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The motivation for this is twofold. It improves performance (5-10% on most
benchmark scenes), and will help to bring back transparency support for the
ambient occlusion pass.
* Duplicate some members from the main path state in the shadow path state.
* Add shadow paths incrementally to the array similar to what we do for
the shadow catchers.
* For the scheduling, allow running shade surface and shade volume kernels
as long as there is enough space in the shadow paths array. If not, execute
shadow kernels until it is empty.
* Add IntegratorShadowState and ConstIntegratorShadowState typedefs that
can be different between CPU and GPU. For GPU both main and shadow paths
juse have an integer for SoA access. Bt with CPU it's a different pointer
type so we get type safety checks in code shared between CPU and GPU.
* For CPU, add a separate IntegratorShadowStateCPU struct embedded in
IntegratorShadowState.
* Update various functions to take the shadow state, and make SVM take either
type of state using templates.
Differential Revision: https://developer.blender.org/D12889
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* Rename struct KernelGlobals to struct KernelGlobalsCPU
* Add KernelGlobals, IntegratorState and ConstIntegratorState typedefs
that every device can define in its own way.
* Remove INTEGRATOR_STATE_ARGS and INTEGRATOR_STATE_PASS macros and
replace with these new typedefs.
* Add explicit state argument to INTEGRATOR_STATE and similar macros
In preparation for decoupling main and shadow paths.
Differential Revision: https://developer.blender.org/D12888
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Caused a debug crash in Windows MSVS.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D12873
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This is the first of a sequence of changes to support compiling Cycles kernels as MSL (Metal Shading Language) in preparation for a Metal GPU device implementation.
MSL requires that all pointer types be declared with explicit address space attributes (device, thread, etc...). There is already precedent for this with Cycles' address space macros (ccl_global, ccl_private, etc...), therefore the first step of MSL-enablement is to apply these consistently. Line-for-line this represents the largest change required to enable MSL. Applying this change first will simplify future patches as well as offering the emergent benefit of enhanced descriptiveness.
The vast majority of deltas in this patch fall into one of two cases:
- Ensuring ccl_private is specified for thread-local pointer types
- Ensuring ccl_global is specified for device-wide pointer types
Additionally, the ccl_addr_space qualifier can be removed. Prior to Cycles X, ccl_addr_space was used as a context-dependent address space qualifier, but now it is either redundant (e.g. in struct typedefs), or can be replaced by ccl_global in the case of pointer types. Associated function variants (e.g. lcg_step_float_addrspace) are also redundant.
In cases where address space qualifiers are chained with "const", this patch places the address space qualifier first. The rationale for this is that the choice of address space is likely to have the greater impact on runtime performance and overall architecture.
The final part of this patch is the addition of a metal/compat.h header. This is partially complete and will be extended in future patches, paving the way for the full Metal implementation.
Ref T92212
Reviewed By: brecht
Maniphest Tasks: T92212
Differential Revision: https://developer.blender.org/D12864
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For details see the "Extending the Disney BRDF to a BSDF with Integrated
Subsurface Scattering" paper.
We split the diffuse BSDF into a lambertian and retro-reflection component.
The retro-reflection component is always handled as a BSDF, while the
lambertian component can be replaced by a BSSRDF.
For the BSSRDF case, we compute Fresnel separately at the entry and exit
points, which may have different normals. As the scattering radius decreases
this converges to the BSDF case.
A downside is that this increases noise for subsurface scattering in the
Principled BSDF, due to some samples going to the retro-reflection component.
However the previous logic (also in 2.93) was simple wrong, using a
non-sensical view direction vector at the exit point. We use an importance
sampling weight estimate for the retro-reflection to try to better balance
samples between the BSDF and BSSRDF.
Differential Revision: https://developer.blender.org/D12801
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There is not enough time before the release to improve Random Walk to handle
all cases this was used for, so restore it for now.
Since there is no more path splitting in cycles-x, this can increase noise in
non-flat areas for the sample number of samples, though fewer rays will be traced
also. This is fundamentally a trade-off we made in the new design and why Random
Walk is a better fit. However the importance resampling we do now does help to
reduce noise.
Differential Revision: https://developer.blender.org/D12800
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Previously the storage here was optimized to avoid indirections in BVH2
traversal. This helps improve performance a bit, but makes performance
and memory usage of Embree and OptiX BVHs a bit worse also. It also adds
code complexity in other parts of the code.
Now decouple triangle and curve primitive storage from BVH2.
* Reduced peak memory usage on all devices
* Bit better performance for OptiX and Embree
* Bit worse performance for CUDA
* Simplified code:
** Intersection.prim/object now matches ShaderData.prim/object
** No more offset manipulation for mesh displacement before a BVH is built
** Remove primitive packing code and flags for Embree and OptiX
** Curve segments are now stored in a KernelCurve struct
* Also happens to fix a bug in baking with incorrect prim/object
Fixes T91968, T91770, T91902
Differential Revision: https://developer.blender.org/D12766
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Fixes:{T91064}
Caused by {rBcd118c5581f482afc8554ff88b5b6f3b552b1682}
- Applies `ensure_valid_reflection()` to the normal input on all BSDFs for CPU and GPU.
- This doesn't affect hair.
- Removes `ensure_valid_reflection()` from the output of Bump Map and Normal Map nodes for CPU/GPU as it is not needed.
- The fix doesn't touch OSL.
Reviewed By: brecht, leesonw
Maniphest Tasks: T91064
Differential Revision: https://developer.blender.org/D12403
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This effectively undoes some of the following commit:
rB4537e8558468c71a03bf53f59c60f888b3412de2
The tables in question were duplicated 5-6 times into the blender
executable due to the headers being used in multiple translation units.
This contributes ~6.3kb worth of duplicate data into the binary.
Some further details are in the below revision.
Differential Revision: https://developer.blender.org/D12724
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Replacement for float curve in legacy Attribute Curve Map node.
Float Curve defaults to [0.0-1.0] range.
Reviewed By: JacquesLucke, brecht
Differential Revision: https://developer.blender.org/D12683
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Goal is to add the length attribute to the Hair Info node, for better control over color gradients or similar along the hair.
Reviewed By: #eevee_viewport, brecht
Differential Revision: https://developer.blender.org/D10481
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This includes much improved GPU rendering performance, viewport interactivity,
new shadow catcher, revamped sampling settings, subsurface scattering anisotropy,
new GPU volume sampling, improved PMJ sampling pattern, and more.
Some features have also been removed or changed, breaking backwards compatibility.
Including the removal of the OpenCL backend, for which alternatives are under
development.
Release notes and code docs:
https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles
https://wiki.blender.org/wiki/Source/Render/Cycles
Credits:
* Sergey Sharybin
* Brecht Van Lommel
* Patrick Mours (OptiX backend)
* Christophe Hery (subsurface scattering anisotropy)
* William Leeson (PMJ sampling pattern)
* Alaska (various fixes and tweaks)
* Thomas Dinges (various fixes)
For the full commit history, see the cycles-x branch. This squashes together
all the changes since intermediate changes would often fail building or tests.
Ref T87839, T87837, T87836
Fixes T90734, T89353, T80267, T80267, T77185, T69800
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Prior to rBb8ecdbcd964a normals were stored both in
DeviceScene.tri_vnormal and the float3 attributes buffer. However, the
normals in `DeviceScene.tri_vnormal` might have be transformed to world
space if the object's transformation was applied, while the data in the
float3 attributes buffer were not. This caused shading issues in cases
where the objects did have transformation applied, as the math expects
the normals to be in object space.
To fix this, convert the normals to object space if necessary before
applying the normal map.
Reviewed By: brecht
Maniphest Tasks: T90854
Differential Revision: https://developer.blender.org/D12294
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This is caused by a typo in rBb8ecdbcd964a `sd->prim` is the primitive
index, but was used to discriminate the primitive type (stored in `sd-
>type`).
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This modifies the attribute lookup to use object coordinates if no
generated coordinates are found on the geometry.
This is useful to avoid creating and copying this attribute, thus saving
a bit of time and memory.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D12238
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Vertex normals are needed for normals maps and therefore are packed and send
to the device alongside the other float3 attributes. However, we already pack
and send vertex normals through `DeviceScene.tri_vnormal`.
This removes the packing of vertex normals from the attributes buffer, and
reuses `tri_vnormal` in the kernel for normals lookup for normal maps, which
reduces memory usage a bit, and speeds up device updates.
This also fixes potential missing normals updates following rB12a06292af86,
since the need for vertex normals for normals maps was overlooked.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D12237
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Pass along the unmodified vector in this case.
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Cycles, Eevee, OSL, Geo, Attribute
This operator provides consistency with the standard math node. Allows users to use a single node instead of two nodes for this common operation.
Reviewed By: HooglyBoogly, brecht
Differential Revision: https://developer.blender.org/D10808
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Includes fixes to misspelled function names.
Ref D11280
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Was causing calculation issues later on in the kernel.
This change catches the most obvious case: missing attribute. The old
code was trying to set tangent to 0, but because it was transformed as
a normal it got converted to non-finite value. This change makes it so
that no transform is involved and 0 is written directly to the SVM
stack.
To cover all cases it will require using safe_normalize() in this node
and in the normal transform function. This is more involved change from
performance point of view, would be nice to verify whether we really want
to go this route.
I've left asserts in the BSDF allocation functions. Don't have strong
connection to them, but think they are handy and are not different from
having an assert in the path radiance checks.
Differential Revision: https://developer.blender.org/D11235
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Cycles, Eevee, OSL, Geo, Attribute
Based on outdated refract patch D6619 by @cubic_sloth
`refract` and `faceforward` are standard functions in GLSL, OSL and Godot shader languages.
Adding these functions provides Blender shader artists access to these standard functions.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D10622
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Specular color is set to black instead of white inside the Principled BSDF
when the base color is set to fully black. This is contradictory to the sample
code of the Disney BRDF in BRDF Explorer. This patch aligns both
implementations.
Differential Revision: https://developer.blender.org/D10448
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Support for the AO and bevel shader nodes requires calling "optixTrace" from within the shading
VM, which is only allowed from inlined functions to the raygen program or callables. This patch
therefore converts the shading VM to use direct callables to make it work. To prevent performance
regressions a separate kernel module is compiled and used for this purpose.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D9733
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The Normal Map node was falling back to (0, 0, 0) when it was missing
the required attributes to calculate a new normal.
(0, 0, 0) is not a valid normal and can lead to NaNs when it is
normalized later in the shader. Instead, we now return sd->N,
the unperturbed surface normal.
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Not exposed in Blender yet.
Ref D2057
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Previously only float3 and byte4 was supported.
Ref D2057
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This avoids OpenCL inlining heavy volume interpolation code once for every
data type, which could cause a performance regression when we add a float4
data type in the next commit.
Ref D2057
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Corrects incorrect usage of contraction for 'it is', when possessive 'its' was required.
Differential Revision: https://developer.blender.org/D9250
Reviewed by Campbell Barton
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The current 1D Voronoi implementation for the Distance to Edge option
computes the distance to the cells instead. This patch fixes that and
compute the distance to the edge.
Reviewed By: JacquesLucke, brecht
Differential Revision: https://developer.blender.org/D8634
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Clamp to a minimum angle to avoid precision issues.
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The sky will appear brighter than before by default. To compensate for this,
lower exposure in the Film panel. The default altitude was also changed from
90 to 15 degrees.
Patch contributed by Marco with the help of Ryan Jones.
Differential Revision: https://developer.blender.org/D8285
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Differential Revision: https://developer.blender.org/D8091
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Differential Revision: https://developer.blender.org/D8091
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The problem here was numerical precision: The code calculates the angle between
sun and view direction, and the usual acos(dot(a, b)) approach for that has
poor numerical performance for almost parallel angles.
As a result, the generally tiny difference between floating point computation
between CPU and GPU was enough to make the sun vanish at different radii,
causing different results.
The new version fixes the difference by making the computation much more robust
on both platforms.
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The kernel did not work correctly when these were disabled anyway. The
optimized BVH traversal for the no instances case was also only used on
the CPU, so no longer makes sense to keep.
Ref T73778
Depends on D8010
Maniphest Tasks: T73778
Differential Revision: https://developer.blender.org/D8011
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The hair BSDFs are already designed to assume this, and disabling backface
culling would break them in some cases.
Ref T73778
Depends on D8009
Maniphest Tasks: T73778
Differential Revision: https://developer.blender.org/D8010
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