Blender Git Loki

Blender Git "viewport-compositor" branch commits.

Page: 9 / 10

April 17, 2021, 23:14 (GMT)
DRW: Fix const correctness
April 16, 2021, 00:16 (GMT)
EEVE: Lights: Implement simple culling scheme.

This has the basis of clustered light culling but does not yet do
it. The lights are only culled by frustum.

Its the same as if there was only one Cell for the entire Viewport.
April 14, 2021, 23:05 (GMT)
EEVEE: Split shading passes to eevee_shading.cc
April 14, 2021, 22:49 (GMT)
EEVEE: Refactor: Split implementation to .cc file

This also wrap GPUFrameBuffer & GPUTexture inside eevee:Framebuffer
and eevee:Texture to improve managment.

Another cleanup was to put all members of `Instance` public to
avoid much complexity in accessing the data with modules
dependencies.

Also split velocity View related data to `class Velocity` and
rename previous `Velocity` to `VelocityModule`
April 14, 2021, 14:46 (GMT)
EEVEE: Lights: Support infinite light count

Support infinite light count by dividing rendering into chucks of
LIGHT_MAX. Forward passes are just rendered again and deferred passes
(not implemented yet) will just have to have multiple light evaluation
passes.
April 14, 2021, 11:21 (GMT)
EEVEE: Lights: Initial Work in progress implementation

Only supports simple point lights for now
April 14, 2021, 11:20 (GMT)
DRW: Make draw_debug.h C++ compatible
April 14, 2021, 10:08 (GMT)
Cleanup: EEVEE: RenderPasses: Use iterator
April 13, 2021, 22:24 (GMT)
EEVEE: Add back object update and view update detection.
April 12, 2021, 21:06 (GMT)
EEVEE: Motion Blur: Fix cdf inversion and a typo
April 12, 2021, 19:34 (GMT)
EEVEE: Motion Blur: Add back post process motion blur

This is almost the same thing as old implementation.
Differences:
- We clamp the motion vectors to their maximum when sampling the velocity buffer.
- Velocity rendering (and data manager) is separated from motion blur. This allows
outputing the motion vector render pass and in the future use motion vectors to
reproject older frames.
- Vector render pass support (only if motion blur is disabled, just like cycles).
- Velocity tiles are computed in one pass (simpler code, less CPU overhead, less
VRAM usage, maybe a bit slower but imperceivable (< 0.3ms)).
- Two velocity passes are outputed, one for motion blur fx (applied per shading view)
and one for the vector pass. This could be optimized further in the future.
- No current support for deformation & hair (to come).
April 9, 2021, 23:40 (GMT)
EEVEE: Add wrapper to simplify ubo managment
April 9, 2021, 19:42 (GMT)
EEVEE: Motion Blur: Add back accumulation logic

Bonus addition, support for shutter curve.

Compared to the old implementation, the per time step sync function
is lighter and localized. Also it does not require a full engine
"reboot" in order to work.

Also modifies camera setup to be compatible with future camera motion
blur.
April 9, 2021, 19:42 (GMT)
EEVEE: Motion Blur: Add back accumulation logic

Bonus addition, support for shutter curve.

Compared to the old implementation, the per time step sync function
is lighter and localized. Also it does not require a full engine
"reboot" in order to work.
April 8, 2021, 21:13 (GMT)
EEVEE: Depth Of Field: Fix ortho factor

When will it end? Is there some UB somewhere in cycles?
April 8, 2021, 21:11 (GMT)
EEVEE: Sampling: Add UBO containing LDS random numbers

We have many dimensions to avoid correlation between effects.
April 8, 2021, 14:22 (GMT)
DRW: Fix debug print of error in shader lib dependency.
April 8, 2021, 14:22 (GMT)
GPUTexture: Fix max FBO attachement in panoramic view + dof + eevee
April 8, 2021, 14:17 (GMT)
EEVEE: Depth Of Field: Add back post process depth of field.

Pretty much identical to the previous implementation. With the exception
of a temporary noise function and some simplification of the CoC
computation. This also fixes issues with the Ortho depth of field.

Most of the files were modified to comply to new shader codestyle.

This also adds partial support of panoramic cameras (bokeh and
anamorphic is still buggy).
April 5, 2021, 15:38 (GMT)
EEVEE: Depth Of Field: Port back jittered dof

This cleansup a lot of confusion / complexity in the setup code.

Setup is closer to what cycles does now.

Also duplicates some buggy behavior of Cycles for now until this
is fixed.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021