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2018-03-19Fix T54317: overlapping volume render bug after recent changes.Brecht Van Lommel
Increasing the samplig dimensions like this is not optimal, I'm looking into some deeper changes to reuse the random number and change the RR probabilities, but this should fix the bug for now.
2018-03-01Cycles: don't count volume boundaries as transparent bounces.Brecht Van Lommel
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.
2018-02-22Cycles: better path termination for transparency.Brecht Van Lommel
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.
2018-02-09Cycles: random walk subsurface scattering.Brecht Van Lommel
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
2018-02-08Code refactor: tweaks in SSS code to prepare for coming changes.Brecht Van Lommel
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.
2018-02-08Code refactor: remove unnecessary RNG offset in branched path code.Brecht Van Lommel
This is only needed for SSS which bounces to a different shading point.
2018-01-26Code refactor: store RGB BSSRDF in a single closure.Brecht Van Lommel
Previously we stored each color channel in a single closure, which was convenient for sampling a closure and channel together. But this doesn't work so well for algorithms where we want to render multiple color channels together.
2018-01-22Fix T53854: branched path tracing correlation bug with transparency.Brecht Van Lommel
This was broken in d750d18.
2017-11-09Cycles: Replace __MAX_CLOSURE__ build option with runtime integrator variableMai Lavelle
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
2017-11-08Code refactor: rename subsurface to local traversal, for reuse.Brecht Van Lommel
2017-11-05Cycles: reduce closure memory usage for emission/shadow shader data.Brecht Van Lommel
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
2017-11-05Code refactor: remove emission and background closures, sum directly.Brecht Van Lommel
2017-10-08Code refactor: use DeviceInfo to enable QBVH and decoupled volume shading.Brecht Van Lommel
2017-10-04Code refactor: zero render buffers outside of kernel.Brecht Van Lommel
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.
2017-10-04Code refactor: remove rng_state buffer and compute hash on the fly.Brecht Van Lommel
A little faster on some benchmark scenes, a little slower on others, seems about performance neutral on average and saves a little memory.
2017-09-28Cycles: reduce subsurface stack memory usage.Brecht Van Lommel
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.
2017-09-20Cycles: slightly improve BSDF sample stratification for path tracing.Brecht Van Lommel
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.
2017-09-20Code cleanup: remove hack to avoid seeing transparent objects in noise.Brecht Van Lommel
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.
2017-09-13Code cleanup: store branch factor in PathState.Brecht Van Lommel
2017-09-13Code cleanup: abstract shadow catcher logic more into accumulation code.Brecht Van Lommel
2017-09-13Code cleanup: deduplicate some branched and split kernel code.Brecht Van Lommel
Benchmarks peformance on GTX 1080 and RX 480 on Linux is the same for bmw27, classroom, pabellon, and about 2% faster on fishy_cat and koro.
2017-09-12Fix rare firefly in volume equiangular sampling when sampling short distance.Brecht Van Lommel
2017-09-05Fix T52433: Volume Absorption color tintSergey Sharybin
Need to exit the volume stack when shadow ray laves the medium. Thanks Brecht for review and help in troubleshooting!
2017-08-24Code cleanup: remove shader context.Brecht Van Lommel
This was needed when we accessed OSL closure memory after shader evaluation, which could get overwritten by another shader evaluation. But all closures are immediatley converted to ShaderClosure now, so no longer needed.
2017-08-19Code cleanup: move rng into path state.Brecht Van Lommel
Also pass by value and don't write back now that it is just a hash for seeding and no longer an LCG state. Together this makes CUDA a tiny bit faster in my tests, but mainly simplifies code.
2017-08-13Code cleanup: make L_transparent part of PathRadiance.Brecht Van Lommel
2017-08-13Code cleanup: make DebugData part of PathRadiance.Brecht Van Lommel
2017-08-12Code cleanup: remove unused Cycles random number code.Brecht Van Lommel
2017-08-12Code cleanup: fix warning and improve terminology.Brecht Van Lommel
2017-08-11Fix T52229: Shadow Catcher artifacts when under transparencySergey Sharybin
Added some extra tirckery to avoid background being tinted dark with transparent surface. Maybe a bit hacky, but seems to work fine.
2017-08-07Fix Cycles shadow catcher objects influencing each other.Brecht Van Lommel
Since all the shadow catchers are already assumed to be in the footage, the shadows they cast on each other are already in the footage too. So don't just let shadow catchers skip self, but all shadow catchers. Another justification is that it should not matter if the shadow catcher is modeled as one object or multiple separate objects, the resulting render should be the same. Differential Revision: https://developer.blender.org/D2763
2017-07-18Fix T52021: Shadow catcher renders wrong when catcher object is behind ↵Sergey Sharybin
transparent object Tweaked the path radiance summing and alpha to accommodate for possible contribution of light by transparent surface bounces happening prior to shadow catcher intersection. This commit will change the way how shadow catcher results looks when was behind semi transparent object, but the old result seemed to be fully wrong: there were big artifacts when alpha-overing the result on some actual footage.
2017-07-18Cycles: Remove meaningless camera ray checkSergey Sharybin
In branched path tracing main loop is always a camera ray, with varying number of transparent bounces.
2017-05-07Cycles: Implement denoising option for reducing noise in the rendered imageLukas Stockner
This commit contains the first part of the new Cycles denoising option, which filters the resulting image using information gathered during rendering to get rid of noise while preserving visual features as well as possible. To use the option, enable it in the render layer options. The default settings fit a wide range of scenes, but the user can tweak individual settings to control the tradeoff between a noise-free image, image details, and calculation time. Note that the denoiser may still change in the future and that some features are not implemented yet. The most important missing feature is animation denoising, which uses information from multiple frames at once to produce a flicker-free and smoother result. These features will be added in the future. Finally, thanks to all the people who supported this project: - Google (through the GSoC) and Theory Studios for sponsoring the development - The authors of the papers I used for implementing the denoiser (more details on them will be included in the technical docs) - The other Cycles devs for feedback on the code, especially Sergey for mentoring the GSoC project and Brecht for the code review! - And of course the users who helped with testing, reported bugs and things that could and/or should work better!
2017-05-02Cycles: Branched path tracing for the split kernelMai Lavelle
This implements branched path tracing for the split kernel. General approach is to store the ray state at a branch point, trace the branched ray as normal, then restore the state as necessary before iterating to the next part of the path. A state machine is used to advance the indirect loop state, which avoids the need to add any new kernels. Each iteration the state machine recreates as much state as possible from the stored ray to keep overall storage down. Its kind of hard to keep all the different integration loops in sync, so this needs lots of testing to make sure everything is working correctly. We should probably start trying to deduplicate the integration loops more now. Nonbranched BMW is ~2% slower, while classroom is ~2% faster, other scenes could use more testing still. Reviewers: sergey, nirved Reviewed By: nirved Subscribers: Blendify, bliblubli Differential Revision: https://developer.blender.org/D2611
2017-04-24Cycles: Remove re-hashing done in BPT volume codeSergey Sharybin
Since 9d50175 this is no longer needed, at least not with the current sampler we are using.
2017-03-27Cycles: Remove ccl_addr_space from RNG passed to functionsHristo Gueorguiev
Simplifies code quite a bit, making it shorter and easier to extend. Currently no functional changes for users, but is required for the upcoming work of shadow catcher support with OpenCL.
2017-03-27Cycles: First implementation of shadow catcherSergey Sharybin
It uses an idea of accumulating all possible light reachable across the light path (without taking shadow blocked into account) and accumulating total shaded light across the path. Dividing second figure by first one seems to be giving good estimate of the shadow. In fact, to my knowledge, it's something really similar to what is happening in the denoising branch, so we are aligned here which is good. The workflow is following: - Create an object which matches real-life object on which shadow is to be catched. - Create approximate similar material on that object. This is needed to make indirect light properly affecting CG objects in the scene. - Mark object as Shadow Catcher in the Object properties. Ideally, after doing that it will be possible to render the image and simply alpha-over it on top of real footage.
2017-03-08Cycles: Remove ccl_fetch and SOAMai Lavelle
2017-01-23Cycles: Split ShaderData object and shader flagsSergey Sharybin
We started to run out of bits there, so now we separate flags which came from __object_flags and which are either runtime or coming from __shader_flags. Rule now is: SD_OBJECT_* flags are to be tested against new object_flags field of ShaderData, all the rest flags are to be tested against flags field of ShaderData. There should be no user-visible changes, and time difference should be minimal. In fact, from tests here can only see hardly measurable difference and sometimes the new code is somewhat faster (all within a noise floor, so hard to tell for sure). Reviewers: brecht, dingto, juicyfruit, lukasstockner97, maiself Differential Revision: https://developer.blender.org/D2428
2017-01-23Cycles: Make object flag names more obvious that hey are object and not shaderSergey Sharybin
2017-01-12Cycles: Use dedicated debug passes for traversed nodes and intersection testsSergey Sharybin
This way it's more clear whether some issue is caused by lots of geometry in the node or by lots of "transparent" BVH nodes.
2016-12-08Fix emissive volumes generates unexpected fireflies around intersectionsSergey Sharybin
Discard the whole volume stack on the last bounce (but keep world volume if present). Volumes are expected to be closed manifol meshes, meaning if ray entered the volume there should be an intersection event of ray exisintg the volume. Case when ray hit nothing and there are still non-world volumes in the stack can happen in either of cases. 1. Mesh is not closed manifold. Such configurations are not really supported anyway and should not be used. Previous code would have consider the infinite length of the ray to sample across, so render result wasn't really correct anyway. 2. Exit intersection is more far away than the camera far clip distance. This case also will behave differently now, but previously it wasn't really correct either, so it's not like we're breaking something which was working as expected. 3. We missed exit event due to intersection precision issues. This is exact the case which this patch fixes and avoid fireflies. 4. Volume has Camera only visibility (all the rest visibility is set to off) This is what could be considered a regression but could be solved quite easily by checking volume stack's objects flags and keep entries which doesn't have Volume Scatter visibility (or even better: ensure Volume Scatter visibility for objects with volume closure), Fixes T46108: Cycles - Overlapping emissive volumes generates unexpected bright hotspots around the intersection Also fixes fireflies appearing on the edges of cube with emissive volue. Reviewers: juicyfruit, brecht Reviewed By: brecht Maniphest Tasks: T46108 Differential Revision: https://developer.blender.org/D2212
2016-11-11Cycles: Add comments to endif directivesMai Lavelle
`kernel_path.h` and `kernel_path_branched.h` have a lot of conditional code and it was kind of hard to tell what code belonged to which directive. Should be easier to read now.
2016-10-03Fix Cycles CUDA performance on CUDA 8.0.Brecht Van Lommel
Mostly this is making inlining match CUDA 7.5 in a few performance critical places. The end result is that performance is now better than before, possibly due to less register spilling or other CUDA 8.0 compiler improvements. On benchmarks scenes, there are 3% to 35% render time reductions. Stack memory usage is reduced a little too. Reviewed By: sergey Differential Revision: https://developer.blender.org/D2269
2016-08-25Cycles: Cleanup, indentationSergey Sharybin
2016-08-02Cycles: Some more inline policy tweaks for CUDA 8Sergey Sharybin
Makes it so toolkit does exactly the same decision about what to inline, but unfortunately it has really barely visible difference on GTX-980.
2016-06-23Cycles: Add multi-scattering, energy-conserving GGX as an option to the ↵Lukas Stockner
Glossy, Anisotropic and Glass BSDFs This commit adds a new distribution to the Glossy, Anisotropic and Glass BSDFs that implements the multiple-scattering microfacet model described in the paper "Multiple-Scattering Microfacet BSDFs with the Smith Model". Essentially, the improvement is that unlike classical GGX, which only models single scattering and assumes the contribution of multiple bounces to be zero, this new model performs a random walk on the microsurface until the ray leaves it again, which ensures perfect energy conservation. In practise, this means that the "darkening problem" - GGX materials becoming darker with increasing roughness - is solved in a physically correct and efficient way. The downside of this model is that it has no (known) analytic expression for evalation. However, it can be evaluated stochastically, and although the correct PDF isn't known either, the properties of MIS and the balance heuristic guarantee an unbiased result at the cost of slightly higher noise. Reviewers: dingto, #cycles, brecht Reviewed By: dingto, #cycles, brecht Subscribers: bliblubli, ace_dragon, gregzaal, brecht, harvester, dingto, marcog, swerner, jtheninja, Blendify, nutel Differential Revision: https://developer.blender.org/D2002
2016-05-25Cycles CUDA: reduce branched path stack memory by sharing indirect ShaderData.Brecht Van Lommel
Saves about 15% for the branched path kernel.
2016-05-23Cycles CUDA: reduce stack memory by reusing ShaderData.Brecht Van Lommel
57% less for path and 48% less for branched path.