[Soc-2013-dev] Weekly Report #4: Cycles Motion Blur

Gavin Howard gavin.d.howard at gmail.com
Sat Jul 13 17:30:37 CEST 2013


Ton,

Sorry, I didn't mean to claim that I spent the whole week working on
Attributes. I also said in my report that I got the viewport render to
restart if certain options were changed. I put in a few other commits as
well, and I also started my design docs. I actually got more done this week
than any other week. :)

As for asking questions, I'll try to remember that. My fear is that I will
ask too many questions and annoy developers or take too much of their time.
However, point taken; I will ask questions more freely.

If there is anything else I need to change/fix, please let me know.

God Bless,
Gavin Howard
On Jul 13, 2013 9:21 AM, "Ton Roosendaal" <ton at blender.org> wrote:

> Hi Gavin,
>
> I don't think it's very convincing to claim you spent almost a week on
> trying to figure out how a specific class works in Cycles.
>
> If documentation (or code commenting) lacks in this area, Brecht is 1 step
> away from you to ask.
>
> Also, if you encounter a problem that takes several days of studying, try
> to reduce the topic into smaller ones, and connect it to progressive steps
> of work you can do on it.
>
> The weekly report is not for asking help :) You can get help any time!
>
> -Ton-
>
> --------------------------------------------------------
> Ton Roosendaal  -  ton at blender.org   -   www.blender.org
> Chairman Blender Foundation - Producer Blender Institute
> Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands
>
>
>
> On 12 Jul, 2013, at 7:15, Gavin Howard wrote:
>
> > All,
> >
> > My report is at:
> >
> http://wiki.blender.org/index.php/User:Gdh/GSoC-2013#Weekly_Report_.234:_Cycles_Motion_Blur
> .
> >
> > The text is also below.
> >
> > == Weekly Report #4: Cycles Motion Blur ==
> >
> > 12 July 2013
> >
> > ==== What I did this week ====
> >
> > ''Yes!'' No major problems surfaced this week. After thinking it
> > through, I think that the merging problem was because I accidentally
> > had "clean whitespace" set on KDevelop. Even after I set it back,
> > there were problems. There were no problems merging this week, and
> > even if there had been, I have set up my system so I can do conflict
> > resolution by hand.
> >
> > This week, I spent a lot of my time going through Cycles' Attributes
> > and family line of classes, trying to figure out ''what'' they do and
> > ''how'' they do it. And even with all of that time spent, I am
> > stumped. I do know that the Attribute class has a vector of chars. It
> > also returns a char pointer when it returns the data contained in the
> > vector. The variable's name is "buffer", so I am assuming that the
> > vector of chars can actually be turned into any type of data. However,
> > assuming is never good.
> >
> > At this point, I don't really know how I am going to extend the
> > Attribute and family line of classes to hold vertex blocks.
> >
> > I did a couple of other things this week. First of all, I added two
> > new fields to the Object class: a bool for whether the object uses
> > deformation motion blur, and a uint for the number of motion blur
> > steps. I also managed to add code to get the viewport render to update
> > when those are changed. That made me especially happy because it told
> > me that the functions I wrote to pull those out of Blender both work.
> >
> > I also started a design page on the wiki. As you can see by going
> > there, I stopped adding information to the Attributes section because,
> > quite frankly, I don't know what to do.
> >
> > ==== What I will do next week ====
> >
> > Figure out just what Attribute and family do. Then I will add my
> > preliminary design to my design page (see above) and begin work in
> > earnest.
> >
> > ==== Questions ====
> >
> > Can anyone explain in detail the Attributes and family architecture?
> > How they do what they do?
> >
> > Also, I was thinking about storing the mesh copies in the Attributes,
> > and I think that exporting an odd number of meshes would be different
> > from exporting an even number of meshes. However, I am not completely
> > sure, considering that I don't know much about Attributes. Still, it
> > seems to me that an even number of meshes would dictate that we don't
> > even export the mesh at the "perfect" frame, while an odd number would
> > be different.
> >
> > -- Gavin Howard, 12 July 2013
> > _______________________________________________
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>
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