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2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-06-20since render branch isnt planned to be merged now, enable strict warning ↵Campbell Barton
flags for cmake and tag unused vars.
2011-02-27doxygen: blender/render tagged.Nathan Letwory
2011-02-23doxygen: prevent GPL license block from being parsed as doxygen comment.Nathan Letwory
2011-02-05Raytrace modifications from the Render Branch.Brecht Van Lommel
These should not have any effect on render results, except in some cases with you have overlapping faces, where the noise seems to be slightly reduced. There are some performance improvements, for simple scenes I wouldn't expect more than 5-10% to be cut off the render time, for sintel scenes we got about 50% on average, that's with millions of polygons on intel quad cores. This because memory access / cache misses were the main bottleneck for those scenes, and the optimizations improve that. Interal changes: * Remove RE_raytrace.h, raytracer is now only used by render engine again. * Split non-public parts rayobject.h into rayobject_internal.h, hopefully makes it clearer how the API is used. * Added rayintersection.h to contain some of the stuff from RE_raytrace.h * Change Isect.vec/labda to Isect.dir/dist, previously vec was sometimes normalized and sometimes not, confusing... now dir is always normalized and dist contains the distance. * Change VECCOPY and similar to BLI_math functions. * Force inlining of auxiliary functions for ray-triangle/quad intersection, helps a few percentages. * Reorganize svbvh code so all the traversal functions are in one file * Don't do test for root so that push_childs can be inlined * Make shadow a template parameter so it doesn't need to be runtime checked * Optimization in raytree building, was computing bounding boxes more often than necessary. * Leave out logf() factor in SAH, makes tree build quicker with no noticeable influence on raytracing on performance? * Set max childs to 4, simplifies traversal code a bit, but also seems to help slightly in general. * Store child pointers and child bb just as fixed arrays of size 4 in nodes, nearly all nodes have this many children, so overall it actually reduces memory usage a bit and avoids a pointer indirection.
2010-03-22spaces -> tabs, (4 spaces == 1 tab, only for white space preceding text)Campbell Barton
2010-02-12correct fsf addressCampbell Barton
2010-01-12Raytrace: only print debug info when running with -d option.Brecht Van Lommel
2009-10-06Attempts at some compile fixes for jaguarandi's code:Joshua Leung
* mingw almost compiles again cleanly, except for a linking error when linking blender http://www.pasteall.org/8297 * win64 should compile again too to a similar degree? * silenced warnings about no newlines...
2009-10-04Added some test_break during the build process.Andre Susano Pinto
(Maybe later this should be done with some thread_cancel function instead of doing variable/callbacks tests)
2009-09-25*Added VlakPrimitive (this rayobject rimitive only stores ↵Andre Susano Pinto
ObjectRenderInstance and VlakRen pointers) - it difers from RayFace that localy stored the vertex coordinates. - basicaly this reduces memory usage
2009-09-17* converted raytrace visibility test on meshlaplacian.c to new raytrace APIAndre Susano Pinto
I need test scenes and test instructions to make sure this is ok, since i have no idea how to test this feature.
2009-09-15svn merge -r 22571:22800 ↵Andre Susano Pinto
https://svn.blender.org/svnroot/bf-blender/trunk/blender svn merge -r 22800:23207 https://svn.blender.org/svnroot/bf-blender/trunk/blender Merged volumetric with new raytrace code (it compiles and rendered volume-cube.blend withouth problems) Part1: source/blender
2009-09-14*Ray counters (number of BB/primitive tests/hits and other raytrace ↵Andre Susano Pinto
counters) can now be enabled/disabled at compile-time. #define RE_RAYCOUNTER (/source/blender/render/extern/include/RE_raytrace.h) *Some other small organization on code (will be disable as this only matters for testing and developping)
2009-08-26*Changed RayObject_ calls to RE_rayobject to keep consistency on callsAndre Susano Pinto
*Moved part of counters code to a separated file (rayobject_raycounter.c)
2009-08-12*Instance support is only enabled if target mesh uses more than 4 facesAndre Susano Pinto
if theres very few faces its not worth it to create a separated tree for beinng reused. should speedup some particle renders. This "fixes" a bug relationed with a arithmetic precision on instances and raytrace of very close objects which usually happens on rendering (almost) overlapping alpha-enabled leafs/feathers
2009-08-06no need to calculate the exact nearest distance if we are not using any ↵Andre Susano Pinto
heuristic based on that
2009-08-05#define to store coordinates at VlakRen and not at VlakFaceAndre Susano Pinto
adds some additional cost retrieving coords during ray-primitive tests, but reduces some memory usage (4*3floats per face)
2009-08-05experiences with memory organization (store the vertexs coords on RayFace)Andre Susano Pinto
2009-07-15*Added support to "BB hints" (which works like a BB version of LCTS - ↵Andre Susano Pinto
longest common transversing subtree) It creates a tree cut after knowing that a given point will pass on a BB. This tree cut is used to accelarate the rays casted from a given BB, eliminating unnecessary BB tests from root till the tree cut.
2009-07-12*Moved rtbuild to bf_render_raytraceAndre Susano Pinto
*Added vbvh - Just a experimental tree type :) Variable Way BVH - there is no hardcoded number of childs per each Tree Node - idea is to optimize a tree to reduced the expected number of BB tests even after applying SAH (for that an hardcoded n-way is not enough) - for now childs are stored on a linked list
2009-07-09*Added support for variable cost per RayObjectAndre Susano Pinto
Suposedly usefull for creating trees of objects (where objects have very diferent size-NumFaces and shape-BB) Altought the implemented costs maybe not be very correct (for now), as i didnt cared about following a specific "corrected" model
2009-07-03Fixed memory aligns for 64bitsAndre Susano Pinto
2009-07-01*Added rayobject_bvhAndre Susano Pinto
A bvh structure to use on the raytracer
2009-06-30*reserved RayObject align offset 0 for private usage inside each structureAndre Susano Pinto
point is that other structures like trees can then distiguish between other nodes or rayobject primitives withouth needing any other variable. (Note yet used but will reduce memory by a nice factor (linear to the number of primitives))
2009-06-30Measure build time...Andre Susano Pinto
*as expected it's a lot faster on BVH
2009-05-13Renamed exported functions from render to have the RE_ prefixAndre Susano Pinto
RayObject_* => RE_rayobject_*
2009-05-11*new generic raytrace APIAndre Susano Pinto
*Adapted octree to a more generic raytrace API *ray shadow works (other untested stuff disabled atm) On the scene tested the user-cpu time got from 1:24 to 1:19/20 probably because of removed callbacks or sligtly diferente memory usage