Blender Git Statistics -> Developers -> leesonw
William Leeson (leesonw)
Total Commits : 15
Master Commits : 14
Branch Commits : 1
First Commit : September 6, 2021
Latest Commit : December 10, 2021
Commits by Month
Date | Number of Commits | |
---|---|---|
December, 2021 | 1 | |
November, 2021 | 6 | |
October, 2021 | 5 | |
September, 2021 | 3 |
Commit Distribution
Path | Number of Commits |
---|---|
master | 14 |
cycles-x | 1 |
Favourite Files
Filename | Total Edits |
---|---|
ui.py | 2 |
sync.cpp | 2 |
kernel_jitter.h | 2 |
path_trace_work_cpu.cpp | 2 |
profiling.cpp | 2 |
tile.cpp | 2 |
profiling.h | 2 |
tile.h | 1 |
node_magic_texture.osl | 1 |
pattern.h | 1 |
File Changes
Action | Total | Per Commit |
---|---|---|
Modified | 62 | 4.1 |
Code Changes
Action | Total | Per Commit |
---|---|---|
Lines Added | 605 | 46.5 |
Lines Removed | 363 | 27.9 |
Latest commits
December 10, 2021, 08:09 (GMT) |
Fix T92036: `Magic Texture` in Volumetric World Shaders render differently with the CPU and GPU When rendering volume surfaces in unbounded worlds the volume stepping can produce large values. If used with a magic texture node the values can results in a Inf float which when used in a sin or cos produces a NaN. To fix this the input values are mapped into the periodic range of the sin and cos functions (-2*PI 2*PI) this stops the possibility of a Inf occurring and thus the NaN. It also improves the accuracy and smoothness of the result due to loss of precision when large values are summed with smaller ones effectively removing the parts of the smaller number (i.e. those in the -2PI to 2PI range) that result in variation of the output of sin and cos. Reviewed By: brecht Maniphest Tasks: T92036 Differential Revision: https://developer.blender.org/D12821 |
November 25, 2021, 08:41 (GMT) |
Merge branch 'blender-v3.0-release' to bring in D13042: Fix performance decrease with Scrambling Distance on |
November 18, 2021, 08:41 (GMT) |
Merge branch 'blender-v3.0-release' to pick up D13262. |
November 18, 2021, 08:31 (GMT) |
Fix T93102: Principled hair shader stack was built incorrectly stack_assign_if was used in the middle of creating the shader value blocks. Which caused stack variables to be inserted in the middle of the shader value data. This resulted in the shader node data no being in sequential order. This was also the case for the wave texture wave node. Reviewed By: brecht Maniphest Tasks: T93102 Differential Revision: https://developer.blender.org/D13262 |
November 12, 2021, 09:16 (GMT) |
Fix T92601: Disable profiling when the profiler is deemed not active. Adds a method to profiler that can be used to check if it is active. This is used to determine if stop_profiling and start_profiling should be called. | patch | Juans Scene UI 256 samples | Juans Scene bg 256 samples | junkshop UI | junkshop bg | | No patch | 6:16.59 | 4:05.37 | 2:08.48 | 1:59.7 | | D13187 | 4:12.15 | 3:57.36 | 2:07.25 | 1:58.16 | | D13185 | 4.11.18 |3:54.74 | 2:07.44 | 1:58.03 | | D13190 | 4:12.39 | 3:55.42 | 2:07.62 | 1:58.68 | UI - means rendered from within Blender bg - means rendered from the command line using ##blender -b scene.blend -f 1## Reviewed By: sergey, brecht Maniphest Tasks: T92601 Differential Revision: https://developer.blender.org/D13190 |
November 12, 2021, 09:01 (GMT) |
Fix T92601: Disable profiling when the profiler is deemed not active. Adds a method to profiler that can be used to check if it is active. This is used to determine if stop_profiling and start_profiling should be called. | patch | Juans Scene UI 256 samples | Juans Scene bg 256 samples | junkshop UI | junkshop bg | | No patch | 6:16.59 | 4:05.37 | 2:08.48 | 1:59.7 | | D13187 | 4:12.15 | 3:57.36 | 2:07.25 | 1:58.16 | | D13185 | 4.11.18 |3:54.74 | 2:07.44 | 1:58.03 | | D13190 | 4:12.39 | 3:55.42 | 2:07.62 | 1:58.68 | UI - means rendered from within Blender bg - means rendered from the command line using ##blender -b scene.blend -f 1## Reviewed By: sergey, brecht Maniphest Tasks: T92601 Differential Revision: https://developer.blender.org/D13190 |
November 1, 2021, 07:36 (GMT) |
Fix T92575: Cycles black pixels when rendering with > 65k samples Differential Revision: https://developer.blender.org/D13039 |
October 27, 2021, 12:21 (GMT) |
Cycles: Scrambling distance for the PMJ sampler Adds scrambling distance to the PMJ sampler. This is based on the work by Mathieu Menuet in D12318 who created the original implementation for the Sobol sampler. Reviewed By: brecht Maniphest Tasks: T92181 Differential Revision: https://developer.blender.org/D12854 |
October 27, 2021, 12:05 (GMT) |
Cycles: Replace saturate with saturatef saturate is depricated in favour of __saturatef this replaces saturate with __saturatef on CUDA by createing a saturatef function which replaces all instances of saturate and are hooked up to the correct function on all platforms. Reviewed By: brecht Differential Revision: https://developer.blender.org/D13010 |
October 26, 2021, 14:11 (GMT) |
Distance Scrambling for for Cycles X - Sobol version Cycles:Distance Scrambling for Cycles Sobol Sampler This option implements micro jittering an is based on the INRIA research paper [[ https://hal.inria.fr/hal-01325702/document | on micro jittering ]] and work by Lukas Stockner for implementing the scrambling distance. It works by controlling the correlation between pixels by either using a user supplied value or an adaptive algorithm to limit the maximum deviation of the sample values between pixels. This is a follow up of https://developer.blender.org/D12316 The PMJ version can be found here: https://developer.blender.org/D12511 Reviewed By: leesonw Differential Revision: https://developer.blender.org/D12318 |
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