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

Christopher Cherrett ccherrett at openoctave.org
Sat Jul 13 23:19:12 CEST 2013


Asking questions just shows you are humble enough to succeed.

Gavin Howard wrote:
>
> 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 
> <mailto: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 <mailto:ton at blender.org>   -
>     www.blender.org <http://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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