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This commit contains all commits required to get proper hair rendering
with BVH motion steps enabled.
The issue here was mainly coming from minimal pixel width feature
which is quite commonly enabled in production shots.
This feature will use some probabilistic heuristic in the curve
intersection function to check whether we need to return intersection
or not. This probability is calculated for every intersection check.
Now, when we use multiple BVH nodes for curve primitives we increase
probability of that primitive to be considered a good intersection
for us. This is similar to increasing minimal width of curve.
What is worst here is that change in the intersection probability
fully depends on exact layout of BVH, meaning probability might
change differently depending on a view angle, the way how builder
binned the primitives and such. This makes it impossible to do
simple check like dividing probability by number of BVH steps.
Other solution might have been to split BVH into fully independent
trees, but that will increase memory usage of all the static
objects in the scenes, which is also not something desirable.
For now used most simple but robust approach: store BVH primitives
time and test it in curve intersection functions. This solves the
regression, but has two downsides:
- Uses more memory.
which isn't surprising, and ANY solution to this problem will
use more memory.
What we still have to do is to avoid this memory increase for
cases when we don't use BVH motion steps.
- Reduces number of maximum available textures on pre-kepler cards.
There is not much we can do here, hardware gets old but we need
to move forward on more modern hardware..
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This way we can stop traversing BVH node early on.
Gives about 2-2.5x times render time improvement with 3 BVH steps.
Hopefully this gives no measurable performance loss for scenes with
single BVH step.
Traversal is currently only implemented for QBVH, meaning old CPUs
and GPU do not benefit from this change.
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Similar to the previous commit, the statistics goes as:
BVH Steps Render time (sec) Memory usage (MB)
0 46 260
1 27 373
2 18 598
3 15 826
Scene used for the tests is the agent's body from one of the barber
shop scenes (no textures or anything, just a diffuse material).
Once again this is limited to regular (non-spatial split) BVH,
Support of spatial split to this feature will come later.
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The idea is to create several smaller BVH nodes for each of the motion
curve primitives. This acts as a forced spatial split for the single
primitive.
This gives up render time speedup of motion blurred hair in the cost
of extra memory usage. The numbers goes as:
BVH Steps Render time (sec) Memory usage (MB)
0 258 191
1 123 278
2 69 453
3 43 627
Scene used for the tests is the agent's hair from one of the barber
shop scenes.
Currently it's only limited to scenes without spatial split enabled,
since the spatial split builder requires some changes to work properly
with motion steps coordinates.
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makes code slightly shorter and uses idea of const qualifiers.
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Run into some nasty bugs while trying various things here.
Wouldn't mind enabling -Wshadow for Cycles actually..
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This avoids intersection AABB of different curve primitives
which makes it less ray-to-primitive intersections.
This gives about 30% speedup of hair rendering in the barber
shop scenes here. There is still some work to be done on those
files to solve major speed issues on certain frames.
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This way we can have different limits for regular and motion curves
which we'll do in one of the upcoming commits in order to gain some
percents of speedup.
The reasoning here is that motion curves are usually intersecting
lots of others bounding boxes, which makes it inefficient to have
single primitive in the leaf node.
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Maximal number of elements is supposed to be inclusive. That is what
it was always meant in this file and what @brecht considered still
the case in 6974b69c6172.
In fact, the commit message to that change mentions that we allowed
up to 2 curve primitives per leaf while in fact it was doing up to 1
curve primitive.
Making it real 2 primitives at a max gives about 5% slowdown for the
koro.blend scene. This is a reason why BVHParams.max_curve_leaf_size
was changed to 1 by this change.
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This reverts commit ecbfa31caaadb03c53c0fe1459718b99613c8804.
Original commit broke logic in nodes re-fitting. That area can
access non-existing children momentarely. Not sure what would
be best solution here, for now simply reverting the change/
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The idea here is to make assert failure to fail sooner on an incorrect
node address rather than later with stack overflow.
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Kinda nice to have official release code to be really clean.
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It was possible to have non-initialized unaligned BVH split
to be used when regular BVH split SAH was inf. Now we ensure
that unaligned splitter is only used when it's really initialized.
It's a regression and should be in 2.78a.
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The issue was caused by some false-positive empty non-AABB intersection.
Tried to tweak it a bit so it does not record intersection anymore.
Hopefully will work for all platforms. Tested here on iMac and Debian.
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For proper indexing to work we need to use unaligned node with
identity transform instead of aligned nodes when doing refit.
To be backported to 2.78 release.
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Was causing CUDA issues on viewport edits.
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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.
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This seems to be straightforward way to support heterogeneous nodes
in the same tree.
There is some penalty related on 4gig limit of the address space now,
but here's are the thing:
Traversal code was already using ints to store final offset, so
there can't be regressions really.
This is a required commit to make it possible to encode both aligned
and unaligned nodes in the same array. Also, in the future we can use
this to get rid of __leaf_nodes array (which is a bit tricky to do since
trickery in pack_instances().
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There are several internal changes for this:
First idea is to make __tri_verts to behave similar to __tri_storage,
meaning, __tri_verts array now contains all vertices of all triangles
instead of just mesh vertices. This saves some lookup when reading
triangle coordinates in functions like triangle_normal().
In order to make it efficient needed to store global triangle offset
somewhere. So no __tri_vindex.w contains a global triangle index which
can be used to read triangle vertices.
Additionally, the order of vertices in that array is aligned with
primitives from BVH. This is needed to keep cache as much coherent as
possible for BVH traversal. This causes some extra tricks needed to
fill the array in and deal with True Displacement but those trickery
is fully required to prevent noticeable slowdown.
Next idea was to use this __tri_verts instead of __tri_storage in
intersection code. Unfortunately, this is quite tricky to do without
noticeable speed loss. Mainly this loss is caused by extra lookup
happening to access vertex coordinate.
Fortunately, tricks here and there (i,e, some types changes to avoid
casts which are not really coming for free) reduces those losses to
an acceptable level. So now they are within couple of percent only,
On a positive site we've achieved:
- Few percent of memory save with triangle-only scenes. Actual save
in this case is close to size of all vertices.
On a more fine-subdivided scenes this benefit might become more
obvious.
- Huge memory save of hairy scenes. For example, on koro.blend
there is about 20% memory save. Similar figure for bunny.blend.
This memory save was the main goal of this commit to move forward
with Hair BVH which required more memory per BVH node. So while
this sounds exciting, this memory optimization will become invisible
by upcoming Hair BVH work.
But again on a positive side, we can add an option to NOT use Hair
BVH and then we'll have same-ish render times as we've got currently
but will have this 20% memory benefit on hairy scenes.
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It was initially unsupported because initial idea of checking visibility
of all children was slowing scenes down a lot. Now the idea has changed
and we only perform visibility check of current node. This avoids huge
slowdown (from tests here it seems to be withing 1-2%, but more tests
would never hurt) and gives nice speedup of ray traversal for complex
scenes which utilized ray visibility.
Here's timing of koro.blend:
Without visibility check With visibility check
Original file 4min 20sec 4min 23sec
Camera rays only 1min 43 sec 55sec
Unfortunately, this doesn't come for free and requires extra data in
BVH node, which increases memory usage of BVH nodes by 15%. This we
can solve with some future trickery of avoiding __tri_storage created
for curve segments.
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Differential Revision: https://developer.blender.org/D2079
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A few places still needed to be updated to use the new Mesh::num_triangles()
method; wrong number from triangles.size() was causing crashes.
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In certain types of animation it's possible to have some objects
scaling to zero. In this case we can save render times by avoid
traversing such instances.
Better to do ti ahead of a time, so traversal stays simple.
Reviewers: lukasstockner97, dingto, brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2048
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Some of these values can get quite large and are hard to read, adding this
makes it easy to read them at a glance.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D2039
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separate some arrays.
Differential Revision: https://developer.blender.org/D2016
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Differential Revision: https://developer.blender.org/D2016
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Almost in all cases we want such constructors to be explicit, there are
exceptions but only in few places.
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This commits implements threaded sorting of references when looking for
object spatial split. It mainly useful when doing initial binning, which
happens from main thread.
Gives nice speedup of BVH build for Bunny.blend: 36sec vs. 55sec for
the Rabbit mesh BVH build.
On more complex scenes the speedup is probably minimal, but still nice
to have more instant rendering for simplier scenes.
Some further tests with production scenes would be interesting.
Reviewers: juicyfruit, dingto, lukasstockner97, brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D1928
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Simple fix: release lock earlier.
Reduces spatial split build time from 96 to 53sec on the Bunny.blend
(using studio Intel for benchmark).
NOTE: Timing difference is not that spectacular when comparing numbers
with builds before memory optimization, but even then it's about 20%
faster build.
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