Hey guys & gals, since this is news everywhere else it also deserves a place in Blender News on BA to raise visibility another notch methinks. While we all know OpenSubdiv was released into the wild as open source it has now been confirmed that Pixar will be releasing OpenSubdiv under a Blender compatible license and OpenSubdiv will be integrated into Blender.
Ton confirms this, writing:
“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”
Ton is specifically talking about Cycles, so I can’t say for sure if it will be a UI editing implementation?
Here’s Pixar’s summary of what OpenSubdiv is:
“OpenSubdiv is a set of open source libraries that implement high-performance subdivision surface (subdiv) evaluation on massively parallel CPU and GPU architectures. The code embodies decades of research and experience by Pixar, and a more recent and still active collaboration on fast GPU drawing between Microsoft Research and Pixar”
For a good overview of OpenSubdiv, watch this video (all of it):
LOL, well this is new exciting news, I like to read stories like these in News and follow them in BA for some fresh perspective. Where is that PTEX 2 paper, the only search results are from people talking about that kickass PTEX 2 paper from NVidia :P.
@ebswift, Nvidia developers zone, paper called elimanating texture waste.
Spoke to John mcdonald a month or so back who said the code is planed to be released, and as the doc shows Nvidia have brocken out the norm of only using shite nvidia specific opengl. This badboy will work on any card :), about time nvidia realised their IP should be their logo on every product/game. NOT about locking game devs and end users into a one product solution (cough, cough CUDA,PhysX,Optix etc etc etc etc etc), now all we need to do is make them realise OpenCL was created for a reason and things could become interesting.
Yep, Ptex includes in one file all level of image details. Even better you could have 20 quads side by side, 19 quads could have say a res of 128k per quad and the 20th could have a res of 1024 or 4096, it makes no difference to the format, that’s what makes it great and perfect for Megatexturing.