Thomas Dinges
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7636aeffe1
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Cycles / Math:
* Add M_2PI_F and M_4PI_F constants and use them inside the codebase.
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2013-05-12 14:13:29 +00:00 |
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Campbell Barton
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f3ece5a108
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style cleanup: trailing tabs & expand some non prefix tabs into spaces.
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2012-10-21 05:46:41 +00:00 |
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Campbell Barton
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9b51503307
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style cleanup
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2012-07-21 22:58:08 +00:00 |
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Campbell Barton
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c6cffe98fa
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code cleanup: removed/renamed shadow & duplicate variable definitions.
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2012-06-09 18:20:40 +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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Brecht Van Lommel
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2996f08f84
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Cycles: first batch of windows build fixes, not quite there yet.
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2011-05-03 18:29:11 +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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