Age | Commit message (Collapse) | Author |
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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Commited the right version of BLI_kdopbvh.c
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neighbour, non-recursive now, faster than kdtree.c implementation normaly, divided into 2 sources: generla structure in blenlib, mesh/derivedmesh depending interface stuff in blenkernel
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Changed BENCH to print both wall-clock/real time and cpu time
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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CHanged the BENCH functions to use: gettimeofday (wall time) instead of clock (cpu time)
This was to test if the openmp was working right.
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Theres something broken with BVHtree queries.. updates are not advised at all
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15568 - 15963
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Merge internal and external filtering in a single loop (solve problems caused by order of filtering)
Made graph length calculations work on cyclic graphs (it unrolls them)
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readable. no functionality changes.
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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Retag subgraphs when merging, to prevent loops
Mark missing up link in multi resolution as NULL
Ignore hidden vertices when propagating weight between islands
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2.3.6 or later. Thanks to Cyril Brulebois for a one-line patch, which was
sent to the ML a while back.
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removed own unneeded defines in arithb.c
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Axial symmetry tagging was depending on the order of the nodes, so it might tag left side as right and vice versa depending on the order. Stability test ensures the tagging is order independant (what it tags as right and left might not be the real right and left, but at least they are consistant between mesh graph and armature graph, so it doesn't flip limbs)
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All bones marked as no deform are repositioned after the retarget based on their "linked" bone (linked bone is constraint owner if control bone is a target, parent bone if not).
Arithb:
Function to make a quat between two normalized vectors
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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*Made nearest surface also use "quad" bvh tree (instead of splitting quads in 2 bvh nodes).
Again that leaded to improvements in build and query time.
*BLI_bvhtree_find_nearest api is now following the same concept as BLI_bvhtree_ray_cast
removed code relative to bvhtree_from_mesh_tris.
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changed a few code relative to project over normal mode (to try to kept code generic and more independent of modifier itself)
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objects due to a broken SweepingSphereIntersectsTriangleUV. This
merges the code from the shrinkwrap branch by André Pinto, thanks!
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fix adjacency list inline instead of having to rebuild fully
reweight joined graphs properly
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Start multi resolution match from node, not arc (solve problem with Rinky)
various uglyness being cleaned up or factored out
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Somehow it didnt finished and didnt added some files under the svn control
(found thanks to lguillaume that reported some files were missing)
Last merge fixed and also merged modifications up to revision 15584.
I checked the diff
svn diff --new . --old https://svn.blender.org/svnroot/bf-blender/trunk/blender
And everything seems to be right now
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Its now faster than raytree (both on build and query)
Things tryed:
X=>Y=>Z=>X split (reduces build time.. but increases query time)
bucket sorts
(initial sorts for fast usage of bucket take a long time)
(nth is linear.. so its quite fast already)
Best times archieve with:
*usage of 4-ary trees.. reduces build time and tree size but didnt decreased query time
*quads are on the same node instead of splitting in 2 tris..
(this actually turned on speedup on query time.. since tree size is reduced by a factor of 2)
*test ray-bb before ray-primitive gives better times on both tris and quads
Notes:
measures where made projecting a sphere from inside the head of suzanne.
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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especially with external used memory managers like in this case (and Python case)
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Fixed SweepingSphereIntersectsTriangleUV
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the returned string needs free'ing (Found with valgrind).
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This is the begining of the simplification phase (meaning less parameters to mess up users)
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small bvh fixes:
*allow to create any tree type >= 2
*save split axis
changed shrinkwrap to perform normal cast with raytree and bvh tree and print both times:
Shrinkwrap (OBCube)24578 over (OBSuzanne)504482
target = raytree_create_from_mesh(calc->target): 1260.000000ms
shrinkwrap_calc_normal_projection_raytree(&calc): 1850.000000ms
tree = bvhtree_from_mesh_tri(calc->target): 3330.000000ms
shrinkwrap_calc_normal_projection(&calc): 3780.000000ms
On general query time is bit smaller on bvh tree..
but the build time of bvh is pretty big.
(build time can be removed from both if a cache system is added)
But I am still trying to see how fast I can make the bvh build
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two levels only).
Now need a way to go back to lower levels at shared nodes.
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compiling I don't know) ;)
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BMesh and the bevel code now support UVs/VCOLS.
The offset is fixed at this time, but will be
made dynamic later.
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small appendages that don't correspond to anything on the armature).
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filtering)
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- fix compilation for MSVC (added missing math define)
- note: defines were already duplicated, added twice to keep them in synch
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Bmesh's pooling allocator is probably usefull for other parts of blender as
well, so I am moving it to BlenLib.
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http://projects.blender.org/tracker/?func=detail&atid=127&aid=8063&group_id=9
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Better symmetry detection using subtree shapes instead of depth
Fix the bug with flipping arcs caused by internal filtering
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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Better check for RigGraph head
Fix harmonic weighting for quads
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Draw primary axis and weight delta
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