[Bf-committers] BIH acceleration structure?

Elam Daly elam.daly at gmail.com
Mon Feb 25 16:10:33 CET 2008


Hey Yves, I know you from Hash, I believe.  You did(do?) a lot of good work
there.

Glad to have you here.

Cheers,
- Elam

On Sun, Feb 24, 2008 at 9:39 PM, Joe Eagar <joeedh at gmail.com> wrote:

> There was work  to migrate the BIH code from some other app to blender a
> while back by brecht von lommel.  There was issues with it, and he
> didn't have time to deal with them.  I believe the code was taken from
> sunflow.  Anyway, you should talk to him.
>
> For general advice about starting up as a dev (we'd love to have you!)
> you can join #blendercoders on irc.freenode.net, and also there is the
> following page on the wiki:
>
> http://wiki.blender.org/index.php/BlenderDev/New_Dev_Info
>
> Sounds like you'll make a very valuable contributor. :)
>
> Joe
>
> Yves Poissant wrote:
> > Hi there,
> >
> > I'm new here so let me introduce myself. I have 27 years of experience
> in
> > software development and I worked on different application types
> basically
> > from accounting applications, to stock management systems, to graphical
> > teletext delivery systems, to natural language based help systems, to
> > autonomous navigation robot systems, to multimedia and game based
> > educational products, to e-learning, to 3D animation system.
> >
> > 3D programming is not new for me since I've been involved in 3D
> applications
> > since I started programming, even in the days of vector graphics. I
> wrote my
> > first renderer in Pascal 20 years ago. I just finished a 3 year contract
> at
> > Hash Inc programming 3D rendering technologies such as soft shadows,
> soft
> > reflections, Ambient Occlusion, Image Based Lighting, Photon Mapping,
> > Subsurface Scattering and a few optimizations to the ray-tracing
> > acceleration structure for Animation:Master.
> >
> > I'm also an artist. I did illustrations and painting, graphics design,
> > comics and animation. I currently have a short animation film project
> going
> > on and I'm in the character and environment design stage. The project is
> > based on a song from a local artist here and I'm looking for using
> Blender
> > for that animation project so I've been evaluating Blender for a couple
> > months now.
> >
> > Some of the render tests I did revealed the common "teapot in the
> stadium"
> > issue with the octtree acceleraton structure. That is when the scene is
> > large but only a small portion of the scene contains the bulk of the
> shot,
> > the octtree size must be maxed and the render time increases quite a
> lot.
> >
> > I already have a lot of experience (both theoretical and pragmatic) with
> the
> > different acceleration structures and I would like to try to implement a
> BIH
> > in Blender. However, I'd like to know if anybody might already be
> working on
> > such a change before I embark on this project because I would not like
> to
> > duplicate someone else's efforts. I found an entry in the wiki somewhere
> > where someone from the University of Toronto was working on implementing
> a
> > BIH but apparently, this never got delivered.
> >
> > Also, I'm not quite sure what are the custom for such a project. Do I
> need
> > to submit something and/or does such a project needs to be approved in
> some
> > way?
> >
> > Any guidance as to how to proceed, or even a go/no-go advise, would be
> > appreciated.
> >
> > Regards
> > Yves Poissant
> > www.ypoart.com
> >
> > _______________________________________________
> > Bf-committers mailing list
> > Bf-committers at blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
> >
> >
>
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: http://lists.blender.org/pipermail/bf-committers/attachments/20080225/a61b9095/attachment.htm 


More information about the Bf-committers mailing list