[Bf-committers] cycle todo list

Brecht Van Lommel brechtvanlommel at pandora.be
Thu Apr 28 12:28:44 CEST 2011


Hi,

Actually, anything on this list is open to be implemented by others.
>From the point of view of the core engine, if implemented well they
can fit in right away. I guess the first ones go from a couple of days
to a week, once you are familiar with the code, the big features can
take from a week to multiple months. It's quite hard to say, but if
someone is interested, they can of course contact me, and I can give
some pointers on how to go about implementing things.

For me personally, integration, stability, performance, will likely
take up most of the time for now.

Brecht.

On Thu, Apr 28, 2011 at 6:42 AM, Tom M <letterrip at gmail.com> wrote:
> Brecht - can you provide some information on the todo list on what
> stuff you want to do yourself, what stuff others are invited to work
> on and possibly guesstimates on how long they might take a coder (ie
> day, few days, week, month).
>
> LetterRip
>
> Cycles Feature ToDo
>
> Completeness
>
>    * Anisotropic BSDF tangent
>    * BVH build multithreading
>    * Background importance sampling
>    * CUDA multi device
>    * Pixels filters
>    * Memory usage overview report
>    * OSL script node
>
> Extending
>
>    * Bokeh shapes for Depth of field
>    * Conductor Fresnel
>    * Decouple diffuse, glossy, transparent max depth
>    * Distant Light
>    * Oren-Nayar BSDF
>    * Schlick BSDF
>    * Spherical Point Light
>    * Spot Light
>    * Thin-film interference node
>    * Per BSDF bump mapping
>    * Vector Displacement
>
> Big Features
>
>    * Ambient Occlusion
>    * Displacement
>    * Hair Curves, Shaders, Scattering
>    * Light Groups
>    * Motion Blur
>    * Camera
>    * Object
>    * Deformation
>    * OpenCL device
>    * Render Layers
>    * Render Passes
>    * Straight Transparent Shadows
>    * Subdivision
>    * Subsurface Scattering
>    * Texture Workflow
>    * Volume Rendering
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