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Blender Git Statistics -> Developers -> lukasstockner97

Lukas Stockner (lukasstockner97)

Total Commits : 757
Master Commits : 240
Branch Commits : 517
First Commit : January 14, 2015
Latest Commit : July 8, 2020

Commits by Month

DateNumber of Commits
July, 20201
June, 20204
May, 20201
April, 20200
March, 20200
February, 20209
January, 20204
December, 201923
November, 20197
October, 20190
September, 20193
August, 20190
July, 20199
June, 20190
May, 20194
April, 20190
March, 20190
February, 20198
January, 20197
December, 20181
November, 20184
October, 201813
September, 20181
August, 20183
July, 201823
June, 201875
May, 201810
April, 20182
March, 20181
February, 20180
January, 20182
December, 20172
November, 20177
October, 20170
September, 20171
August, 20175
July, 20172
June, 201712
May, 201736
April, 201726
March, 201753
February, 201750
January, 201736
December, 201619
November, 201653
October, 201619
September, 201621
August, 201660
July, 201650
June, 201635
May, 201612
April, 20169
March, 20166
February, 20163
January, 20166
December, 20153
November, 20152
October, 20158
September, 20150
August, 20150
July, 20152
June, 20150
May, 20150
April, 20152
March, 20150
February, 20150
January, 20152

Commit Distribution

PathNumber of Commits
temp-cycles-denoising320
master240
soc-2016-cycles_denoising227
temp-udim-images77
fracture_modifier-master33
temp-fracture-modifier-2.833
fracture_modifier33
blender-v2.78c-release30
blender-v2.78b-release30
experimental-build22
temp-xinput-tablet13
temp-cycles-microdisplacement12
temp-outliner-visibility7
hair_object7
gsoc-2018-many-light-sampling6
temp-greasepencil-vfx6
soc-2020-production-ready-light-tree6
temp-greasepencil-object-stacksplit6
blender2.8_snap_gizmo5
temp-benchmark5
temp-eeveelightcache5
interactive_physics5
temp-ui-layout-2.85
temp-dynamic-overrides5
temp-sybren-cow-ocean5
TEMP-UI-DECOR5
benchmark5
temp-select-axis5
soc-2018-cycles-volumes5
temp-tab_drag_drop5
hair_guides_grooming5
collada2.85
soc-2018-bevel5
tmp_hair_curves5
hair_guides5
blender-v2.78-release4
compositor-20164
temp-flexible-spacing3
temp-keymap-changes3
ui_layout_gridflow3
blender-v2.79b-release3
tmp-CollectionsAnim3
blender-v2.79a-release3
tmp-b28-motionpath-drawing3
temp-keymap-save3
experimental_gp_weight2
id_override_static2
uv_unwrapping_slim_algorithm2
blender-v2.79-release2
temp_cryptomatte1
temp-sybren-modifier-nonmesh1
tmp-TimelineHeaderButtonsStretching1
temp-unified-collections1
blender2.8-workbench1
temp-sybren-meshdeform1
temp-group-collections1
tmp-static-override-insertion1
strand_editmode1
greasepencil-refactor1
temp-object-multi-mode1
workspaces1
blender2.8-snapping_with_occlusion1
temp-workspace_mode1
cycles_unbiased_volumes1
tmp-debug-filebrowser1
greasepencil-object1
temp-modifier-rm-cddm1
blender-v2.83-release1
temp-drawcontext1
temp-workspace_active_object1
id_copy_refactor1
temp-ssr1
custom-manipulators1
tmp-COW_InsertKeyframe_Fix1
soc-2019-npr1
greasepencil-experimental1
temp-lightprobe-rename1
temp-workspace-object-mode-removal1
temp-gpencil-eval1
asset-engine--archived1
temp-lanpr-staging1
topbar1
temp-workspace-changes1
temp-scene-obedit-remove1
asset-engine1
temp-sybren-particles1
temp-blender-2.81-release-with-wrong-merge1
temp-workspace-addons1
temp-render-depsgraph1

Favourite Files

FilenameTotal Edits
device_cpu.cpp125
blender_session.cpp108
kernel_types.h101
device_cuda.cpp101
session.cpp80
image_ops.c69
buffers.cpp67
blender_sync.cpp67
nodes.cpp63
ui.py62

File Changes

ActionTotalPer Commit
Added4010.5
Modified7 59910.0
Deleted3200.4

Code Changes

ActionTotalPer Commit
Lines Added38 51963.8
Lines Removed23 24238.5

Latest commits Feed

Revision 7fcb6bc by Lukas Stockner (master)
July 8, 2020, 00:15 (GMT)
Fix T78324: Different Sky Texture results between CPU and GPU

The problem here was numerical precision: The code calculates the angle between
sun and view direction, and the usual acos(dot(a, b)) approach for that has
poor numerical performance for almost parallel angles.

As a result, the generally tiny difference between floating point computation
between CPU and GPU was enough to make the sun vanish at different radii,
causing different results.

The new version fixes the difference by making the computation much more robust
on both platforms.
Revision 3bbcc4f by Lukas Stockner / Jeroen Bakker (blender-v2.83-release)
June 25, 2020, 08:06 (GMT)
Cycles: Refactor microfacet BSDFs to remove separate anisotropy code

Since the sampling and evaluation functions handle both cases anyways,
there's not really a point for keeping the distinction in the kernel,
so we might as well cut down the number of CLOSURE_BSDF_MICROFACETs a bit.

Differential Revision: https://developer.blender.org/D7736
Revision eacdcb2 by Lukas Stockner (master)
June 17, 2020, 19:06 (GMT)
Cycles: Add new Sky Texture method including direct sunlight

This commit adds a new model to the Sky Texture node, which is based on a
method by Nishita et al. and works by basically simulating volumetric
scattering in the atmosphere.

By making some approximations (such as only considering single scattering),
we get a fairly simple and fast simulation code that takes into account
Rayleigh and Mie scattering as well as Ozone absorption.

This code is used to precompute a 512x128 texture which is then looked up
during render time, and is fast enough to allow real-time tweaking in the
viewport.

Due to the nature of the simulation, it exposes several parameters that
allow for lots of flexibility in choosing the look and matching real-world
conditions (such as Air/Dust/Ozone density and altitude).

Additionally, the same volumetric approach can be used to compute absorption
of the direct sunlight, so the model also supports adding direct sunlight.
This makes it significantly easier to set up Sun+Sky illumination where
the direction, intensity and color of the sun actually matches the sky.

In order to support properly sampling the direct sun component, the commit
also adds logic for sampling a specific area to the kernel light sampling
code. This is combined with portal and background map sampling using MIS.

This sampling logic works for the common case of having one Sky texture
going into the Background shader, but if a custom input to the Vector
node is used or if there are multiple Sky textures, it falls back to using
only background map sampling (while automatically setting the resolution to
4096x2048 if auto resolution is used).

More infos and preview can be found here:
https://docs.google.com/document/d/1gQta0ygFWXTrl5Pmvl_nZRgUw0mWg0FJeRuNKS36m08/view

Underlying model, implementation and documentation by Marco (@nacioss).
Improvements, cleanup and sun sampling by @lukasstockner.

Differential Revision: https://developer.blender.org/D7896
Revision d431504 by Lukas Stockner (master)
June 10, 2020, 11:02 (GMT)
Cycles: Fix CUDA compilation after cone sampling fix
Revision 63a40ed by Lukas Stockner (master)
June 9, 2020, 20:19 (GMT)
Cycles: Fix uniform cone sampling

This code is currently only used for the Glossy Toon BSDF, but it's a generic
building block that might be used for other things in the future.

To see why the current code does not give a uniform distribution, consider that
it chooses both angles uniformly, but the smaller the angle from the center of
the cone is, the smaller the differential solid angle is (similar to how
sampling disks by choosing radius and phi uniformly does not work).

Differential Revision: https://developer.blender.org/D7948
Revision c880e54 by Lukas Stockner (master)
May 14, 2020, 22:52 (GMT)
Cycles: Refactor microfacet BSDFs to remove separate anisotropy code

Since the sampling and evaluation functions handle both cases anyways,
there's not really a point for keeping the distinction in the kernel,
so we might as well cut down the number of CLOSURE_BSDF_MICROFACETs a bit.

Differential Revision: https://developer.blender.org/D7736
Revision f6aafd5 by Lukas Stockner (master)
February 15, 2020, 02:37 (GMT)
Modifiers: Add option to directly specify a 2D transform for UVWarp

Currently the only option is to warp based on the transform of other
objects, which is inconvenient if you want to e.g. control it through
a driver - you need to set up a dummy object and go through that,
which is clunky and should be unneccessary.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D6690
Revision 4af74f4 by Lukas Stockner (master)
February 13, 2020, 23:33 (GMT)
Freestyle: Add option for rendering Freestyle to a separate pass

This allows for more flexibility in Compositing compared to the
hardcoded alpha-over that is currently used.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D6829
Revision 810088b by Lukas Stockner (master)
February 10, 2020, 15:26 (GMT)
Merge branch 'blender-v2.82-release'
Revision d08ccd5 by Lukas Stockner (master)
February 10, 2020, 15:25 (GMT)
Fix unreported: Packing/unpacking errors don't mention tiled images

Thanks to @dfelinto for spotting this!

MiikaHweb - Blender Git Statistics v1.06
Tehnyt: Miika HämäläinenViimeksi p?ivitetty: 07.11.2014 14:18 MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2020