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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intern/cycles/subd/CMakeLists.txt
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26
intern/cycles/subd/CMakeLists.txt
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INCLUDE_DIRECTORIES(. ../util ../kernel ../kernel/svm ../render)
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SET(sources
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subd_build.cpp
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subd_dice.cpp
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subd_mesh.cpp
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subd_patch.cpp
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subd_ring.cpp
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subd_split.cpp
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subd_stencil.cpp)
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SET(headers
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subd_build.h
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subd_dice.h
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subd_edge.h
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subd_face.h
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subd_mesh.h
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subd_patch.h
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subd_ring.h
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subd_split.h
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subd_stencil.h
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subd_vert.h)
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ADD_LIBRARY(subd ${sources} ${headers})
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