Age | Commit message (Collapse) | Author |
|
|
|
The fix from cefd6140f322 was for light intersection, but light sampling also
needs it.
Differential Revision: https://developer.blender.org/D15879
|
|
|
|
That are either unused or aren't useful for testing anymore without a
megakernel.
|
|
These replace float3 and packed_float3 in various places in the kernel where a
spectral color representation will be used in the future. That representation
will require more than 3 channels and conversion to from/RGB. The kernel code
was refactored to remove the assumption that Spectrum and RGB colors are the
same thing.
There are no functional changes, Spectrum is still a float3 and the conversion
functions are no-ops.
Differential Revision: https://developer.blender.org/D15535
|
|
Simplifies intersection code a little and slightly improves precision regarding
self intersection.
The parametric texture coordinate in shader nodes is still the same as before
for compatibility.
|
|
For transparency, volume and light intersection rays, adjust these distances
rather than the ray start position. This way we increment the start distance
by the smallest possible float increment to avoid self intersections, and be
sure it works as the distance compared to be will be exactly the same as
before, due to the ray start position and direction remaining the same.
Fix T98764, T96537, hair ray tracing precision issues.
Differential Revision: https://developer.blender.org/D15455
|
|
This patch unifies the names of math functions for different data types and uses
overloading instead. The goal is to make it possible to swap out all the float3
variables containing RGB data with something else, with as few as possible
changes to the code. It's a requirement for future spectral rendering patches.
Differential Revision: https://developer.blender.org/D15276
|
|
* Rename "texture" to "data array". This has not used textures for a long time,
there are just global memory arrays now. (On old CUDA GPUs there was a cache
for textures but not global memory, so we used to put all data in textures.)
* For CUDA and HIP, put globals in KernelParams struct like other devices.
* Drop __ prefix for data array names, no possibility for naming conflict now that
these are in a struct.
|
|
Differential Revision: https://developer.blender.org/D14893
|
|
Light groups are a type of pass that only contains lighting from a subset of light sources.
They are created in the View layer, and light sources (lamps, objects with emissive materials
and/or the environment) can be assigned to a group.
Currently, each light group ends up generating its own version of the Combined pass.
In the future, additional types of passes (e.g. shadowcatcher) might be getting their own
per-lightgroup versions.
The lightgroup creation and assignment is not Cycles-specific, so Eevee or external render
engines could make use of it in the future.
Note that Lightgroups are identified by their name - therefore, the name of the Lightgroup
in the View Layer and the name that's set in an object's settings must match for it to be
included.
Currently, changing a Lightgroup's name does not update objects - this is planned for the
future, along with other features such as denoising for light groups and viewing them in
preview renders.
Original patch by Alex Fuller (@mistaed), with some polishing by Lukas Stockner (@lukasstockner97).
Differential Revision: https://developer.blender.org/D12871
|
|
This adds support for selective rendering of caustics in shadows of refractive
objects. Example uses are rendering of underwater caustics and eye caustics.
This is based on "Manifold Next Event Estimation", a method developed for
production rendering. The idea is to selectively enable shadow caustics on a
few objects in the scene where they have a big visual impact, without impacting
render performance for the rest of the scene.
The Shadow Caustic option must be manually enabled on light, caustic receiver
and caster objects. For such light paths, the Filter Glossy option will be
ignored and replaced by sharp caustics.
Currently this method has a various limitations:
* Only caustics in shadows of refractive objects work, which means no caustics
from reflection or caustics that outside shadows. Only up to 4 refractive
caustic bounces are supported.
* Caustic caster objects should have smooth normals.
* Not currently support for Metal GPU rendering.
In the future this method may be extended for more general caustics.
TECHNICAL DETAILS
This code adds manifold next event estimation through refractive surface(s) as a
new sampling technique for direct lighting, i.e. finding the point on the
refractive surface(s) along the path to a light sample, which satisfies Fermat's
principle for a given microfacet normal and the path's end points. This
technique involves walking on the "specular manifold" using a pseudo newton
solver. Such a manifold is defined by the specular constraint matrix from the
manifold exploration framework [2]. For each refractive interface, this
constraint is defined by enforcing that the generalized half-vector projection
onto the interface local tangent plane is null. The newton solver guides the
walk by linearizing the manifold locally before reprojecting the linear solution
onto the refractive surface. See paper [1] for more details about the technique
itself and [3] for the half-vector light transport formulation, from which it is
derived.
[1] Manifold Next Event Estimation
Johannes Hanika, Marc Droske, and Luca Fascione. 2015.
Comput. Graph. Forum 34, 4 (July 2015), 87–97.
https://jo.dreggn.org/home/2015_mnee.pdf
[2] Manifold exploration: a Markov Chain Monte Carlo technique for rendering
scenes with difficult specular transport Wenzel Jakob and Steve Marschner.
2012. ACM Trans. Graph. 31, 4, Article 58 (July 2012), 13 pages.
https://www.cs.cornell.edu/projects/manifolds-sg12/
[3] The Natural-Constraint Representation of the Path Space for Efficient
Light Transport Simulation. Anton S. Kaplanyan, Johannes Hanika, and Carsten
Dachsbacher. 2014. ACM Trans. Graph. 33, 4, Article 102 (July 2014), 13 pages.
https://cg.ivd.kit.edu/english/HSLT.php
The code for this samping technique was inserted at the light sampling stage
(direct lighting). If the walk is successful, it turns off path regularization
using a specialized flag in the path state (PATH_MNEE_SUCCESS). This flag tells
the integrator not to blur the brdf roughness further down the path (in a child
ray created from BSDF sampling). In addition, using a cascading mechanism of
flag values, we cull connections to caustic lights for this and children rays,
which should be resolved through MNEE.
This mechanism also cancels the MIS bsdf counter part at the casutic receiver
depth, in essence leaving MNEE as the only sampling technique from receivers
through refractive casters to caustic lights. This choice might not be optimal
when the light gets large wrt to the receiver, though this is usually not when
you want to use MNEE.
This connection culling strategy removes a fair amount of fireflies, at the cost
of introducing a slight bias. Because of the selective nature of the culling
mechanism, reflective caustics still benefit from the native path
regularization, which further removes fireflies on other surfaces (bouncing
light off casters).
Differential Revision: https://developer.blender.org/D13533
|
|
|
|
|
|
When the light direction is not pointing away from the geometric normal and
there is a shadow terminator offset, self intersection is supposed to occur.
|
|
|
|
This is a workaround until there is a fix in the HIP compiler or driver.
Differential Revision: https://developer.blender.org/D14232
|
|
* Replace license text in headers with SPDX identifiers.
* Remove specific license info from outdated readme.txt, instead leave details
to the source files.
* Add list of SPDX license identifiers used, and corresponding license texts.
* Update copyright dates while we're at it.
Ref D14069, T95597
|
|
|
|
This patch reverts the normal behavior of the spotlights. In the last fix,
the returned normal of a spot light was equal to its direction. This broke
some texturing methods used by artists.
Differential Revision: https://developer.blender.org/D13991
|
|
Remove small ray offsets that were used to avoid self intersection, and leave
that to the newly added primitive object/prim comparison. These changes together
significantly reduce artifacts on small, large or far away objects.
The balance here is that overlapping primitives are not handled well and should
be avoided (though this was already an issue). The upside is that this is
something a user has control over, whereas the other artifacts had no good
manual solution in many cases.
There is a known issue where the Blender particle system generates overlapping
objects and in turn leads to render differences between CPU and GPU. This will
be addressed separately.
Differential Revision: https://developer.blender.org/D12954
|
|
Remember the last intersected primitive and skip any intersections with the
same primitive.
Ref D12954
|
|
Differential Revision: https://developer.blender.org/D13759
|
|
Must take into account SD_OBJECT_TRANSFORM_APPLIED to determine if the normal
was already in world space.
Differential Revision: https://developer.blender.org/D13639
|
|
Includes refactoring to reduce the number of bits taken by primitive types,
so they more easily fit in the OptiX limit.
|
|
Differential Revision: https://developer.blender.org/D13468
|
|
|
|
* Spot lights are now handled as disks aligned with the direction of the
spotlight instead of view aligned disks.
* Point light is now handled separately from the spot light, to fix a case
where multiple lights are intersected in a row. Before the origin of the
ray was the previously intersected light and not the origin of the initial
ray traced from the last surface/volume interaction.
This makes both strategies in multiple importance sampling converge to the same
result. It changes the render results in some scenes, for example the junkshop
scene where there are large point lights overlapping scene geometry and each
other.
Differential Revision: https://developer.blender.org/D13233
|
|
|
|
|
|
Happened in barbershop file where number of bounces to the light was
reached.
Differential Revision: https://developer.blender.org/D13336
|
|
BVH2 triangle intersection was broken on the GPU since packed floats can't
be loaded directly into SSE. The better long term solution for performance
would be to build a BVH2 for GPU and Embree for CPU, similar to what we do
for OptiX.
|
|
This patch adds a CMake option "WITH_CYCLES_DEBUG" which builds cycles with
a feature that allows debugging/selecting the direct-light sampling strategy.
The same option may later be used to add other debugging features that could
affect performance in release builds.
The three options are:
* Forward path tracing (e.g., via BSDF or phase function)
* Next-event estimation
* Multiple importance sampling combination of the previous two methods
Such a feature is useful for debugging light different sampling, evaluation,
and pdf methods (e.g., for light sources and BSDFs).
Differential Revision: https://developer.blender.org/D13152
|
|
|
|
Remove prefix of filenames that is the same as the folder name. This used
to help when #includes were using individual files, but now they are always
relative to the cycles root directory and so the prefixes are redundant.
For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.
|
|
* Split render/ into scene/ and session/. The scene/ folder now contains the
scene and its nodes. The session/ folder contains the render session and
associated data structures like drivers and render buffers.
* Move top level kernel headers into new folders kernel/camera/, kernel/film/,
kernel/light/, kernel/sample/, kernel/util/
* Move integrator related kernel headers into kernel/integrator/
* Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/
For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.
|