Sergey Sharybin
3aa74828ab
Cycles: Cleanup, indentation and braces
2016-02-03 15:00:55 +01:00
Sergey Sharybin
f8ab3fd30f
Cycles: add utility function to calculate MD5 hash of a given string
2015-11-21 22:07:59 +05:00
Campbell Barton
112032f2ff
Cleanup: cycles whitespace
2014-11-08 13:37:42 +01:00
Campbell Barton
e0920364ce
Quiet warning
2014-04-23 17:01:56 +10:00
241fccaf6a
Fix T37817: cycles CUDA detection problem on Windows with non-ascii paths.
2014-01-11 00:47:58 +01:00
Campbell Barton
2c1abe1f58
style cleanup: assignment & indentation.
2012-06-09 18:56:12 +00:00
Campbell Barton
0fbb6bff27
style cleanup: block comments
2012-06-09 17:22:52 +00:00
Brecht Van Lommel
63ad25c30d
Cycles:
...
Fix #29475 : remove node from properties editor crash on windows. This was a bug
in the UI code, which code access removed data.
Fix OpenCL still being used in a case where Experimental was disabled.
Fix msvc debug warning in md5 code.
2011-12-05 19:54:59 +00:00
Brecht Van Lommel
f5b60afe4e
Cycles: fix error in md5 hash computation for files in directories below
...
the first level.
2011-09-27 19:35:41 +00:00
Brecht Van Lommel
db1664ed4c
Cycles:
...
* Compute MD5 hash to deal with nvidia opencl compiler cache not recognizing
changes in #included files, makes it possible to do kernel compile only
once and remember it for the next time blender is started.
* Kernel tweak to compile with ATI/linux. Enabling any more functionality than
simple clay render still chokes the compiler though, without a specific error
message ..
2011-09-03 10:49:54 +00:00
Ton Roosendaal
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