Age | Commit message (Collapse) | Author |
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The goal: allow to easily use AO approximation in scenes which combines
both small and large scale objects.
The idea: use per-object AO distance which will allow to override world
settings. Instancer object will "propagate" its AO distance to all its
instances unless the instance defines own distance (this allows to
modify AO distance in the shot files, without requiring to modify props
used in the shots.
Available from the new Fats GI Approximation panel in object properties.
Differential Revision: https://developer.blender.org/D12112
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WITH_CYCLES_DEBUG was used for rendering BVH debugging passes. But since we
mainly use Embree an OptiX now, this information is no longer important.
WITH_CYCLES_DEBUG_NAN will enable additional checks for NaNs and invalid values
in the kernel, for Cycles developers. Previously these asserts where enabled in
all debug builds, but this is too likely to crash Blender in scenes that render
fine regardless of the NaNs. So this is behind a CMake option now.
Fixes T90240
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For indirect light rays, don't assume any hit is opaque, rather if it has
transparency or emission do the shading but don't do any further bounces.
Naturally this is slower when there are transparent surfaces, however
without this cutout opacity doesn't give sensible results.
Differential Revision: https://developer.blender.org/D10985
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Ref D8237, T78710
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The fisheye camera setup causes the edges of the image to not shoot primary rays. This was not
respected by OptiX because of an optimization that tried to reduce conditionals around trace calls.
Removing that does not seem to have an impact on performance anymore however and it fixes
the issue.
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Now transparent areas of the object will render objects behind.
Fixes T78728.
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By default it will now set the step size to the voxel size for smoke and
volume objects, and 1/10th the bounding box for procedural volume shaders.
New settings are:
* Scene render/preview step rate: to globally adjust detail and performance
* Material step rate: multiplied with auto detected per-object step size
* World step size: distance to steo for world shader
Differential Revision: https://developer.blender.org/D1777
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This feature takes some inspiration from
"RenderMan: An Advanced Path Tracing Architecture for Movie Rendering" and
"A Hierarchical Automatic Stopping Condition for Monte Carlo Global Illumination"
The basic principle is as follows:
While samples are being added to a pixel, the adaptive sampler writes half
of the samples to a separate buffer. This gives it two separate estimates
of the same pixel, and by comparing their difference it estimates convergence.
Once convergence drops below a given threshold, the pixel is considered done.
When a pixel has not converged yet and needs more samples than the minimum,
its immediate neighbors are also set to take more samples. This is done in order
to more reliably detect sharp features such as caustics. A 3x3 box filter that
is run periodically over the tile buffer is used for that purpose.
After a tile has finished rendering, the values of all passes are scaled as if
they were rendered with the full number of samples. This way, any code operating
on these buffers, for example the denoiser, does not need to be changed for
per-pixel sample counts.
Reviewed By: brecht, #cycles
Differential Revision: https://developer.blender.org/D4686
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With upcoming light group passes, for them to sum up correctly to the combined
pass the clamping must be more fine grained.
This also has the advantage that if one light is particularly noisy, it does
not diminish the contribution from other lights which do not need as much
clamping.
Clamp values on existing scenes will need to be tweaked to get similar results,
there is no automatic conversion possible which would give the same results as
before.
Implemented by Lukas, with tweaks by Brecht.
Part of D4837
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Custom render passes are added in the Shader AOVs panel in the view layer
settings, with a name and data type. In shader nodes, an AOV Output node
is then used to output either a value or color to the pass.
Arbitrary names can be used for these passes, as long as they don't conflict
with built-in passes that are enabled. The AOV Output node can be used in both
material and world shader nodes.
Implemented by Lukas, with tweaks by Brecht.
Differential Revision: https://developer.blender.org/D4837
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This adds all the kernel side changes for the Optix backend.
Ref D5363
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This will be used by Optix to help the compiler figure out scoping. It is not
used by other devices currently, but worth testing if it helps there too.
Ref D5363
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Use a single loop to iterate over all lights, reducing divergence and amount
of code to generate. Moving ray intersection calls out of conditionals will
also help the Optix compiler.
Ref D5363
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CUDA is working correct without it now, and it's more efficient not to do this.
Ref D5363
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Uninitialized variables are harder to handle for the compiler.
Ref D5363
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Ref D5363
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This never really worked as it was supposed to. The main goal of this is to
turn noise from sampling tiny hairs into multiple layers of transparency that
do not need to be sampled stochastically. However the implementation of this
worked by randomly discarding hair intersections in BVH traversal, which
defeats the purpose.
If it ever comes back, it's best implemented outside the kernel as a preprocess
that changes hair radius before BVH building. This would also make it work with
Embree, where it's not supported now. But it's not so clear anymore that with
many AA samples and GPU rendering this feature is as helpful as it once was for
CPU raytracers with few AA samples.
The benefit of removing this feature is improved hair ray tracing performance,
tested on NVIDIA Titan Xp:
bmw27: +0.37%
classroom: +0.26%
fishy_cat: -7.36%
koro: -12.98%
pabellon: -0.12%
Differential Revision: https://developer.blender.org/D4532
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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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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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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 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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This is more important now that we will have tigther volume bounds that
we hit multiple times. It also avoids some noise due to RR previously
affecting these surfaces, which shouldn't have been the case and should
eventually be fixed for transparent BSDFs as well.
For non-volume scenes I found no performance impact on NVIDIA or AMD.
For volume scenes the noise decrease and fixed artifacts are worth the
little extra render time, when there is any.
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We now continue transparent paths after diffuse/glossy/transmission/volume
bounces are exceeded. This avoids unexpected boundaries in volumes with
transparent boundaries. It is also required for MIS to work correctly with
transparent surfaces, as we also continue through these in shadow rays.
The main visible changes is that volumes will now be lit by the background
even at volume bounces 0, same as surfaces.
Fixes T53914 and T54103.
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Unify the path and branched path indirect SSS code. No performance impact
found on CUDA, for AMD split kernel the extra code was already there.
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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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This also fixes a subtle bug in the split kernel branched path SSS, the
volume stack update can't be shared between multiple hit points.
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This can be enabled in the Film panel, with an option to control the
transmisison roughness below which glass becomes transparent.
Differential Revision: https://developer.blender.org/D2904
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passes
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Goal is to reduce OpenCL kernel recompilations.
Currently viewport renders are still set to use 64 closures as this seems to
be faster and we don't want to cause a performance regression there. Needs
to be investigated.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2775
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With a Titan Xp, reduces path trace local memory from 1092MB to 840MB.
Benchmark performance was within 1% with both RX 480 and Titan Xp.
Original patch was implemented by Sergey.
Differential Revision: https://developer.blender.org/D2249
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We are already using the AO distance, so might as well offer this extra
control over the intensity. Useful when an interior scene is supposed to
be significantly darker than the background shader.
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This was originally done with the first sample in the kernel for better
performance, but it doesn't work anymore with atomics. Any benefit was
very minor anyway, too small to measure it seems.
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A little faster on some benchmark scenes, a little slower on others, seems
about performance neutral on average and saves a little memory.
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This is done by storing only a subset of PathRadiance, and by storing
direct light immediately in the main PathRadiance. Saves about 10% of
CUDA stack memory, and simplifies subsurface indirect ray code.
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For the first bounce we now give each BSDF or BSSRDF a minimum sample weight,
which helps reduce noise for a typical case where you have a glossy BSDF with
a small weight due to Fresnel, but not necessarily small contribution relative
to a diffuse or transmission BSDF below.
We can probably find a better heuristic that also enables this on further
bounces, for example when looking through a perfect mirror, but I wasn't able
to find a robust one so far.
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Similar to what we did for area lights previously, this should help
preserve stratification when using multiple BSDFs in theory. Improvements
are not easily noticeable in practice though, because the number of BSDFs
is usually low. Still nice to eliminate one sampling dimension.
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Previously the Sobol pattern suffered from some correlation issues that
made the outline of objects like a smoke domain visible. This helps
simplify the code and also makes some other optimizations possible.
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Differential Revision: https://developer.blender.org/D2847
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