Commit: 7de3f44f79dc93b5b8e53cb43365bc4494256901
Author: Jeffrey Liu
Date:   Sat Jul 16 13:06:45 2022 -0400
Branches: soc-2022-many-lights-sampling
https://developer.blender.org/rB7de3f44f79dc93b5b8e53cb43365bc4494256901

Fix: light tree node partitioning

This fixes the partitioning of the light tree primitives. Previously,
the construction was not calculating the splitting dimension properly.

===================================================================

M       intern/cycles/scene/light_tree.cpp

===================================================================

diff --git a/intern/cycles/scene/light_tree.cpp 
b/intern/cycles/scene/light_tree.cpp
index c0676f508e3..2c3c8cb880f 100644
--- a/intern/cycles/scene/light_tree.cpp
+++ b/intern/cycles/scene/light_tree.cpp
@@ -357,7 +357,7 @@ LightTreeBuildNode 
*LightTree::recursive_build(vector<LightTreePrimitiveInfo> &p
        * This is an O(n) algorithm where we iterate from the left and right 
side,
        * and swaps the appropriate left and right elements until complete. */
       int left = start, right = end - 1;
-      float bounding_dimension = min_bucket * (centroid_bounds.size()[min_dim] 
/
+      float bounding_dimension = (min_bucket + 1) * 
(centroid_bounds.size()[min_dim] /
                                                
LightTreeBucketInfo::num_buckets) +
                                  centroid_bounds.min[min_dim];
       while (left < right) {

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