It's just that someone pushed to tests/data
after I did. I'll rebase tomorrow.
I thought the limit of 72 characters was only for message body? For the title I saw lots of commits exceeding the limit.
@blender-bot build
I am surprised that this issue has not been identified earlier, probably in practice it's not very common that the light is put so close to a surface?
I believe Attic and Bistro are the only scenes that should see a performance difference as they're the only scenes with the light tree enabled.
Ah, somehow I thought they are also enabled in…
This issue is known and has the same cause as #104485, because in overlapping regions we only record the object at the top of the stack.
For such cases the current proposal is to render…
This comment should be on top of the function.
Both Openmoonray and PBRT use bounding sphere, I think it's fine like this, correctness is more important.
In most of our benchmark scenes I do not see any difference, except for slightly more…
Better named as light_tree_cos_bound_subtended_angle
to describe the functionality, and leave the implementation detail (using bounding sphere) in the comment. Something like "Cosine of the angle subtended by the smallest enclosing sphere of the bounding box."
cos_from_sin()
is going to square the results again, can just use safe_sqrtf(1.0f - radius_sq / distance_to_center_sq)
here.