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2021-09-21Cycles: merge of cycles-x branch, a major update to the rendererBrecht Van Lommel
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
2021-02-17Cycles: add utility functions for zero float2/float3/float4/transformBrecht Van Lommel
Ref D8237, T78710
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
2018-07-06Cleanup: strip trailing space for cyclesCampbell Barton
2015-05-09Cycles: OpenCL kernel splitGeorge Kyriazis
This commit contains all the work related on the AMD megakernel split work which was mainly done by Varun Sundar, George Kyriazis and Lenny Wang, plus some help from Sergey Sharybin, Martijn Berger, Thomas Dinges and likely someone else which we're forgetting to mention. Currently only AMD cards are enabled for the new split kernel, but it is possible to force split opencl kernel to be used by setting the following environment variable: CYCLES_OPENCL_SPLIT_KERNEL_TEST=1. Not all the features are supported yet, and that being said no motion blur, camera blur, SSS and volumetrics for now. Also transparent shadows are disabled on AMD device because of some compiler bug. This kernel is also only implements regular path tracing and supporting branched one will take a bit. Branched path tracing is exposed to the interface still, which is a bit misleading and will be hidden there soon. More feature will be enabled once they're ported to the split kernel and tested. Neither regular CPU nor CUDA has any difference, they're generating the same exact code, which means no regressions/improvements there. Based on the research paper: https://research.nvidia.com/sites/default/files/publications/laine2013hpg_paper.pdf Here's the documentation: https://docs.google.com/document/d/1LuXW-CV-sVJkQaEGZlMJ86jZ8FmoPfecaMdR-oiWbUY/edit Design discussion of the patch: https://developer.blender.org/T44197 Differential Revision: https://developer.blender.org/D1200
2014-12-25Cleanup: Fix Cycles Apache header.Thomas Dinges
This was already mixed a bit, but the dot belongs there.
2013-11-18Cycles: change __device and similar qualifiers to ccl_device in kernel code.Brecht Van Lommel
This to avoids build conflicts with libc++ on FreeBSD, these __ prefixed values are reserved for compilers. I apologize to anyone who has patches or branches and has to go through the pain of merging this change, it may be easiest to do these same replacements in your code and then apply/merge the patch. Ref T37477.
2013-08-18Cycles: relicense GNU GPL source code to Apache version 2.0.Brecht Van Lommel
More information in this post: http://code.blender.org/ Thanks to all contributes for giving their permission!
2013-05-04Fix #35207: addition to previous fix to avoid OSL getting uninitializedBrecht Van Lommel
ray differentials for lighting, which could cause bad texture filtering artifacts or performance.
2012-07-17code cleanup: spellingCampbell Barton
2012-06-09style cleanup: assignment & indentation.Campbell Barton
2012-01-20Sample as Lamp option for world shaders, to enable multiple importance sampling.Brecht Van Lommel
By default lighting from the world is computed solely with indirect light sampling. However for more complex environment maps this can be too noisy, as sampling the BSDF may not easily find the highlights in the environment map image. By enabling this option, the world background will be sampled as a lamp, with lighter parts automatically given more samples. Map Resolution specifies the size of the importance map (res x res). Before rendering starts, an importance map is generated by "baking" a grayscale image from the world shader. This will then be used to determine which parts of the background are light and so should receive more samples than darker parts. Higher resolutions will result in more accurate sampling but take more setup time and memory. Patch by Mike Farnsworth, thanks!
2011-04-27Cycles render engine, initial commit. This is the engine itself, blender ↵Ton Roosendaal
modifications and build instructions will follow later. Cycles uses code from some great open source projects, many thanks them: * BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs": http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ * Open Shading Language for a large part of the shading system: http://code.google.com/p/openshadinglanguage/ * Blender for procedural textures and a few other nodes. * Approximate Catmull Clark subdivision from NVidia Mesh tools: http://code.google.com/p/nvidia-mesh-tools/ * Sobol direction vectors from: http://web.maths.unsw.edu.au/~fkuo/sobol/ * Film response functions from: http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php