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	<title>利用者:LeonardoSegovia/GSoC 2018/Reports/Week 1 - 版の履歴</title>
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	<updated>2026-08-02T05:59:08Z</updated>
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		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:LeonardoSegovia/GSoC_2018/Reports/Week_1&amp;diff=154651&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T21:24:04Z</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) 21:24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:LeonardoSegovia/GSoC_2018/Reports/Week_1&amp;diff=154650&amp;oldid=prev</id>
		<title>wiki&gt;LeonardoSegovia: /* Week 1 */ Updating to Sunday's work</title>
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		<updated>2018-05-20T16:50:14Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Week 1: &lt;/span&gt; Updating to Sunday&amp;#039;s work&lt;/span&gt;&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;
Hi everyone! The first week's over, and here's what I've done so far.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
* Review of Pharr’s code. Implement a dummy Cycles node. Verify exposure of shader’s parameters and test setters/getters.&lt;br /&gt;
&lt;br /&gt;
Since I had Lukas's work available, I managed to extend this week's work to the next two objectives:&lt;br /&gt;
&lt;br /&gt;
* Port Pharr’s shader primitives and statistical tests. Verify they work as expected.&lt;br /&gt;
* Port Pharr’s shading function.&lt;br /&gt;
&lt;br /&gt;
== What's been done ==&lt;br /&gt;
&lt;br /&gt;
You may have noticed my commits were on Monday and Friday-Saturday; this was because a short postgraduate course, ''Topics on Logic and Artificial Intelligence in Law'' by [https://www.unibo.it/sitoweb/antonino.rotolo/en Dr. Antonino Rotolo] came up at my uni during this week's Tue-Wed-Thu mornings. (These were an additional 40 hours towards my degree's quota of 540.)&lt;br /&gt;
&lt;br /&gt;
Anyway...&lt;br /&gt;
&lt;br /&gt;
[[File:ZootopiaShaderNode-week-1.png|thumb|center|500px|Preview of the new Principled Hair shader node.]]&lt;br /&gt;
&lt;br /&gt;
* The infrastructure for the shader node is now in place 😄. ({{GitCommit|rB40bc1a5cddf261bdb428a3d07819487b376a6151}})&lt;br /&gt;
* Lukas's patch included dummy license info. We (me and Brecht) asked him on IRC, and he stated the code is all his own. The license was updated accordingly ({{GitCommit|rB09bb0bca0f1f77f61bdc832a36458bb311134b1c}})&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;code&amp;gt;2018-05-18 15:46:02 lukasstockner97_ brecht, regarding your question about the code's origin: I didn't copy-paste anything, the code itself is written from scratch, but the underlying algorithm is an exaxt copy&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;code&amp;gt;2018-05-18 15:46:14 lukasstockner97_ So afaik we could license it as Apache 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;code&amp;gt;2018-05-18 15:46:56 lukasstockner97_ oh, and hi @everyone&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;code&amp;gt;2018-05-18 15:48:54 brecht lukasstockner97_: yes, I agree then&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* Reworked some naming conventions to make them follow PBRT and be clearer ({{GitCommit|rB04d40de354eb8a07f840fa168bbb3d375adcf40d}})&lt;br /&gt;
* During the weekend, I managed to figure out that (somehow) Cycles creates the shader's closure, but when sampling it, it thinks that it's a Diffuse shader instead! I plugged in a few &amp;lt;code&amp;gt;printf&amp;lt;/code&amp;gt;s in &amp;lt;code&amp;gt;bsdf_sample&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;bsdf_eval&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;svm_node_closure_bsdf&amp;lt;/code&amp;gt; that reveal the situation. (Ask on IRC if you want the diff)&lt;br /&gt;
&lt;br /&gt;
== Next up ==&lt;br /&gt;
&lt;br /&gt;
Next week I'll revise the implementation, to figure out where and how our shader is morphed into a Diffuse one. As I need more info on Cycles's kernel's code layout to figure this out, I'll ask Brecht and Lukas if they can give me a walkthrough.&lt;br /&gt;
&lt;br /&gt;
== Questions ==&lt;br /&gt;
&lt;br /&gt;
This is mostly for the sake of documentation, I'm planning to publish some time later a sort of &amp;amp;quot;Anatomy of a Shader&amp;amp;quot;:&lt;br /&gt;
&lt;br /&gt;
* What is the meaning of RNA and DNA in Cycles? I understand that it integrates the shader's parameters with the UI. I'll be revisiting this in the last weeks.&lt;br /&gt;
* What is the registering flow of a shader in Cycles? I should re-read {{GitCommit|rB40bc1a5cddf261bdb428a3d07819487b376a6151}} to better understand it.&lt;br /&gt;
* What is the control flow of the sampling process in Cycles? This should give me a clue on where and how our closure is being Diffuse'd.&lt;/div&gt;</summary>
		<author><name>wiki&gt;LeonardoSegovia</name></author>
		
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