Blender Git Statistics -> Branches -> soc-2020-production-ready-light-tree

"Soc-2020-production-ready-light-tree" branch

Total commits : 108
Total committers : 11
First Commit : June 1, 2018
Latest Commit : August 4, 2020


Commits by Month

DateNumber of Commits
August, 20201
July, 20208
June, 202012
May, 20200
April, 20200
March, 20200
February, 20200
January, 20200
December, 20190
November, 20190
October, 20190
September, 20190
August, 20190
July, 20190
June, 20190
May, 20190
April, 20190
March, 20190
February, 20190
January, 20190
December, 20180
November, 20180
October, 20180
September, 20180
August, 201811
July, 201813
June, 201863

Committers

AuthorNumber of Commits
Erik Englesson32
Campbell Barton21
Sam Kottler20
Ray molenkamp10
Brecht Van Lommel6
Lukas Stockner6
Sam Kottler5
Bastien Montagne3
Philipp Oeser3
Diego Gangl1
Hristo Gueorguiev1

Popular Files

FilenameTotal Edits
kernel_light.h32
kernel_path_surface.h24
light.cpp22
light_tree.cpp20
kernel_types.h12
light_tree.h12
kernel_path_volume.h11
kernel_path_branched.h11
kernel_emission.h11
kernel_path.h10

Latest commits Feed

August 4, 2020, 20:15 (GMT)
Initial attempt at splitting for volumes.
July 29, 2020, 18:40 (GMT)
More light tree volume tweaks
July 28, 2020, 16:12 (GMT)
Tweeks to light tree volume code
July 25, 2020, 19:20 (GMT)
Fixed a couple of tests with volumes with light tree disabled.
July 21, 2020, 19:59 (GMT)
Initial volume support in light tree.
July 15, 2020, 18:52 (GMT)
Fixed light tree construction.

There was a bug in the light tree construction that caused mesh lights
to appear as brighter than other lamp lights.
July 4, 2020, 19:23 (GMT)
Fixed CUDA support for the light tree.

Users can now use the light tree, with splitting, using CUDA.

The problem was that a few of the light tree functions used recursion
which meant the CUDA compiler couldn't predict how much stack space
to use.
July 3, 2020, 18:27 (GMT)
Fixed motion blur with light tree enabled.
July 2, 2020, 15:24 (GMT)
Decoupled splitting from branched path integrator.
June 26, 2020, 20:56 (GMT)
Changed calulation of theta_u in tree importance.

This reduces artifacts when using the light tree without splitting.

Before the theta_u was calclulated using a bounding sphere to
approximate a bounding box. This sometimes resulted in the cone
containng the bounding box much, much too big. Now theta_u is found
more carefully so that it is the smallest angle such that the cone
completely contains the bounding box.
June 19, 2020, 18:14 (GMT)
Fixed how last not-transparent bounce is found.
Was using emission_sd if most recent bounce was transparent, but this
is incorrect. Now it uses the ray_N PathState for normal and
recalculates the point.
June 18, 2020, 14:37 (GMT)
Fixed using wrong angle in light tree importance
June 16, 2020, 16:13 (GMT)
Fixed most render tests with light tree off.
June 9, 2020, 23:20 (GMT)
Fixed light tree Primitive being struct and class.
June 9, 2020, 22:59 (GMT)
Fixed inconsisancy causing calling direct_emission twice from merge.
June 9, 2020, 14:49 (GMT)
Removed VLA's leftover from the 2018 GSoC project.
June 9, 2020, 14:25 (GMT)
Fixed bug when not using light tree from merge.
June 4, 2020, 16:01 (GMT)
Made Light Tree an experimental feature
June 3, 2020, 22:21 (GMT)
Merge commit 'master' into gsoc-2018-many-light-sampling
June 2, 2020, 15:46 (GMT)
Merge commit 'e12c08e8d170b7ca40f204a5b0423c23a9fbc2c1' into gsoc-2018-many-light-sampling

MiikaHweb - Blender Git Statistics v1.06
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021