Blender Git Statistics -> Branches -> soc-2020-production-ready-light-tree-2

"Soc-2020-production-ready-light-tree-2" branch

Total commits : 99
Total committers : 11
First Commit : June 1, 2018
Latest Commit : August 20, 2020

Commits by Month

DateNumber of Commits
August, 202010
July, 20200
June, 20202
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


AuthorNumber of Commits
Erik Englesson32
Campbell Barton21
Sam Kottler12
Ray molenkamp10
Brecht Van Lommel6
Lukas Stockner6
Erik Englesson4
Bastien Montagne3
Philipp Oeser3
Diego Gangl1
Hristo Gueorguiev1

Popular Files

FilenameTotal Edits

Latest commits Feed

August 20, 2020, 16:40 (GMT)
Merge remote-tracking branch 'origin/blender-v2.90-release' into soc-2020-production-ready-light-tree-2
August 20, 2020, 14:43 (GMT)
Cycles: added comments to light tree code
August 19, 2020, 18:58 (GMT)
Cycles: Cleaning up light tree code.

* removed unused update light picking code
* switched all light tree function parameters to be in the same P, V, t order
* renamed N_pick to V_pick since it is not always a normal
August 18, 2020, 14:39 (GMT)
Cycles: never hard code -1 for t_max when calling light_sample
August 17, 2020, 18:38 (GMT)
Cycles: Removed some unused light tree code
August 14, 2020, 20:22 (GMT)
Cycles: Fixed small light tree volume bug
August 13, 2020, 20:17 (GMT)
Finished bringing light tree code up to date
August 13, 2020, 14:58 (GMT)
Merge branch 'blender-v2.90-release' into soc-2020-production-ready-light-tree-2
August 12, 2020, 20:00 (GMT)
brought light tree code up to date
August 12, 2020, 16:59 (GMT)
Merge branch 'blender-v2.90-release' into soc-2020-production-ready-light-tree-2
June 2, 2020, 15:46 (GMT)
Merge commit 'e12c08e8d170b7ca40f204a5b0423c23a9fbc2c1' into gsoc-2018-many-light-sampling
June 2, 2020, 15:30 (GMT)
Merge commit 'e12c08e8d170b7ca40f204a5b0423c23a9fbc2c1^1' into gsoc-2018-many-light-sampling
August 12, 2018, 10:30 (GMT)
Merge branch 'master' into gsoc-2018-many-light-sampling
August 12, 2018, 09:59 (GMT)
Cycles: light_tree_pdf() now accounts for splitting

For the MIS calculations we need to be able to calculate the
probability to sample a light using the light tree. This
did not account for splitting so if splitting was used the
probability would be wrong. This has now been fixed.

Also, if we are in PATH mode then the splitting threshold is
set to zero.
August 12, 2018, 09:57 (GMT)
Cycles: Removed unused code

The simplified GGX code is no longer needed
with the new splitting heuristic and has
now been removed.
August 10, 2018, 15:34 (GMT)
Cycles: Removed energy term in SAOH denominator

This should not affect the result since it is just a
scale factor to all terms in the minimization. This
term was not in eq. 2 of the paper.
August 10, 2018, 15:31 (GMT)
Cycles: Added more comments and renamed variables

More code comments have been added to all code related to
the light tree. I also renamed all uses of "light BVH" to
use light tree instead to keep everything consistent.
Functions and variable names that used the camel case
naming convention has been changed to follow Blender's
code style. Also, unneeded includes were removed.
August 3, 2018, 15:24 (GMT)
Cycles: Light tree: volume and MIS fixes

Now using a more reliable way of knowing if a shading point
is inside or on the boundary of a volume.

Fixed a bug in light_background_sample() that used an index
into the lights array as an index into the distribution array.
August 3, 2018, 15:24 (GMT)
Cycles: Light tree split heuristic fix

Doubles are no longer needed in the split heuristic
August 3, 2018, 15:22 (GMT)
Cycles: Light tree: energy and light picking fixes

When calculating the energy for a light source I previously returned
zero energy if is_constant_emission() returned false. This has now
been changed so it uses an emission of (1,1,1) instead.

The normal that is used for light picking for the BSDF approximation
in the importance calculations now takes into consideration if the
point is on glass, a reflective or transmissive surface. The position
and normal used for light picking is now stored in the ShaderData struct.

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