Commit Graph

6 Commits

Author SHA1 Message Date
Brecht Van Lommel
5873301257 Sample as Lamp option for world shaders, to enable multiple importance sampling.
By default lighting from the world is computed solely with indirect light
sampling. However for more complex environment maps this can be too noisy, as
sampling the BSDF may not easily find the highlights in the environment map
image. By enabling this option, the world background will be sampled as a lamp,
with lighter parts automatically given more samples.

Map Resolution specifies the size of the importance map (res x res). Before
rendering starts, an importance map is generated by "baking" a grayscale image
from the world shader. This will then be used to determine which parts of the
background are light and so should receive more samples than darker parts.
Higher resolutions will result in more accurate sampling but take more setup
time and memory.

Patch by Mike Farnsworth, thanks!
2012-01-20 17:49:17 +00:00
Brecht Van Lommel
47853bf6f6 Cycles: OpenCL tweaks
* Reduce kernel arguments size, helps compile for apple nvidia.
* Fix use of unitialized variable in displace kernel.
* Use build flags in opencl kernel md5 hash.
* Reorganize code for kernel feature #defines a bit.
2011-11-22 13:15:19 +00:00
Brecht Van Lommel
cfbd6cf154 Cycles:
* OpenCL now only uses GPU/Accelerator devices, it's only confusing if CPU
  device is used, easy to enable in the code for debugging.
* OpenCL kernel binaries are now cached for faster startup after the first
  time compiling.
* CUDA kernels can now be compiled and cached at runtime if the CUDA toolkit
  is installed. This means that even if the build does not have CUDA enabled,
  it's still possible to use it as long as you install the toolkit.
2011-09-09 12:04:39 +00:00
Brecht Van Lommel
bae896691a Cycles:
* Add alpha pass output, to use set Transparent option in Film panel.
* Add Holdout closure (OSL terminology), this is like the Sky option in the
  internal renderer, objects with this closure show the background / zero
  alpha.
* Add option to use Gaussian instead of Box pixel filter in the UI.
* Remove camera response curves for now, they don't really belong here in
  the pipeline, should be moved to compositor.

* Output full float values for rendering now, previously was only byte precision.
* Add a patch from Thomas to get a preview passes option, but still disabled
  because it isn't quite working right yet.
* CUDA: don't compile shader graph evaluation inline.
* Convert tabs to spaces in python files.
2011-08-28 13:55:59 +00:00
Brecht Van Lommel
63d4bafff5 Cycles: some steps to getting OpenCL backend to compile. 2011-05-20 12:26:01 +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