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2019-04-17ClangFormat: apply to source, most of internCampbell Barton
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
2017-04-13Cycles: Header cleanup in BVH: move self header to be the first oneSergey Sharybin
This makes us more sure that header files are more self-sufficient.
2017-03-29Cycles: Make all #include statements relative to cycles source directorySergey Sharybin
The idea is to make include statements more explicit and obvious where the file is coming from, additionally reducing chance of wrong header being picked up. For example, it was not obvious whether bvh.h was refferring to builder or traversal, whenter node.h is a generic graph node or a shader node and cases like that. Surely this might look obvious for the active developers, but after some time of not touching the code it becomes less obvious where file is coming from. This was briefly mentioned in T50824 and seems @brecht is fine with such explicitness, but need to agree with all active developers before committing this. Please note that this patch is lacking changes related on GPU/OpenCL support. This will be solved if/when we all agree this is a good idea to move forward. Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner Reviewed By: lukasstockner97, maiself, nirved, dingto Subscribers: brecht Differential Revision: https://developer.blender.org/D2586
2016-07-07Cycles: Implement unaligned nodes BVH builderSergey Sharybin
This is a special builder type which is allowed to orient nodes to strands direction, hence minimizing their surface area in comparison with axis-aligned nodes. Such nodes are much more efficient for hair rendering. Implementation of BVH builder is based on Embree, and generally idea there is to calculate axis-aligned SAH and oriented SAH and if SAH of oriented node is smaller than axis-aligned SAH we create unaligned node. We store both aligned and unaligned nodes in the same tree (which seems to be different from what Embree is doing) so we don't have any any extra calculations needed to set up hair ray for BVH traversal, hence avoiding any possible negative effect of this new BVH nodes type. This new builder is currently not in use, still need to make BVH traversal code aware of unaligned nodes.
2016-06-07Cycles: Fix regression introduced in c96a4c8Mai Lavelle
A few places still needed to be updated to use the new Mesh::num_triangles() method; wrong number from triangles.size() was causing crashes.
2016-05-28Code refactor: modify mesh storage to use arrays rather than vectors, ↵Brecht Van Lommel
separate some arrays. Differential Revision: https://developer.blender.org/D2016
2016-04-25Cycles: Move vector re-allocation out of loopsSergey Sharybin
2016-04-13Cycles: Resolve ridiculous amount of memory used by spatial split builderSergey Sharybin
This was only visible on systems with lots of threads and root of the issue was that we've been pre-allocating too much memory for all the threads. Now we only pre-allocate data for the main thread and rest of the threads does allocation on-demand. This brings down memory usage from 36Gig to 6.9Gig when building spatial split for the Bunny.blend file on our Intel beast. Originally regression was happened by the threaded spacial split builder commit.
2016-04-04Cycles: Make spatial split BVH multi-threadedSergey Sharybin
The title actually covers it all, This commit exploits all the work being done in previous changes to make it possible to build spatial splits in threads. Works quite nicely, but has a downside of some extra memory usage. In practice it doesn't seem to be a huge problem and that we can always look into later if it becomes a real showstopper. In practice it shows some nice speedup: - BMW27 scene takes 3 now (used to be 4) - Agent shot takes 5 sec (used to be 80) Such non-linear speedup is most likely coming from much less amount of heap re-allocations. A a downside, there's a bit of extra memory used by BVH arrays. From the tests amount of extra memory is below 0.001% so far, so it's not that bad at all. Reviewers: brecht, juicyfruit, dingto, lukasstockner97 Differential Revision: https://developer.blender.org/D1820
2016-04-01Cycles: Temporarily revert index sort commit for spatial splitSergey Sharybin
There are in fact some missing parts to it (Split BVH builder should be creating bins from result of Object Split constructor). Doable, but need to quickly fix issue for the studio here, easier to revert for now.
2016-03-31Cycles: Name cleanup and some comments in BVH codeSergey Sharybin
2016-03-31Cycles: Avoid per-split memory allocation for the new references listSergey Sharybin
2016-03-31Cycles: Pass BVH builder by const reference to spatial splittersSergey Sharybin
2016-03-31Cycles: Only sort indices when finding a best dimension to splitSergey Sharybin
This reduces amount of data being moved back and forth, which should have positive effect on the performance.
2016-03-31Cycles: Wrap spatial split storage into own structureSergey Sharybin
This has following advantages: - Localizes all the run-time storage into a single structure, which could easily be extended further. - Storage could be created per-thread, so once builder is threaded we wouldn't have any conflicts between threads. - Global nature of the storage avoids memory re-allocation on the runtime, keeping builder as fast as possible. Currently it's just API changes, which don't affect user at all.
2016-02-17Fix (harmless) assert in BVH spatial splits with Visual Studio debug builds.Brecht Van Lommel
2015-08-30Cycles: Avoid copying objects in some places of BVH buildSergey Sharybin
Gives barely measurable speedup of Spatial Split BVH build.
2015-08-24Cycles: Speedup of Spatial BVH split codeSergey Sharybin
Avoid memmove() happening on every insert of duplicated node to the references list. Temporary pre-allocated vector is used for new references which is then being inserted into actual array in one go later. Gives around 4x speedup building spatially split BVH for the grass field in the cassette player shot from Gooseberry.
2015-08-24Cycles: Implementation of object reference nodes spatial splitSergey Sharybin
This commit implements object reference node spatial split making it possible to use spatial split for top-level BVH. The code is not in use yet because enabling spatial split on top level BVH is not coming for free and it needs to be investigated if it's worth in terms of improved render times.
2015-08-24Cycles: Make primitive split code easier for re-use by reference splitting ↵Sergey Sharybin
function
2015-08-24Cycles: Move primitive splitting into own functionsSergey Sharybin
This way it's easy to add more reference types allowed for splitting to the BVH reference split function without making this function too much big. This way it's possible to experiment with such features as splitting object instance references. So far should not be any functional changes.
2015-03-27Cycles: Code cleanup, spaces around keywordsSergey Sharybin
This inconsistency drove me totally crazy, it's really confusing when it's inconsistent especially when you work on both Cycles and Blender sides. Shouldn;t cause merge PITA, it's whitespace changes only, Git should be able to merge it nicely.
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: change curve key to float4 for easier storage as ↵Brecht Van Lommel
attribute.
2014-03-29Cycles code refactor: changes to make adding new primitive types easier.Brecht Van Lommel
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.
2013-01-03Cycles Hair: refactoring to support generic attributes for hair curves. ThereBrecht Van Lommel
should be no functional changes yet. UV, tangent and intercept are now stored as attributes, with the intention to add more like multiple uv's, vertex colors, generated coordinates and motion vectors later. Things got a bit messy due to having both triangle and curve data in the same mesh data structure, which also gives us two sets of attributes. This will get cleaned up when we split the mesh class.
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.
2012-04-28Cycles: 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.