Commit Graph

109 Commits

Author SHA1 Message Date
72d2d05770 Cycles: border rendering support, includes some refactoring in how pixels are
accessed on devices.
2011-12-20 12:25:37 +00:00
ea399744e7 Fix #29555: cycles crash rendering with no material in material slot. 2011-12-09 00:24:48 +00:00
45de380771 Cycles
* Compile all of cycles with -ffast-math again
* Add scons compilation of cuda binaries, tested on mac/linux.
* Add UI option for supported/experimental features, to make it
  more clear what is supported, opencl/subdivision is experimental.
* Remove cycles xml exporter, was just for testing.
2011-12-01 16:33:21 +00:00
a620ec61ec Cycles: always use static bvh for non-viewport render. 2011-11-04 15:46:15 +00:00
ebc653463d Cycles:
* Fix missing update when editing objects with emission materials.
* Fix preview pass rendering set to 1 not showing full resolution.
* Fix CUDA runtime compiling failing due to missing cache directory.
* Use settings from first render layer for visibility and material override.

And a bunch of incomplete and still disabled code mostly related to closure
sampling.
2011-09-12 13:13:56 +00:00
be0aef2ef2 Cycles: pause button to interrupt viewport renders, in the 3d view header. 2011-08-29 16:54:13 +00:00
20746f6bb0 Cycles: fix instanced mesh sync being a bit too slow. 2011-05-31 10:57:43 +00:00
d404c31e8d Cycles: fix sync issue with group instances. 2011-05-31 10:41:01 +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