forked from bartvdbraak/blender
da376e0237
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 |
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Apache_2.0.txt | ||
Blender.txt | ||
GPL.txt | ||
ILM.txt | ||
NVidia.txt | ||
OSL.txt | ||
readme.txt | ||
Sobol.txt |
This program uses code from various sources. These are the licenses: * New code is licensed under the GPL license v2 or later. * BVH building and traversal code is licensed under Apache License v2. * Approximate Catmull Clark subdivision code is licensed under the MIT license. * Open Shading Language code on GPU is licensed under the Modified BSD license. * Sobol direction vectors are licensed under the Modified BSD license. * Matrix code adapted from OpenEXR under the Modified BSD license. * Procedural texture functions from Blender are licensed under GPL v2 or later.