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2016-07-31Cycles: refactor kernel closure storage to use structs per closure type.Brecht Van Lommel
Reviewed By: dingto, sergey Differential Revision: https://developer.blender.org/D2127
2016-07-30Fix CUDA warning, due to extra ; at the line ending.Thomas Dinges
2016-07-30Cycles OpenCL: detect incorrect usage of SOA members in the split kernel.Brecht Van Lommel
2016-07-30Fix Cycles OpenCL address space compile error with amdgpu-pro drivers on Linux.Brecht Van Lommel
2016-07-29Cycles microdisplacement: ngons and attributes for subdivision meshesMai Lavelle
This adds support for ngons and attributes on subdivision meshes. Ngons are needed for proper attribute interpolation as well as correct Catmull-Clark subdivision. Several changes are made to achieve this: - new primitive `SubdFace` added to `Mesh` - 3 more textures are used to store info on patches from subd meshes - Blender export uses loop interface instead of tessface for subd meshes - `Attribute` class is updated with a simplified way to pass primitive counts around and to support ngons. - extra points for ngons are generated for O(1) attribute interpolation - curves are temporally disabled on subd meshes to avoid various bugs with implementation - old unneeded code is removed from `subd/` - various fixes and improvements Reviewed By: brecht Differential Revision: https://developer.blender.org/D2108
2016-07-18Fix Cycles kernel build without render passes support.Brecht Van Lommel
2016-07-07Cycles: Implement unaligned nodes BVH builderSergey Sharybin
This is a special builder type which is allowed to orient nodes to strands direction, hence minimizing their surface area in comparison with axis-aligned nodes. Such nodes are much more efficient for hair rendering. Implementation of BVH builder is based on Embree, and generally idea there is to calculate axis-aligned SAH and oriented SAH and if SAH of oriented node is smaller than axis-aligned SAH we create unaligned node. We store both aligned and unaligned nodes in the same tree (which seems to be different from what Embree is doing) so we don't have any any extra calculations needed to set up hair ray for BVH traversal, hence avoiding any possible negative effect of this new BVH nodes type. This new builder is currently not in use, still need to make BVH traversal code aware of unaligned nodes.
2016-07-02Cleanup: comment blocksCampbell Barton
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
2016-06-14Cleanup: Remove outdated comment, visibility layers in kernel have been removed.Thomas Dinges
2016-05-31Fix T48556: Missing transparent shadows on AMD OpenCLSergey Sharybin
We had transparent shadows disabled for some time because they were causing drivers to crash. Can't reproduce that issue anymore with current drivers, so will enable them and see how it goes.
2016-05-22Cleanup: remove Cycles layer bits checking in the kernel.Brecht Van Lommel
At some point the idea was that we could have an optimization where we could render multiple render layers without re-exporting the scene, by just updating the layer bits. We are not doing this now and in practice with the available render layer control like exclude layers it's not always possible anyway. This makes it easier to support an arbitrary number of layers in the future (hopefully this summer), and frees up some useful bits in the kernel. Reviewed By: sergey, dingto Differential Revision: https://developer.blender.org/D2020
2016-05-18Cycles: Pole merging for spherical stereoSergey Sharybin
The idea of pole merge is to fade interocular distance after a certain altitude to zero when altitude goes closer to a pole. This should prevent annoyances looking up in the sky or down to the bottom. Works for both panorama and perspective cameras when Spherical Stereo is enabled. Reviewers: dfelinto, brecht Reviewed By: brecht Subscribers: sebastian_k Differential Revision: https://developer.blender.org/D1998
2016-05-07Some fixes for CUDA runtime compile:Thomas Dinges
* When Baking wasn't used we got an error. * On top of Volume Nodes (NODES_FEATURE_VOLUME), we now also check if we need volume sampling code, so we can disable that as well and save some further compilation time.
2016-04-16Cleanup: Move texture definitions to util, to avoid bad level include.Thomas Dinges
2016-04-11Cycles: Cleanup, make some comments easier to read on split editorsSergey Sharybin
2016-03-25Cycles: Cleanup, indent nested preprocessor directivesSergey Sharybin
Quite straightforward, main trick is happening in path_source_replace_includes(). Reviewers: brecht, dingto, lukasstockner97, juicyfruit Differential Revision: https://developer.blender.org/D1794
2016-03-10Multi-View: Cycles - Spherical Stereo support (VR Panoramas)Dalai Felinto
This is a new option for panorama cameras to render stereo that can be used in virtual reality devices The option is available under the camera panel when Multi-View is enabled (Views option in the Render Layers panel) Known limitations: ------------------ * Parallel convergence is not supported (you need to set a convergence distance really high to simulate this effect). * Pivot was not supposed to affect the render but it does, this has to be looked at, but for now set it to CENTER * Derivatives in perspective camera need to be pre-computed or we shuld get rid of kcam->dx/dy (Sergey words, I don't fully grasp the implication shere) * This works in perspective mode and in panorama mode. However, for fully benefit from this effect in perspective mode you need to render a cube map. (there is an addon for this, developed separately, perhaps we could include it in master). * We have no support for "neck distance" at the moment. This is supposed to help with objects at short distances. * We have no support to rotate the "Up Axis" of the stereo plane. Meaning, we hardcode 0,0,1 as UP, and create the stereo pair related to that. (although we could take the camera local UP when rendering panoramas, this wouldn't work for perspective cameras. * We have no support for interocular distance attenuation based on the proximity of the poles (which helps to reduce the pole rotation effect/artifact). THIS NEEDS DOCS - both in 2.78 release log and the Blender manual. Meanwhile you can read about it here: http://code.blender.org/2015/03/1451 This patch specifically dates from March 2015, as you can see in the code.blender.org post. Many thanks to all the reviewers, testers and minor sponsors who helped me maintain spherical-stereo for 1 year. All that said, have fun with this. This feature was what got me started with Multi-View development (at the time what I was looking for was Fulldome stereo support, but the implementation is the same). In order to make this into Blender I had to make it aiming at a less-specic user-case Thus Multi-View started. (this was December 2012, during Siggraph Asia and a chat I had with Paul Bourke during the conference). I don't have the original patch anymore, but you can find a re-based version of it from March 2013, right before I start with the Multi-View project https://developer.blender.org/P332 Reviewers: sergey, dingto Subscribers: #cycles Differential Revision: https://developer.blender.org/D1223
2016-02-12Cycles: Make Blender importer more forward compatibleSergey Sharybin
Basically the idea is to make code robust against extending enum options in the future by falling back to a known safe default setting when RNA is set to something unknown. While this approach solves the issues similar to T47377, but it wouldn't really help when/if any of the RNA values gets ever deprecated and removed. There'll be no simple solution to that apart from defining explicit mapping from RNA value to Cycles one. Another part which isn't so great actually is that we now have to have some enum guards and give some explicit values to the enum items, but we can live with that perhaps. Reviewers: dingto, juicyfruit, lukasstockner97, brecht Reviewed By: brecht Differential Revision: https://developer.blender.org/D1785
2016-02-04Cycles: Speedup of Christensen-Burley SSS falloff functionSergey Sharybin
The idea is simply to pre-compute fitting and parameterization in the bssrdf_setup() function and re-use the values in both sample() and eval(). The only trick is where to store the pre-calculated values and the answer is inside of ShaderClosure->custom{1,2,3}. There's no memory bump here because we now simply re-use padding fields for the pre-calculated values. Similar trick we can do for other BSDFs. Seems to give nice speedup up to 7% here on my desktop with Core i7 CPU, SSE4.1 kernel.
2016-01-30Cleanup for last commit, these variables are no longer needed.Thomas Dinges
2016-01-30Cycles: Cleanup of OpenCL split kernel routinesSergey Sharybin
The idea is to switch from allocating separate buffers for shader data's structure of arrays to allocating one huge memory block and do some index trickery to make it accessed as SOA. This saves quite reasonable amount of lines of code in device_opencl and also makes it possible to get rid of special declaration of ShaderData structure. As a side effect it also makes it easier to experiment with SOA vs. AOS for split kernel. Works fine here on NVidia GTX580, Intel CPU amd AMD Fiji cards. Reviewers: #cycles, brecht, juicyfruit, dingto Differential Revision: https://developer.blender.org/D1593
2016-01-15Cycles-Bake: Custom Baking passesDalai Felinto
The combined pass is built with the contributions the user finds fit. It is useful for lightmap baking, as well as non-view dependent effects baking. The manual will be updated once we get closer to the 2.77 release. Meanwhile the new page can be found here: http://dalaifelinto.com/blender-manual/render/cycles/baking.html Reviewers: sergey, brecht Differential Revision: https://developer.blender.org/D1674
2016-01-14Cycles: Remove the experimental CUDA kernel.Thomas Dinges
This commit removes the experimental CUDA kernel, making SSS and CMJ regular features. Several improvements have been made in the past few weeks (thanks Sergey!) which make SSS render several times faster (2-3x compared to 2.76b) on the GPU, and the increased VRAM usage has also been fixed. Therefore the experimental kernel is no longer needed. Differential Revision: https://developer.blender.org/D1726 Manual has been updated: too: https://www.blender.org/manual/render/cycles/features.html
2015-12-31Cycles: Implement rolling shutter effectSergey Sharybin
This is an attempt to emulate real CMOS cameras which reads sensor by scanlines and hence different scanlines are sampled at a different moment in time, which causes so called rolling shutter effect. This effect will, for example, make vertical straight lines being curved when doing horizontal camera pan. This is controlled by the Shutter Type option in the Motion Blur panel. Additionally, since scanline sampling is not instantaneous it's possible to have motion blur on top of rolling shutter. This is controlled by the Rolling Shutter Time slider which controls balance between pure rolling shutter effect and pure motion blur effect. Reviewers: brecht, juicyfruit, dingto, keir Differential Revision: https://developer.blender.org/D1624
2015-12-01Fix T46898: OpenCL Fails to compile after recent SSS changesSergey Sharybin
2015-11-28Cycles: Set of fixes for delayed SSS ray tracingSergey Sharybin
There were multiple issues which are solved now: - It was possible that ray wouldn't be bounced off the BSSRDF, for example when PDF or shader eval is zero. In this case PathState might have been left in pre-bounced state which would have been gave incorrect shading results. This is solved by having separate PathState for each of the hits. - Path radiance summing wasn't happening correct as well, indirect rays were using wrong path radiance in the case when there were more than one hit recorded. This is now using a bit trickier state machine which calculates path radiance for just SSS (both direct and indirect) and then sums it back to the final radiance. - Previous commit wasn't totally correct either and was an induced bug due to wrong path state left from the "un-happened" ray bounce. There should be no special case happening here, BSSRDFs will be replaced with diffuse ones due to PATH_RAY_DIFFUSE_ANCESTOR flag. - Merged back codebases for "delayed" and "immediate" indirect SSS ray tracing, hopefully making it easier to maintain the codebase. Sure this changes brings memory usage back by about 4-5%, but overall it's still about 2x memory reduction for the experimental kernel here. Thanks Brecht for the review!
2015-11-27Cycles: Fully roll-back to non-delayed SSS indirect rays for CPUSergey Sharybin
There are some issues to be solved with the recent optimization we did for the indirect rays for the SSS. Those issues will take a bit of a time to be fully solved still and we need to unlock Caminandes team now, so let's revert some changes back. CUDA will still use delayed indirect rays since it's an experimental feature. For the details about what's to be done still please refer to T46880.
2015-11-25Cycles: Delay shooting SSS indirect raysSergey Sharybin
The idea is to delay shooting indirect rays for the SSS sampling and trace them after the main integration loop was finished. This reduces GPU stack usage even further and brings it down to around 652MB (comparing to 722MB before the change and 946MB with previous stable release). This also solves the speed regression happened in the previous commit and now simple SSS scene (SSS suzanne on the floor) renders in 0:50 (comparing to 1:16 with previous commit and 1:03 with official release).
2015-11-25Cysles: Avoid having ShaderData on the stackSergey Sharybin
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).
2015-11-22Cycles: Make branched path tracer covered with requested featuresSergey Sharybin
This gives few percent extra memory saving for the CUDA kernel when using regular path tracing. Still more like an experiment, but will be handy in the future.
2015-11-21Cycles: Make requested features struct aware of subsurface BSDFSergey Sharybin
This way we'll be able to disable SSS for the scene-adaptive kernel.
2015-11-18Cycles: Add Blackman-Harris filter, fix Gaussian filterLukas Stockner
This commit adds the Blackman-Harris windows function as a pixel filter to Cycles. On some cases, such as wireframes or high-frequency textures, Blackman-Harris can give subtle but noticable improvements over the Gaussian window. Also, the gaussian window was truncated too early, which degraded quality a bit, therefore the evaluation region is now three times as wide. To avoid artifacts caused by the wider curve, the filter table size is increased to 1024. Reviewers: #cycles Differential Revision: https://developer.blender.org/D1453
2015-10-28Cycles: Support user-defined shutter curveSergey Sharybin
Previously shutter was instantly opening, staying opened for the shutter time period of time and then instantly closing. This isn't quite how real cameras are working, where shutter is opening with some curve. Now it is possible to define user curve for how much shutter is opened across the sampling period of time. This could be used for example to make motion blur trails softer.
2015-08-23Cleanup: spelling/styleCampbell Barton
2015-07-30Cleanup: Remove unused variable in PathState.Thomas Dinges
2015-07-21Cycles: Implement camera zoom motion blurSergey Sharybin
Works totally similar to camera motion blur and majority of the changes are related on just passing extra arguments to sync() functions. Couple of things still to look into: - Motion pass will not include motion caused by the zoom. - Only perspective cameras are supported currently. - Motion is being interpolated on projected coordinates, which might give different results from constructing projection matrix from interpolated field of view. This could be good enough for us, but we need to consider improving this at some point. Reviewers: juicyfruit, dingto Reviewed By: dingto Differential Revision: https://developer.blender.org/D1383
2015-07-15Cycles: Enable OpenCL rendering on Apple OSXSergey Sharybin
Requires having latest El Capitan beta 3 OSX due to ome crucial fixes made in the compiler. Supports same features as NVidia OpenCL apart from CMJ (there's no experimental feature set support in megakernel yet). Uses megakernel internally, which works much better than the split kernel. Split kernel is not supported on OSX still, needs to be investigated still. Some more details can be found there: http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/OpenCL#AMD_on_OSX
2015-07-03Cycles: Use explicit indices for split kernel queuesSergey Sharybin
2015-06-12Cycles: Add debug pass which shows number of instance pushes during camera ↵Sergey Sharybin
ray intersection TODO: We might want to refactor debug passes into PASS_DEBUG and some debug_type (similar to Blender's side passes) to avoid issue of running out of bits.
2015-06-12Cycles: Enable transparent shadows for experimental AMD kernelSergey Sharybin
They're working just fine on AMD Tonga GPU and probably other architectures, lets enable it under the experimental feature set and see what exact system configuration gives issues.
2015-06-11Cycles: Add debug pass showing average number of ray bounces per pixelSergey Sharybin
Quite straightforward implementation, but still needs some work for the split kernel. Includes both regular and split kernel implementation for that. The pass is not exposed to the interface yet because it's currently not really easy to have same pass listed in the menu multiple times.
2015-06-08Cycles: Remove requirement of using experimental kernel for hair and blur on AMDSergey Sharybin
Those features are not selectively compiled, so there's no real benefit of hiding them under the experimental feature set.
2015-06-08Cycles: Make hair, object and motion blur selective compiled into OpenCLSergey Sharybin
This features are now based on the scene settings, so scenes without those features used are rendered even faster. This gives about 30% speedup on the AMD A10 APU here, but at the same time it does not mean such an improvement will happen on all the hardware. That being said, the Tonga device here seems to have no measurable difference. In any case it seems handy to have for the future, when we'll want to support SSS in the kernel or to port selective compilation/split kernel to CUDA devices.
2015-05-28Cycles: Enable Object Motion on AMD OpenCL.Thomas Dinges
Like Camera Motion, only available in the Experimental kernel. This should be it for the upcoming release, we now support almost everything, apart from Transparent Shadows, SSS and Volume.
2015-05-26Cycles: Enable advanced shading for NVidia OpenCL kernelSergey Sharybin
It was kept disabled due to render artifacts which weer in fact caused by bad memory access, which is fixed in the previous commit. We now also can make it enabled in regular AMD split kernel after someone tests the updated code.
2015-05-17Cycles / OpenCL: Enable Camera Motion and Hair for AMD.Thomas Dinges
Only enabled for the Experimental kernel though, so the feature set must be changed in the UI to use the features.
2015-05-17Cleanup: typosCampbell Barton
2015-05-15Cleanup: style, spellingCampbell Barton
2015-05-15Cycles: Enable CMJ for Intel/NVidia experimental split kernelsSergey Sharybin
It is still disabled for AMD devices since can't test if it works fine on this hardware.