April 18, 2021, 23:45 (GMT) |
Fix typo in previous commit `has_loose_edge` -> `has_loose_vert` |
April 18, 2021, 23:25 (GMT) |
Merge branch 'master' into geometry-nodes-curve-support |
April 18, 2021, 23:20 (GMT) |
Geometry Nodes Curves: Add more structure for the sample points node |
April 18, 2021, 23:07 (GMT) |
Cleanup: Use utility to init userdata in 'transfrom_snap_object.c' This deduplicates the code making it easier to edit. |
April 18, 2021, 23:07 (GMT) |
Transform Snap Object: Improve code that detects updates The previous code had unclear hacks to avoid updating while transforming, it was also duplicated in two functions causing an inconsistent initialization of the looptris bvhtree (which could even generate unpredictable snapping results). Now, detection update and inicializatiom of common members are contained in `snap_object_data_mesh_get` and `snap_object_data_editmesh_get`. Also, the "Hack to avoid updating while transforming" is more evident. |
April 18, 2021, 23:06 (GMT) |
Merge branch 'blender-v2.93-release' |
April 18, 2021, 23:04 (GMT) |
Fix snap mixed with vertices ignored for meshes with vertices only The logic assumed that there were only 3 basic snapping modes. |
April 18, 2021, 22:14 (GMT) |
Geometry Nodes Curves: Fixes for curve trim node The remaining issue is interpolation and recalculation of bezier handles. Other than that the node should work fine. |
April 18, 2021, 20:13 (GMT) |
Merge branch 'master' into soc-2020-io-performance |
April 18, 2021, 19:59 (GMT) |
Create test OBJ files in temporary place. |
April 18, 2021, 19:27 (GMT) |
Merge branch 'master' into cycles_procedural_api |
April 18, 2021, 18:20 (GMT) |
Geometry nodes curves: Mostly working version of a curve trim node This still needs some more fixes, but the basics are there now. |
April 18, 2021, 18:10 (GMT) |
Sculpt: Add area normal test to clay strips for better front faces detection |
April 18, 2021, 17:36 (GMT) |
Fix wrong visibility flush with Face Sets |
April 18, 2021, 17:00 (GMT) |
Fix neighbor connectivy with hidden edges |
April 18, 2021, 16:59 (GMT) |
Merge branch 'blender-v2.93-release' |
April 18, 2021, 16:58 (GMT) |
Fix compile warning The order of the two parameters was incorrect. |
April 18, 2021, 16:14 (GMT) |
Fix Scene project brush after merge |
April 18, 2021, 16:04 (GMT) |
Merge branch 'master' into sculpt-dev |
Revision 5697f96 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) April 18, 2021, 15:30 (GMT) |
EEVEE: Light: 2.5D Culling: Initial implementation This follows closely the implementation of 2.5D tiled light culling described in the presentation: "Improved Culling for Tiled and Clustered Rendering" from Michal Drobot http://advances.realtimerendering.com/s2017/2017_Sig_Improved_Culling_final.pdf I chose the tile + Z binning approach for its high depth range support and low CPU overhead & low memory consumption compared to the cluster based culling. The cons is that the culling is a bit less precise in some aspect but it is quite balanced. The culling is done by the `Culling` object which is templated to easily be reused for light probes cullg. The Z-binning process is described starting from slide 20 in the reference pdf. I also implemented a debug pass to visualize false negative (light culled when they shouldn't) and light evaluation density. This is useful to detect failure case and hotspot. This could be exposed as a developper only render pass in the future. Some optimization of the reference implementation requires extensions not yet added to GPU module and will be added later. |
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Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021