is using this yet (part due to this bug and the only recently fixed 3dview preview aspect ratio). That should help more artists to take advantage of this fantastic Blender feature. It still helps to know the parameters of kwnown cameras/lens though. For example: Nikon DX2S with a 10.5mm fisheye can be set with: Render resolution: 4288 x 2848 Sensor 23.7 x 15.70 (15.70 can be ommitted if AUTO is used as fit method) Note: some cameras render different sizes according to the recording mode. For example, a Red Scarlet in 5k (@12 fps) can render a full circular fisheye with a sigma 4.5 lens. The same camera in the 30fps recording mode renders 4k in a cropped circular image. So it's not only the resolution that changes, but the actual sensor been used. So just keep in mind that the more information you have from the camera/lens you want to emulate the better. Bug found at/patch written as a follow up of the BlenderPRO2012, patch reviewed by Brecht Van Lommel
2012-11-11Cycles: panorama camera in viewport camera view now shows the render mappedBrecht Van Lommel
to the camera border rather than the entire viewport.
2012-04-30Fix visual studio debug build issue with BVH boundbox, pointed out by ↵Brecht Van Lommel
Agustin Benavidez.
2012-04-28Cycles: merging features from tomato branch.Brecht Van Lommel
=== BVH build time optimizations === * BVH building was multithreaded. Not all building is multithreaded, packing and the initial bounding/splitting is still single threaded, but recursive splitting is, which was the main bottleneck. * Object splitting now uses binning rather than sorting of all elements, using code from the Embree raytracer from Intel. http://software.intel.com/en-us/articles/embree-photo-realistic-ray-tracing-kernels/ * Other small changes to avoid allocations, pack memory more tightly, avoid some unnecessary operations, ... These optimizations do not work yet when Spatial Splits are enabled, for that more work is needed. There's also other optimizations still needed, in particular for the case of many low poly objects, the packing step and node memory allocation. BVH raytracing time should remain about the same, but BVH build time should be significantly reduced, test here show speedup of about 5x to 10x on a dual core and 5x to 25x on an 8-core machine, depending on the scene. === Threads === Centralized task scheduler for multithreading, which is basically the CPU device threading code wrapped into something reusable. Basic idea is that there is a single TaskScheduler that keeps a pool of threads, one for each core. Other places in the code can then create a TaskPool that they can drop Tasks in to be executed by the scheduler, and wait for them to complete or cancel them early. === Normal ==== Added a Normal output to the texture coordinate node. This currently gives the object space normal, which is the same under object animation. In the future this might become a "generated" normal so it's also stable for deforming objects, but for now it's already useful for non-deforming objects. === Render Layers === Per render layer Samples control, leaving it to 0 will use the common scene setting. Environment pass will now render environment even if film is set to transparent. Exclude Layers" added. Scene layers (all object that influence the render, directly or indirectly) are shared between all render layers. However sometimes it's useful to leave out some object influence for a particular render layer. That's what this option allows you to do. === Filter Glossy === When using a value higher than 0.0, this will blur glossy reflections after blurry bounces, to reduce noise at the cost of accuracy. 1.0 is a good starting value to tweak. Some light paths have a low probability of being found while contributing much light to the pixel. As a result these light paths will be found in some pixels and not in others, causing fireflies. An example of such a difficult path might be a small light that is causing a small specular highlight on a sharp glossy material, which we are seeing through a rough glossy material. With path tracing it is difficult to find the specular highlight, but if we increase the roughness on the material the highlight gets bigger and softer, and so easier to find. Often this blurring will be hardly noticeable, because we are seeing it through a blurry material anyway, but there are also cases where this will lead to a loss of detail in lighting.
2012-04-16Fix #30966: cycles nan mesh vertices got set to (0, 0, 0), now remove them ↵Brecht Van Lommel
instead.
2011-12-04Fix compile issue on windows, broke this trying to fix for mac.Brecht Van Lommel
2011-12-04Fix cycles compile issue after last commit.Brecht Van Lommel
2011-12-04Fix #29444: cycles problem building BVH with NaN vertices.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