Commit Graph

11 Commits

Author SHA1 Message Date
Brecht Van Lommel
649dd6f648 Fix cycles crash on some processors. We actually need S-SSE3 support for this
new BVH traversal code, not just SSE3.
2013-06-18 16:52:02 +00:00
Brecht Van Lommel
3fe117bd3d Fix build error on non-x86 architectures as pointed out by Jochen Schmitt. 2013-06-04 11:21:13 +00:00
Brecht Van Lommel
7c9d993347 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.
2013-02-04 16:12:37 +00:00
Campbell Barton
0fbb6bff27 style cleanup: block comments 2012-06-09 17:22:52 +00:00
Campbell Barton
d5032657ed style cleanup 2012-06-06 22:38:39 +00:00
Brecht Van Lommel
efe4ea284a 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.
2011-12-02 14:26:28 +00:00
Brecht Van Lommel
db8024f4b5 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.
2011-11-15 15:13:38 +00:00
Brecht Van Lommel
9b31cba74e Cycles: some warning fixes, cpu device task tweaks, avoid unnecessary
tonemap in non-viewport render, and some utility functions.
2011-09-08 18:58:07 +00:00
Antony Riakiotakis
6edb09fe93 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.
2011-09-04 15:39:09 +00:00
Brecht Van Lommel
c18c6056ff Cycles: two 32 bit fixes with help from IRC user Agiofws. 2011-05-05 13:51:33 +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