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This patch generalizes the OSL support in Cycles to include GPU
device types and adds an implementation for that in the OptiX
device. There are some caveats still, including simplified texturing
due to lack of OIIO on the GPU and a few missing OSL intrinsics.
Note that this is incomplete and missing an update to the OSL
library before being enabled! The implementation is already
committed now to simplify further development.
Maniphest Tasks: T101222
Differential Revision: https://developer.blender.org/D15902
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This adds path guiding features into Cycles by integrating Intel's Open Path
Guiding Library. It can be enabled in the Sampling > Path Guiding panel in the
render properties.
This feature helps reduce noise in scenes where finding a path to light is
difficult for regular path tracing.
The current implementation supports guiding directional sampling decisions on
surfaces, when the material contains a least one diffuse component, and in
volumes with isotropic and anisotropic Henyey-Greenstein phase functions.
On surfaces, the guided sampling decision is proportional to the product of
the incident radiance and the normal-oriented cosine lobe and in volumes it
is proportional to the product of the incident radiance and the phase function.
The incident radiance field of a scene is learned and updated during rendering
after each per-frame rendering iteration/progression.
At the moment, path guiding is only supported by the CPU backend. Support for
GPU backends will be added in future versions of OpenPGL.
Ref T92571
Differential Revision: https://developer.blender.org/D15286
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The Metal backend now compiles and caches a second set of kernels which are
optimized for scene contents, enabled for Apple Silicon.
The implementation supports doing this both for intersection and shading
kernels. However this is currently only enabled for intersection kernels that
are quick to compile, and already give a good speedup. Enabling this for
shading kernels would be faster still, however this also causes a long wait
times and would need a good user interface to control this.
M1 Max samples per minute (macOS 13.0):
PSO_GENERIC PSO_SPECIALIZED_INTERSECT PSO_SPECIALIZED_SHADE
barbershop_interior 83.4 89.5 93.7
bmw27 1486.1 1671.0 1825.8
classroom 175.2 196.8 206.3
fishy_cat 674.2 704.3 719.3
junkshop 205.4 212.0 257.7
koro 310.1 336.1 342.8
monster 376.7 418.6 424.1
pabellon 273.5 325.4 339.8
sponza 830.6 929.6 1142.4
victor 86.7 96.4 96.3
wdas_cloud 111.8 112.7 183.1
Code contributed by Jason Fielder, Morteza Mostajabodaveh and Michael Jones
Differential Revision: https://developer.blender.org/D14645
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This patch adds a new Cycles device with similar functionality to the
existing GPU devices. Kernel compilation and runtime interaction happen
via oneAPI DPC++ compiler and SYCL API.
This implementation is primarly focusing on Intel® Arc™ GPUs and other
future Intel GPUs. The first supported drivers are 101.1660 on Windows
and 22.10.22597 on Linux.
The necessary tools for compilation are:
- A SYCL compiler such as oneAPI DPC++ compiler or
https://github.com/intel/llvm
- Intel® oneAPI Level Zero which is used for low level device queries:
https://github.com/oneapi-src/level-zero
- To optionally generate prebuilt graphics binaries: Intel® Graphics
Compiler All are included in Linux precompiled libraries on svn:
https://svn.blender.org/svnroot/bf-blender/trunk/lib The same goes for
Windows precompiled binaries but for the graphics compiler, available
as "Intel® Graphics Offline Compiler for OpenCL™ Code" from
https://www.intel.com/content/www/us/en/developer/articles/tool/oneapi-standalone-components.html,
for which path can be set as OCLOC_INSTALL_DIR.
Being based on the open SYCL standard, this implementation could also be
extended to run on other compatible non-Intel hardware in the future.
Reviewed By: sergey, brecht
Differential Revision: https://developer.blender.org/D15254
Co-authored-by: Nikita Sirgienko <nikita.sirgienko@intel.com>
Co-authored-by: Stefan Werner <stefan.werner@intel.com>
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* Replace license text in headers with SPDX identifiers.
* Remove specific license info from outdated readme.txt, instead leave details
to the source files.
* Add list of SPDX license identifiers used, and corresponding license texts.
* Update copyright dates while we're at it.
Ref D14069, T95597
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For curve-heavy scenes, memory consumption regressed when we switched from MetalRT to bvh2. Allow users to opt in to MetalRT to workaround this.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D14071
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This patch adds the Metal host-side code:
- Add all core host-side Metal backend files (device_impl, queue, etc)
- Add MetalRT BVH setup files
- Integrate with Cycles device enumeration code
- Revive `path_source_replace_includes` in util/path (required for MSL compilation)
This patch also includes a couple of small kernel-side fixes:
- Add an implementation of `lgammaf` for Metal [Nemes, Gergő (2010), "New asymptotic expansion for the Gamma function", Archiv der Mathematik](https://users.renyi.hu/~gergonemes/)
- include "work_stealing.h" inside the Metal context class because it accesses state now
Ref T92212
Reviewed By: brecht
Maniphest Tasks: T92212
Differential Revision: https://developer.blender.org/D13423
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Adds a bunch of CPU kernel function to process on row of pixels, and use those
instead of calling unoptimized implementations.
Fixes T92598
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All supported devices support half float now, so we can remove the check.
Differential Revision: https://developer.blender.org/D13021
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Remove prefix of filenames that is the same as the folder name. This used
to help when #includes were using individual files, but now they are always
relative to the cycles root directory and so the prefixes are redundant.
For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.
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NOTE: this feature is not ready for user testing, and not yet enabled in daily
builds. It is being merged now for easier collaboration on development.
HIP is a heterogenous compute interface allowing C++ code to be executed on
GPUs similar to CUDA. It is intended to bring back AMD GPU rendering support
on Windows and Linux.
https://github.com/ROCm-Developer-Tools/HIP.
As of the time of writing, it should compile and run on Linux with existing
HIP compilers and driver runtimes. Publicly available compilers and drivers
for Windows will come later.
See task T91571 for more details on the current status and work remaining
to be done.
Credits:
Sayak Biswas (AMD)
Arya Rafii (AMD)
Brian Savery (AMD)
Differential Revision: https://developer.blender.org/D12578
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Protect against integer overflow.
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This includes much improved GPU rendering performance, viewport interactivity,
new shadow catcher, revamped sampling settings, subsurface scattering anisotropy,
new GPU volume sampling, improved PMJ sampling pattern, and more.
Some features have also been removed or changed, breaking backwards compatibility.
Including the removal of the OpenCL backend, for which alternatives are under
development.
Release notes and code docs:
https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles
https://wiki.blender.org/wiki/Source/Render/Cycles
Credits:
* Sergey Sharybin
* Brecht Van Lommel
* Patrick Mours (OptiX backend)
* Christophe Hery (subsurface scattering anisotropy)
* William Leeson (PMJ sampling pattern)
* Alaska (various fixes and tweaks)
* Thomas Dinges (various fixes)
For the full commit history, see the cycles-x branch. This squashes together
all the changes since intermediate changes would often fail building or tests.
Ref T87839, T87837, T87836
Fixes T90734, T89353, T80267, T80267, T77185, T69800
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These seem to be causing some stability issues, and really are just not that
useful in practice. Compiling them is slow already, so it does not improve
the user experience much to show an AO preview if it's not nearly instant.
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It is causing issue with AMD OpenCL drivers, due to a potential driver bug.
Ref T84461
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Branched path tracing is not supported for OptiX, and it would still use the
number of AA samples from there when branched path was enabled by the user
earlier but auto disabled and hidden in the UI when using OptiX.
Ref D10159
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Adds support for building multiple BVH types in order to support using both CPU and OptiX
devices for rendering simultaneously. Primitive packing for Embree and OptiX is now
standalone, so it only needs to be run once and can be shared between the two. Additionally,
BVH building was made a device call, so that each device backend can decide how to
perform the building. The multi-device for instance creates a special multi-BVH that holds
references to several sub-BVHs, one for each sub-device.
Reviewed By: brecht, kevindietrich
Differential Revision: https://developer.blender.org/D9718
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Rather than just printing a message and falling back to the CPU. For render
farms it's better to avoid a potentially slow render on the CPU if the intent
was to render on the GPU.
Ref T82193, D9086
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Before, Cycles was using a shared Embree device across all instances.
This could result in crashes when viewport rendering and material
preview were using Cycles simultaneously.
Fixes issue T80042
Maniphest Tasks: T80042
Differential Revision: https://developer.blender.org/D8772
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This moves `Session::get_requested_device_features`,
`Session::load_kernels`, and `Session::update_scene` out of `Session`
and into `Scene`, as mentioned in D8544.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8590
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Enabling render and viewport denoising is now both done from the render
properties. View layers still can individually be enabled/disabled for
denoising and have their own denoising parameters.
Note that the denoising engine also affects how denoising data passes are
output even if no denoising happens on the render itself, to make the passes
compatible with the engine.
This includes internal refactoring for how denoising parameters are passed
along, trying to avoid code duplication and unclear naming.
Ref T76259
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This keeps render results compatible for combined CPU + GPU rendering.
Peformance and quality primitives is quite different than before. There
are now two options:
* Rounded Ribbon: render hair as flat ribbon with (fake) rounded normals, for
fast rendering. Hair curves are subdivided with a fixed number of user
specified subdivisions.
This gives relatively good results, especially when used with the Principled
Hair BSDF and hair viewed from a typical distance. There are artifacts when
viewed closed up, though this was also the case with all previous primitives
(but different ones).
* 3D Curve: render hair as 3D curve, for accurate results when viewing hair
close up. This automatically subdivides the curve until it is smooth.
This gives higher quality than any of the previous primitives, but does come
at a performance cost and is somewhat slower than our previous Thick curves.
The main problem here is performance. For CPU and OpenCL rendering performance
seems usually quite close or better for similar quality results.
However for CUDA and Optix, performance of 3D curve intersection is problematic,
with e.g. 1.45x longer render time in Koro (though there is no equivalent quality
and rounded ribbons seem fine for that scene). Any help or ideas to optimize this
are welcome.
Ref T73778
Depends on D8012
Maniphest Tasks: T73778
Differential Revision: https://developer.blender.org/D8013
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No significant performance improvement is expected, but it means we have a
single thread pool throughout Blender. And it should make adding more
parallellization in the future easier.
After previous refactoring commits this is basically a drop-in replacement.
One difference is that the task pool had a mechanism for scheduling tasks to
the front of the queue to minimize memory usage. TBB has a smarter algorithm
to balance depth-first and breadth-first scheduling of tasks and we assume that
removes the need to manually provide hints to the scheduler.
Fixes T77533
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This change modifies the multi-device implementation to support memory distribution
across devices, to reduce the overall memory footprint of large scenes and allow scenes to
fit entirely into combined GPU memory that previously had to fall back to host memory.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7426
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No functional changes yet, this is work towards making CPU and GPU results
match more closely.
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The OptiX denoiser can be a great help when rendering in the viewport, since it is really fast
and needs few samples to produce convincing results. This patch therefore adds support for
using any Cycles denoiser in the viewport also (but only the OptiX one is selectable because
the NLM one is too slow to be usable currently). It also adds support for denoising on a
different device than rendering (so one can e.g. render with the CPU but denoise with OptiX).
Reviewed By: #cycles, brecht
Differential Revision: https://developer.blender.org/D6554
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The acceleration structure built by OptiX may be different between GPUs, so cannot assume the memory size is the same for all.
This fixes that by moving the memory management for all OptiX acceleration structures into the responsibility of each device (was already the case for BLAS previously, now for TLAS too).
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This uses hardware-accelerated raytracing on NVIDIA RTX graphics cards.
It is still currently experimental. Most features are supported, but a few
are still missing like baking, branched path tracing and using CPU memory.
https://wiki.blender.org/wiki/Reference/Release_Notes/2.81/Cycles#NVIDIA_RTX
For building with Optix support, the Optix SDK must be installed. See here for
build instructions:
https://wiki.blender.org/wiki/Building_Blender/CUDA
Differential Revision: https://developer.blender.org/D5363
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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
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It's effectively always enabled, only not on some unsupported OpenCL devices.
For testing those it's not useful to disable these features. This is replaced
by the more fine grained feature toggles that we have now.
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The main goals of this change is faster starting when using foreground
rendering.
This patch will build kernels in parallel to the update process of
the scene. When these optimized kernels are not available (yet) an AO
kernel will be used.
These AO kernels are fast to compile (3-7 seconds) and can be
reused by all scenes. When the final kernels become available we
will switch to these kernels.
In background mode the AO kernels will not be used.
Some kernels are being used during Scene update (displace, background
light). When these kernels are being used the process can halt until
these become available.
Reviewed By: brecht, #cycles
Maniphest Tasks: T61752
Differential Revision: https://developer.blender.org/D4428
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Displacement and Background kernels are selectively used, but always compiled. This patch will not compile these kernels when they are not needed.
Displacement kernel is only used for true displacement.
Background kernel is only used when there is a (Cycles)Light of type `LIGHT_BACKGROUND`.
Reviewed By: brecht, #cycles
Tags: #cycles
Maniphest Tasks: T61971
Differential Revision: https://developer.blender.org/D4412
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We've had many reported crashes on Windows where we suspect there is a
corrupted OpenCL driver. The purpose here is to keep Blender generally
usable in such cases.
Now it always shows None / CUDA / OpenCL in the preferences, and only when
selecting one will it reveal if there are any GPUs available. This should
avoid crashes when opening the preferences or on startup.
Differential Revision: https://developer.blender.org/D4265
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Multi-device was not passing along profiler to the CPU.
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various parts of the CPU kernel
This commit adds a sample-based profiler that runs during CPU rendering and collects statistics on time spent in different parts of the kernel (ray intersection, shader evaluation etc.) as well as time spent per material and object.
The results are currently not exposed in the user interface or per Python yet, to see the stats on the console pass the "--cycles-print-stats" argument to Cycles (e.g. "./blender -- --cycles-print-stats").
Unfortunately, there is no clear way to extend this functionality to CUDA or OpenCL, so it is CPU-only for now.
Reviewers: brecht, sergey, swerner
Reviewed By: brecht, swerner
Differential Revision: https://developer.blender.org/D3892
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