Will this have any use/crossover on Blender internal renderer?

On 15/07/2013 15:43, Knapp wrote:
> On Mon, Jul 15, 2013 at 1:41 PM, Ton Roosendaal <[email protected]> wrote:
>> Hi,
>>
>> Bart asked me for a user-readable text about OpenSubdiv for BlenderNation:
>>
>> OpenSubdiv is Pixar's open source project to handle Subdivision Surface 
>> generation and drawing. In Blender this is currently handled by 1 thread 
>> only, and it needs to generate the subsurfed data first, before it can draw.
>>
>> OpenSubdiv instead:
>> - allows full threading, including use of GPU
>> - creates and draws subsurfed "on the fly", so you don't need to 
>> generate/store data
>> - has excellent crease support
>> - has adaptive (screen space) subdivision
>> - supports Ptex natively (non UV texture mapping)
>>
>> In Cycles OpenSubdiv will replace the incomplete subdivision surface 
>> implementation, to enable faster BVH builds and lower memory usage for 
>> subdivision surfaces, as well as Ptex rendering support.
>>
>> Integrating will require a lot of work inside Blender however, so it will 
>> take some time before there is an official release with OpenSubdiv support. 
>> Especially support for multires and sculpt will be complex. A planning for 
>> this work and a set of actions still has to be defined.
>>
>> Nevertheless, Brecht is already on it, and expects to have a first WIP demo 
>> of Cycles-OpenSubdiv at Siggraph next week!
>>
>> Note about the license: OpenSubdivs Apache license is only GPL V3 
>> compatible. Blender is "GPL V2 or later", so that should work fine. However, 
>> we do need to check every library we use too, Carve still is GPL V2 only 
>> (already connected with Tobias about it).
>>
>> Thanks,
>>
>> -Ton-
> This is a good user video about it.
> http://www.youtube.com/watch?v=xFZazwvYc5o
>
>

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