April 13, 2016, 18:30 (GMT) |
Corner handle calculation could fail (for larger curves especially) Replace this with an optional return array of corner indices on final output curve. |
April 13, 2016, 17:59 (GMT) |
Merge branch 'master' into HMD_viewport |
April 13, 2016, 17:56 (GMT) |
Fix crash when stopping HMD session OpenHMD context should only be closed when deleting GHOST_OpenHMDManager, forgot to change that in rB0c029b7f86a0. |
April 13, 2016, 17:41 (GMT) |
Don't split view in lens distortion shader We don't want to do this in lens distortion shader since we can't add the view offset needed for the 3D effect. |
April 13, 2016, 17:08 (GMT) |
Change curve fitting not to store duplicate points. Return an array of [handle, knot, handle]'s instead of [knot, handle, handle, knot]. |
April 13, 2016, 16:04 (GMT) |
Add curve/pressure option |
April 13, 2016, 15:00 (GMT) |
Add doxygen headers |
April 13, 2016, 14:31 (GMT) |
Initial cubic fitting, curve freehand drawing |
April 13, 2016, 12:47 (GMT) |
Cycles: Use dedicated BVH for triangles and hair This is a required step forward OBB type of BVH which will be more optimal for hair but less optimal for triangles. Which means, we'll need to have dedicated hair BVH once we'll start working on OBB BVH. This commits does exactly that: there are now two separate BVH, one is fully dedicated to triangles and another one is fully dedicated to hair. They are built separately and also traversed separately. This allows: - Get rid of triangle storage for curve primitives, which solves memory usage issue without slowdown of triangles intersection test. - Perform test against triangles for shadow rays, which will often lead to som speed gain because ray often hits opaque triangle and in this case it's not needed to do any ray-to-curve intersections. Unfortunately, current implementation used 7 more textures, which is quite bad on lower end GPUs due to tight number of textures limit, which means less image textures can be used now. Here are some numbers: Master Patch Koro.blend Memory during render(Mb): 910 814 Peak memory(Mb): 984 963 Render time: 5m 51s 5m 21s Bunny.blend Memory during render(Mb): 8034 6375 Peak memory(Mb): 9058 7713 Render time: 9, 25s 7m 44s There are some render result difference with low number of samples, probably because of different order of geometry hits when there are multiple primitives at the same depth. But that's to be doublechecked. There should be no affect on scenes with just triangles. Since there are some interesting results already decided to put it online for some more tests. |
April 12, 2016, 22:51 (GMT) |
Correction to previos commit: Use int for region size |
April 12, 2016, 22:45 (GMT) |
Use non-fixed screen size for lens distortion shader Was assuming 1920x1080. Also minor cleanup. |
April 12, 2016, 19:17 (GMT) |
Fix OSLRenderServices not finding attributes when subdivision is enabled |
April 12, 2016, 17:10 (GMT) |
Use size_t in LRU to allow cache sizes larger than 4gb |
April 12, 2016, 16:12 (GMT) |
Merge remote-tracking branch 'maiself/microdisp' into microdisp |
April 12, 2016, 16:11 (GMT) |
Revert local commits to allow merging Mai's branch in |
April 12, 2016, 15:10 (GMT) |
Fix bug in offset calculation of attributes for subdivision patches |
April 12, 2016, 10:30 (GMT) |
Merge branch 'master' into asset-engine |
Revision 9437647 by Bastien Montagne (asset-engine, asset-engine--archived, asset-experiments, id-remap) April 12, 2016, 10:21 (GMT) |
Merge branch 'master' into id-remap |
April 12, 2016, 10:02 (GMT) |
Add compilation fixes for MSVC |
April 12, 2016, 10:02 (GMT) |
Fixing two out-of-bounds bugs in the SubPatch code Credit for the actual fixes goes to Mai Lavelle. |
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