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Blender Git Statistics -> Branches -> cycles_hair_bvh

"Cycles_hair_bvh" branch

Total commits : 32
Total committers : 1
First Commit : April 13, 2016
Latest Commit : June 9, 2016


Commits by Month

DateNumber of Commits
June, 20161
May, 201615
April, 201616

Committers

AuthorNumber of Commits
Sergey Sharybin32

Popular Files

FilenameTotal Edits
bvh.cpp8
bvh_build.cpp7
bvh_unaligned.cpp6
geom_bvh_traversal_hair.h6
geom_bvh_hair.h6
bvh.h5
bvh_binning.h4
geom_bvh.h4
bvh_unaligned.h4
geom.h4

Latest commits Feed

June 9, 2016, 10:50 (GMT)
Merge branch 'master' into cycles_hair_bvh
May 18, 2016, 14:18 (GMT)
Merge branch 'master' into cycles_hair_bvh
May 13, 2016, 09:22 (GMT)
Merge branch 'master' into cycles_hair_bvh
May 12, 2016, 14:19 (GMT)
Merge branch 'master' into cycles_hair_bvh
May 12, 2016, 14:14 (GMT)
Cycles: Support oriented bounding boxes for spatial split BVH

Very quick implementation, which will re-calculate bounding box
for primitives several times, but that we will optimize shortly.

This is already good enough to run further tests.
May 11, 2016, 15:47 (GMT)
Cycles: De-duplicate binning builder functions

Use NULL-=pointer check to see if it builds aligned or unaligned split.

Shouldn't give big time penalty.
May 11, 2016, 15:24 (GMT)
Cycles: Use proper heuristic when deciding whether we can create unaligned leaf right away
May 11, 2016, 15:15 (GMT)
Cycles; Cleanup API in the unaligned heuristic

There are cases when we've got vector of references and sometimes we
only have an array. Having duplicated functions in heuristic is a bit
annoying and since it's quite low-level anyway let's just use pure
pointers there.
May 11, 2016, 15:04 (GMT)
Cycles: Fix aligned range boundbox used to scale binning when doing unaligned split
May 11, 2016, 14:51 (GMT)
Merge branch 'master' into cycles_hair_bvh
May 11, 2016, 11:39 (GMT)
Merge branch 'master' into cycles_hair_bvh
May 4, 2016, 15:43 (GMT)
Merge branch 'master' into cycles_hair_bvh
May 2, 2016, 15:25 (GMT)
Cycles: Implement re-fitting of curve BVH

Internally re-fitting will fall back to AABB nodes which is not fully
efficient but is fast enough to rebuild BVH.

Probably for viewport we can use curve BVH but disable unaligned
heuristic to reduce preparation time.
May 2, 2016, 13:55 (GMT)
Cycles: Optimize shadow rays intersection
May 2, 2016, 10:23 (GMT)
Cycles: Solve crashes and wrong hair rendering with transparent shadows
May 2, 2016, 09:06 (GMT)
Merge branch 'master' into cycles_hair_bvh
April 29, 2016, 16:33 (GMT)
Cycles: Initial implementation of QBVH traversal for unaligned nodes

Implements both QBVH packing and traversal on SSE2+ processors.

With a test render scene render time goes from 93sec (in master) down
to 55sec. Kind of impressive, let's hope it's not because some bug and
that we can keep such a nice speedup.

Also finished some non-SIMD binary BVH code. On a test scene got about
20% of speedup comparing to 2.77a.

Well, let's verify everything, finish some remaining TODOs and make
the branch ready for master.
April 29, 2016, 10:33 (GMT)
Cycles: Bring child visibility check

It is slower for simple cases, but could be faster in cases like complex
ray visibility settings.

Need some investigation about how to do visiblity check without time penalty.
April 29, 2016, 08:55 (GMT)
Merge branch 'master' into cycles_hair_bvh
April 28, 2016, 16:29 (GMT)
Cycles: SIMD optimization of unaligned BVH traversal

Some movement towards SIMD-optimized traversal of unaligned nodes,
not fully optimal yet, but now the branch is about 4% faster on
a test scene with hairy monkey with 40K hair.

Should still be possible to optimize matrix multiplication and
maybe some parts could be re-formulated a bit to become more
friendly for vectorization.

But likely next step would be to support QBVH for hair, that should
be easier to vectorze with similar to current formulation.

MiikaHweb - Blender Git Statistics v1.06
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021