Blender Git Statistics -> Developers -> sherholz
Sebastian Herholz (sherholz)
Total Commits : 3
Master Commits : 2
Branch Commits : 1
First Commit : November 17, 2021
Latest Commit : December 8, 2021
Commits by Month
Date | Number of Commits | |
---|---|---|
December, 2021 | 2 | |
November, 2021 | 1 |
Commit Distribution
Path | Number of Commits |
---|---|
master | 2 |
lineart-shadow | 1 |
Favourite Files
Filename | Total Edits |
---|---|
light.h | 2 |
math_intersect.h | 2 |
intersect_closest.h | 2 |
shade_volume.h | 1 |
CMakeLists.txt | 1 |
CMakeLists.txt | 1 |
sample.h | 1 |
properties.py | 1 |
types.h | 1 |
CMakeLists.txt | 1 |
File Changes
Action | Total | Per Commit |
---|---|---|
Modified | 20 | 6.7 |
Code Changes
Action | Total | Per Commit |
---|---|---|
Lines Added | 349 | 116.3 |
Lines Removed | 77 | 25.7 |
Latest commits
Revision 2102321 by Sebastian Herholz / YimingWu (lineart-shadow) December 8, 2021, 06:51 (GMT) |
Cycles: fix bugs in point and spot light multiple importance sampling * Spot lights are now handled as disks aligned with the direction of the spotlight instead of view aligned disks. * Point light is now handled separately from the spot light, to fix a case where multiple lights are intersected in a row. Before the origin of the ray was the previously intersected light and not the origin of the initial ray traced from the last surface/volume interaction. This makes both strategies in multiple importance sampling converge to the same result. It changes the render results in some scenes, for example the junkshop scene where there are large point lights overlapping scene geometry and each other. Differential Revision: https://developer.blender.org/D13233 |
December 1, 2021, 19:20 (GMT) |
Cycles: fix bugs in point and spot light multiple importance sampling * Spot lights are now handled as disks aligned with the direction of the spotlight instead of view aligned disks. * Point light is now handled separately from the spot light, to fix a case where multiple lights are intersected in a row. Before the origin of the ray was the previously intersected light and not the origin of the initial ray traced from the last surface/volume interaction. This makes both strategies in multiple importance sampling converge to the same result. It changes the render results in some scenes, for example the junkshop scene where there are large point lights overlapping scene geometry and each other. Differential Revision: https://developer.blender.org/D13233 |
November 17, 2021, 17:03 (GMT) |
Cycles: add build option to enable a debugging feature for MIS This patch adds a CMake option "WITH_CYCLES_DEBUG" which builds cycles with a feature that allows debugging/selecting the direct-light sampling strategy. The same option may later be used to add other debugging features that could affect performance in release builds. The three options are: * Forward path tracing (e.g., via BSDF or phase function) * Next-event estimation * Multiple importance sampling combination of the previous two methods Such a feature is useful for debugging light different sampling, evaluation, and pdf methods (e.g., for light sources and BSDFs). Differential Revision: https://developer.blender.org/D13152 |
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