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Blender Git Statistics -> Developers -> kevindietrich

Kévin Dietrich (kevindietrich)

Total Commits : 1 267
Master Commits : 182
Branch Commits : 1 085
First Commit : April 2, 2014
Latest Commit : May 14, 2021 (Yesterday)

Commits by Month

DateNumber of Commits
May, 202113
April, 202122
March, 2021101
February, 202149
January, 202126
December, 202066
November, 2020100
October, 202058
September, 202056
August, 20209
July, 20201
June, 20200
May, 20200
April, 20200
March, 20200
February, 20200
January, 20200
December, 20190
November, 20190
October, 20190
September, 20190
August, 20190
July, 20190
June, 20190
May, 20190
April, 20190
March, 20190
February, 20190
January, 20190
December, 20180
November, 20180
October, 20180
September, 20180
August, 20180
July, 20180
June, 20180
May, 20180
April, 20180
March, 20183
February, 20183
January, 20180
December, 20170
November, 20170
October, 20170
September, 20170
August, 20170
July, 20170
June, 20170
May, 20170
April, 20171
March, 20170
February, 20175
January, 20175
December, 20164
November, 20162
October, 201611
September, 201622
August, 201617
July, 2016114
June, 2016158
May, 201666
April, 201628
March, 201625
February, 201614
January, 201658
December, 201513
November, 20159
October, 20150
September, 20156
August, 201519
July, 201523
June, 201570
May, 201579
April, 20150
March, 20152
February, 20151
January, 20151
December, 20140
November, 20140
October, 20141
September, 20142
August, 20140
July, 20140
June, 20140
May, 20140
April, 20144

Commit Distribution

PathNumber of Commits
cycles_procedural_api421
alembic_basic_io365
openvdb284
master182
gooseberry122
cycles_texture_cache5
temp-fracture-modifier-2.84
blender-v2.78c-release4
fracture_modifier-master4
fracture_modifier4
experimental_gp_weight3
temp-greasepencil-vfx3
tmp-b28-motionpath-drawing3
temp-udim-images3
hair_guides_grooming3
temp-modifier-rm-cddm3
tmp_hair_curves3
blender2.8-workbench3
temp-select-axis3
temp-greasepencil-object-stacksplit3
benchmark3
soc-2018-cycles-volumes3
temp-tab_drag_drop3
hair_guides3
tmp-TimelineHeaderButtonsStretching3
blender2.8-snapping_with_occlusion3
soc-2018-bevel3
temp-sybren-particles3
tmp-static-override-insertion3
interactive_physics3
ui_layout_gridflow3
temp-flexible-spacing3
temp-sybren-modifier-nonmesh3
temp-keymap-save3
temp-unified-collections3
temp-outliner-visibility3
collada2.83
temp-eeveelightcache3
temp-sybren-meshdeform3
temp-keymap-changes3
tmp-COW_InsertKeyframe_Fix3
blender-v2.78b-release3
temp-benchmark3
temp-ui-layout-2.83
temp-dynamic-overrides3
temp-sybren-cow-ocean3
tmp-CollectionsAnim3
blender-v2.78-release3
TEMP-UI-DECOR3
hair_object3
temp-object-multi-mode3
topbar3
blender2.8_snap_gizmo3
temp-render-depsgraph2
temp-drawcontext2
object_nodes1
temp-ssr1
blender-v2.72-release1
strand_editmode1
temp-depsgraph-layers1
temp-workspace-multi-window1
layers1
workspaces1
temp_motionpaths1
temp-lightprobe-rename1
temp-cycles-draw-manager1
temp-workspace-changes1
layer-manager1
temp-scene-obedit-remove1
viewport_generic_engine1
temp_manipulators_core1
gooseberry_farm1
temp-layers-ui-table1
blender-v2.91-release1
temp-blender2.8-stable1
temp-workspace-addons1
custom-manipulators1
temp_bmesh_multires1
render-layers1
tmp-debug-filebrowser1
temp-blender2.81
imm_port_wm_playanim1
uiTable1
temp-workspace_mode1
pbr-viewport1
id_override_static1
temp-openvdb1
transform-manipulators1
clay-engine1
temp-workspace_active_object1
temp-group-collections1
strand_nodes1
temp-workspace-object-mode-removal1

Favourite Files

FilenameTotal Edits
alembic.cpp162
alembic_capi.cc135
abc_mesh.cc110
geometry.cpp104
alembic.h102
smoke.c75
blender_object.cpp64
scene.cpp60
abc_object.cc52
io_alembic.c47

File Changes

ActionTotalPer Commit
Added1900.1
Modified4 0023.2
Deleted490.0

Code Changes

ActionTotalPer Commit
Lines Added50 27949.8
Lines Removed32 52732.2

Latest commits Feed

Revision 01718ad by Kévin Dietrich (master)
1 day and 13 hours ago
Merge branch 'blender-v2.93-release'
Revision fce7954 by Kévin Dietrich (master)
1 day and 13 hours ago
Fix T87929: Cycles, missing update when visibility is modified

This issue originates from a missing BVH packing for visibility data
when it is modified.

To fix this, this adds update flags to the managers to carry the
modified visibility information from the Objects' modified flag to the
GeometryManager.

Another set of flags is added to determine which data need to be packed:
geometry, vertices, or visibility. Those flags are then used when
packing the primivites.

Reviewed By: brecht

Maniphest Tasks: T87929

Differential Revision: https://developer.blender.org/D11219
Revision 5cf73f8 by Kévin Dietrich / Stefan Werner (cycles_texture_cache)
May 6, 2021, 09:25 (GMT)
Alembic Procedural: precompute vertex normals

This precomputes vertex normals in the procedural and caches them in case none
are found in the archive. This only applies to polygon meshes, as subdivision
meshes are yet to be subdivided, so it is useless to do this computation.

The goal here is to speed up data updates between frames, as computing normals
shows up in profiles even for large objects. This saves around 16% of update time
for a production file.
Revision 2577e31 by Kévin Dietrich / Stefan Werner (cycles_texture_cache)
May 6, 2021, 09:25 (GMT)
Cycles: add reference counting to Nodes

This adds a reference count to Nodes which is incremented or decremented
whenever they are added to or removed from a socket, which will help us
track used Nodes throughout the scene graph generically without having to
add an explicit count or flag on specific Node types. This is especially
useful to track Nodes defined through Procedurals out of Cycles' control.

This also modifies the order in which nodes are deleted to ensure that
upon deletion, a Node does not attempt to decrement the reference
count of another Node which was already freed or deleted.

This is not currently used, but will be in the next commit.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D10965
Revision f9bc8c8 by Kévin Dietrich / Stefan Werner (cycles_texture_cache)
May 6, 2021, 09:25 (GMT)
Cycles: use reference count to detect used shaders

Shaders are only compiled if they are used by some other Node (Geometry, Light, etc.).
This usage detection is done before updating the Scene, however it fails at detecting
Shaders used by Procedurals not known to Cycles (e.g. ones defined by third party
applications), as Procedurals are only updated after the shaders are compiled.

To remedy this, we now use the Node reference counting mechanism to detect whether a
Shader is used and therefore should be compiled.

This removes `ShaderManager::update_shaders_used` as it is not needed anymore, however,
since it would also update the Shader ids, this is now performed in
`ShaderManager::device_update`, and a new virtual `device_update_specific` method was
added to handle device updates for SVM and OSL.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D10965
Revision 1675094 by Kévin Dietrich / Stefan Werner (cycles_texture_cache)
May 6, 2021, 09:25 (GMT)
Cleanup: format
Revision 4f95a89 by Kévin Dietrich / Stefan Werner (cycles_texture_cache)
May 6, 2021, 09:25 (GMT)
Alembic Procedural: refactor data reading

This splits the data reading logic from the AlembicObject class and moves it to
separate files to better enforce a separation of concern. The goal was to simplify
and improve the logic to read data from an Alembic archive.

Since the procedural loads data for the entire animation, this requires looping
over the frame range and looking up data for each frame. Previously those loops
would be duplicated over the entire code causing divergences in how we might
skip or deduplicate data across frames (if only some data change over time and
not other on the same object, e.g. vertices and triangles might not have the
same animation times), and therefore, bugs.

Now, we only use a single function with callback to loop over the geometry data
for each requested frame, and another one to loop over attributes. Given how
attributes are accessed it is a bit tricky to simplify further and only use a
ingle function, however, this is left as a further improvement as it is not
impossible.

To read the data, we now use a set of structures to hold which data to read.
Those structures might seem redundant with the Alembic schemas as they are
somewhat a copy of the schemas' structures, however they will allow us in the
long run to treat the data of one object type as the data of another object
type (e.g. to ignore subdivision, or only loading the vertices as point clouds).

For attributes, this new system allows us to read arbitrary attributes, although
with some limitations still:
* only subdivision and polygon meshes are supported due to lack of examples for
curve data;
* some data types might be missing: we support float, float2, float3, booleans,
normals, uvs, rgb, and rbga at the moment, other types can be trivially added
* some attribute scopes (or domains) are not handled, again, due to lack of example
files
* color types are always interpreted as vertex colors
Revision 87ee8dd by Kévin Dietrich (master)
May 4, 2021, 15:30 (GMT)
Fix compile error without Alembic

Thanks to @Severin for noticing and providing a little patch.
Revision 9f1e20e by Kévin Dietrich (master)
May 3, 2021, 14:20 (GMT)
Alembic Procedural: precompute vertex normals

This precomputes vertex normals in the procedural and caches them in case none
are found in the archive. This only applies to polygon meshes, as subdivision
meshes are yet to be subdivided, so it is useless to do this computation.

The goal here is to speed up data updates between frames, as computing normals
shows up in profiles even for large objects. This saves around 16% of update time
for a production file.
Revision e2c671e by Kévin Dietrich (master)
May 3, 2021, 14:19 (GMT)
Alembic Procedural: refactor data reading

This splits the data reading logic from the AlembicObject class and moves it to
separate files to better enforce a separation of concern. The goal was to simplify
and improve the logic to read data from an Alembic archive.

Since the procedural loads data for the entire animation, this requires looping
over the frame range and looking up data for each frame. Previously those loops
would be duplicated over the entire code causing divergences in how we might
skip or deduplicate data across frames (if only some data change over time and
not other on the same object, e.g. vertices and triangles might not have the
same animation times), and therefore, bugs.

Now, we only use a single function with callback to loop over the geometry data
for each requested frame, and another one to loop over attributes. Given how
attributes are accessed it is a bit tricky to simplify further and only use a
ingle function, however, this is left as a further improvement as it is not
impossible.

To read the data, we now use a set of structures to hold which data to read.
Those structures might seem redundant with the Alembic schemas as they are
somewhat a copy of the schemas' structures, however they will allow us in the
long run to treat the data of one object type as the data of another object
type (e.g. to ignore subdivision, or only loading the vertices as point clouds).

For attributes, this new system allows us to read arbitrary attributes, although
with some limitations still:
* only subdivision and polygon meshes are supported due to lack of examples for
curve data;
* some data types might be missing: we support float, float2, float3, booleans,
normals, uvs, rgb, and rbga at the moment, other types can be trivially added
* some attribute scopes (or domains) are not handled, again, due to lack of example
files
* color types are always interpreted as vertex colors

MiikaHweb - Blender Git Statistics v1.06
Tehnyt: Miika HämäläinenViimeksi p?ivitetty: 07.11.2014 14:18 MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021