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2021-03-18Cleanup: spellingCampbell Barton
2021-02-05Cleanup: correct spelling in commentsCampbell Barton
2021-01-11Fix T82351: Cycles: Tile stealing glitches with adaptive samplingLukas Stockner
In my testing this works, but it requires me to remove the min(start_sample...) part in the adaptive sampling kernel, and I assume there's a reason why it was there? Reviewed By: brecht Maniphest Tasks: T82351 Differential Revision: https://developer.blender.org/D9445
2020-10-01Cleanup: clang-formatBrecht Van Lommel
2020-09-30Cycles: Fix usage of memory barriers in split kernelSergey Sharybin
On user level this fixes dead-lock of OpenCL render on Intel Iris GPUs. Note that this patch does not include change in the logic which allows or disallows OpenCL platforms to be used, that will happen after the kernel fix is known to be fine for the currently officially supported platforms. The dead-lock was caused by wrong usage of memory barriers: as per the OpenCL specification the barrier is to be executed by the entire work group. This means, that the following code is invalid: void foo() { if (some_condition) { return; } barrier(CLK_LOCAL_MEM_FENCE); } void bar() { foo(); } The Cycles code was mentioning this as an invalid code on CPU, while in fact this is invalid as per specification. From the implementation side this change removes the ifdefs around the CPU-only barrier logic, and is implementing similar logic in the shader setup kernel. Tested on NUC8i7HVK NUC. The root cause of the dead-lock was identified by Max Dmitrichenko. There is no measurable difference in performance of currently supported OpenCL platforms. Differential Revision: https://developer.blender.org/D9039
2020-03-18Cycles: change volume step size controls, auto adjust based on voxel sizeBrecht Van Lommel
By default it will now set the step size to the voxel size for smoke and volume objects, and 1/10th the bounding box for procedural volume shaders. New settings are: * Scene render/preview step rate: to globally adjust detail and performance * Material step rate: multiplied with auto detected per-object step size * World step size: distance to steo for world shader Differential Revision: https://developer.blender.org/D1777
2020-03-06Cleanup: tweak Cycles #includes in preparation for clang-format sortingBrecht Van Lommel
2020-03-05Adaptive Sampling for Cycles.Stefan Werner
This feature takes some inspiration from "RenderMan: An Advanced Path Tracing Architecture for Movie Rendering" and "A Hierarchical Automatic Stopping Condition for Monte Carlo Global Illumination" The basic principle is as follows: While samples are being added to a pixel, the adaptive sampler writes half of the samples to a separate buffer. This gives it two separate estimates of the same pixel, and by comparing their difference it estimates convergence. Once convergence drops below a given threshold, the pixel is considered done. When a pixel has not converged yet and needs more samples than the minimum, its immediate neighbors are also set to take more samples. This is done in order to more reliably detect sharp features such as caustics. A 3x3 box filter that is run periodically over the tile buffer is used for that purpose. After a tile has finished rendering, the values of all passes are scaled as if they were rendered with the full number of samples. This way, any code operating on these buffers, for example the denoiser, does not need to be changed for per-pixel sample counts. Reviewed By: brecht, #cycles Differential Revision: https://developer.blender.org/D4686
2019-12-12Cycles: perform clamping per light contribution instead of whole pathLukas Stockner
With upcoming light group passes, for them to sum up correctly to the combined pass the clamping must be more fine grained. This also has the advantage that if one light is particularly noisy, it does not diminish the contribution from other lights which do not need as much clamping. Clamp values on existing scenes will need to be tweaked to get similar results, there is no automatic conversion possible which would give the same results as before. Implemented by Lukas, with tweaks by Brecht. Part of D4837
2019-12-10Cycles: support for custom shader AOVsLukas Stockner
Custom render passes are added in the Shader AOVs panel in the view layer settings, with a name and data type. In shader nodes, an AOV Output node is then used to output either a value or color to the pass. Arbitrary names can be used for these passes, as long as they don't conflict with built-in passes that are enabled. The AOV Output node can be used in both material and world shader nodes. Implemented by Lukas, with tweaks by Brecht. Differential Revision: https://developer.blender.org/D4837
2019-08-26Cycles: GPU code generation optimizations for direct lightingPatrick Mours
Use a single loop to iterate over all lights, reducing divergence and amount of code to generate. Moving ray intersection calls out of conditionals will also help the Optix compiler. Ref D5363
2019-08-26Cycles: fixes for building kernel without certain featuresPatrick Mours
Ref D5363
2019-07-07Cleanup: spellingCampbell Barton
2019-05-01Cleanup: comments (long lines) in cyclesCampbell Barton
2019-04-17ClangFormat: apply to source, most of internCampbell Barton
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
2019-01-08Fix T60300: Cycles SSS render hanging with AMD OpenCL.Brecht Van Lommel
2019-01-03Fix T54962: Cycles crash using subsurface scattering texture blur.Brecht Van Lommel
2018-11-09Cycles: Cleanup, space after (void)Sergey Sharybin
It was used in like 95% of places.
2018-11-09Cycles: Cleanup, spacing after preprocessorSergey Sharybin
It is supposed to be two spaces before comment stating which if else/endif statements corresponds to. Was mainly violated in the header guards.
2018-10-28Cycles: Added Cryptomatte output.Stefan Werner
This allows for extra output passes that encode automatic object and material masks for the entire scene. It is an implementation of the Cryptomatte standard as introduced by Psyop. A good future extension would be to add a manifest to the export and to do plenty of testing to ensure that it is fully compatible with other renderers and compositing programs that use Cryptomatte. Internally, it adds the ability for Cycles to have several passes of the same type that are distinguished by their name. Differential Revision: https://developer.blender.org/D3538
2018-07-06Cleanup: strip trailing space for cyclesCampbell Barton
2018-06-15Cycles: change Ambient Occlusion shader to output colors.Lukas Stockner
This means the shader can now be used for procedural texturing. New settings on the node are Samples, Inside, Local Only and Distance. Original patch by Lukas with further changes by Brecht. Differential Revision: https://developer.blender.org/D3479
2018-06-14Cycles: Query XYZ to/from Scene Linear conversion from OCIO instead of ↵Lukas Stockner
assuming sRGB I've limited it to just the RGB<->XYZ stuff for now, correct image handling is the next step. Reviewers: brecht, sergey Differential Revision: https://developer.blender.org/D3478
2018-05-31Fix OpenCL compilation error - BPT without SSS.Hristo Gueorguiev
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.
2018-03-06Cycles: Cleanup, indentationSergey Sharybin
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.
2018-02-21Fix T54105: random walk SSS missing in branched indirect paths.Brecht Van Lommel
Unify the path and branched path indirect SSS code. No performance impact found on CUDA, for AMD split kernel the extra code was already there.
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.
2018-01-23Fix T53854: branched path tracing correlation bug with transparency in split ↵Brecht Van Lommel
kernel.
2017-11-16Cycles: Fix crash with split branched path tracingMai Lavelle
ShaderData memory was getting clobbered in the branched path code paths. Was caused by 087331c495b04ebd37903c0dc0e46262354cf026
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
2017-10-07Code refactor: make texture code more consistent between devices.Brecht Van Lommel
* Use common TextureInfo struct for all devices, except CUDA fermi. * Move image sampling code to kernels/*/kernel_*_image.h files. * Use arrays for data textures on Fermi too, so device_vector<Struct> works.
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.
2017-10-04Code 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.
2017-09-28Cycles: 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.
2017-09-21Code cleanup: simplify kernel side work stealing code.Brecht Van Lommel
2017-09-20Cycles: use defensive sampling for picking BSDFs and BSSRDFs.Brecht Van Lommel
For the first bounce we now give each BSDF or BSSRDF a minimum sample weight, which helps reduce noise for a typical case where you have a glossy BSDF with a small weight due to Fresnel, but not necessarily small contribution relative to a diffuse or transmission BSDF below. We can probably find a better heuristic that also enables this on further bounces, for example when looking through a perfect mirror, but I wasn't able to find a robust one so far.
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: refactor BSSRDF closure sampling, for next commit.Brecht Van Lommel
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