March 3, 2010, 17:12 (GMT) |
Render Branch: restored area lamp form factor code, but using the code from AAO which is faster and matches exactly the simple multi sampled result for lambert and no shadow. Also some other tweaks to lamp code, and wrote down some dev notes about current behavior: http://wiki.blender.org/index.php/Dev:2.5/Source/ShadingSystem/RandomNotes |
March 3, 2010, 17:04 (GMT) |
Render Branch: fix for cmake/windows compile, patch from Guillaume. |
March 3, 2010, 12:43 (GMT) |
Render Branch: fix game engine compile and remove path tracer from UI to avoid confusion with rasterizer indirect light (it's still editable via RNA as a debugging feature). |
March 3, 2010, 12:34 (GMT) |
Render Branch: another file that needs the pthreads include for scons. |
March 3, 2010, 12:23 (GMT) |
Render Branch: attempt to fix pthread compile errors on scons/windows. |
March 3, 2010, 10:35 (GMT) |
Render Branch: move hemi-polygon form factor code form approximate AO into math library. |
March 3, 2010, 10:21 (GMT) |
Render Branch: use math lib spherical harmonics functions in approximate AO code. |
March 3, 2010, 10:17 (GMT) |
Render Branch: fix problem in lamp shadow cache code, remove debug print. |
March 2, 2010, 20:58 (GMT) |
Render Branch: another small compatibility tweak. |
March 2, 2010, 19:21 (GMT) |
Render Branch: compatibility related fixes for lamp power/energy/fallof, trying to get conversion to match existing renders better. |
March 2, 2010, 15:05 (GMT) |
March 2, 2010, 11:35 (GMT) |
Render Branch: some WIP code before svn merge, saving irradiance cache to file, and fix for indirect light intensity. |
March 1, 2010, 20:01 (GMT) |
Render Branch: some hacked code to test per tile subdivision, and how it would interact with GI, it has no catmull-clark, grid cracks, slow performance, no shadow, sss, raytrace, etc. Example file: http://users.pandora.be/blendix/snow_subdiv.blend http://users.pandora.be/blendix/snow_subdiv.png |
February 25, 2010, 20:21 (GMT) |
Render Branch: fix for lowres raytracing of instanced objects, and some cache test code that's still disabled. |
February 25, 2010, 15:26 (GMT) |
Render Branch: increase max number of AO samples from 32*32 to 128*128. |
February 24, 2010, 18:57 (GMT) |
Render Branch: remove some test code left in accidentially, should fix compile on windows. |
February 24, 2010, 17:27 (GMT) |
Render Cache: irradiance cache: * increase truncated SVD epsilon to avoid avoid large color changes when interpolating between near colinear points. * added neighbour clamping. it doesn't seem to help much and make things a bit slower at the moment, but hopefully can be used to get better distribution later. Main remaining causes of artifacts seem to be: * even 32x32 (1024) samples can still be noisy leading to low frequency noise after interpolation * borders between tiles can have discontinuities. this is mostly visible in combination with the above problem, i.e. if the result is splotchy it will have a different splotches in the next tile. * very small features may be missed still, leading to missing shadows in some cases or even stippled patterns instead if they are detected part of the time, neighbour clamping helps somewhat here. |
February 24, 2010, 12:42 (GMT) |
Rende Branch: irradiance caching, fix part of the black pixels with a division by zero check in the TNT SVD code. |
February 24, 2010, 10:57 (GMT) |
Render Branch: tweak irradiance cache clamping for reconstruction to avoid corner samples leaking into open areas. |
February 23, 2010, 19:56 (GMT) |
Render Branch: Should have mentioned a few more things in my previous commit log: * Indirect light now also includes lamps. * Adaptive sampling is currently not working. * Teaser image (spot the artifacts) http://users.pandora.be/blendix/indirect_teaser.png |
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