Re: [Bf-committers] Blender and OpenCL

2010-08-30 Thread François T .
here I have a few math node example if you need some :) *
http://tinyurl.com/327hgjw*



2010/8/29 Vilem Novak pildano...@post.cz

 Hello, maybe focusing on performance - heavier nodes would make sense?
 Rather performance heavy in my experience can be quality blurs(especially
 defocus), UV remap,
 bilateral blur.
 With these the advantages would be visible even with the bus problems.
 With regards,
 Vilem Novak

   Původní zpráva 
  Od: Jeroen Bakker j.bak...@atmind.nl
  Předmět: Re: [Bf-committers] Blender and OpenCL
  Datum: 29.8.2010 11:19:15
  
  Hi Lukas,
 
  Your explanation is a good one. Didn't come up to write it down that way.
  The issue with memory during compositing is the way the nodes-editor
  works. When changing a node-value (like degree) only the rotate-node and
  all dependent nodes are re-calculated. The input-image is not
  re-calculated it is still in memory. This is a good optimization during
  editing time you only need to reevaluate a part of the node-system, but
  in complex node-systems I think this will not work for OpenCL due to the
  needed memory.
 
  I am looking for a situation what is good during editing (decrease the
  feedback-time to the end-user) and rendering (overall performance of the
  system). But haven't found a good solution.
 
  At the moment I am evaluating 2 things:
  a. per viewer and compositor node a opencl kernel/program will be
  generated and executed.
  b. per node a program and kernel is created. and evaluation is done as
  the current situation.
 
  A question back. Have you seen any speed-up? My system (three years old
  dual core 2...@2000mhz laptop with 1...@400mhz nvidia cores and a bus of
  800Mhz) was not able to see big differences. I think that a desktop
  system with a faster Bus and more and powerful gpu cores would get much
  better performance.
 
  Regards,
  Jeroen
 
  On 08/28/2010 09:40 PM, Lukas Tönne wrote:
   I have tried out your patch, nice work :)
  
   Here are some more thoughts on how to process data in the node tree. I
   hope i'm not getting too verbose or tell you guys obvious stuff ;)
  
   Basically when talking about data in the tree i see two different
   types of dependency:
   1. Inter-node dependency (vertical):
   A node can only be executed (be it for a single pixel or the whole
   image) when all it's inputs are done. This dependency _always_ exists
   in node trees to a certain degree.
   2. Inter-element dependency (horizontal):
   An element (pixel, sample, particle, vertex, etc.) depends on the
   state of other elements (neighbouring pixels, particles in a certain
   radius, connected vertices).
  
   Vertical dependency does not depend on the tree type, but only on the
   connectivity of the nodes (complexity of the tree). Here's a made-up
   example with strong connectivity in the middle part:
   http://www.pasteall.org/pic/5405
  
   Horizontal (inter-element dependency) on the other hand chiefly
   depends on the type of tree you're looking at:
   * Shader- and texture trees have _no_ horizontal dependency at all,
   the color of a material or texture sample does not depend on other
   samples. This is why shader trees can be evaluated per sample and do
   not need to store large amounts of data.
   * Compositor tree are the other extreme: while some nodes, such as
   Mix, operate per-pixel, others like Blur and Defocus heavily depend on
   neighbouring or even _all_ other pixels of the input images
   respectively.
   * Particles are not as extreme as compo trees (less neighbours to take
   into account), but they lack the inherent ordering of image pixels and
   need kd trees for finding neighbours.
  
   One relatively simple thing one could probably do to decrease memory
   usage is removing data that is not needed any more (I am not sure if
   the current compositors do something like this already, if so, just
   skip this section). As soon as all nodes, which use a certain socket
   for input, have been processed, that sockets data can be freed from
   memory. This of course only works as long as connectivity is
   relatively low and node relations are local. In the example above
   the result of the Blur node would have to be kept in memory until all
   the mix nodes are finished, whereas the initial renderlayer node could
   free its buffer right after Blur is done. It might even be an option
   to bite the bullet, if memory usage gets dangerously high, and discard
   intermediate results used very late in the tree and recalculate them
   later.
  
   Another improvement i currently use in the simulation trees is
   splitting the large data blocks into smaller parts (batches). This
   has the advantage of making better use of available processing power,
   especially when some nodes need significantly more time than others.
   In the compositor nodes one thread processes the full image for one
   node at a time, which can lead to 

[Bf-committers] I'm back from offline period

2010-08-30 Thread raulf
Hi friends!

  wow! this offline month feels like a year to me! I have being on college
vacation and we could not access email/internet during that time so my
only choice was to keep working offline and enjoy my vacations a little.

  There's to much that I need to be updated so I will soon post
improvements I have made with Unlimited Clay, though it still need lot
of recode I have replicated the previous funtionality but now as a
modifier  and take advantage of all the new sculpt goodies ... yes, you
could now grow large tentacles with the snake tool :)

 Is good to be back again,  cheers  Farsthary

___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] I'm back from offline period

2010-08-30 Thread Thomas Dinges
  Hey Farsthary,
it's good to have you back! :)

Am 30.08.2010 18:08, schrieb ra...@info.upr.edu.cu:
 Hi friends!

wow! this offline month feels like a year to me! I have being on college
 vacation and we could not access email/internet during that time so my
 only choice was to keep working offline and enjoy my vacations a little.

There's to much that I need to be updated so I will soon post
 improvements I have made with Unlimited Clay, though it still need lot
 of recode I have replicated the previous funtionality but now as a
 modifier  and take advantage of all the new sculpt goodies ... yes, you
 could now grow large tentacles with the snake tool :)

   Is good to be back again,  cheers  Farsthary

 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers


___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


[Bf-committers] Scons and install paths layout

2010-08-30 Thread Reuben Martin

With the recent removal of the WITH_BF_FHS variable I'm having trouble 
figuring out how to setup a standard linux system install.

Right now the install paths relative to the install root are:

./
|blender
|-- 2.53
|   `-- scripts
|   |-- [ ... ]
|-- icons
|   |-- [ ... ]
`-- plugins
|-- [ ... ]


And I want to set it to do something more in line with LSB layout that will 
allow multiple versions installed on the system in parallel:

./
|-- bin
|   `-- blender-2.53
|-- lib
|   `-- blender
|   `-- 2.53
|   `-- plugins
`-- share
`-- blender
`-- 2.53
|-- icons
`-- scripts


Is there a way to do this now without WITH_BF_FHS ?


-Reuben
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Scons and install paths layout

2010-08-30 Thread Campbell Barton
WITH_BF_FHS was added before the path refactor so /usr/share could be
used for eg, but this conflicted in with the path changes in some
places so I removed it.
scons could be configured so scons install target would copy files
from the install dir onto the system. it may need a prefix option too.

CMake already works well with this: make install
It will install to the CMAKE_INSTALL_PREFIX which defaults to /usr/local

On Mon, Aug 30, 2010 at 10:35 PM, Reuben Martin reube...@gmail.com wrote:

 With the recent removal of the WITH_BF_FHS variable I'm having trouble 
 figuring out how to setup a standard linux system install.

 Right now the install paths relative to the install root are:

 ./
 |blender
 |-- 2.53
 |   `-- scripts
 |       |-- [ ... ]
 |-- icons
 |   |-- [ ... ]
 `-- plugins
    |-- [ ... ]


 And I want to set it to do something more in line with LSB layout that will 
 allow multiple versions installed on the system in parallel:

 ./
 |-- bin
 |   `-- blender-2.53
 |-- lib
 |   `-- blender
 |       `-- 2.53
 |           `-- plugins
 `-- share
    `-- blender
        `-- 2.53
            |-- icons
            `-- scripts


 Is there a way to do this now without WITH_BF_FHS ?


 -Reuben
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers




-- 
- Campbell
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] blender openjpeg

2010-08-30 Thread Campbell Barton
On Sun, Aug 29, 2010 at 7:49 PM, luxInteg lux-in...@btconnect.com wrote:
 Date: Sunday 29 August 2010, 14:09:51
 From: Xavier Thomas xavier.thomas.1...@gmail.com
 To: bf-blender developers bf-committers@blender.org

Did you enabled WITH_IMAGE_OPENJPEG in CMake?

 thanks for the advice,

  I thought it was enabled by default

Blender includes libopenjpeg in extern, so it wont matter if you have
it installed as a package on your system, it will use the build
option and build the library with blender each time.

-- 
- Campbell
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers