Hey Yves, I know you from Hash, I believe. You did(do?) a lot of good work there. <br><br>Glad to have you here.<br><br>Cheers,<br>- Elam<br><br><div class="gmail_quote">On Sun, Feb 24, 2008 at 9:39 PM, Joe Eagar <<a href="mailto:joeedh@gmail.com">joeedh@gmail.com</a>> wrote:<br>
<blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">There was work to migrate the BIH code from some other app to blender a<br>
while back by brecht von lommel. There was issues with it, and he<br>
didn't have time to deal with them. I believe the code was taken from<br>
sunflow. Anyway, you should talk to him.<br>
<br>
For general advice about starting up as a dev (we'd love to have you!)<br>
you can join #blendercoders on <a href="http://irc.freenode.net" target="_blank">irc.freenode.net</a>, and also there is the<br>
following page on the wiki:<br>
<br>
<a href="http://wiki.blender.org/index.php/BlenderDev/New_Dev_Info" target="_blank">http://wiki.blender.org/index.php/BlenderDev/New_Dev_Info</a><br>
<br>
Sounds like you'll make a very valuable contributor. :)<br>
<font color="#888888"><br>
Joe<br>
</font><div><div></div><div class="Wj3C7c"><br>
Yves Poissant wrote:<br>
> Hi there,<br>
><br>
> I'm new here so let me introduce myself. I have 27 years of experience in<br>
> software development and I worked on different application types basically<br>
> from accounting applications, to stock management systems, to graphical<br>
> teletext delivery systems, to natural language based help systems, to<br>
> autonomous navigation robot systems, to multimedia and game based<br>
> educational products, to e-learning, to 3D animation system.<br>
><br>
> 3D programming is not new for me since I've been involved in 3D applications<br>
> since I started programming, even in the days of vector graphics. I wrote my<br>
> first renderer in Pascal 20 years ago. I just finished a 3 year contract at<br>
> Hash Inc programming 3D rendering technologies such as soft shadows, soft<br>
> reflections, Ambient Occlusion, Image Based Lighting, Photon Mapping,<br>
> Subsurface Scattering and a few optimizations to the ray-tracing<br>
> acceleration structure for Animation:Master.<br>
><br>
> I'm also an artist. I did illustrations and painting, graphics design,<br>
> comics and animation. I currently have a short animation film project going<br>
> on and I'm in the character and environment design stage. The project is<br>
> based on a song from a local artist here and I'm looking for using Blender<br>
> for that animation project so I've been evaluating Blender for a couple<br>
> months now.<br>
><br>
> Some of the render tests I did revealed the common "teapot in the stadium"<br>
> issue with the octtree acceleraton structure. That is when the scene is<br>
> large but only a small portion of the scene contains the bulk of the shot,<br>
> the octtree size must be maxed and the render time increases quite a lot.<br>
><br>
> I already have a lot of experience (both theoretical and pragmatic) with the<br>
> different acceleration structures and I would like to try to implement a BIH<br>
> in Blender. However, I'd like to know if anybody might already be working on<br>
> such a change before I embark on this project because I would not like to<br>
> duplicate someone else's efforts. I found an entry in the wiki somewhere<br>
> where someone from the University of Toronto was working on implementing a<br>
> BIH but apparently, this never got delivered.<br>
><br>
> Also, I'm not quite sure what are the custom for such a project. Do I need<br>
> to submit something and/or does such a project needs to be approved in some<br>
> way?<br>
><br>
> Any guidance as to how to proceed, or even a go/no-go advise, would be<br>
> appreciated.<br>
><br>
> Regards<br>
> Yves Poissant<br>
> <a href="http://www.ypoart.com" target="_blank">www.ypoart.com</a><br>
><br>
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><br>
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