January 20, 2017, 15:51 (GMT) |
Cleanup/fix some BLI_string_utf8 not using size_t/off_t as expected. |
January 20, 2017, 15:51 (GMT) |
Cleanup/fix last remnant usages of int instead of size_t for string length in BLI_string_utils. |
January 20, 2017, 15:49 (GMT) |
D1873: Customize style for animation motion paths New options to define the style of the animation paths in order to get better visibility in complex scenes. Now is possible define the color, thickness and several options relative to the style of the lines used to draw motion path. |
January 20, 2017, 11:46 (GMT) |
Cycles: Store time in BVH nodes This way we can stop traversing BVH node early on. Gives about 2-2.5x times render time improvement with 3 BVH steps. Hopefully this gives no measurable performance loss for scenes with single BVH step. Traversal is currently only implemented for QBVH, meaning old CPUs and GPU do not benefit from this change. |
January 20, 2017, 11:46 (GMT) |
Cycles: Add option to split triangle motion primitives by time steps Similar to the previous commit, the statistics goes as: BVH Steps Render time (sec) Memory usage (MB) 0 46 260 1 27 373 2 18 598 3 15 826 Scene used for the tests is the agent's body from one of the barber shop scenes (no textures or anything, just a diffuse material). Once again this is limited to regular (non-spatial split) BVH, Support of spatial split to this feature will come later. |
January 20, 2017, 11:46 (GMT) |
Cycles: Add option to split curve motion primitives by time steps The idea is to create several smaller BVH nodes for each of the motion curve primitives. This acts as a forced spatial split for the single primitive. This gives up render time speedup of motion blurred hair in the cost of extra memory usage. The numbers goes as: BVH Steps Render time (sec) Memory usage (MB) 0 258 191 1 123 278 2 69 453 3 43 627 Scene used for the tests is the agent's hair from one of the barber shop scenes. Currently it's only limited to scenes without spatial split enabled, since the spatial split builder requires some changes to work properly with motion steps coordinates. |
January 20, 2017, 11:46 (GMT) |
Cycles: Add utility function to calculate curve boundbox from given 4 keys Also fixed some issues with motion keys calculation: - Clamp lower and upper limits of curves so we can safely call those functions for the very first and very last curve segment. - Fixed wrong indexing for the curve radius array. - Fixed wrong motion attribute offset calculation. |
January 20, 2017, 11:46 (GMT) |
Cycles: Cleanup, trailing whitespace |
January 20, 2017, 11:46 (GMT) |
Cycles: Split motion triangle file once again, avoids annoying forward declarations |
January 20, 2017, 11:46 (GMT) |
Cycles: Move motion triangle intersection functions to own file Mimics how regular triangles are working and makes it more clear where the stuff is located in the kernel. Needed to have some forward declarations because of the current placement of things in the kernel. |
January 20, 2017, 11:46 (GMT) |
Cycles: Cleanup, better variable name |
January 20, 2017, 11:46 (GMT) |
Cycles: Add utility function to fetch motion keys while on CPU side |
January 20, 2017, 11:46 (GMT) |
Cycles: Cleanup, comments |
January 20, 2017, 11:46 (GMT) |
Cycles: Add utility function to fetch motion triangle when on CPU side |
January 20, 2017, 11:46 (GMT) |
Cycles: Cleanup, delete trailing whitespace |
Revision f8a3b9b by Sergey Sharybin (blender-v2.78b-release, blender-v2.78c-release, fracture_modifier, fracture_modifier-master, temp-fracture-modifier-2.8) January 20, 2017, 11:17 (GMT) |
Cycles: Fix compilation error on with older GCC Hopefully it works on all platforms now. |
January 20, 2017, 10:55 (GMT) |
Cycles: Fix compilation error on with older GCC Hopefully it works on all platforms now. |
Revision faaf41b by Sergey Sharybin (blender-v2.78b-release, blender-v2.78c-release, fracture_modifier, fracture_modifier-master, temp-fracture-modifier-2.8) January 20, 2017, 10:37 (GMT) |
Depsgraph: Bone parent should also include armature transform relation It is required to have world-space bone position, which consists of armature object transform and local bone transform. |
Revision 8a0e913 by Sergey Sharybin (blender-v2.78b-release, blender-v2.78c-release, fracture_modifier, fracture_modifier-master, temp-fracture-modifier-2.8) January 20, 2017, 10:37 (GMT) |
Depsgraph: Only re-schedule objects which are on visible layers Otherwise it's possible to cause infinite update loop in Cycles viewport. Gets a bit messy logic, need to revisit this.. |
Revision 85c7ecc by Sergey Sharybin (blender-v2.78b-release, blender-v2.78c-release, fracture_modifier, fracture_modifier-master, temp-fracture-modifier-2.8) January 20, 2017, 10:37 (GMT) |
Depsgraph: Use HIGH priority for scheduled tasks This kind of keeps threads "warmer" and should in theory give better cache coherency bringing some %% of speedup. It was already tested few months ago and it gave few % speedup in barber shop, but was reverted due to some bone popping. The popping is now fixed so it should be fine to use new scheduling policy. |
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Master Commits
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