Brecht Van Lommel
06888b7beb
Cycles OSL minor optimizations: recycle shading context, don't do memory
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allocations for trace data, avoid some virtual function calls. Only helps
a few percentages.
2012-12-15 10:18:42 +00:00
Brecht Van Lommel
9a1c1f132d
Cycles OSL: most closure code is now shared between OSL and SVM. Also fix
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transmission pass and filter glossy option.
The BSDF closure class is now more similar to the SVM closures, and includes
some flags and labels that are needed to properly categorize the BSDF's for
render passes. Phong closure is gone for the moment, needs to be adapated to
the new structure still.
2012-10-20 12:18:00 +00:00
Lukas Toenne
78978dcd80
Fix for a case of 'static initialization fiasco' with OSL closure variables. The parameter lists are using OIIO::TypeDesc static standards, which are also static variables. With static OSL libraries these are not initialized when the closure parameter lists are initialized, so OSL rejects the closure types.
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Putting static initialization into functions works just as well, but ensures the OIIO::TypeDesc access is delayed until initialization is complete.
2012-10-06 16:28:02 +00:00
Campbell Barton
2d290040a1
style cleanup
2012-06-04 22:44:58 +00:00
Brecht Van Lommel
d5b679253a
Cycles:
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* Sun, area and point lights with size now supported
* Cast shadow option to disable shadow casting for lamps
* Emission strength of materials tweaked such that setting strength to 1.0
basically makes the material "shadeless" in that the value of the color
input will be the resulting color in the image.
2011-10-15 23:49:01 +00:00
Ton Roosendaal
da376e0237
Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
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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