Hi, I would also sugges to first stick to pixel operations.
A good use case would be to allow relighting, based on getting inverse view transforms from RenderLayers, so you can map (x,y + z) pixel coordinate to 3d. Add to that UV and Normal and you can go! I always wanted to add this transform matrix to renderlayers and openEXR files... or was this done already? -Ton- ------------------------------------------------------------------------ Ton Roosendaal Blender Foundation [email protected] www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 9 Jan, 2013, at 1:32, Dan Eicher wrote: > On Tue, Jan 8, 2013 at 4:32 PM, Brecht Van Lommel < > [email protected]> wrote: > >> As I understand it, libjit doesn't actually come with any language >> compiler, it's just a way to generate instructions manually. So I'm >> not sure how using that would be trivial, LLVM gives you the same >> functionality as libjit, but the actual implementation of OSL on top >> of LLVM is still a lot of code? >> >> > Yeah, one would have write a parser to use libjit, not too terribly hard > but... > > What I really meant was a way to call the compiled functions which it seems > is basically what OSL::ShadingContext is, a wrapper around the llvm > function calling mechanism with extra stuff tacked on for OSL globals and > whatnot. > > >> If you're going to allow only basic pixel processors, i.e. just >> reading and writing to pixels in the same location then it fits quite >> well already. You can have basic input/output parameters of shaders >> and it could run for each pixel. >> >> If you want to do things like blurring it gets more complicated >> because there is no concept of image buffers to read/write to, so some >> sort of mechanism for that would need to be implemented. >> > >> From the IRC discussion it was decided not to do any complex things like > blurs since there's no guarantee that the pixels you want to look up > actually exist due to the way the compositor works with multi-threading and > tiles. So just simple single pixel stuff like relighting a scene (Ton's > example), technicolor, film-grain (I guess would work?) &etc. > > Dan > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
