Age | Commit message (Collapse) | Author |
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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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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.
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Rather than treating all ray types equally, we now always render 1 glossy
bounce and unlimited transmission bounces. This makes it possible to get
good looking results with low AO bounces settings, making it useful to
speed up interior renders for example.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2818
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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
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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.
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Declaring ccl_local in a device function is not supported
by certain compilers.
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Decoupled ray marching is not supported yet.
Transparent shadows are always enabled for volume rendering.
Changes in kernel/bvh and kernel/geom are from Sergey.
This simiplifies code significantly, and prepares it for
record-all transparent shadow function in split kernel.
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