*new generic raytrace API
*Adapted octree to a more generic raytrace API
*ray shadow works (other untested stuff disabled atm)
On the scene tested the user-cpu time got from 1:24 to 1:19/20
probably because of removed callbacks or sligtly diferente memory usage
It may not sound like much but this is a big first step to improving the raytracer (as well as a bunch of coding work done for this first step).
There’s already been some speedup with this initial, but sizable commit, I am not skeptical of this project as Jaguarandi has already done the successful shrinkwrap modifier project.
Awesome! Can’t wait to see the improvments time after time. I am sure the development will work out great! There’s so much stuff coming I am so excited for everything to come :)! Improving rendering speed is great for non GI projects I’m sure this’ll push the usage of Blender in serious projects.
Well it’s going to likely get the dust off the core of the raytracing code for sure.
He also said on a webpage that he won’t be coding for one week in July as he does some scout thing I believe, but he’ll work hard so he can still get the project done.
It’s actually quite fun to see the placement of the roots that’ll allow the raytracer to become much faster and much improved for projects such as Volumetric rendering and photon mapping:yes: