049ab98469
Cycles: device code refactoring, no functional changes.
2012-01-04 18:06:32 +00:00
b5595298d3
Cycles code refactoring: change displace kernel into more generic shader
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evaluate kernel, added background shader evaluate.
2011-12-31 15:18:13 +00:00
72d2d05770
Cycles: border rendering support, includes some refactoring in how pixels are
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accessed on devices.
2011-12-20 12:25:37 +00:00
db8024f4b5
Fix #29259 : cycles issues on certain processors. Now two versions of the kernel
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are compiled, one SSE optimized and the other not, and it will choose between
them at runtime.
2011-11-15 15:13:38 +00:00
5fd67a3ba5
Cycles: enable multi closure sampling and transparent shadows only on CPU and
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CUDA cards with shader model >= 2 for now (GTX 4xx, 5xx, ..). The CUDA compiler
can't handle the increased kernel size currently.
2011-10-16 18:54:27 +00:00
66b1dfae89
Cycles: tweaks to properties and nodes
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* Passes renamed to samples
* Camera lens radius renamed to aperature size/blades/rotation
* Glass and fresnel nodes input is now index of refraction
* Glossy and velvet fresnel socket removed
* Mix/add closure node renamed to mix/add shader node
* Blend weight node added for shader mixing weights
There is some version patching code for reading existing files, but it's not
perfect, so shaders may work a bit different.
2011-09-16 13:14:02 +00:00
9b31cba74e
Cycles: some warning fixes, cpu device task tweaks, avoid unnecessary
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tonemap in non-viewport render, and some utility functions.
2011-09-08 18:58:07 +00:00
48b4de3152
Cycles:
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* auto/fixed threads option is used now, patch by Thomas.
* remove unused CUDA_LIBRARIES, library is dynamically loaded
* fix mesh XML export operator for API update
2011-08-24 10:44:04 +00:00
da376e0237
Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
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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