Commit Graph

4563 Commits

Author SHA1 Message Date
6778ea39d5 Cycles: rename UV geometry node output to Parametric to avoid confusion with uv texture coordinates. 2011-05-04 15:22:15 +00:00
cf00171da5 Cycles: fix for UV texture coordinates lookup with more than one mesh, bug in corner attribute storage. 2011-05-04 14:01:38 +00:00
f56aa76752 Cycles: some more windows build fixes, based on patch by Francisco De La Cruz. 2011-05-04 09:58:02 +00:00
0651b9fde3 Cycles: fix scene not updating for animation render, patch by David Rodriguez Garcia. 2011-05-04 09:41:45 +00:00
2996f08f84 Cycles: first batch of windows build fixes, not quite there yet. 2011-05-03 18:29:11 +00:00
170f8c8c41 Cycles: build without GLUT test app by default. 2011-05-01 10:00:21 +00:00
e5d7a38a25 Cycles: fix build issue with Blender includes. 2011-05-01 09:19:45 +00:00
774584d7e8 Cycles: hook up the CMake build system.
New build instructions for Ubuntu Linux in the wiki:
http://wiki.blender.org/index.php/Dev:2.5/Source/Cycles
2011-04-28 13:47:27 +00:00
d263fee952 Cycles: fix for incompatible boost filesystem version, provided by "ornitorrincos" on IRC. 2011-04-28 11:53:29 +00:00
791f6c94fb Cycles: fix for vector math node by Lukas Toenne, thanks. 2011-04-28 11:45:06 +00:00
1484169c2f Cycles: another build fix. 2011-04-27 17:23:37 +00:00
4e235c184b Blender modifications for Cycles integration.
Some notes about code status:

* The Blender modifications were fairly quickly put together, much more code
  polish and work is needed to get this to a state where it can be committed
  to trunk. Files created with this version may not work in future versions.

* Only simple path tracing is supported currently, but we intend to provide
  finer control, and more options where it makes sense.

* For GPU rendering, only CUDA works currently. The intention is to have the
  same kernel code compile for C++/OpenCL/CUDA, some more work is needed to
  get OpenCL functional.

* There are two shading backends: GPU compatible and Open Shading Language.
  Unfortunately, OSL only runs on the CPU currently, getting this to run on
  the GPU would be a major undertaking, and is unlikely to be supported soon.
  Additionally, it's not possible yet to write custom OSL shaders.

* There is some code for adaptive subdivision and displacement, but it's far
  from finished. The intention is to eventually have a nice unified bump and
  displacement system.

* The code currently has a number of fairly heavy dependencies: Boost,
  OpenImageIO, GLEW, GLUT, and optionally OSL, Partio. This makes it difficult
  to compile, we'll try to eliminate some, it may take a while before it
  becomes easy to compile this.
2011-04-27 14:36:02 +00:00
da376e0237 Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
Cycles uses code from some great open source projects, many thanks them:

* BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs":
http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/
* Open Shading Language for a large part of the shading system:
http://code.google.com/p/openshadinglanguage/
* Blender for procedural textures and a few other nodes.
* Approximate Catmull Clark subdivision from NVidia Mesh tools:
http://code.google.com/p/nvidia-mesh-tools/
* Sobol direction vectors from:
http://web.maths.unsw.edu.au/~fkuo/sobol/
* Film response functions from:
http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
2011-04-27 11:58:34 +00:00