Blender Git Commits

Blender Git "render25" branch commits.

Page: 5 / 29

June 17, 2010, 14:47 (GMT)
Render Branch: removed a bit too much code along with vertex normal flip,
should work correct again now.

June 17, 2010, 12:37 (GMT)
Render Branch: optimization in raytree building, was computing bounding
boxes more often than necessary.

June 17, 2010, 10:02 (GMT)
Render Branch: save a few percentages on simple scenes, doesn't seem to help
on more complex ones, but makes things easier to analyze.

* reorganize svbvh code so all the traversal functions are in one file
* don't do test for root so that push_childs can be inlined
* make shadow a template parameter so it doesn't need to be runtime checked

June 17, 2010, 01:13 (GMT)
meant to remove this before last commit.
June 17, 2010, 01:06 (GMT)
Warp Modifier (render branch only)
Use 2 objects to warp verts from one objects space into another, option for curve fallof, vgroup and textures.
Similar to hooks but the verts are not fixed.

made this modifier share code with displace.
June 16, 2010, 19:27 (GMT)
Render Branch: force inlining of auxiliary functions for ray-triangle/quad
intersection, helps a few percentages.

June 16, 2010, 19:12 (GMT)
Render Branch: remove a few options

* Simplify Skip Quads to Triangles: now quads are never split, with the
render branch changes non-planar quads should no longer cause problems.
* Vertex Normal Flip: this seems to be more harmful than helpful in many
cases, and also makes little sense once you start raytracing.
* Doubled Sided Lighting: just always do this, not much use in being able
to turn this off, and it works only in the viewport anyway.

June 16, 2010, 19:07 (GMT)
Render Branch: add some defines for "always inline" in addition to "inline".

June 16, 2010, 19:05 (GMT)
Render Branch: attempt to fix some crashes with image tile cache
when compositing and preview render run at the same time.

June 16, 2010, 18:57 (GMT)
Render Branch: some reshuffling of the raytracing code, should have
no effect on results, but makes it easier to do some optimizations.
Seems to help a few percentages in performance, but nothing significant.

* remove RE_raytrace.h, raytracer is now only used by render engine again.
* split non-public parts rayobject.h into rayobject_internal.h, hopefully
makes it clearer how the API is used.
* added rayintersection.h to contain some of the stuff from RE_raytrace.h

* change Isect.vec/labda to Isect.dir/dist, previously vec was sometimes
normalized and sometimes not, confusing... now dir is always normalized
and dist contains the distance.

* change VECCOPY and similar to BLI_math functions.

June 16, 2010, 18:15 (GMT)
Render Branch: update build systems for automatic weighting changes.

June 16, 2010, 13:34 (GMT)
Render Branch: armature weighting / mesh deform no longer use render
raytracing acceleration structure but BVH instead.

June 15, 2010, 18:44 (GMT)
Render Branch: enabled openmp multithreading for multires/subsurf again,
but only if there are >= 1 million faces estimated in the resulting mesh.

June 15, 2010, 18:22 (GMT)
Render Branch: don't evaluate displace modifier with strength 0,
avoids multires subdividing vertex group here in some cases.

June 15, 2010, 18:19 (GMT)
Render Branch: move irradiance cache computation of 4x4 matrix svd and
pseudoinverse into blenlib, slightly faster due to avoiding malloc/free
and some floating point divisions.

June 15, 2010, 18:14 (GMT)
Render Branch: fix raycounter not working with new indirect light.

June 15, 2010, 18:12 (GMT)
Render Branch: small optimization to avoid calling material_in_material
too much in sss preprocessing pass.

June 15, 2010, 18:11 (GMT)
Render Branch: remove unnecessary call to ambient_occlusion().

June 15, 2010, 18:11 (GMT)
Render branch: tiny optimization in qmc sampler.

June 15, 2010, 17:45 (GMT)
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021