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Re: Compiling OpenShadingLanguage under Windows
Hi Jeremy,
I have installed the latest cygwin version and was able to process all
flex/bison files. The cygwin flex version can handle "/" as path
separator, too :-) Apart from that I had the same
Hi Jeremy,
I have installed the latest cygwin version and was able to process all
flex/bison files. The cygwin flex version can handle "/" as path
separator, too :-) Apart from that I had the same
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By
Oleg <ode...@...>
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#87
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Re: Compiling OpenShadingLanguage under Windows
I tried the first link you mention but i end up with a different set of errors.
What did you do to get it working? I will play with it some more and see.
I got the defines enabled by defining the
I tried the first link you mention but i end up with a different set of errors.
What did you do to get it working? I will play with it some more and see.
I got the defines enabled by defining the
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By
Wormszer <worm...@...>
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#90
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Re: Compiling OpenShadingLanguage under Windows
After looking at ATI's open cl I think its a little bit overkill. From initial look i think we would have to create kernels for each math function we wanted as well as create an open cl context to
After looking at ATI's open cl I think its a little bit overkill. From initial look i think we would have to create kernels for each math function we wanted as well as create an open cl context to
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By
Wormszer <worm...@...>
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#94
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Re: Question about BSDFClosure functions
Yes, exactly.
It's in the road map to eventually allow closure primitive functions and integrators to be written in OSL. But for now, both are built into the renderer.
--
Larry
Yes, exactly.
It's in the road map to eventually allow closure primitive functions and integrators to be written in OSL. But for now, both are built into the renderer.
--
Larry
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By
Larry Gritz <l...@...>
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#91
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Re: Review: fix derivatives of mod()
Oh yes, I've written AA'd versions of many of these at various times. "aastep" (aka "filterstep" in RMan-land) is there mostly for historical reasons. Other aa functions are a little trickier and
Oh yes, I've written AA'd versions of many of these at various times. "aastep" (aka "filterstep" in RMan-land) is there mostly for historical reasons. Other aa functions are a little trickier and
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By
Larry Gritz <l...@...>
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#92
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Re: Compiling OpenShadingLanguage under Windows
A GPU only version is definitely interesting, but a very big job :)
Heck no! Instead I imagine that most of the functions can be easily
implemented in terms of existing C89 functionality. For
A GPU only version is definitely interesting, but a very big job :)
Heck no! Instead I imagine that most of the functions can be easily
implemented in terms of existing C89 functionality. For
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By
Chris Foster <chri...@...>
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#103
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Re: Compiling OpenShadingLanguage under Windows
You're quite right, Chris. I think this is just a bad cut-and-paste from the distant past and was never symptomatic, but definitely is wrong.
-- lg
--
Larry Gritz
l...@...
You're quite right, Chris. I think this is just a bad cut-and-paste from the distant past and was never symptomatic, but definitely is wrong.
-- lg
--
Larry Gritz
l...@...
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By
Larry Gritz <l...@...>
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#93
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Arbitrary derivatives
Hello folks,
In specification, it sais "Arbitrary derivatives without grids or
extra shading points.", but I really confused how it works without
explicit grid. Does it like the GPU, compute the
Hello folks,
In specification, it sais "Arbitrary derivatives without grids or
extra shading points.", but I really confused how it works without
explicit grid. Does it like the GPU, compute the
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By
Bo Schwarzstein <bo.schw...@...>
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#95
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Re: Arbitrary derivatives
No, it does automatic differentiation.
The overall idea is that if your inputs know their derivatives ( for
instance, when raytracing a primitive, computing P, dP/dx and dP/dy is
easy )
and your
No, it does automatic differentiation.
The overall idea is that if your inputs know their derivatives ( for
instance, when raytracing a primitive, computing P, dP/dx and dP/dy is
easy )
and your
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By
Henri <henri...@...>
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#96
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Re: Arbitrary derivatives
Let's separate the language specification, from the implementation in this library, from what a renderer is expected to do when using the OSL library.
The language spec just requires that an
Let's separate the language specification, from the implementation in this library, from what a renderer is expected to do when using the OSL library.
The language spec just requires that an
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By
Larry Gritz <l...@...>
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#97
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Re: Arbitrary derivatives
Well put, a very concise explanation of the basic idea.
-- lg
--
Larry Gritz
l...@...
Well put, a very concise explanation of the basic idea.
-- lg
--
Larry Gritz
l...@...
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By
Larry Gritz <l...@...>
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#98
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Re: Compiling OpenShadingLanguage under Windows
Sorry about joining this thread late.
I think that any files that need these functions should
#include <OpenImageIO/fmath.h>
where many of these symbols and some of the missing functions are
Sorry about joining this thread late.
I think that any files that need these functions should
#include <OpenImageIO/fmath.h>
where many of these symbols and some of the missing functions are
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By
Larry Gritz <l...@...>
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#99
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shadertypes
Hi everyone,
I'm just a simpel student and totaly new to this stuff.
I read the specifications as soon as I could download it.
Hopefully I can make it to set up the developing environment
Hi everyone,
I'm just a simpel student and totaly new to this stuff.
I read the specifications as soon as I could download it.
Hopefully I can make it to set up the developing environment
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By
BaiLong <teneigh...@...>
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#100
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Re: Compiling OpenShadingLanguage under Windows
Thanks Larry,
I was wondering where the best place would be to add the missing functionality.
Currently I have used the boost C99 math libraries and the missing two functions logbf and exp2f i defined
Thanks Larry,
I was wondering where the best place would be to add the missing functionality.
Currently I have used the boost C99 math libraries and the missing two functions logbf and exp2f i defined
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By
Wormszer <worm...@...>
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#102
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Re: shadertypes
Apologies for these discrepancies.
When I wrote the spec, "light" was anticipated to be a separate type, but eventually we realized it wasn't needed. I should remove it from the docs but keep it
Apologies for these discrepancies.
When I wrote the spec, "light" was anticipated to be a separate type, but eventually we realized it wasn't needed. I should remove it from the docs but keep it
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By
Larry Gritz <l...@...>
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#101
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Re: Compiling OpenShadingLanguage under Windows
Hi Jeremy,
Using boost math functions, some definitions in fmath.h and the
following two implementations of my own
inline float
logbf(float val) {
// please see
Hi Jeremy,
Using boost math functions, some definitions in fmath.h and the
following two implementations of my own
inline float
logbf(float val) {
// please see
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By
Oleg <ode...@...>
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#104
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Re: Arbitrary derivatives
Hello,
Yes, it's amazing, I did not hear the Automatic Differentiation
before, it seems like an ideal math method to handle this.
Hello,
Yes, it's amazing, I did not hear the Automatic Differentiation
before, it seems like an ideal math method to handle this.
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By
Bo Schwarzstein <bo.schw...@...>
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#105
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Re: Arbitrary derivatives
Hello,
I'm clear now. The OSL as an independent shading language do not care
about how the user implement this feature on Raytracer (Arnold ?),
REYES renderer or GPU.
I will take a look at the AD,
Hello,
I'm clear now. The OSL as an independent shading language do not care
about how the user implement this feature on Raytracer (Arnold ?),
REYES renderer or GPU.
I will take a look at the AD,
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By
Bo Schwarzstein <bo.schw...@...>
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#106
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is OSL too memory intensive ?
"Radiance Closure" is definitely very neat idea. The concept of not
executing the whole shader at once can be very powerful. From what I
understand , closures save some shader local variables and
"Radiance Closure" is definitely very neat idea. The concept of not
executing the whole shader at once can be very powerful. From what I
understand , closures save some shader local variables and
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By
mrafsan <raf...@...>
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#107
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Re: Compiling OpenShadingLanguage under Windows
Great,
Did you encounter the same linking issues i mentioned?
Let me know how it works out for you.
I had tried compiling the shaders after making some changes to the project file for a path issues,
Great,
Did you encounter the same linking issues i mentioned?
Let me know how it works out for you.
I had tried compiling the shaders after making some changes to the project file for a path issues,
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By
Wormszer <worm...@...>
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#108
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