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2015-09-24Cleanup: And one more commit... (BVH Cache).Thomas Dinges
2015-03-20Cycles: Avoid memcpy of intersecting memorySergey Sharybin
Could happen when assignment happens to self during sorting.
2015-02-18Cleanup: Use bools in BVHParams class.Thomas Dinges
2015-01-12Cycles: Enable leaf split by primitive type and adopt BVH traversal for thisSergey Sharybin
This commit enables BVH leaf nodes split by the primitive type and makes it so BVH traversal code is now aware and benefits from this. As was mentioned in original commit, this change is crucial to be able to do single ray to multiple triangle intersection. But it also appears to give barely visible speedup in some scene. In any case there should be no noticeable slowdown, and this change is what we need to have anyway.
2015-01-12Cycles: BVH params option to split leaf node by primitive typesSergey Sharybin
The idea of this change is make it possible to split leaf nodes by primitive type, making leaf containing primitives of the same type. This would become handy when working on a single ray to multiple triangles intersection code, plus with careful implementation it might give some extra benefits on BVH traversal code by avoiding primitive type fetch and check for each primitive in the node. But that's a bit tricky to have benefits on this change only because depth of BVH increases. This option is not exposed to the interface at all and not used even secretly, the commit is only needed to help working further in this direction without messing around with local patches and worrying of them running out of date.
2014-11-24Cycles: Speedup BVH build for certain compilersSergey Sharybin
The issue was noticed with gcc-4.7 (used by the release build environment) which didn't generate optimal enough code for BVH references swap. Seems it looked up for the assign operator for each of the reference structure members even though nothing special was required for assignment. Forcing compiler to use simple memory copy gives speedup of like 2-3 times. The issue doesn't happen with OSX's clang and new gcc-4.9, but since we're gonna to stick to gcc-4.7 for official releases for quite some time still it's nice to have performance issues resolved for all the compilers. Didn't put the code into #ifdef so if in the future some issues appears with alignment or assignment which need to happen as an operator we notice this earlier.
2014-08-02SpellingCampbell Barton
2014-04-22Cycles: optimization for hair BVH build, allow max 2 hair curves per leaf.Brecht Van Lommel
This gives me 14% reduction in render time for koro_final.blend.
2014-03-29Cycles code refactor: changes to make adding new primitive types easier.Brecht Van Lommel
2013-04-09Fix #34921: cycles rendered a specific scene with a small high poly objectBrecht Van Lommel
contained in a large low poly object very slow, due to failure case of fast multithread BVH binning. Tweaked parameter now to avoid this.
2013-01-03Cycles Hair: refactoring to store curves with the index of the first key and theBrecht Van Lommel
number of keys in the curve, rather than curve segments with the indices of two keys. ShaderData.segment now stores the segment number in the curve.
2012-12-28New featureStuart Broadfoot
Patch [#33445] - Experimental Cycles Hair Rendering (CPU only) This patch allows hair data to be exported to cycles and introduces a new line segment primitive to render with. The UI appears under the particle tab and there is a new hair info node available. It is only available under the experimental feature set and for cpu rendering.
2012-06-09code cleanup: removed/renamed shadow & duplicate variable definitions.Campbell Barton
2012-04-28Cycles: merging features from tomato branch.Brecht Van Lommel
=== BVH build time optimizations === * BVH building was multithreaded. Not all building is multithreaded, packing and the initial bounding/splitting is still single threaded, but recursive splitting is, which was the main bottleneck. * Object splitting now uses binning rather than sorting of all elements, using code from the Embree raytracer from Intel. http://software.intel.com/en-us/articles/embree-photo-realistic-ray-tracing-kernels/ * Other small changes to avoid allocations, pack memory more tightly, avoid some unnecessary operations, ... These optimizations do not work yet when Spatial Splits are enabled, for that more work is needed. There's also other optimizations still needed, in particular for the case of many low poly objects, the packing step and node memory allocation. BVH raytracing time should remain about the same, but BVH build time should be significantly reduced, test here show speedup of about 5x to 10x on a dual core and 5x to 25x on an 8-core machine, depending on the scene. === Threads === Centralized task scheduler for multithreading, which is basically the CPU device threading code wrapped into something reusable. Basic idea is that there is a single TaskScheduler that keeps a pool of threads, one for each core. Other places in the code can then create a TaskPool that they can drop Tasks in to be executed by the scheduler, and wait for them to complete or cancel them early. === Normal ==== Added a Normal output to the texture coordinate node. This currently gives the object space normal, which is the same under object animation. In the future this might become a "generated" normal so it's also stable for deforming objects, but for now it's already useful for non-deforming objects. === Render Layers === Per render layer Samples control, leaving it to 0 will use the common scene setting. Environment pass will now render environment even if film is set to transparent. Exclude Layers" added. Scene layers (all object that influence the render, directly or indirectly) are shared between all render layers. However sometimes it's useful to leave out some object influence for a particular render layer. That's what this option allows you to do. === Filter Glossy === When using a value higher than 0.0, this will blur glossy reflections after blurry bounces, to reduce noise at the cost of accuracy. 1.0 is a good starting value to tweak. Some light paths have a low probability of being found while contributing much light to the pixel. As a result these light paths will be found in some pixels and not in others, causing fireflies. An example of such a difficult path might be a small light that is causing a small specular highlight on a sharp glossy material, which we are seeing through a rough glossy material. With path tracing it is difficult to find the specular highlight, but if we increase the roughness on the material the highlight gets bigger and softer, and so easier to find. Often this blurring will be hardly noticeable, because we are seeing it through a blurry material anyway, but there are also cases where this will lead to a loss of detail in lighting.
2012-01-16Cycles: add option to cache BVH's between subsequent renders, storing the BVH onBrecht Van Lommel
disk to be reused by the next render. This is useful for rendering animations where only the camera or materials change. Note that saving the BVH to disk only to be removed for the next frame is slower if this is not the case and the meshes do actually change. For a render, it will save bvh files to the cache user directory, and remove all cache files from other renders. The files are named using a MD5 hash based on the mesh, to verify if the meshes are still the same.
2011-04-27Cycles render engine, initial commit. This is the engine itself, blender ↵Ton Roosendaal
modifications and build instructions will follow later. Cycles uses code from some great open source projects, many thanks them: * BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs": http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ * Open Shading Language for a large part of the shading system: http://code.google.com/p/openshadinglanguage/ * Blender for procedural textures and a few other nodes. * Approximate Catmull Clark subdivision from NVidia Mesh tools: http://code.google.com/p/nvidia-mesh-tools/ * Sobol direction vectors from: http://web.maths.unsw.edu.au/~fkuo/sobol/ * Film response functions from: http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php