Cool, I just opened OpenSubdiv issue #757 for adaptive tessellation on Intel.
Also have an open bug in Apple's bug tracker, re-reported as OpenSubdiv issue #758. Mike Erwin musician, naturalist, pixel pusher, hacker extraordinaire On Fri, Nov 6, 2015 at 1:12 AM, Sergey Sharybin <[email protected]> wrote: > Issues with upstream development branch of OpenSubdiv are to be reported to > their github tracker [1]. > > We will go to latest OpenSubdiv as soon as i catch up with real life after > all this flying. Hopefully for the Monday-Tuesday we'll have updated libs > for all the supported platforms. > > > [1] https://github.com/PixarAnimationStudios/OpenSubdiv/issues > > On Fri, Nov 6, 2015 at 11:03 AM, Mike Erwin <[email protected]> > wrote: > > > Hi Sergey! > > > > I wasn't suggesting the latest OSD should have been rushed into 2.76. But > > definitely for the next update. I've upgraded Blender to OSD 3.0.3 > locally > > and it fixes GLSL compute for both AMD and Intel on Windows. Adaptive > > subdivision doesn't seem to work on Intel chips -- on Windows or Mac -- > > even with Pixar's example programs. No crash or errors; the surface just > > doesn't appear on screen. Non-adaptive works fine. > > > > How soon can we bump the libs to 3.0.3? I have a few changes to the > > Blender-OSD glue. Can those go into master or would you prefer a new > branch > > for the stuff I'll be working on? > > > > No ideas yet for the normals but I will investigate. As you know we're > > moving to GLSL 1.5 soon so rewriting is going to happen anyway. > > > > Mike Erwin > > musician, naturalist, pixel pusher, hacker extraordinaire > > > > On Thu, Nov 5, 2015 at 11:22 PM, Sergey Sharybin <[email protected]> > > wrote: > > > > > Yury, > > > > > > For the original mail: OpenSubdiv and Blender original CCGSubSurf are > > using > > > different approaches to the patch topology construction, but both of > them > > > technically are Catmull-Clark subdivisions. There's no correct or wrong > > > crease here, it's just different and behaves better in one situation or > > > another. We'll switch to OpenSubdiv completely once all the issues are > > > solved. > > > > > > For the followup mail: you're pointing out all the TODOs and > limitations > > > mentioned in the original release page [1]. Don't see much reason to > > > discuss them here, we'll need to work on this still. With a project > size > > of > > > OpenSubdiv and the tight release schedule we had so far you can't > really > > > have everything to be ideally supported from the first commit. It'll > all > > > come eventually. > > > > > > Mike, > > > > > > GLSL Compute is disabled for AMD devices because original OSD library > we > > > used for the 2.76-rc1 had a bug on AMD hardware. It was fixed later at > > rc2 > > > or rc3 from the OpenSubdiv side, but we can't bump library versions at > > the > > > RC stage (bumping it will mean we're allowing to use hardware which was > > > known to be buggy without too much tests done first). > > > > > > For the shading, here's the bug report [2]. I didn't find a way to > > evaluate > > > limit surface on the GPU when using non-adaptive subdivisions and i > > didn't > > > really heard back from Pixar about how it could be done. Wold need to > ask > > > the guys again. But OpenSubdiv 3.0 is quite fresh so far and perhaps > > > non-adaptive case is not high priority for them yet. > > > > > > Perhaps we can do some other trickery to get better normals, but that'd > > > requite having tessellation control and evaluation shaders which was > > quite > > > hard to do with current OpenGL state we've got. It didn't quite work > for > > me > > > when trying to sue it as an #extension for glsl 1.3 and mumping glsl to > > 1.4 > > > and higher would mean re-writting all the existing shaders (due to > > removed > > > of loads of deprecated stuff in it, i.e. gl_Normal). Maybe you can have > > > some other ideas here tho. > > > > > > [1] > > > > http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.76/OpenSubdiv > > > [2] https://developer.blender.org/T45707 > > > > > > > > > > > > On Thu, Nov 5, 2015 at 10:02 PM, Mike Erwin <[email protected] > > > > > wrote: > > > > > > > Hi guys, > > > > I'm actively working on OpenSubdiv, especially getting it running on > > more > > > > systems (Intel gfx on Windows, Mac). GLSL compute works on the latest > > > > version of OSD (official Blender release doesn't use this yet). > Similar > > > > performance to Transform Feedback. The other problems you mention... > > yep > > > > those are still problems. > > > > > > > > Thanks for pointing out #2 -- I knew it looked odd but didn't make > the > > > > connection to low-poly normals. Can you give a link to the bug > tracker? > > > > > > > > From my understanding, OpenSubdiv will become *the* subsurf > > > implementation > > > > in Blender, and the old system will go away. But first we need to fix > > > these > > > > problems. > > > > > > > > Mike Erwin > > > > musician, naturalist, pixel pusher, hacker extraordinaire > > > > > > > > On Thu, Nov 5, 2015 at 7:52 AM, Yury Baranov <[email protected]> > > > wrote: > > > > > > > > > Opensubdiv is unusable ATM in fact. Problems are: > > > > > 1. Unable to apply Subsurf with OSD enabled. Result is identical to > > > > Subsurf > > > > > without OSD check. > > > > > 2. Shading is wrong (bug is in the bugtracker already). OSD takes > > > normals > > > > > for shading from lowpoly instead of computing new normals. > > > > > 3. No UV subdivision. > > > > > 4. GLSL Compute is not working for me. > > > > > OK, the feature is too new and too raw to use it in production. But > > OSD > > > > is > > > > > based on Catmull-Clark algo, which is already used in the Subsurf > > > > modifier, > > > > > OSD is just speeding mesh calculation up. The problem is, OSD and > > > > > Catmull-Clark subdiv models look different, it not supposed to > happen > > > > IMHO. > > > > > > > > > > 2015-11-05 15:33 GMT+03:00 Nahuel Belich < > [email protected] > > >: > > > > > > > > > > > intersting, in that case, as a modeler i would prefer the open > subv > > > > > > result, however i didnt model that much using it, the performance > > its > > > > > much > > > > > > much better, but the shading its "weird" or not accurate on most > > > cases. > > > > > . . > > > > > > i need to test it more to shape an opinion > > > > > > PasteAll.org - opensubdiv.jpg > > > > > > | | > > > > > > | | | | | | > > > > > > | PasteAll.org - opensubdiv.jpgPasteAll.org - opensubdiv.jpg > > > > > > opensubdiv.jpg ~0.11mb..ish. 916 px. 1335 px. |< << hi > PasteAll.org > > > is > > > > > > brought to you by the monkeys of GraphicAll.org - | > > > > > > | | > > > > > > | Ver en www.pasteall.org | Vista previa por Yahoo | > > > > > > | | > > > > > > | | > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > El Jueves, 5 de noviembre, 2015 5:09:30, Yury Baranov < > > > > > > [email protected]> escribió: > > > > > > > > > > > > > > > > > > Hi. I just mentioned that Blender's subdivision surface is > acting > > a > > > > > little > > > > > > bit different than opensubdiv. It's noticable when using creases > on > > > > > > geometry like this: http://puu.sh/la3Xw/3c06b8b687.png > > > > > > Blender's catmull-clark subdivs: > > http://puu.sh/la3ZJ/a5f8ce2ddf.png > > > > > > Opensubdiv: http://puu.sh/la40E/529b72bec5.png > > > > > > > > > > > > Looks like Blender's Catmull-Clark subdivs are not Catmull-Clark > > > > > subdivs... > > > > > > _______________________________________________ > > > > > > 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 > > > > > > > > > > > _______________________________________________ > > > > > 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 > > > > > > > > > > > > > > > > -- > > > With best regards, Sergey Sharybin > > > _______________________________________________ > > > 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 > > > > > > -- > With best regards, Sergey Sharybin > _______________________________________________ > 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
