[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [12220] trunk/blender/extern/qdune/README. txt: Added README file with some extra information and links to all external

Alfredo de Greef eeshlo at yahoo.com
Sun Oct 7 19:17:57 CEST 2007


Revision: 12220
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=12220
Author:   eeshlo
Date:     2007-10-07 19:17:57 +0200 (Sun, 07 Oct 2007)

Log Message:
-----------
Added README file with some extra information and links to all external
files included.

Added Paths:
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    trunk/blender/extern/qdune/README.txt

Added: trunk/blender/extern/qdune/README.txt
===================================================================
--- trunk/blender/extern/qdune/README.txt	                        (rev 0)
+++ trunk/blender/extern/qdune/README.txt	2007-10-07 17:17:57 UTC (rev 12220)
@@ -0,0 +1,27 @@
+This is the initial commit of the 'quietdune' micropolygon renderer.
+This is very much a work in progess, don't expect things to work properly or even at all... use at your own risk.
+The SConscript is extremely simplistic and needs to be adapted for other systems to be able to compile sucessfully.
+The renderer currently mostly uses fixed paths for shaders and the subdivision .dat files.
+For this to work properly, the renderer expects to be started from the main 'qdune' directory.
+
+There are several external files used here which are included:
+
+First is the CImg.h include file in the 'framebuffer' directory, see http://cimg.sourceforge.net/
+the CImg library by David Tschumperlé is a very nice general image processing library, but is only used as framebuffer here.
+
+The subdivision surface is partially evaluated directly using the method from the paper "Exact Evaluation of Catmull-Clark Subdivision Surfaces at Arbitrary Parameter Values"
+see http://www.dgp.toronto.edu/people/stam/reality/Research/SubdivEval/index.html
+The .dat binary files in the main 'qdune' directory are used for this method.
+Thanks to Jos Stam and Alias|Wavefront for making them available.
+
+If you want to experiment with shaders, then you also need the ply parser available here:
+http://www.dabeaz.com/ply/
+The compiler expects the 'cpp' preprocessor to be available on your system.
+The compiler uses fixed paths as well, if you are going to use it, it is best to just copy the entire 'slcompiler' directory into the ply-2.3/example directory and work from there. The main compiler is 'qdslc.py', usage: "python qdslc.py shadername.sl", if succesful a shadername.sqd file will be the result, copy it to the qdune/shaders directory.
+The compiler is an extremely recent addition, so again, don't expect things to work well.
+
+There are several example ribfiles in the 'ribs' directory which might be useful for testing.
+The fig.12. ribfiles are from example files from the 'Advanced Renderman' book, see http://www.renderman.org/RMR/Publications/index.html#Advanced for more info.
+
+Anyone wishing to do work on the renderer will find the book 'Production Rendering' a very useful reference, since the entire design of qdune is based on it.
+see http://www.amazon.com/Production-Rendering-Ian-Stephenson/dp/1852338210





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