Brecht Van Lommel
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649dd6f648
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Fix cycles crash on some processors. We actually need S-SSE3 support for this
new BVH traversal code, not just SSE3.
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2013-06-18 16:52:02 +00:00 |
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Brecht Van Lommel
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3fe117bd3d
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Fix build error on non-x86 architectures as pointed out by Jochen Schmitt.
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2013-06-04 11:21:13 +00:00 |
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Brecht Van Lommel
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7c9d993347
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Fix cycles intersection issue with overlapping faces on windows 32 bit and CPU
without SSE3 support, due to 80 bit precision float register being used for one
bounding box but not the one next to it.
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2013-02-04 16:12:37 +00:00 |
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Campbell Barton
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0fbb6bff27
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style cleanup: block comments
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2012-06-09 17:22:52 +00:00 |
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Campbell Barton
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d5032657ed
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style cleanup
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2012-06-06 22:38:39 +00:00 |
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Brecht Van Lommel
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efe4ea284a
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Cycles:
* Fix broken compile of test app.
* Fix some warnings compiling with gcc for 32 bit.
* More tweaks to avoid extended precision issue from #29301.
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2011-12-02 14:26:28 +00:00 |
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Brecht Van Lommel
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db8024f4b5
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Fix #29259: cycles issues on certain processors. Now two versions of the kernel
are compiled, one SSE optimized and the other not, and it will choose between
them at runtime.
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2011-11-15 15:13:38 +00:00 |
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Brecht Van Lommel
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9b31cba74e
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Cycles: some warning fixes, cpu device task tweaks, avoid unnecessary
tonemap in non-viewport render, and some utility functions.
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2011-09-08 18:58:07 +00:00 |
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Antony Riakiotakis
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6edb09fe93
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Compile fixes for MinGW, checked with basic initial setup, no CUDA, gcc 4.5.2.
OpenImageIO still gives link-time errors, will try to make a lib for MinGW, see if it is fixed.
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2011-09-04 15:39:09 +00:00 |
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Brecht Van Lommel
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c18c6056ff
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Cycles: two 32 bit fixes with help from IRC user Agiofws.
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2011-05-05 13:51:33 +00:00 |
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Ton Roosendaal
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da376e0237
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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
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2011-04-27 11:58:34 +00:00 |
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