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	<title>利用者:SaphireS/gsoc2016/notes - 版の履歴</title>
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		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:SaphireS/gsoc2016/notes&amp;diff=151131&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T21:16:34Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
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				&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) 21:16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;
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		<author><name>Yamyam</name></author>
		
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:SaphireS/gsoc2016/notes&amp;diff=151130&amp;oldid=prev</id>
		<title>wiki&gt;SaphireS: /* Faster Builds */</title>
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		<updated>2016-06-07T10:11:03Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Faster Builds&lt;/span&gt;&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;= Notes = &lt;br /&gt;
&lt;br /&gt;
== Papers/Articles - Bin Packing ==&lt;br /&gt;
&lt;br /&gt;
We're looking for an algorithm for '''2D nested bin packing of irregular shapes'''.&lt;br /&gt;
Approaches to investigate include simulated annealing, genetic algorithms and lots of heuristics.&lt;br /&gt;
&lt;br /&gt;
*http://www.dei.unipd.it/~fisch/ricop/tesi/tesi_dottorato_Lodi_1999.pdf Overview of bin packing algorithms, unfortunately box packing only. Still useful since it lists nearly all common approaches to bin packing.&lt;br /&gt;
&lt;br /&gt;
*http://www.ai-junkie.com/ga/intro/gat1.html Overview of genetic algorithms&lt;br /&gt;
&lt;br /&gt;
*http://gamedev.stackexchange.com/questions/2829/texture-packing-algorithm Good answers leading to further ressources, although pretty box-packing focused again.&lt;br /&gt;
&lt;br /&gt;
*https://github.com/Jack000/SVGnest Nested packing for irregular 2d shapes, (SVG based software, searches iteratively for better solutions) !&lt;br /&gt;
&lt;br /&gt;
*https://github.com/mses-bly/2D-Bin-Packing Java library for packing of complex irregular 2D shapes&lt;br /&gt;
&lt;br /&gt;
*http://cimar.mae.ufl.edu/CIMAR/pages/thesis/Pasha_A_CISE.pdf GEOMETRIC BIN PACKING ALGORITHM FOR ARBITRARY SHAPES !&lt;br /&gt;
&lt;br /&gt;
*https://www.researchgate.net/publication/222533158_A_packing_algorithm_for_particles_of_arbitrary_shapes A packing algorithm for particles of arbitrary shapes&lt;br /&gt;
&lt;br /&gt;
*https://www.inf.utfsm.cl/~mcriff/EA/eva-space-planning/part1.pdf Two-dimensional Packing utilising Evolutionary Algorithms and other Meta-Heuristic Methods !&lt;br /&gt;
&lt;br /&gt;
*http://www.orsj.or.jp/~archive/pdf/e_mag/Vol.45_02_145.pdf A SCANLINE-BASED ALGORITHM FOR THE 2D FREE-FORM BIN PACKING PROBLEM !&lt;br /&gt;
&lt;br /&gt;
*http://www.scielo.br/scielo.php?script=sci_arttext&amp;amp;pid=S1678-58782008000300005 Rotational placement of irregular polygons over containers with fixed dimensions using simulated annealing and no-fit polygons !&lt;br /&gt;
&lt;br /&gt;
*http://www.cs.stir.ac.uk/~goc/papers/EffectiveHueristic2DAOR2013.pdf An effective heuristic for the two-dimensional irregular bin packing problem&lt;br /&gt;
&lt;br /&gt;
*http://www.cs.jhu.edu/~misha/Fall09/Levy02.pdf Least Squares Conformal Maps for Automatic Texture Atlas Generation (Check chapter 4: Packing)&lt;br /&gt;
&lt;br /&gt;
*Also worth to take a look at 1bit bitmap based packing algorithms since with UVs you're dealing with pixel-based data most of the time anyway.&lt;br /&gt;
&lt;br /&gt;
*https://patentscope.wipo.int/search/en/detail.jsf?docId=WO2008107859 Compute convex/concave hull from set of points&lt;br /&gt;
&lt;br /&gt;
*http://www.scielo.br/scielo.php?script=sci_arttext&amp;amp;pid=S1678-58782008000300005 Looks promising!&lt;br /&gt;
&lt;br /&gt;
== Coding Style ==&lt;br /&gt;
&lt;br /&gt;
https://wiki.blender.org/index.php/Dev:Doc/Code_Style&lt;br /&gt;
&lt;br /&gt;
Blender Developer Tools repository: https://developer.blender.org/diffusion/BDT/&lt;br /&gt;
&lt;br /&gt;
Wiki page: https://wiki.blender.org/index.php/Dev:Doc/Tools/Blender_Tools_Repo&lt;br /&gt;
&lt;br /&gt;
Python coding style checker, IRC snippet:&lt;br /&gt;
&lt;br /&gt;
 17:12:46 - howardt: there's a python program that checks if you followed the rules. not sure if it is mentioned on that page.&lt;br /&gt;
 17:13:15 - howardt: in source/tools, run something like this:&lt;br /&gt;
 17:13:27 - howardt: python3 tools/blender-dev-tools/check_source/check_style_c.py blender/editors/uvedit&lt;br /&gt;
 17:13:56 - howardt: i'm not sure if the blender-dev-tools/check_source is in the main blender tree or is a separate git checkout&lt;br /&gt;
 17:14:22 - howardt: that command checks all the files in the directory named as the last parameter&lt;br /&gt;
 17:18:17 - howardt: i think there's a python package you may have to install on your computer in order to get that script to work&lt;br /&gt;
 17:19:41 - howardt: yeah, it is called pygments (a parser)&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
&lt;br /&gt;
https://wiki.blender.org/index.php/Dev:Doc/New_Committer_Info&lt;br /&gt;
https://wiki.blender.org/index.php/Dev:Doc/Tools/Git#How_to_push_changes&lt;br /&gt;
 UV code tasks (outdated but still useful information in there): https://wiki.blender.org/index.php/Dev:Source/Textures/UV/Unwrapping&lt;br /&gt;
&lt;br /&gt;
== Faster Builds ==&lt;br /&gt;
&lt;br /&gt;
To get Blender to build faster (especially faster incremental rebuilds) there is a '''make lite''' make target which can be used.&lt;br /&gt;
This disables installing a lot of dependencies and also build Blender without physics &amp;amp; sims or Cycles rendering, so be aware of that if you intend to work in these areas!&lt;br /&gt;
&lt;br /&gt;
It is mentioned in brief here: https://wiki.blender.org/index.php/Dev:Doc/Building_Blender/Windows/msvc/CMake#Automatic_CMake_Setup&lt;br /&gt;
&lt;br /&gt;
 11:59:32 - SaphireS: I see there's a &amp;quot;lite&amp;quot; make target, is that recommended for faster builds? (I'm only working in uvedit area)&lt;br /&gt;
 12:02:38 - ideasman42: SaphireS, yes, you can use for a lot of development&lt;br /&gt;
 12:02:57 - ideasman42: OTOH. you can just disable options for your existing build too&lt;br /&gt;
 12:03:51 - ideasman42: if you already have a dev env setup, disable all WITH_*, except for WITH_PYTHON&lt;br /&gt;
 12:04:09 - ideasman42: WITH_SYSTEM_* you can leave on too&lt;/div&gt;</summary>
		<author><name>wiki&gt;SaphireS</name></author>
		
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