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	<id>https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=%E5%88%A9%E7%94%A8%E8%80%85%3ADingTo%2FGSoC_2013%2FWeekly_Reports%2FWeek1</id>
	<title>利用者:DingTo/GSoC 2013/Weekly Reports/Week1 - 版の履歴</title>
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	<updated>2026-08-18T22:09:36Z</updated>
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:DingTo/GSoC_2013/Weekly_Reports/Week1&amp;diff=142687&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:DingTo/GSoC_2013/Weekly_Reports/Week1&amp;diff=142687&amp;oldid=prev"/>
		<updated>2018-06-28T20:56:38Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 20:56時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:DingTo/GSoC_2013/Weekly_Reports/Week1&amp;diff=142686&amp;oldid=prev</id>
		<title>wiki&gt;DingTo: Week 1</title>
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		<updated>2013-06-21T10:26:24Z</updated>

		<summary type="html">&lt;p&gt;Week 1&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= Week 1 =&lt;br /&gt;
&lt;br /&gt;
== Pre work ==&lt;br /&gt;
I started early with my GSoC, therefore I already finished some tasks before.&lt;br /&gt;
* Blackbody to RGB converter, to convert temperatures to a color. This node is inside my branch. I still have to figure out a problem with temperatures between 800 and 804 Kelvin, the lookup table does crazy stuff there. Example render: http://www.pasteall.org/pic/show.php?id=53582&lt;br /&gt;
&lt;br /&gt;
* Toon Shader: The toon closure is finished and already in Trunk, it will be part of the Blender 2.68 release. Example render: http://www.pasteall.org/pic/show.php?id=51970&lt;br /&gt;
&lt;br /&gt;
* Additionally, I added a Wavelength to RGB converter (in trunk as well), which can be uses to create interesting effects or simply to find the right color, by using a real world unit. Here a nice render by mfoxdogg: http://www.pasteall.org/pic/show.php?id=53746&lt;br /&gt;
&lt;br /&gt;
== What I did this week ==&lt;br /&gt;
* I started working on the Vector Transform node, to convert vectors and points between Object/World and Camera space. I added the UI and DNA/RNA code for it, the Cycles integration still needs to be done.&lt;br /&gt;
&lt;br /&gt;
As I am mostly done with my Nodes, I spend some time on other Cycles tasks:&lt;br /&gt;
* Non-Progressive integrator has been enabled on GPU inside my branch. How this works out remains to be seen, it's probably not a good idea to bring this into trunk anytime soon, as it makes the GPU kernel about 2x as huge. Nevertheless, the Non-Progressive integrator has its strengths and if that works good on GPU (in my tests on a Geforce 540M it did), we should check on how we can get this feature into trunk. One idea would be to compile 2x kernels per architecture, Progressive and Non-Progressive integrator. We could split kernel_path.h into kernel_path_progressive.h and kernel_path_non_progressive.h and compile 2 entry points for the GPU. &lt;br /&gt;
&lt;br /&gt;
* GPUs could only handle 95 textures and 5 HDR (float) image textures. This is a limitation of older Fermi cards, we have only 128 textures available there. For new Kepler cards though (sm_30 and sm_35), the new limit is 256 textures, so I increased the limit a bit for these architectures. We can now use 145 byte images and 5 float images (so 150 in total). This could be increased to about 200 if needed. It would be interesting to know if the change works on Kepler GPUs, I don't have such a card to test. &lt;br /&gt;
&lt;br /&gt;
== Next week ==&lt;br /&gt;
As I started earlier, I already have some things done, so I am good in time. I'd like to focus on exam preparation next week and maybe the week after. This has been discussed with my mentor Stuart. Nevertheless, I am confident to find some time to add some things during this time too, let's see. &lt;br /&gt;
&lt;br /&gt;
== Questions ==&lt;br /&gt;
No specifics at the moment, I started looking into BVH code and shader code for the &amp;quot;per object motion blur&amp;quot; and &amp;quot;ray depth&amp;quot; feature, but still have to read more code in order to understand the architecture well.&lt;/div&gt;</summary>
		<author><name>wiki&gt;DingTo</name></author>
		
	</entry>
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