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2018-04-29Cycles: Cleanup: Remove double semicolonsLukas Stockner
2018-03-27Fix T54420: too much volume render noise with multiple volume objects.Brecht Van Lommel
Random numbers for step offset were correlated, now use stratified samples which reduces noise as well for some types of volumes, mainly procedural ones where the step size is bigger than the volume features.
2018-03-20Fix build error on Windows 32 bit.Brecht Van Lommel
2018-03-10Cycles: add roughness baking support, using squared roughness convention.Brecht Van Lommel
2018-03-10Cycles: support arbitrary number of motion blur steps for objects.Brecht Van Lommel
2018-03-10Cycles: support arbitrary number of motion blur steps for cameras.Brecht Van Lommel
2018-03-10Code refactor: motion blur cleanups, preparing for next commit.Brecht Van Lommel
2018-03-10Code refactor: make Transform always affine, dropping last row.Brecht Van Lommel
This save a little memory and copying in the kernel by storing only a 4x3 matrix instead of a 4x4 matrix. We already did this in a few places, and those don't need to be special exceptions anymore now.
2018-03-10Code refactor: add DecomposedTransform.Brecht Van Lommel
This is in preparation of making Transform affine only, and also gives us a little extra type safety so we don't accidentally treat it as a regular 4x4 matrix.
2018-03-10Code refactor: add ProjectionTransform separate from regular Transform.Brecht Van Lommel
This is in preparation of making Transform affine only.
2018-03-10Code refactor: use KernelShader and KernelParticle instead of float arrays.Stefan Werner
Original patch by Stefan with modifications by Brecht.
2018-03-10Code refactor: use KernelLight instead of float4 arrays.Stefan Werner
Original patch by Stefan with modifications by Brecht.
2018-03-10Code refactor: use KernelOject struct instead of float4 array.Stefan Werner
Original patch by Stefan with modifications by Brecht.
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.
2018-02-23Code refactor: improve attribute handling for optional volume attributes.Brecht Van Lommel
A volume shader should be able to request attributes, and still be rendered as homogeneous if no volume attributes are available for the object.
2018-02-23Smoke: add temperature grid, with values 0..1 corresponding to 0..1000K.Brecht Van Lommel
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.
2018-02-21Fix incorrect OSL raytype bits and add some comments.Brecht Van Lommel
2018-02-14Cycles: change Index output of Hair and Particle Info to Random, in 0..1 range.Brecht Van Lommel
These are used for randomization, so it's convenient if the index is already hashed and consistent with the Object Info node.
2018-02-13Cycles: Implement index output for hair nodeSergey Sharybin
This is like the only way to add variety to hair which is created using simple children. Used here for the hair. Maybe not ideal, but the time will show.
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
2018-01-22Cycles: Replace use_qbvh boolean flag with an enum-based propertySergey Sharybin
This was we can introduce other types of BVH, for example, wider ones, without causing too much mess around boolean flags. Thoughs: - Ideally device info should probably return bitflag of what BVH types it supports. It is possible to implement based on simple logic in device/ and mesh.cpp, rest of the changes will stay the same. - Not happy with workarounds in util_debug and duplicated enum in kernel. Maybe enbum should be stores in kernel, but then it's kind of weird to include kernel types from utils. Soudns some cyclkic dependency. Reviewers: brecht, maxim_d33 Reviewed By: brecht Differential Revision: https://developer.blender.org/D3011
2018-01-12Cycles: option to make background visible through glass transparent.Lukas Stockner
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
2018-01-11Cycles: support animated object scale in motion blur.Stefan Werner
This was disabled previously due to CUDA compiler bugs, see T32900. Differential Revision: https://developer.blender.org/D2937
2017-11-17Cycles: Add per-tile render time debug passLukas Stockner
Reviewers: sergey, brecht Differential Revision: https://developer.blender.org/D2920
2017-11-17Cycles: Add Volume Direct and Volume Indirect passes for volume-scattered lightLukas Stockner
No color pass because it's hard to define what to use as color in a volume. Reviewers: sergey, brecht Differential Revision: https://developer.blender.org/D2903
2017-11-17Cycles: Refactor PassType from bitflag to index in order to allow for more ↵Lukas Stockner
passes
2017-11-14Cycles: Make per-object random value output also work for LampsLukas Stockner
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
2017-11-08Cycles: add bevel shader, for raytrace based rounded edges.Brecht Van Lommel
The algorithm averages normals from nearby surfaces. It uses the same sampling strategy as BSSRDFs, casting rays along the normal and two orthogonal axes, and combining the samples with MIS. The main concern here is that we are introducing raytracing inside shader evaluation, which could be quite bad for GPU performance and stack memory usage. In practice it doesn't seem so bad though. Note that using this feature can easily slow down renders 20%, and that if you care about performance then it's better to use a bevel modifier. Mainly this is useful for baking, and for cases where the mesh topology makes it difficult for the bevel modifier to work well. Differential Revision: https://developer.blender.org/D2803
2017-11-08Code refactor: rename subsurface to local traversal, for reuse.Brecht Van Lommel
2017-11-08Fix incorrect MIS weights in Cycles with multiple lights.Brecht Van Lommel
This causes some difference in the classroom scene, where ray visibility tricks are used and break the MIS balance. Otherwise there doesn't seem to be much effect, but better to use the right formulas. Problem originally identified by Lukas.
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: sum transparent and absorption weights outside closures.Brecht Van Lommel
2017-11-05Code refactor: remove emission and background closures, sum directly.Brecht Van Lommel
2017-11-05Cycles: fix inefficient attribute map storage, saves 615MB in victor scene.Brecht Van Lommel
2017-10-25Cycles: use AO factor to let user adjust intensity of AO bounces.Brecht Van Lommel
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.
2017-10-17Cleanup: use 'e' prefix for enum typedefsCampbell Barton
Convention was only followed loosely, apply to DNA where changes aren't likely to conflict. (Skipped ModifierType for eg).
2017-10-08Code refactor: use DeviceInfo to enable QBVH and decoupled volume shading.Brecht Van Lommel
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.
2017-10-04Code refactor: add WorkTile struct for passing work to kernel.Brecht Van Lommel
This makes sharing some code between mega/split in following commits a bit easier, and also paves the way for rendering multiple tiles later.
2017-09-29Fix Cycles OpenCL compiler error after recent changes.Brecht Van Lommel
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.
2017-09-13Code cleanup: store branch factor in PathState.Brecht Van Lommel
2017-09-13Code cleanup: abstract shadow catcher logic more into accumulation code.Brecht Van Lommel
2017-09-12Cycles: improve sample stratification on area lights for path tracing.Brecht Van Lommel
Previously we used a 1D sequence to select a light, and another 2D sequence to sample a point on the light. For multiple lights this meant each light would get a random subset of a 2D stratified sequence, which is not guaranteed to be stratified anymore. Now we use only a 2D sequence, split into segments along the X axis, one for each light. The samples that fall within a segment then each are a stratified sequence, at least in the limit. So for example for two lights, we split up the unit square into two segments [0,0.5[ x [0,1[ and [0.5,1[ x [0,1[. This doesn't make much difference in most scenes, mainly helps if you have a few large area lights or some types of HDR backgrounds.
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.
2017-08-20Cycles: support baking normals plugged into BSDFs, averaged with closure weight.Brecht Van Lommel
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.