Cycles: Render volume by ray marching through octrees

One octree per volume per shader based on the density. In preparation
for the null scattering
This commit is contained in:
Weizhen Huang
2024-11-29 12:20:56 +01:00
committed by Weizhen Huang
parent 4e65ab4490
commit b2b2d9a4f3
46 changed files with 2014 additions and 98 deletions

View File

@@ -594,6 +594,11 @@ bool oneapi_enqueue_kernel(KernelContext *kernel_context,
oneapi_kernel_shader_eval_curve_shadow_transparency);
break;
}
case DEVICE_KERNEL_SHADER_EVAL_VOLUME_DENSITY: {
oneapi_call(
kg, cgh, global_size, local_size, args, oneapi_kernel_shader_eval_volume_density);
break;
}
case DEVICE_KERNEL_PREFIX_SUM: {
oneapi_call(kg, cgh, global_size, local_size, args, oneapi_kernel_prefix_sum);
break;