Blender Git Statistics -> Branches -> cycles_panorama_experiments
"Cycles_panorama_experiments" branch
Total commits : 16
Total committers : 1
First Commit : March 28, 2016
Latest Commit : May 17, 2016
Commits by Month
Date | Number of Commits | |
---|---|---|
May, 2016 | 9 | |
April, 2016 | 3 | |
March, 2016 | 4 |
Committers
Author | Number of Commits |
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Sergey Sharybin | 16 |
Popular Files
Filename | Total Edits |
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kernel_projection.h | 5 |
kernel_types.h | 4 |
properties.py | 3 |
nodes.cpp | 2 |
properties_data_camera.py | 2 |
DNA_node_types.h | 2 |
DNA_camera_types.h | 2 |
blender_camera.cpp | 2 |
svm_image.h | 2 |
camera.h | 2 |
Latest commits
May 17, 2016, 10:50 (GMT) |
Use reasonable defaults for pole merge angles |
May 17, 2016, 10:36 (GMT) |
Merge branch 'master' into cycles_panorama_experiments |
May 16, 2016, 16:38 (GMT) |
Cycles: Fix pole merging for perspective camera |
May 16, 2016, 08:56 (GMT) |
Merge branch 'master' into cycles_panorama_experiments |
May 16, 2016, 08:43 (GMT) |
Fix compilation error after recent merge |
May 16, 2016, 08:37 (GMT) |
Merge branch 'master' into cycles_panorama_experiments |
May 6, 2016, 15:40 (GMT) |
Cycles: Use separate values for merge start and end angles It's handy to merge eyes before reaching the zenith. |
May 6, 2016, 11:44 (GMT) |
Cycles: Pole merging for spherical stereo The idea of pole merge is to fade interocular distance after a certain altitude to zero when altitude goes closer to a pole. This should prevent annoyances looking up in the sky. Not optimal or something, but sohuld be good enough for testing. |
May 6, 2016, 10:20 (GMT) |
Merge branch 'master' into cycles_panorama_experiments |
April 6, 2016, 10:04 (GMT) |
Cycles panorama experiment: Make tile sampling hack aware of resumable render |
April 6, 2016, 08:29 (GMT) |
Merge branch 'master' into cycles_panorama_experiments |
April 1, 2016, 16:04 (GMT) |
Merge branch 'master' into cycles_panorama_experiments |
March 31, 2016, 09:44 (GMT) |
Cycles: Commit hack which allows to render less samples on the poles This is more an experiment for now to see how it could improve render times without loosing too much quality. Implementation is quite hacky due to timing constraints here. Now it is possible to control how much samples will be rendered on the pole, so now regular Samples are controlling samples in the middle of the frame, and those samples are falling off to the pole samples using sine interpolation. Limitations: - Only works for final renders without progressive refine option. - It is per-tile samples, so tile size should be small enough to see an effect. This is not something even nearly considered for master, more like a research and test project. |
March 31, 2016, 08:24 (GMT) |
Merge branch 'master' into cycles_panorama_experiments |
March 28, 2016, 16:08 (GMT) |
Cycles: Experiment with using Lambert cylindrical equal-area projection This commit implements new panorama and environment texture projection which is called after a dude named Lambert: https://en.wikipedia.org/wiki/Lambert_cylindrical_equal-area_projection Advantage of this projection is that it doesn't waste sampling time next to the poles (which is a huge issue for the equirectangular projection). Disadvantage of this model is that there'll be some distortion on the poles when mapping it back to the sphere. This is partially worked around by using scaling magic so there'll be a bit more samples added on the top/bottom of the image (which makes it technically a Roosendaal-Sharybin mapping since that's what we've been discussing in the studio). Maybe we should be more aggressive here with clamping of the sine, but let's start doing some real-world tests first. |
March 28, 2016, 16:07 (GMT) |
Cycles: Experiment with native cubemap support in Cycles This commit implements a native cubemap rendering in Cycles, which is currently a research project with the following goals: - Make it easier to render cubemaps for engines which supports or expects them to be used. - Intermediate projection to optimize rendering of equirectangular camera. Cube map layout is not currently standart but it's most efficient from the resolution and storage point of views and it's currently: +-------+-------+--------+ | Back | Right | Bottom | +-------+-------+--------+ | Front | Left | Top | +-------+-------+--------+ It's easy to re-map views in the future. There are still issues to be solved, but it'll be nice to get VR and panorama artists involved into feedback already. So the limitations are: - There's no auto-remapping to equirectangular map happening yet, so the only way to see result is to put result to an environment map with cubemap projection and either re-render or investigate it in viewport. - Projection formulas are not optimized by any mean. This is to keep them totally obvious to make it easier to make further tweaks. |
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