Blender Git Loki

Blender Git "fracture_modifier" branch commits.

Page: 46 / 130

January 20, 2017, 10:25 (GMT)
Cycles: Re-group ifdef so we check for particular feature only once
January 20, 2017, 10:25 (GMT)
Cycles: Avoid conversion from bool to uint
January 20, 2017, 10:25 (GMT)
Cycles: Cleanup code style in split kernel
January 20, 2017, 10:25 (GMT)
Cycles: More tweaks to make specialized BVH traversal matching
January 20, 2017, 10:25 (GMT)
Cycles: Avoid redundant intersection pre-calculation
January 20, 2017, 10:24 (GMT)
Cycles: Cleanup, sync some comments across different traversal
January 20, 2017, 10:24 (GMT)
Cycles: Cleanup, always use parenthesis

Makes it simpler to compare different traversal algorithms.
January 20, 2017, 10:24 (GMT)
Revert "Cycles: Tweak empty boundbox children"

This reverts commit ecbfa31caaadb03c53c0fe1459718b99613c8804.

Original commit broke logic in nodes re-fitting. That area can
access non-existing children momentarely. Not sure what would
be best solution here, for now simply reverting the change/
January 20, 2017, 10:24 (GMT)
Cycles: Deduplicate light pass code
January 20, 2017, 10:24 (GMT)
Cycles: Also support the constant emission speedup for mesh lights

Reviewers: brecht, sergey, dingto, juicyfruit

Differential Revision: https://developer.blender.org/D2220
January 20, 2017, 10:24 (GMT)
Cycles: Stop lamp sampling if the lamp isn't visible

Both spot and area light have large areas where they're not visible.
Therefore, this patch stops the light sampling code when one of these cases (outside of the spotlight cone or behind the area light) occurs, before the lamp shader is evaluated.
In the case of the area light, the solid angle sampling can also be skipped.

In a test scene with Sample All Lights and 18 Area lamps and 9 Spot lamps that all point away from the area that the camera sees, render time drops from 12sec to 5sec.

Reviewers: brecht, sergey, dingto, juicyfruit

Differential Revision: https://developer.blender.org/D2216
January 20, 2017, 10:24 (GMT)
Cycles: Tweak empty boundbox children

The idea here is to make assert failure to fail sooner on an incorrect
node address rather than later with stack overflow.
January 20, 2017, 10:24 (GMT)
Cycles: Fix compilation error after recent commits
January 20, 2017, 10:24 (GMT)
Cycles: Add overall timing log to SVNShaderManager
January 20, 2017, 10:24 (GMT)
Cycles: Implement threaded SVM nodes compilation

The title says it all actually. From tests with barber shop scene here
gives 2-3x speedup for shader compilation on my oldie i7 machine. The
gain is mainly due to textures metadata query from jpeg files (which
seems to requite de-compression before metadata can be read). But in
theory could give nice improvements for scenes with huge node trees
as well (i'm talking about node trees of complexity of fractal which
we had reports about in the past).

Reviewers: juicyfruit, dingto, lukasstockner97, brecht

Reviewed By: brecht

Subscribers: monio, Blendify

Differential Revision: https://developer.blender.org/D2215
January 20, 2017, 10:24 (GMT)
Cycles: Use XDG's .cache folder for cached kernels

Basically just moves cached kernels from ~/.config/blender/BLENDER_VERSION to
~/.cache/cycles/kernels. This has following benefits:

- Follows XDG specification more closely,
not as if it's totally crucial or measurable by users, but still nice.

- Prevents unexpected sizes of config folder, makes disk space used in more
predictable for users way.

- Allows to share kernels across multiple Blender versions,
which makes it easier debugging at the times close to release.

- "Copy Previous Settings" operator will no longer be copying possibly
gigabytes of cached kernels, which used to lead to really nast disk usage
and annoying delays of copying settings.

- In the future we can have some smart logic to clear old unused cached
kernels.

Currently only done for Linux and OSX. Windows still follows old "cache"
folder logic, but it's not really important for now because we don't
support kernel compilation on this platform yet.

Reviewers: dingto, juicyfruit, brecht

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D2197
January 20, 2017, 10:24 (GMT)
Cycles: Deduplicate QBVH node packing across BVH build and refit
January 20, 2017, 10:24 (GMT)
Cycles: Don't run full shader evaluation for constant emission lamps

Most of the time, Lamps in Cycles are just a constant emission closure, no texturing etc. Therefore, running a full shader evaluation is wasteful.
To avoid that, Cycles now detects these constant emission shaders and stores their value in the lamp data along with a flag in the shader.
Then, at runtime, if this flag is set, the lamp code just uses this value and only runs the full shader evaluation if it is neccessary.

In scenes with a lot of lamps and with "Sample all direct/indirect" enabled, this saves up to 20% of rendering time in my tests.

Reviewers: #cycles

Differential Revision: https://developer.blender.org/D2193
January 20, 2017, 10:02 (GMT)
Cycles: Revert cleanup commit, will make it easier to cherry-pick
January 8, 2017, 13:31 (GMT)
retain existing creases, added inner crease and interpolate edge data with carve now
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