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2022-06-23Cycles: unify math functions namesAndrii Symkin
This patch unifies the names of math functions for different data types and uses overloading instead. The goal is to make it possible to swap out all the float3 variables containing RGB data with something else, with as few as possible changes to the code. It's a requirement for future spectral rendering patches. Differential Revision: https://developer.blender.org/D15276
2022-06-20Cleanup: renaming and consistency for kernel dataBrecht Van Lommel
* Rename "texture" to "data array". This has not used textures for a long time, there are just global memory arrays now. (On old CUDA GPUs there was a cache for textures but not global memory, so we used to put all data in textures.) * For CUDA and HIP, put globals in KernelParams struct like other devices. * Drop __ prefix for data array names, no possibility for naming conflict now that these are in a struct.
2022-05-31Fix Cycles MNEE not working for MetalBrecht Van Lommel
Move MNEE to own kernel, separate from shader ray-tracing. This does introduce the limitation that a shader can't use both MNEE and AO/bevel, but that seems like the better trade-off for now. We can experiment with bigger kernel organization changes later. Differential Revision: https://developer.blender.org/D15070
2022-05-23Fix missing 64bit casts when calculating Cycles render buffer offsetSergey Sharybin
Found those missing casts while looking into a crash report made in the Blender Chat. Was unable to reproduce the crash, but the casts should totally be there to avoid integer overflow.
2022-04-28Fix T94467: Cycles baking of normal pass slower than before cycles-xBrecht Van Lommel
2022-04-01Cycles: approximate shadow caustics using manifold next event estimationOlivier Maury
This adds support for selective rendering of caustics in shadows of refractive objects. Example uses are rendering of underwater caustics and eye caustics. This is based on "Manifold Next Event Estimation", a method developed for production rendering. The idea is to selectively enable shadow caustics on a few objects in the scene where they have a big visual impact, without impacting render performance for the rest of the scene. The Shadow Caustic option must be manually enabled on light, caustic receiver and caster objects. For such light paths, the Filter Glossy option will be ignored and replaced by sharp caustics. Currently this method has a various limitations: * Only caustics in shadows of refractive objects work, which means no caustics from reflection or caustics that outside shadows. Only up to 4 refractive caustic bounces are supported. * Caustic caster objects should have smooth normals. * Not currently support for Metal GPU rendering. In the future this method may be extended for more general caustics. TECHNICAL DETAILS This code adds manifold next event estimation through refractive surface(s) as a new sampling technique for direct lighting, i.e. finding the point on the refractive surface(s) along the path to a light sample, which satisfies Fermat's principle for a given microfacet normal and the path's end points. This technique involves walking on the "specular manifold" using a pseudo newton solver. Such a manifold is defined by the specular constraint matrix from the manifold exploration framework [2]. For each refractive interface, this constraint is defined by enforcing that the generalized half-vector projection onto the interface local tangent plane is null. The newton solver guides the walk by linearizing the manifold locally before reprojecting the linear solution onto the refractive surface. See paper [1] for more details about the technique itself and [3] for the half-vector light transport formulation, from which it is derived. [1] Manifold Next Event Estimation Johannes Hanika, Marc Droske, and Luca Fascione. 2015. Comput. Graph. Forum 34, 4 (July 2015), 87–97. https://jo.dreggn.org/home/2015_mnee.pdf [2] Manifold exploration: a Markov Chain Monte Carlo technique for rendering scenes with difficult specular transport Wenzel Jakob and Steve Marschner. 2012. ACM Trans. Graph. 31, 4, Article 58 (July 2012), 13 pages. https://www.cs.cornell.edu/projects/manifolds-sg12/ [3] The Natural-Constraint Representation of the Path Space for Efficient Light Transport Simulation. Anton S. Kaplanyan, Johannes Hanika, and Carsten Dachsbacher. 2014. ACM Trans. Graph. 33, 4, Article 102 (July 2014), 13 pages. https://cg.ivd.kit.edu/english/HSLT.php The code for this samping technique was inserted at the light sampling stage (direct lighting). If the walk is successful, it turns off path regularization using a specialized flag in the path state (PATH_MNEE_SUCCESS). This flag tells the integrator not to blur the brdf roughness further down the path (in a child ray created from BSDF sampling). In addition, using a cascading mechanism of flag values, we cull connections to caustic lights for this and children rays, which should be resolved through MNEE. This mechanism also cancels the MIS bsdf counter part at the casutic receiver depth, in essence leaving MNEE as the only sampling technique from receivers through refractive casters to caustic lights. This choice might not be optimal when the light gets large wrt to the receiver, though this is usually not when you want to use MNEE. This connection culling strategy removes a fair amount of fireflies, at the cost of introducing a slight bias. Because of the selective nature of the culling mechanism, reflective caustics still benefit from the native path regularization, which further removes fireflies on other surfaces (bouncing light off casters). Differential Revision: https://developer.blender.org/D13533
2022-02-24Merge branch 'blender-v3.1-release'Brecht Van Lommel
2022-02-24Fix T95969, T91856: bake AO to vertex color artifacts after ray offset removalBrecht Van Lommel
Without ray offsets intersections at neigbhoring triangles are found, as the ray start is exactly at the vertex. There was a small offset towards the center of the triangle, but not enough. Now this offset computation is moved into Cycles and modified for better results. It's still not perfect though like any offset approach, especially with long thin triangles. Additionaly, this uses the shadow terminate offset for AO rays now, which helps remove some pre-existing artifacts.
2022-02-11Cycles: use SPDX license headersBrecht Van Lommel
* 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
2021-11-18Merge remote-tracking branch 'origin/blender-v3.0-release'Sybren A. Stüvel
2021-11-18Fix T93082: Cycles baking not handling transparency correctlyBrecht Van Lommel
For baking, replace transparent BSDF with holdout for baking. This ensure no objects behind are baked, and that the baked image has alpha.
2021-11-11Cycles: Add sample offset optionAndrii
This patch exposes the sampling offset option to Blender. It is located in the "Sampling > Advanced" panel. For example, this can be useful to parallelize rendering and distribute different chunks of samples for each computer to render. --- I also had to add this option to `RenderWork` and `RenderScheduler` classes so that the sample count in the status string can be calculated correctly. Reviewed By: leesonw Differential Revision: https://developer.blender.org/D13086
2021-10-26Cycles: remove prefix from source code file namesBrecht Van Lommel
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.