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Diffstat (limited to 'intern/cycles/scene/integrator.cpp')
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diff --git a/intern/cycles/scene/integrator.cpp b/intern/cycles/scene/integrator.cpp
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+/*
+ * 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/types.h"
+
+#include "util/foreach.h"
+#include "util/hash.h"
+#include "util/log.h"
+#include "util/task.h"
+#include "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);
+ SOCKET_FLOAT(scrambling_distance, "Scrambling Distance", 1.0f);
+
+ 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;
+ kintegrator->scrambling_distance = scrambling_distance;
+
+ 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