Brecht Van Lommel
29f6616d60
Cycles: viewport render now takes scene color management settings into account,
...
except for curves, that's still missing from the OpenColorIO GLSL shader.
The pixels are stored in a half float texture, converterd from full float with
native GPU instructions and SIMD on the CPU, so it should be pretty quick.
Using a GLSL shader is useful for GPU render because it avoids a copy through
CPU memory.
2013-08-30 23:49:38 +00:00
Brecht Van Lommel
b9ce231060
Cycles: relicense GNU GPL source code to Apache version 2.0.
...
More information in this post:
http://code.blender.org/
Thanks to all contributes for giving their permission!
2013-08-18 14:16:15 +00:00
Thomas Dinges
11707119de
Cycles:
...
* Code cleanup, remove unused "resolution" variable from the DeviceTask class, was never used.
2013-05-14 21:18:20 +00:00
Brecht Van Lommel
e5b457dbc9
Cycles: merge some changes from a local branch to bring network rendering a bit
...
more up to date, still nowhere near working though, but might as well commit this
in case someone else is interested in working on it.
2012-12-21 11:13:46 +00:00
Campbell Barton
0fbb6bff27
style cleanup: block comments
2012-06-09 17:22:52 +00:00
Campbell Barton
6ca7d82932
code cleanup: white space, spelling & ';;' end of lines.
2012-02-25 16:04:03 +00:00
Brecht Van Lommel
da8f71bffb
Cycles: some tweaks to silence msvc assertions in debug mode.
2011-10-03 15:31:45 +00:00
Brecht Van Lommel
089abdecf7
Cycles: attempted fixes for OS X preview render problem, and disable
...
kernel cache there now as well since it seems to give issues there.
2011-09-14 22:26:55 +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