diff options
author | Brecht Van Lommel <brecht@blender.org> | 2021-10-24 15:19:19 +0300 |
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committer | Brecht Van Lommel <brecht@blender.org> | 2021-10-26 16:36:39 +0300 |
commit | d7d40745fa09061a3117bd3669c5a46bbf611eae (patch) | |
tree | 8dbaca086ecbb09aad62c25e9ece66332fe79af3 /intern/cycles/scene/integrator.cpp | |
parent | b698fe1e047e56e8ed67ba47464c0017d9c50eea (diff) |
Cycles: changes to source code folders structure
* Split render/ into scene/ and session/. The scene/ folder now contains the
scene and its nodes. The session/ folder contains the render session and
associated data structures like drivers and render buffers.
* Move top level kernel headers into new folders kernel/camera/, kernel/film/,
kernel/light/, kernel/sample/, kernel/util/
* Move integrator related kernel headers into kernel/integrator/
* Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/
For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.
Diffstat (limited to 'intern/cycles/scene/integrator.cpp')
-rw-r--r-- | intern/cycles/scene/integrator.cpp | 345 |
1 files changed, 345 insertions, 0 deletions
diff --git a/intern/cycles/scene/integrator.cpp b/intern/cycles/scene/integrator.cpp new file mode 100644 index 00000000000..5bf82898958 --- /dev/null +++ b/intern/cycles/scene/integrator.cpp @@ -0,0 +1,345 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "scene/integrator.h" +#include "device/device.h" +#include "scene/background.h" +#include "scene/camera.h" +#include "scene/film.h" +#include "scene/jitter.h" +#include "scene/light.h" +#include "scene/object.h" +#include "scene/scene.h" +#include "scene/shader.h" +#include "scene/sobol.h" +#include "scene/stats.h" + +#include "kernel/kernel_types.h" + +#include "util/util_foreach.h" +#include "util/util_hash.h" +#include "util/util_logging.h" +#include "util/util_task.h" +#include "util/util_time.h" + +CCL_NAMESPACE_BEGIN + +NODE_DEFINE(Integrator) +{ + NodeType *type = NodeType::add("integrator", create); + + SOCKET_INT(min_bounce, "Min Bounce", 0); + SOCKET_INT(max_bounce, "Max Bounce", 7); + + SOCKET_INT(max_diffuse_bounce, "Max Diffuse Bounce", 7); + SOCKET_INT(max_glossy_bounce, "Max Glossy Bounce", 7); + SOCKET_INT(max_transmission_bounce, "Max Transmission Bounce", 7); + SOCKET_INT(max_volume_bounce, "Max Volume Bounce", 7); + + SOCKET_INT(transparent_min_bounce, "Transparent Min Bounce", 0); + SOCKET_INT(transparent_max_bounce, "Transparent Max Bounce", 7); + + SOCKET_INT(ao_bounces, "AO Bounces", 0); + SOCKET_FLOAT(ao_factor, "AO Factor", 0.0f); + SOCKET_FLOAT(ao_distance, "AO Distance", FLT_MAX); + SOCKET_FLOAT(ao_additive_factor, "AO Additive Factor", 0.0f); + + SOCKET_INT(volume_max_steps, "Volume Max Steps", 1024); + SOCKET_FLOAT(volume_step_rate, "Volume Step Rate", 1.0f); + + SOCKET_BOOLEAN(caustics_reflective, "Reflective Caustics", true); + SOCKET_BOOLEAN(caustics_refractive, "Refractive Caustics", true); + SOCKET_FLOAT(filter_glossy, "Filter Glossy", 0.0f); + SOCKET_INT(seed, "Seed", 0); + SOCKET_FLOAT(sample_clamp_direct, "Sample Clamp Direct", 0.0f); + SOCKET_FLOAT(sample_clamp_indirect, "Sample Clamp Indirect", 0.0f); + SOCKET_BOOLEAN(motion_blur, "Motion Blur", false); + + SOCKET_INT(aa_samples, "AA Samples", 0); + SOCKET_INT(start_sample, "Start Sample", 0); + + SOCKET_BOOLEAN(use_adaptive_sampling, "Use Adaptive Sampling", false); + SOCKET_FLOAT(adaptive_threshold, "Adaptive Threshold", 0.0f); + SOCKET_INT(adaptive_min_samples, "Adaptive Min Samples", 0); + + SOCKET_FLOAT(light_sampling_threshold, "Light Sampling Threshold", 0.05f); + + static NodeEnum sampling_pattern_enum; + sampling_pattern_enum.insert("sobol", SAMPLING_PATTERN_SOBOL); + sampling_pattern_enum.insert("pmj", SAMPLING_PATTERN_PMJ); + SOCKET_ENUM(sampling_pattern, "Sampling Pattern", sampling_pattern_enum, SAMPLING_PATTERN_SOBOL); + + static NodeEnum denoiser_type_enum; + denoiser_type_enum.insert("optix", DENOISER_OPTIX); + denoiser_type_enum.insert("openimagedenoise", DENOISER_OPENIMAGEDENOISE); + + static NodeEnum denoiser_prefilter_enum; + denoiser_prefilter_enum.insert("none", DENOISER_PREFILTER_NONE); + denoiser_prefilter_enum.insert("fast", DENOISER_PREFILTER_FAST); + denoiser_prefilter_enum.insert("accurate", DENOISER_PREFILTER_ACCURATE); + + /* Default to accurate denoising with OpenImageDenoise. For interactive viewport + * it's best use OptiX and disable the normal pass since it does not always have + * the desired effect for that denoiser. */ + SOCKET_BOOLEAN(use_denoise, "Use Denoiser", false); + SOCKET_ENUM(denoiser_type, "Denoiser Type", denoiser_type_enum, DENOISER_OPENIMAGEDENOISE); + SOCKET_INT(denoise_start_sample, "Start Sample to Denoise", 0); + SOCKET_BOOLEAN(use_denoise_pass_albedo, "Use Albedo Pass for Denoiser", true); + SOCKET_BOOLEAN(use_denoise_pass_normal, "Use Normal Pass for Denoiser", true); + SOCKET_ENUM( + denoiser_prefilter, "Denoiser Type", denoiser_prefilter_enum, DENOISER_PREFILTER_ACCURATE); + + return type; +} + +Integrator::Integrator() : Node(get_node_type()) +{ +} + +Integrator::~Integrator() +{ +} + +void Integrator::device_update(Device *device, DeviceScene *dscene, Scene *scene) +{ + if (!is_modified()) + return; + + scoped_callback_timer timer([scene](double time) { + if (scene->update_stats) { + scene->update_stats->integrator.times.add_entry({"device_update", time}); + } + }); + + KernelIntegrator *kintegrator = &dscene->data.integrator; + + /* Adaptive sampling requires PMJ samples. + * + * This also makes detection of sampling pattern a bit more involved: can not rely on the changed + * state of socket, since its value might be different from the effective value used here. So + * instead compare with previous value in the KernelIntegrator. Only do it if the device was + * updated once (in which case the `sample_pattern_lut` will be allocated to a non-zero size). */ + const SamplingPattern new_sampling_pattern = (use_adaptive_sampling) ? SAMPLING_PATTERN_PMJ : + sampling_pattern; + + const bool need_update_lut = max_bounce_is_modified() || max_transmission_bounce_is_modified() || + dscene->sample_pattern_lut.size() == 0 || + kintegrator->sampling_pattern != new_sampling_pattern; + + if (need_update_lut) { + dscene->sample_pattern_lut.tag_realloc(); + } + + device_free(device, dscene); + + /* integrator parameters */ + kintegrator->min_bounce = min_bounce + 1; + kintegrator->max_bounce = max_bounce + 1; + + kintegrator->max_diffuse_bounce = max_diffuse_bounce + 1; + kintegrator->max_glossy_bounce = max_glossy_bounce + 1; + kintegrator->max_transmission_bounce = max_transmission_bounce + 1; + kintegrator->max_volume_bounce = max_volume_bounce + 1; + + kintegrator->transparent_min_bounce = transparent_min_bounce + 1; + kintegrator->transparent_max_bounce = transparent_max_bounce + 1; + + kintegrator->ao_bounces = ao_bounces; + kintegrator->ao_bounces_distance = ao_distance; + kintegrator->ao_bounces_factor = ao_factor; + kintegrator->ao_additive_factor = ao_additive_factor; + + /* Transparent Shadows + * We only need to enable transparent shadows, if we actually have + * transparent shaders in the scene. Otherwise we can disable it + * to improve performance a bit. */ + kintegrator->transparent_shadows = false; + foreach (Shader *shader, scene->shaders) { + /* keep this in sync with SD_HAS_TRANSPARENT_SHADOW in shader.cpp */ + if ((shader->has_surface_transparent && shader->get_use_transparent_shadow()) || + shader->has_volume) { + kintegrator->transparent_shadows = true; + break; + } + } + + kintegrator->volume_max_steps = volume_max_steps; + kintegrator->volume_step_rate = volume_step_rate; + + kintegrator->caustics_reflective = caustics_reflective; + kintegrator->caustics_refractive = caustics_refractive; + kintegrator->filter_glossy = (filter_glossy == 0.0f) ? FLT_MAX : 1.0f / filter_glossy; + + kintegrator->seed = seed; + + kintegrator->sample_clamp_direct = (sample_clamp_direct == 0.0f) ? FLT_MAX : + sample_clamp_direct * 3.0f; + kintegrator->sample_clamp_indirect = (sample_clamp_indirect == 0.0f) ? + FLT_MAX : + sample_clamp_indirect * 3.0f; + + kintegrator->sampling_pattern = new_sampling_pattern; + + if (light_sampling_threshold > 0.0f) { + kintegrator->light_inv_rr_threshold = 1.0f / light_sampling_threshold; + } + else { + kintegrator->light_inv_rr_threshold = 0.0f; + } + + /* sobol directions table */ + int max_samples = max_bounce + transparent_max_bounce + 3 + VOLUME_BOUNDS_MAX + + max(BSSRDF_MAX_HITS, BSSRDF_MAX_BOUNCES); + + int dimensions = PRNG_BASE_NUM + max_samples * PRNG_BOUNCE_NUM; + dimensions = min(dimensions, SOBOL_MAX_DIMENSIONS); + + if (need_update_lut) { + if (kintegrator->sampling_pattern == SAMPLING_PATTERN_SOBOL) { + uint *directions = (uint *)dscene->sample_pattern_lut.alloc(SOBOL_BITS * dimensions); + + sobol_generate_direction_vectors((uint(*)[SOBOL_BITS])directions, dimensions); + + dscene->sample_pattern_lut.copy_to_device(); + } + else { + constexpr int sequence_size = NUM_PMJ_SAMPLES; + constexpr int num_sequences = NUM_PMJ_PATTERNS; + float2 *directions = (float2 *)dscene->sample_pattern_lut.alloc(sequence_size * + num_sequences * 2); + TaskPool pool; + for (int j = 0; j < num_sequences; ++j) { + float2 *sequence = directions + j * sequence_size; + pool.push( + function_bind(&progressive_multi_jitter_02_generate_2D, sequence, sequence_size, j)); + } + pool.wait_work(); + + dscene->sample_pattern_lut.copy_to_device(); + } + } + + kintegrator->has_shadow_catcher = scene->has_shadow_catcher(); + + dscene->sample_pattern_lut.clear_modified(); + clear_modified(); +} + +void Integrator::device_free(Device *, DeviceScene *dscene, bool force_free) +{ + dscene->sample_pattern_lut.free_if_need_realloc(force_free); +} + +void Integrator::tag_update(Scene *scene, uint32_t flag) +{ + if (flag & UPDATE_ALL) { + tag_modified(); + } + + if (flag & AO_PASS_MODIFIED) { + /* tag only the ao_bounces socket as modified so we avoid updating sample_pattern_lut + * unnecessarily */ + tag_ao_bounces_modified(); + } + + if (filter_glossy_is_modified()) { + foreach (Shader *shader, scene->shaders) { + if (shader->has_integrator_dependency) { + scene->shader_manager->tag_update(scene, ShaderManager::INTEGRATOR_MODIFIED); + break; + } + } + } + + if (motion_blur_is_modified()) { + scene->object_manager->tag_update(scene, ObjectManager::MOTION_BLUR_MODIFIED); + scene->camera->tag_modified(); + } +} + +uint Integrator::get_kernel_features() const +{ + uint kernel_features = 0; + + if (ao_additive_factor != 0.0f) { + kernel_features |= KERNEL_FEATURE_AO_ADDITIVE; + } + + return kernel_features; +} + +AdaptiveSampling Integrator::get_adaptive_sampling() const +{ + AdaptiveSampling adaptive_sampling; + + adaptive_sampling.use = use_adaptive_sampling; + + if (!adaptive_sampling.use) { + return adaptive_sampling; + } + + if (aa_samples > 0 && adaptive_threshold == 0.0f) { + adaptive_sampling.threshold = max(0.001f, 1.0f / (float)aa_samples); + VLOG(1) << "Cycles adaptive sampling: automatic threshold = " << adaptive_sampling.threshold; + } + else { + adaptive_sampling.threshold = adaptive_threshold; + } + + if (adaptive_sampling.threshold > 0 && adaptive_min_samples == 0) { + /* Threshold 0.1 -> 32, 0.01 -> 64, 0.001 -> 128. + * This is highly scene dependent, we make a guess that seemed to work well + * in various test scenes. */ + const int min_samples = (int)ceilf(16.0f / powf(adaptive_sampling.threshold, 0.3f)); + adaptive_sampling.min_samples = max(4, min_samples); + VLOG(1) << "Cycles adaptive sampling: automatic min samples = " + << adaptive_sampling.min_samples; + } + else { + adaptive_sampling.min_samples = max(4, adaptive_min_samples); + } + + /* Arbitrary factor that makes the threshold more similar to what is was before, + * and gives arguably more intuitive values. */ + adaptive_sampling.threshold *= 5.0f; + + adaptive_sampling.adaptive_step = 16; + + DCHECK(is_power_of_two(adaptive_sampling.adaptive_step)) + << "Adaptive step must be a power of two for bitwise operations to work"; + + return adaptive_sampling; +} + +DenoiseParams Integrator::get_denoise_params() const +{ + DenoiseParams denoise_params; + + denoise_params.use = use_denoise; + + denoise_params.type = denoiser_type; + + denoise_params.start_sample = denoise_start_sample; + + denoise_params.use_pass_albedo = use_denoise_pass_albedo; + denoise_params.use_pass_normal = use_denoise_pass_normal; + + denoise_params.prefilter = denoiser_prefilter; + + return denoise_params; +} + +CCL_NAMESPACE_END |