## Search found 12 matches

Wed Apr 21, 2010 8:01 pm
Forum: Blender Open Projects
Topic: Sintel logo/indentity
Replies: 278
Views: 119663
Hi, http://www.box.net/shared/6hue72bsml Curvy characters were used as they remind both reptilians and also old civilization like the celts (cf. irish ornament). It also conveys a "twisted" feeling (about the baddies?") Moreover, the letters appearance can be made more natural via whirlwind of snow ...
Mon Nov 17, 2008 8:17 pm
Forum: Coding Blender
Topic: Optimizing math lib - howto?
Replies: 10
Views: 6113
Forget everything about this, I am a really bad profiler :( I had read the wrong output (if it were so fast, I would have noticed this instantly): This trick is not usefully anymore with new cpu and compiling with the right settings.. This is even a bit slower... Sorry for the useless buzz, I am sha...
Sun Nov 16, 2008 10:41 pm
Forum: Coding Blender
Topic: Optimizing math lib - howto?
Replies: 10
Views: 6113
Okay, the diff has been updated (same link on box.net) now it should be really portable :) Subsurf, Meshdeform and get_weight_array run about twice as fast! :) (I have kept the first formulation, the one of McEniry with the structure is only 30% faster) if you have 64 bit system, please test it and ...
Sun Nov 16, 2008 6:50 pm
Forum: Coding Blender
Topic: Optimizing math lib - howto?
Replies: 10
Views: 6113
No problem: Charles McEniry found the solution 1 year ago: " the following function code is provided as an alternative: float inv_sqrt( float x ) { union { float f; unsigned long ul; } y; y.f = x; y.ul = ( 0xBE6EB50CUL - y.ul ) >> 1; y.f = 0.5f * y.f * ( 3.0f - x * y.f * y.f ); return y.f; } Adjusti...
Sun Nov 16, 2008 6:28 pm
Forum: Coding Blender
Topic: Optimizing math lib - howto?
Replies: 10
Views: 6113
Oups, sorry Stiv, I am not a programmer :oops: Anyway, that may be the reason why this has never been integrated By the way, this is endian-neutral regards edit: perhaps this could be overcome with preprocessor macro to choose which function to select (64bit or 32 bit) and a new algorithm? Will have...
Sun Nov 16, 2008 5:58 pm
Forum: Coding Blender
Topic: Optimizing math lib - howto?
Replies: 10
Views: 6113
Hi, I have added a neat portable algorithm from Garry Torrali (used in Quake 3) in the math library: www.beyond3d.com/content/articles/8/ I have also updated the files which rely on it, so you will have now big speed up In one sentence, use now InvSqrt() instead of 1.0/sqrt() to divide at least by 2...
Thu Aug 07, 2008 7:39 pm
Forum: Coding Blender
Topic: Fundraiser for NURB Integration
Replies: 2
Views: 2442
Hi Stiv, the post had not been post in the sticky for advertising :( (it would be very low from me otherwise...) It was posted here because the aim of the blog indeed is to use the donations for the completion of the objectives written by Cambo on the wiki; Nurbs is only the first step (there is eno...
Thu Aug 07, 2008 5:35 pm
Forum: Coding Blender
Topic: Fundraiser for NURB Integration
Replies: 2
Views: 2442
Hi everybody, A fundrising was started 3 days ago for the completion of the nurbs integration in blender. Cekuhnen from blender artist has open a blog: http://sites.google.com/a/ckbrd.de/blender---nurbs/ the thread is here: http://blenderartists.org/forum/showthread.php?t=131557&page=6 If you love t...
Sun May 25, 2008 6:20 pm
Forum: Coding Blender
Topic: Optimizing math lib - howto?
Replies: 10
Views: 6113
Hi everybody, I have followed the advice of Nathan and contacted Markos from Codex who has been working on speeding up the math library. Here is a big post to recall the motivation of the work and to sum up the progress of Markos. This is a work in progress His main motivation was the following: opt...
Sat May 17, 2008 9:39 pm
Forum: Coding Blender
Topic: Optimizing math lib - howto?
Replies: 10
Views: 6113
Thank you for the information!
Now I remember that he wanted SIMD-optimisations to taylor blender for PS3!
I will look inside his code for better understanding and testing
Thank you for all the things you do for this software
regards
Sat May 17, 2008 2:35 pm
Forum: Coding Blender
Topic: Optimizing math lib - howto?
Replies: 10
Views: 6113
Hi, About my last question, I have come across the gcc intrinsic functions, which select the right SIMD operand relative to the CPU flags during compiling: I will begin with this, before thinking about a math library switching function inside the blender config panel... sorry if my questions seem st...
Wed May 14, 2008 8:39 pm
Forum: Coding Blender
Topic: Optimizing math lib - howto?
Replies: 10
Views: 6113

### Optimizing math lib - howto?

Hi, I have read that the math lib could be improved/optimized (GSOC proposal). I am interested by this field: i am familiar with the math and I know some C/C++, but I have a few question about it: - is this library only composed of arithb.c and BLI_arithb;h? - how could sse2, altivec be autodetected...