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2020-04-01Cycles: AVX implantation of Perlin noise.OmarSquircleArt
This patch adds an AVX implementation of Perlin noise in Cycles. An avxi type was also added as a utility based on the respective type in Intel Embree. Only 3D and 4D noise were implemented, there is no benefit for utilizing AVX in 1D and 2D noise. The SSE trilinear interpolation function was used in the AVX implementation because there is no benefit from using AVX in interpolating the last three dimensions. Differential Revision: https://developer.blender.org/D6680
2019-09-19Cleanup: spellingCampbell Barton
2019-09-12Shading: Add More Features To The Voronoi Node.OmarSquircleArt
This patch allows the Voronoi node to operate in 1D, 2D, and 4D space. It also adds a Randomness input to control the randomness of the texture. Additionally, it adds three new modes of operation: - Smooth F1: A smooth version of F1 Voronoi with no discontinuities. - Distance To Edge: Returns the distance to the edges of the cells. - N-Sphere Radius: Returns the radius of the n-sphere inscribed in the cells. In other words, it is half the distance between the closest feature point and the feature point closest to it. And it removes the following three modes of operation: - F3. - F4. - Cracks. The Distance metric is now called Euclidean, and it computes the actual euclidean distance as opposed to the old method of computing the squared euclidean distance. This breaks backward compatibility in many ways, including the base case. Reviewers: brecht, JacquesLucke Differential Revision: https://developer.blender.org/D5743
2019-09-07Cleanup: style, spellingCampbell Barton
2019-09-05Fix: Compile error due to undefined isinf function.OmarSquircleArt
Some implementations of the standard c++ library doesn't define its functions in the global namespace. So the `isinf` function might fail in some systems. To fix this, we use the `ensure_finite` function instead. Reviewers: brecht Differential Revision: https://developer.blender.org/D5687
2019-09-04Shading: Extend Noise node to other dimenstions.OmarSquircleArt
This patch extends perlin noise to operate in 1D, 2D, 3D, and 4D space. The noise code has also been refactored to be more readable. The Color output and distortion patterns changed, so this patch breaks backward compatibility. This is due to the fact that we now use random offsets as noise seeds, as opposed to swizzling and constants offsets. Reviewers: brecht, JacquesLucke Differential Revision: https://developer.blender.org/D5560
2019-08-26GPencil: Invert Paste operator and make Paste to Active defaultAntonio Vazquez
Before there were two options: Paste to original layer called "Paste" and Paste to active layer called "Paste & Merge" Now, by default the paste is in active layer and the "Paste & Merge" has been renamed "Paste". For old "Paste", now is called "Paste by Layer" and it's not the default value anymore. Note: Minor edits to add icons not present in Differential revision. Differential Revision: https://developer.blender.org/D5591
2019-08-26Cleanup: simplify perlin noise function definitionPatrick Mours
Ref D5363
2019-08-26Cycles: inline more functions on the GPUPatrick Mours
This makes little difference for CUDA and OpenCL, but will be helpful for Optix.
2019-08-21Shading: Add White Noise node.OmarSquircleArt
The White Noise node hashes the input and returns a random number in the range [0, 1]. The input can be a 1D, 2D, 3D, or a 4D vector. Reviewers: brecht, JacquesLucke Differential Revision: https://developer.blender.org/D5550
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
2018-07-15Cleanup: use float3 SSE instead of ssef for voronoi texture.Brecht Van Lommel
2018-07-06Cleanup: strip trailing space for cyclesCampbell Barton
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
2014-10-03Cleanup: Remove some unused / unreferenced functions for perdiodic perlin noise.Thomas Dinges
2014-06-13Cycles Refactor: Add SSE Utility code from Embree for cleaner SSE code.Thomas Dinges
This makes the code a bit easier to understand, and might come in handy if we want to reuse more Embree code. Differential Revision: https://developer.blender.org/D482 Code by Brecht, with fixes by Lockal, Sergey and myself.
2014-04-03Cycles: SSE optimization for Voronoi cells textureSv. Lockal
Gives 5-6% speedup for Caterpillar_PatazStudio.blend. Reviewed By: brecht, dingto Differential Revision: https://developer.blender.org/D419
2014-02-01Cycles: less instructions for CPU perlin codeSv. Lockal
Also move shuffle() in bvh traversal back (was accidentally lost in SSE hair revert)
2014-01-12Fix compilation for OpenCL (and small stype fixes)Sv. Lockal
2014-01-12Cycles: SSE for Voronoi textures (targeted for Haswell CPUs)Sv. Lockal
Gives up to 15% speedup scenes with voronoi-based textures (up to 25% with volumes) on Haswell. The performance change for other CPUs is much smaller: 1-2%. Reviewed By: brecht Differential Revision: https://developer.blender.org/D203
2014-01-11Code Cleanup: in Cycles SSE replace macros with templates, skip unused code ↵Sv. Lockal
with preprocessor, simplify casts
2014-01-08Cycles: workaround for noise performance regression in CUDA 5.5Sv. Lockal
Use manual ternary operation widening in grad(). Without it nvcc 5.5 produces multiple branch splits with very big branches (because of inlining). This solves 19% performance regression for BMW1M-MikePan.blend. Also remove one redundant instruction in perlin SSE (when h == 12 or h == 14, then h is always >= 4). Reviewed By: brecht Differential Revision: https://developer.blender.org/D190
2014-01-06Cleanup: use blend() in perlin noise (gives 12 less instructions on SSE4.1)Sv. Lockal
2013-12-28Use ccl_device_inline for SSE perlin noiseSv. Lockal
msvc ignores inline hint here and generates a bunch of push/lea
2013-12-27Cycles / Perlin Noise: Optimize noise calculation by using SIMD instructions ↵Thomas Dinges
on CPU. This makes scenes with a Noise Texture render faster, the BMW file is 12-15% faster now. Patch by Sv. Lockal, many thanks! :)
2013-11-18Cycles: change __device and similar qualifiers to ccl_device in kernel code.Brecht Van Lommel
This to avoids build conflicts with libc++ on FreeBSD, these __ prefixed values are reserved for compilers. I apologize to anyone who has patches or branches and has to go through the pain of merging this change, it may be easiest to do these same replacements in your code and then apply/merge the patch. Ref T37477.
2013-06-07Code cleanup: avoid some warnings due to implicit uint/int/float/double ↵Brecht Van Lommel
conversion.
2013-01-10Cycles: different fix for perlin noise generating nan values, now check forBrecht Van Lommel
the result to be finite afterwards which is a bit faster and works for OSL too without needing to slow down OSL itself.
2012-09-20style cleanupCampbell Barton
2012-06-09style cleanup: assignment & indentation.Campbell Barton
2012-06-09style cleanup: block commentsCampbell Barton
2012-02-07Fix #30049: cycles noise texture producing nan values with someBrecht Van Lommel
texture coordinates, due to int overflow. Also minor tweak in shader code to avoid copying uninitialized values, should have no effect though because they were not used.
2011-09-01Cycles:Brecht Van Lommel
* Add max diffuse/glossy/transmission bounces * Add separate min/max for transparent depth * Updated/added some presets that use these options * Add ray visibility options for objects, to hide them from camera/diffuse/glossy/transmission/shadow rays * Is singular ray output for light path node Details here: http://wiki.blender.org/index.php/Dev:2.5/Source/Render/Cycles/LightPaths
2011-08-29Cycles: some tweaks to try to get sm_13 shader compiling.Brecht Van Lommel
2011-05-03Cycles: first batch of windows build fixes, not quite there yet.Brecht Van Lommel
2011-04-27Cycles render engine, initial commit. This is the engine itself, blender ↵Ton Roosendaal
modifications and build instructions will follow later. Cycles uses code from some great open source projects, many thanks them: * BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs": http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ * Open Shading Language for a large part of the shading system: http://code.google.com/p/openshadinglanguage/ * Blender for procedural textures and a few other nodes. * Approximate Catmull Clark subdivision from NVidia Mesh tools: http://code.google.com/p/nvidia-mesh-tools/ * Sobol direction vectors from: http://web.maths.unsw.edu.au/~fkuo/sobol/ * Film response functions from: http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php