February 8, 2017, 19:26 (GMT) |
Various minor fixes & tweaks. |
February 8, 2017, 16:32 (GMT) |
Cycles Denoising: Use device-independent denoising in the CPUDevice |
February 8, 2017, 16:32 (GMT) |
Cycles Denoising: Implement device-independent denoising algorithm to deduplicate device code Instead of implementing the full algorithm inside the device, the new code just calls the device in order to run specific kernels while handling all the high-level logic outside of the individual devices. |
February 8, 2017, 15:39 (GMT) |
Cleanup: warnings |
February 8, 2017, 15:25 (GMT) |
Fix uninitialized var with FOREACH_SCENE_OBJECT |
February 8, 2017, 15:06 (GMT) |
Fix breakage when saving files from the UI The problem was with offscreen buffer rendering |
February 8, 2017, 15:05 (GMT) |
create BKE_scene_layer_active |
February 8, 2017, 14:38 (GMT) |
Some naive solution to avoid running 'generate auto override' code too often. Proper solution will come later (probably based on some background job or so...). |
Revision 3c04373 by Sergey Sharybin (blender-v2.78b-release, blender-v2.78c-release, fracture_modifier, fracture_modifier-master, temp-fracture-modifier-2.8) February 8, 2017, 13:50 (GMT) |
Blender 2.78b: Point addons to an updated revision |
February 8, 2017, 13:44 (GMT) |
Bring back Lasso and Circle selection back (and replace more instances of BaseLegacy/scene->base with Base/sl->object_bases) Still need mouse selection, box selection, and menu selection Also, there is still a problem with BA_WAS_SEL, at the moment only the objects centers are highlighted. |
February 8, 2017, 13:00 (GMT) |
Cycles: Fix regression with transparent shadows in volume |
February 8, 2017, 13:00 (GMT) |
Cycles: Solve speed regression by casting opaque ray first |
February 8, 2017, 13:00 (GMT) |
Cycles: Fix compilation error on OpenCL |
February 8, 2017, 13:00 (GMT) |
Cycles: Split shadow functions to avoid some duplicated calculations |
February 8, 2017, 13:00 (GMT) |
Cycles: Store shadow intersections in the kernel globals Seems CUDA failed to de-duplicate the array across multiple inlined versions of the shadow_blocked(). Helped it a bit with that now. Gives about 100MB memory improvement on a scenes after previous commit and brings up memory "regression" to only 100MB comparing to the master branch now. |
February 8, 2017, 13:00 (GMT) |
Cycles: Speedup transparent shadows on CUDA This commit enables record-all behavior of transparent shadows rays. Render times difference goes as following: GTX 1080 render time BMW -0.5% Fishy Cat -0.0% Pabellon Barcelona -11.6% Classroom +1.2% Koro -58.6% Kernel will now use some extra VRAM memory to store the intersection array (200MB on my configuration). This we can optimize out with some further commits. |
February 8, 2017, 13:00 (GMT) |
Cycles: Implement record-all transparent shadow function for GPU The idea is to record all possible transparent intersections when shooting transparent ray on GPU (similar to what we were doing on CPU already). This avoids need of doing whole ray-to-scene intersections queries for each intersection and speeds up a lot cases like transparent hair in the cost of extra memory. This commit is a base ground for now and this feature is kept disabled for until some further tweaks. |
February 8, 2017, 13:00 (GMT) |
Cycles: Use an utility function to sort intersections array |
February 8, 2017, 13:00 (GMT) |
Cycles: Make GPU version of shadow_blocked() closer to CPU Now we break the traversal cycle and then perform volume attenuation and check with zero throughput. Not sure it makes any measurable sense at this moment, but in the future it might help de-duplicating some extra logic here. |
February 8, 2017, 13:00 (GMT) |
Cycles: De-duplicate transparent shadows attenuation Fair amount of code was duplicated for CPU and GPU, now we are using inlined function to avoid such duplication. |
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Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021