Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorKévin Dietrich <kevin.dietrich@mailoo.org>2018-03-01 13:54:01 +0300
committerKévin Dietrich <kevin.dietrich@mailoo.org>2018-03-01 13:54:01 +0300
commit7377d411b47d50cd943cd33e3e55c0409bb79f91 (patch)
treee623f792356d08ea03dd37b28de0b57a1695b3af /intern/cycles/render/mesh.cpp
parent172614fb7dac799d373e778a541e8d9f78228221 (diff)
Cycles volume: fast empty space optimization by generating a tight mesh
around the volume. We generate a tight mesh around the active voxels of the volume in order to effectively skip empty space, and start volume ray marching as close to interesting volume data as possible. See code comments for details on how the mesh generation algorithm works. This gives up to 2x speedups in some scenes. Reviewed by: brecht, dingto Reviewers: #cycles Subscribers: lvxejay, jtheninja, brecht Differential Revision: https://developer.blender.org/D3038
Diffstat (limited to 'intern/cycles/render/mesh.cpp')
-rw-r--r--intern/cycles/render/mesh.cpp87
1 files changed, 78 insertions, 9 deletions
diff --git a/intern/cycles/render/mesh.cpp b/intern/cycles/render/mesh.cpp
index 5bcb47deb65..23b855acdc9 100644
--- a/intern/cycles/render/mesh.cpp
+++ b/intern/cycles/render/mesh.cpp
@@ -446,6 +446,7 @@ Mesh::Mesh()
geometry_flags = GEOMETRY_NONE;
+ volume_isovalue = 0.001f;
has_volume = false;
has_surface_bssrdf = false;
@@ -533,7 +534,7 @@ void Mesh::reserve_subd_faces(int numfaces, int num_ngons_, int numcorners)
subd_attributes.resize(true);
}
-void Mesh::clear()
+void Mesh::clear(bool preserve_voxel_data)
{
/* clear all verts and triangles */
verts.clear();
@@ -556,15 +557,18 @@ void Mesh::clear()
subd_creases.clear();
- attributes.clear();
curve_attributes.clear();
subd_attributes.clear();
- used_shaders.clear();
+ attributes.clear(preserve_voxel_data);
+
+ if(!preserve_voxel_data) {
+ used_shaders.clear();
+ geometry_flags = GEOMETRY_NONE;
+ }
transform_applied = false;
transform_negative_scaled = false;
transform_normal = transform_identity();
- geometry_flags = GEOMETRY_NONE;
delete patch_table;
patch_table = NULL;
@@ -1892,17 +1896,22 @@ void MeshManager::device_update_bvh(Device *device, DeviceScene *dscene, Scene *
delete bvh;
}
-void MeshManager::device_update_flags(Device * /*device*/,
- DeviceScene * /*dscene*/,
- Scene * scene,
- Progress& /*progress*/)
+void MeshManager::device_update_preprocess(Device *device,
+ Scene *scene,
+ Progress& progress)
{
if(!need_update && !need_flags_update) {
return;
}
- /* update flags */
+
+ progress.set_status("Updating Meshes Flags");
+
+ /* Update flags. */
+ bool volume_images_updated = false;
+
foreach(Mesh *mesh, scene->meshes) {
mesh->has_volume = false;
+
foreach(const Shader *shader, mesh->used_shaders) {
if(shader->has_volume) {
mesh->has_volume = true;
@@ -1911,7 +1920,29 @@ void MeshManager::device_update_flags(Device * /*device*/,
mesh->has_surface_bssrdf = true;
}
}
+
+ if(need_update && mesh->has_volume) {
+ /* Create volume meshes if there is voxel data. */
+ bool has_voxel_attributes = false;
+
+ foreach(Attribute& attr, mesh->attributes.attributes) {
+ if(attr.element == ATTR_ELEMENT_VOXEL) {
+ has_voxel_attributes = true;
+ }
+ }
+
+ if(has_voxel_attributes) {
+ if(!volume_images_updated) {
+ progress.set_status("Updating Meshes Volume Bounds");
+ device_update_volume_images(device, scene, progress);
+ volume_images_updated = true;
+ }
+
+ create_volume_mesh(scene, mesh, progress);
+ }
+ }
}
+
need_flags_update = false;
}
@@ -1954,6 +1985,44 @@ void MeshManager::device_update_displacement_images(Device *device,
pool.wait_work();
}
+void MeshManager::device_update_volume_images(Device *device,
+ Scene *scene,
+ Progress& progress)
+{
+ progress.set_status("Updating Volume Images");
+ TaskPool pool;
+ ImageManager *image_manager = scene->image_manager;
+ set<int> volume_images;
+
+ foreach(Mesh *mesh, scene->meshes) {
+ if(!mesh->need_update) {
+ continue;
+ }
+
+ foreach(Attribute& attr, mesh->attributes.attributes) {
+ if(attr.element != ATTR_ELEMENT_VOXEL) {
+ continue;
+ }
+
+ VoxelAttribute *voxel = attr.data_voxel();
+
+ if(voxel->slot != -1) {
+ volume_images.insert(voxel->slot);
+ }
+ }
+ }
+
+ foreach(int slot, volume_images) {
+ pool.push(function_bind(&ImageManager::device_update_slot,
+ image_manager,
+ device,
+ scene,
+ slot,
+ &progress));
+ }
+ pool.wait_work();
+}
+
void MeshManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
{
if(!need_update)