Brecht Van Lommel
48b4de3152
Cycles:
...
* 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
Brecht Van Lommel
360fcd73fe
Cycles:
...
* add some (disabled) test code for using OpenImageIO in imbuf
* link cycles, openimageio and boost into blender instead of a shared library
* some cmakefile changes to simplify the code and follow conventions better
* this may solve running cycles problems on windows XP, or give a different
and hopefully more useful error message
2011-08-16 16:15:34 +00:00
Brecht Van Lommel
4ff22bd097
Cycles: OS X build system changes to use lib/ openimageio and boost.
2011-06-30 14:47:57 +00:00
Brecht Van Lommel
b57c87856d
Cycles: cmake changes to make win32 use lib/windows for boost and openimageio.
2011-06-29 19:18:08 +00:00
Brecht Van Lommel
ba36215669
Cycles: attempt to fix OIIO include path on windows.
2011-06-28 15:23:30 +00:00
Brecht Van Lommel
6b2e35c8b7
Cycles: cmake tweak to make specifying OSL/OIIO path simpler.
2011-06-28 14:37:08 +00:00
Brecht Van Lommel
7e4ba190cb
Cycles: fix GLEW library build issue.
2011-05-27 12:13:10 +00:00
Brecht Van Lommel
2996f08f84
Cycles: first batch of windows build fixes, not quite there yet.
2011-05-03 18:29:11 +00:00
Brecht Van Lommel
170f8c8c41
Cycles: build without GLUT test app by default.
2011-05-01 10:00:21 +00:00
Brecht Van Lommel
e5d7a38a25
Cycles: fix build issue with Blender includes.
2011-05-01 09:19:45 +00:00
Brecht Van Lommel
774584d7e8
Cycles: hook up the CMake build system.
...
New build instructions for Ubuntu Linux in the wiki:
http://wiki.blender.org/index.php/Dev:2.5/Source/Cycles
2011-04-28 13:47:27 +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