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Ref T73778
Depends on D8011
Maniphest Tasks: T73778
Differential Revision: https://developer.blender.org/D8012
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engines
Random Walk subsurface scattering did look different with OptiX because transmittance is
calculated based on the hit distance, but the OptiX implementation of `scene_intersect_local`
would return the distance in world space, while the Cycles BVH version returns it in object
space. This fixes the problem by simply skipping the object->world transforms in all the
places using the result of `scene_intersect_local` with OptiX.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7232
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The issue was in the optimization code path for opaque shadow rays
which was wrongly considering all primitives in the node to have
same visibility flags.
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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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Replaces inlined platform-specific code.
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It is supposed to be two spaces before comment stating which if
else/endif statements corresponds to. Was mainly violated in the
header guards.
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This is an initial implementation of BVH8 optimization structure
and packated triangle intersection. The aim is to get faster ray
to scene intersection checks.
Scene BVH4 BVH8
barbershop_interior 10:24.94 10:10.74
bmw27 02:41.25 02:38.83
classroom 08:16.49 07:56.15
fishy_cat 04:24.56 04:17.29
koro 06:03.06 06:01.45
pavillon_barcelona 09:21.26 09:02.98
victor 23:39.65 22:53.71
As memory goes, peak usage raises by about 4.7% in a complex
scenes.
Note that BVH8 is disabled when using OSL, this is because OSL
kernel does not get per-microarchitecture optimizations and
hence always considers BVH3 is used.
Original BVH8 patch from Anton Gavrikov.
Batched triangles intersection from Victoria Zhislina.
Extra work and tests and fixes from Maxym Dmytrychenko.
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This means the shader can now be used for procedural texturing. New
settings on the node are Samples, Inside, Local Only and Distance.
Original patch by Lukas with further changes by Brecht.
Differential Revision: https://developer.blender.org/D3479
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It is basically brute force volume scattering within the mesh, but part
of the SSS code for faster performance. The main difference with actual
volume scattering is that we assume the boundaries are diffuse and that
all lighting is coming through this boundary from outside the volume.
This gives much more accurate results for thin features and low density.
Some challenges remain however:
* Significantly more noisy than BSSRDF. Adding Dwivedi sampling may help
here, but it's unclear still how much it helps in real world cases.
* Due to this being a volumetric method, geometry like eyes or mouth can
darken the skin on the outside. We may be able to reduce this effect,
or users can compensate for it by reducing the scattering radius in
such areas.
* Sharp corners are quite bright. This matches actual volume rendering
and results in some other renderers, but maybe not so much real world
objects.
Differential Revision: https://developer.blender.org/D3054
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The intention of this commit it to address issues mentioned in the
reports T43865,T50164 and T50452.
The code is based on Embree code with some extra vectorization
to speed up single ray to single triangle intersection.
Unfortunately, such a fix is not coming for free. There is some
slowdown for AVX2 processors, mainly due to different vectorization
code, which caused different number of instructions to be executed
and different instructions-per-cycle counters. But on another hand
this commit makes pre-AVX2 platforms such as AVX and SSE4.1 a bit
faster. The prerformance goes as following:
2.78c AVX2 2.78c AVX Patch AVX2 Patch AVX
BMW 05:21.09 06:05.34 05:32.97 (+3.5%) 05:34.97 (-8.5%)
Classroom 16:55.36 18:24.51 17:10.41 (+1.4%) 17:15.87 (-6.3%)
Fishy Cat 08:08.49 08:36.26 08:09.19 (+0.2%) 08:12.25 (-4.7%
Koro 11:22.54 11:45.24 11:13.25 (-1.5%) 11:43.81 (-0.3%)
Barcelone 14:18.32 16:09.46 14:15.20 (-0.4%) 14:25.15 (-10.8%)
On GPU the performance is about 1.5-2% slower in my tests on GTX1080
but afraid we can't do much as a part of this chaneg here and
consider it a price to pay for more proper intersection check.
Made in collaboration with Maxym Dmytrychenko, big thanks to him!
Reviewers: brecht, juicyfruit, lukasstockner97, dingto
Differential Revision: https://developer.blender.org/D1574
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Avoid construction of temporary array and make utility function force-inlined.
Additionally avoid calling float4_to_float3 twice.
This brings render times to the same values as before current patch series.
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This effectively de-duplicates triangle intersection logic implemented
for both regular triangle and SSS triangle.
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This way the code can be reused more easily.
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This is a preparation work for the followup commit which wil l move
remaining parts of Woop intersection logic to an utility file.
Doing it as a separate commit to keep changes more atomic and easier
to bisect when/if needed.
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Was an old TODO, this function is handy for some math utilities as well.
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Currently should be no functional changes, preparing for some upcoming refactor.
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Use underscore again and also solve confusing part then in BVH smae
thing is called prim_addr but in intersection funcitons it was called
triAddr.
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Use underscore instead of camel case.
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Similar to the previous commit, avoid negative effect of bad branch prediction.
Gives measurable performance up to ~2% in tests here.
Once again, thanks to Maxym Dmytrychenko!
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Similar to regular triangle intersection case. Gives about 3% speedup rendering
SSS object on my desktop,
Question: how to avoid such a code duplication in a nice way without speed loss?
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This commit basically vectorizes existing code using AVX2 instructions
(without modifying algorithm itself). This gives quite nice speedups:
BMW: -8%
Classroom: -5%
Cat: -5%
Koro: +1%
Barcelona: -8%
That's on Linux machine, reported performance improvement on Windows
goes up to 20%.
Not currently sure why Koro is somewhat slower because it mainly uses
curve intersection tests, could be a time noise? Or osmething with the
cache utilization perhaps? In any case speedup in other scenes makes
me thinking that current state is acceptable for initial implementation.
This is again inspired by Maxym Dmytrychenko.
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code
In the triangle intersection refinement code, rays that are parallel to the triangle caused a divide by zero.
These rays might initially hit the triangle due to the watertight intersection test, but are very rare - therefore, just skipping the refinement for them works fine.
Also, a few remaining issues in the MultiGGX code are fixed that were caused by rays parallel to the surface (which happened more often there due to smooth shading).
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The issue was caused by SSS intersection code gathering all
intersections without check for duplicated ones. This caused
situations when same intersection will be recorded twice in
the case if triangle is shared by several BVH nodes.
Usually this is handled by checking intersection distance
after sorting intersections (in shadow_blocked for example)
but for SSS we don't do such sorting and using number of
intersections to calculate various things.
Didn't find anything smarter than to check intersection
distance in triangle_intersect_subsurface().
This solves render artifacts in the cost of 1.5% slowdown
of extreme case rendering (SSS object filling in whole
FullHD screen).
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2105
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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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OpenCL seems to work fine here, and for some reason that comparison was
giving compilation error on OpenCL here.
Better to compile OpenCL kernel than to be fully robust to weird corner
cases.
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Still not sure how to properly solve the issue, needs some trickery to get
actual optimized values from intersection function (using printf() avoids
some optimization and makes stuff render correct).
For the time being let's just simplify check.
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It's no longer a pre-computed data and just a storage of triangle
coordinates which are faster to access to.
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Quite straightforward, main trick is happening in path_source_replace_includes().
Reviewers: brecht, dingto, lukasstockner97, juicyfruit
Differential Revision: https://developer.blender.org/D1794
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Tweak some inline policies. Not totally crazy yet, and in fact we now
have one less ifdef statement now.
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Since the SSS changes compiling Experimental sm_52 kernel seems
to work just fine.
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The code is disabled by default, but we'd better keep it all correct.
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This commit introduces a SSS-oriented intersection structure which is replacing
old logic of having separate arrays for just intersections and shader data and
encapsulates all the data needed for SSS evaluation.
This giver a huge stack memory saving on GPU. In own experiments it gave 25%
memory usage reduction on GTX560Ti (722MB vs. 946MB).
Unfortunately, this gave some performance loss of 20% which only happens on GPU.
This is perhaps due to different memory access pattern. Will be solved in the
future, hopefully.
Famous saying: won in memory - lost in time (which is also valid in other way
around).
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Same as previous commit, just was missing in there.
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It was possible to miss some intersection caused by wrong barycentric
coordinates sign.
Cases when one of the coordinate is zero and other are negative was not
handled correct.
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Epsilon was quite arbitrary for GPU, replaced with checking for zero-sized faces.
It should solve both original report and the new one. After the release we can check
why GPU doesn't produce accurate math here and go to the root of the issue.
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Spotted by Campbell, thanks!
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Found a way to make AVX2 CPUs happy by reshuffling instructions a bit,
so now there's no weird precision errors happening in there.
This solves some render speed regressions on CPU, but unfortunately
this doesn't help for GPU rendering.
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