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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%3ALukasstockner97%2FGSoC_2016%2FWeekly_Reports%2FWeek_7</id>
	<title>利用者:Lukasstockner97/GSoC 2016/Weekly Reports/Week 7 - 版の履歴</title>
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	<updated>2026-10-26T02:18:02Z</updated>
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Lukasstockner97/GSoC_2016/Weekly_Reports/Week_7&amp;diff=152029&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T21:20:52Z</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) 21:20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:Lukasstockner97/GSoC_2016/Weekly_Reports/Week_7&amp;diff=152028&amp;oldid=prev</id>
		<title>wiki&gt;Lukasstockner97: Created page with &quot;Hi!  This week, I started with cleaning up and committing the changes from last week: * Various MSVC compilation fixes * Additional Debug output * Fixing Border rendering * Imple...&quot;</title>
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		<updated>2016-08-01T14:05:25Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;Hi!  This week, I started with cleaning up and committing the changes from last week: * Various MSVC compilation fixes * Additional Debug output * Fixing Border rendering * Imple...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Hi!&lt;br /&gt;
&lt;br /&gt;
This week, I started with cleaning up and committing the changes from last week:&lt;br /&gt;
* Various MSVC compilation fixes&lt;br /&gt;
* Additional Debug output&lt;br /&gt;
* Fixing Border rendering&lt;br /&gt;
* Implementing the various parts needed for denoising after rendering&lt;br /&gt;
* Fixing a bug where emission closures would cause denoising artifacts&lt;br /&gt;
* Fixing debug passes with CUDA&lt;br /&gt;
&lt;br /&gt;
This week, I fixed another two bugs, one of which would cause the lower-left tile to have visible border artifacts. The other one was a completely wrong computation in the least-squares code for determining the ideal filtering bandwidth. However, it seems that this fix caused some NaN/Black artifacts, so I&amp;#039;ll have to fix that.&lt;br /&gt;
Also, I added an additional debug output that contains the estimated rMSE reduction per sample - that info would be used for adaptive sampling, so it&amp;#039;s nice to be able to see the map.&lt;br /&gt;
&lt;br /&gt;
Then, I finished the new Metallic BSDF patch (D2003). The new patch renames the Anisotropic BSDF to Metallic BSDF and adds the option to choose a coloring mode: &amp;quot;Color&amp;quot; is the default mode and works just like the node did before. &amp;quot;Physical&amp;quot; implements the conductive fresnel equations, so the user sets the N and K values for the metal. Since these can be hard to come by and are pretty unintuitive, the third mode is &amp;quot;Artistic&amp;quot;, which uses the same fresnel internally, but controls it via two color options. Also, while finishing the patch, I found and fixed a bug that caused a failed assert when the Ashikhmin-Shirley distribution was used in the Glossy BSDF node.&lt;br /&gt;
&lt;br /&gt;
Next, I continued working on the denoise-after-render feature: Now, it works on CUDA as well, the UI doesn&amp;#039;t freeze anymore since the denoising now is a separate job internally, the image is updated whenever a tile is finished and the currently processed tiles are highlighted with the good old orange corners.&lt;br /&gt;
Also, I fixed a pretty large memory leak with CPU denoising.&lt;br /&gt;
The denoise-after-render feature currently has one remaining issue which is both a problem and an interesting feature: The denoising algorithm depends on the number of samples that the image was rendered with. However, that&amp;#039;s not currently stored in the rendered image. Therefore, it just uses the current sample setting in the Scene properties. That&amp;#039;s a problem because the user might change it in the meantime, so it&amp;#039;s not correct anymore. However, it also offers an interesting control, since you can denoise the render at different sample values and get a noise-vs-blurring tradeoff that way. Of course, it won&amp;#039;t remain that way, but it shows that tweaking the parts of the denoiser that depend on the sample value might be a good idea to introduce a real noise-vs-blurring control.&lt;br /&gt;
&lt;br /&gt;
This report is a bit late again because this weekend the BlenderDay took place (as Julian and Thomas already mentioned). It was really great, and I got a lot of feedback and small(ish) feature requests for Cycles. I already hacked some code for one of them, support for correct refraction with nested dielectrics (such as a glass filled with water), and will upload it to dev.b.org soon. Others included things like making the Transparent Film option store alpha transparency for background seen through glass (that wouldn&amp;#039;t include the warping caused by refraction, of course, but it&amp;#039;s still nice for single-color backgrounds).&lt;br /&gt;
&lt;br /&gt;
So, that&amp;#039;s it for the seventh report. Next week I&amp;#039;ll try to finally fix the remaining bugs in the denoising algorithm and look into additional feature passes like shadow or AO, so stay tuned for nicer results!&lt;br /&gt;
&lt;br /&gt;
Lukas&lt;/div&gt;</summary>
		<author><name>wiki&gt;Lukasstockner97</name></author>
		
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