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2018年6月29日 (金) 05:55時点における最新版

Dependency Graph and Evaluation Engine Refactor

Joshua Leung (aligorith)

Project Description

For many years, Blender’s dependency graph and evaluation engine has been long overdue for refactoring. Despite various key subsystems in Blender having already been refactored to become more flexible and powerful in the hands of skilled artists, it has become increasingly clear that artists are currently unable to fully harness the full potential capabilities of these tools due to limitations imposed by the current dependency graph engine. This project aims to investigate and resolve the various design issues involved in creating a new future-proof dependency graph system, and will result in an initial implementation of relevant core components.

GSoC13 Admin

  • Branch: branches/soc-2013-depsgraph_eval <--- Currently unused

GSoC13 Weekly Reports

WIP Design Ramblings

NOTE: these were originally posted on my blog (aligorith.blogspot.com) but are copied here for posterity. Some copy-n-paste formatting errors may be present.

  1. Literature Review - Blog, Wiki
  2. The Granularity Problem - Blog, Wiki
  3. What's in a Node? - Blog, Wiki
  4. ID Groups - Blog, Wiki
  5. Optional Branches Mediated with Runtime Switches - Blog, Wiki
  1. Animato Integration - Blog, Wiki
  2. RNA Updates - [? Blog], Wiki
  3. RigidBody Sim Integration - [? Blog], Wiki
  4. Sequencer/Scene Strips Integration - [? Blog], Wiki
  5. Basic Scheduling (Non-Multithreaded) - [? Blog], Wiki
  6. Filtering and Querying API - [? Blog], Wiki

  1. Development Updates + Design 2 ("Components") Blog, PDF

Graph Building for Various Components:

  1. Transform Component - Blog
  2. Pose Component - Blog

Other assorted notes:

Design Documents

Important Links

Discussions about depsgraph issues and/or potential solutions:

Documents discussing design of current system:

Related GSoC Pages:

Development Todo's List: