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2015-05-22Cycles: Remove TM / R and whitespace from OpenCL device names.Thomas Dinges
Was already done for CPU devices, now we also do this for OpenCL.
2014-12-25Cleanup: Fix Cycles Apache header.Thomas Dinges
This was already mixed a bit, but the dot belongs there.
2014-02-03Code cleanup: white space and cmake was broken on all platformsCampbell Barton
2013-12-07Cycles: network render code updated for latest changes and improvedMartijn Berger
This actually works somewhat now, although viewport rendering is broken and any kind of network error or connection failure will kill Blender. * Experimental WITH_CYCLES_NETWORK cmake option * Networked Device is shown as an option next to CPU and GPU Compute * Various updates to work with the latest Cycles code * Locks and thread safety for RPC calls and tiles * Refactored pointer mapping code * Fix error in CPU brand string retrieval code This includes work by Doug Gale, Martijn Berger and Brecht Van Lommel. Reviewers: brecht Differential Revision: http://developer.blender.org/D36
2013-11-28Cycles: experimental OSL ptex reading code.Brecht Van Lommel
This code can't actually be enabled for building and is incomplete, but it's here because we know we want to support this at some point and there's not much reason to have it in a separate branch if a simple #ifdef can disable it.
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!
2011-09-02Cycles: compile opencl kernels in non-blocking thread, and don't crash onBrecht Van Lommel
build failure but show error message in status text.
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