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2022-09-27Cycles: add Path Guiding on CPU through Intel OpenPGLSebastian Herhoz
This adds path guiding features into Cycles by integrating Intel's Open Path Guiding Library. It can be enabled in the Sampling > Path Guiding panel in the render properties. This feature helps reduce noise in scenes where finding a path to light is difficult for regular path tracing. The current implementation supports guiding directional sampling decisions on surfaces, when the material contains a least one diffuse component, and in volumes with isotropic and anisotropic Henyey-Greenstein phase functions. On surfaces, the guided sampling decision is proportional to the product of the incident radiance and the normal-oriented cosine lobe and in volumes it is proportional to the product of the incident radiance and the phase function. The incident radiance field of a scene is learned and updated during rendering after each per-frame rendering iteration/progression. At the moment, path guiding is only supported by the CPU backend. Support for GPU backends will be added in future versions of OpenPGL. Ref T92571 Differential Revision: https://developer.blender.org/D15286
2022-09-09Cycles: Remove separate OSL attribute map and instead always use SVM ↵Patrick Mours
attribute map The SVM attribute map is always generated and uses a simple linear search to lookup by an opaque ID, so can reuse that for OSL as well and simply use the attribute name hash as ID instead of generating a unique value separately. This works for both object and geometry attributes since the SVM attribute map already stores both. Simplifies code somewhat and reduces memory usage slightly. This patch was split from D15902. Differential Revision: https://developer.blender.org/D15918
2022-09-06Cleanup: spelling in comments, formatting, move comments into headersCampbell Barton
2022-09-02Cleanup: remove some unnecessary kernel feature definesBrecht Van Lommel
That are either unused or aren't useful for testing anymore without a megakernel.
2022-09-01Cycles: remove old Sobol pattern, simplify sampling dimensionsBrecht Van Lommel
The multi-dimensional Sobol pattern required us to carefully use as low dimensions as possible, as quality goes down in higher dimensions. Now that we have two sampling patterns that are at least as good, there is no need to keep it around and the implementation can be simplified. Differential Revision: https://developer.blender.org/D15788
2022-09-01Cycles: improve Progressive Multi-Jittered samplingNathan Vegdahl
Fix two issues in the previous implementation: * Only power-of-two prefixes were progressively stratified, not suffixes. This resulted in unnecessarily increased noise when using non-power-of-two sample counts. * In order to try to get away with just a single sample pattern, the code used a combination of sample index shuffling and Cranley-Patterson rotation. Index shuffling is normally fine, but due to the sample patterns themselves not being quite right (as described above) this actually resulted in additional increased noise. Cranley-Patterson, on the other hand, always increases noise with randomized (t,s) nets like PMJ02, and should be avoided with these kinds of sequences. Addressed with the following changes: * Replace the sample pattern generation code with a much simpler algorithm recently published in the paper "Stochastic Generation of (t, s) Sample Sequences". This new implementation is easier to verify, produces fully progressively stratified PMJ02, and is *far* faster than the previous code, being O(N) in the number of samples generated. * It keeps the sample index shuffling, which works correctly now due to the improved sample patterns. But it now uses a newer high-quality hash instead of the original Laine-Karras hash. * The scrambling distance feature cannot (to my knowledge) be implemented with any decorrelation strategy other than Cranley-Patterson, so Cranley-Patterson is still used when that feature is enabled. But it is now disabled otherwise, since it increases noise. * In place of Cranley-Patterson, multiple independent patterns are generated and randomly chosen for different pixels and dimensions as described in the original PMJ paper. In this patch, the pattern selection is done via hash-based shuffling to ensure there are no repeats within a single pixel until all patterns have been used. The combination of these fixes brings the quality of Cycles' PMJ sampler in line with the previously submitted Sobol-Burley sampler in D15679. They are essentially indistinguishable in terms of quality/noise, which is expected since they are both randomized (0,2) sequences. Differential Revision: https://developer.blender.org/D15746
2022-08-19Cycles: add Sobol-Burley sampling patternNathan Vegdahl
Based on the paper "Practical Hash-based Owen Scrambling" by Brent Burley, 2020, Journal of Computer Graphics Techniques. It is distinct from the existing Sobol sampler in two important ways: * It is Owen scrambled, which gives it a much better convergence rate in many situations. * It uses padding for higher dimensions, rather than using higher Sobol dimensions directly. In practice this is advantagous because high-dimensional Sobol sequences have holes in their sampling patterns that don't resolve until an unreasonable number of samples are taken. (See Burley's paper for details.) The pattern reduces noise in some benchmark scenes, however it is also slower, particularly on the CPU. So for now Progressive Multi-Jittered sampling remains the default. Differential Revision: https://developer.blender.org/D15679
2022-08-15Cycles: simplify handling of ray differentialsBrecht Van Lommel
* Store compact ray differentials in ShaderData and compute full differentials on demand. This reduces register pressure on the GPU. * Remove BSDF differential code that was effectively doing nothing as the differential orientation was discarded when making it compact. This gives a 1-5% speedup with RTX A6000 + OptiX in our benchmarks, with the bigger speedups in simpler scenes. Renders appear to be identical except for the Both displacement option that does both displacement and bump. Differential Revision: https://developer.blender.org/D15677
2022-08-09Cycles: add new Spectrum and PackedSpectrum typesAndrii Symkin
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
2022-07-25Cleanup: remove __KERNEL_CPU__Brecht Van Lommel
This was tested in some places to check if code was being compiled for the CPU, however this is only defined in the kernel. Checking __KERNEL_GPU__ always works.
2022-07-25Cleanup: move device BVH code to kernel/device/*/bvh.hBrecht Van Lommel
Having the OptiX/MetalRT/Embree/MetalRT implementations all in one file with many #ifdefs became too confusing. Instead split it up per device, and also move it together with device specific hit/filter/intersect functions and associated data types.
2022-07-21Cleanup: spelling in comments, typos in tool-tipsCampbell Barton
2022-07-15Cycles: refactor rays to have start and end distance, fix precision issuesBrecht Van Lommel
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
2022-07-15Cycles: Apple Silicon optimization to specialize intersection kernelsMichael Jones
The Metal backend now compiles and caches a second set of kernels which are optimized for scene contents, enabled for Apple Silicon. The implementation supports doing this both for intersection and shading kernels. However this is currently only enabled for intersection kernels that are quick to compile, and already give a good speedup. Enabling this for shading kernels would be faster still, however this also causes a long wait times and would need a good user interface to control this. M1 Max samples per minute (macOS 13.0): PSO_GENERIC PSO_SPECIALIZED_INTERSECT PSO_SPECIALIZED_SHADE barbershop_interior 83.4 89.5 93.7 bmw27 1486.1 1671.0 1825.8 classroom 175.2 196.8 206.3 fishy_cat 674.2 704.3 719.3 junkshop 205.4 212.0 257.7 koro 310.1 336.1 342.8 monster 376.7 418.6 424.1 pabellon 273.5 325.4 339.8 sponza 830.6 929.6 1142.4 victor 86.7 96.4 96.3 wdas_cloud 111.8 112.7 183.1 Code contributed by Jason Fielder, Morteza Mostajabodaveh and Michael Jones Differential Revision: https://developer.blender.org/D14645
2022-07-15Cycles: refactor to move part of KernelData definition to template headerBrecht Van Lommel
To be used for specialization on Metal in a following commit, turning these members into compile time constants. Ref D14645
2022-06-29Cycles: Add support for rendering on Intel GPUs using oneAPIXavier Hallade
This patch adds a new Cycles device with similar functionality to the existing GPU devices. Kernel compilation and runtime interaction happen via oneAPI DPC++ compiler and SYCL API. This implementation is primarly focusing on Intel® Arc™ GPUs and other future Intel GPUs. The first supported drivers are 101.1660 on Windows and 22.10.22597 on Linux. The necessary tools for compilation are: - A SYCL compiler such as oneAPI DPC++ compiler or https://github.com/intel/llvm - Intel® oneAPI Level Zero which is used for low level device queries: https://github.com/oneapi-src/level-zero - To optionally generate prebuilt graphics binaries: Intel® Graphics Compiler All are included in Linux precompiled libraries on svn: https://svn.blender.org/svnroot/bf-blender/trunk/lib The same goes for Windows precompiled binaries but for the graphics compiler, available as "Intel® Graphics Offline Compiler for OpenCL™ Code" from https://www.intel.com/content/www/us/en/developer/articles/tool/oneapi-standalone-components.html, for which path can be set as OCLOC_INSTALL_DIR. Being based on the open SYCL standard, this implementation could also be extended to run on other compatible non-Intel hardware in the future. Reviewed By: sergey, brecht Differential Revision: https://developer.blender.org/D15254 Co-authored-by: Nikita Sirgienko <nikita.sirgienko@intel.com> Co-authored-by: Stefan Werner <stefan.werner@intel.com>
2022-06-17Cleanup: replace uint4 by AttributeMap structBrecht Van Lommel
2022-06-03Fix T98570: Cycles AOVs not working in background shaderBrecht Van Lommel
Must include the AOV writing feature in background shader evaluation. Differential Revision: https://developer.blender.org/D15114
2022-05-31Fix Cycles MNEE not working for MetalBrecht Van Lommel
Move MNEE to own kernel, separate from shader ray-tracing. This does introduce the limitation that a shader can't use both MNEE and AO/bevel, but that seems like the better trade-off for now. We can experiment with bigger kernel organization changes later. Differential Revision: https://developer.blender.org/D15070
2022-04-19Cycles: add support for volume motion blurKévin Dietrich
This adds support for rendering motion blur for volumes, using their velocity field. This works for fluid simulations and imported VDB volumes. For the latter, the name of the velocity field can be set per volume object, with automatic detection of velocity fields that are split into 3 scalar grids. A new parameter is also added to scale velocity for more artistic control. Like for Alembic and USD caches, a parameter to set the unit of time in which the velocity vectors are expressed is also added. For Blender gas simulations, the velocity unit should always be in seconds, so this is only exposed for volume objects which may come from external OpenVDB files. These parameters are available under the `Render` panels for the fluid domain and the volume object data properties respectively. Credits: kernel advection code from Tangent Animation's Blackbird based on earlier work by Geraldine Chua Differential Revision: https://developer.blender.org/D14629
2022-04-18Fix Cycles blackbody shader not taking into account OpenColorIO configBrecht Van Lommel
Keep the existing Rec.709 fit and convert to other colorspace if needed, it seems accurate enough in practice, and keeps the same performance for the default case.
2022-04-05Cleanup: spelling in commentsCampbell Barton
2022-04-02Cycles: Add support for light groupsLukas Stockner
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
2022-04-01Cycles: approximate shadow caustics using manifold next event estimationOlivier Maury
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
2022-03-07Shader Nodes: add Alpha output to Object Info nodeEthan-Hall
An alpha component can be specified for an object's color. This adds an alpha socket to the object info shader node allowing for the alpha component of the object's color to be accessed in the shader editor. Differential Revision: https://developer.blender.org/D14141
2022-02-11Cycles: use SPDX license headersBrecht Van Lommel
* 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
2022-01-26Cycles: explicitly skip self-intersectionWilliam Leeson
Remember the last intersected primitive and skip any intersections with the same primitive. Ref D12954
2022-01-25Cycles: add Point Info nodeBrecht Van Lommel
With (center) position, radius and random value outputs. Eevee does not yet support rendering point clouds, but an untested implementation of this node was added for when it does. Ref T92573
2022-01-05Cycles: Add OptiX temporal denoising supportPatrick Mours
Enables the `bpy.ops.cycles.denoise_animation()` operator again and modifies it to support temporal denoising with OptiX. This requires renders that were done with both the "Vector" and "Denoising Data" passes. Differential Revision: https://developer.blender.org/D11442
2022-01-03Cleanup: Silence "integer conversion resulted in a change of sign" warning ↵Patrick Mours
in Cycles kernel code Occured because "PATH_RAY_SHADOW_CATCHER_BACKGROUND" is expressed as an unsigned integer, because too large for a signed integer, but the "PathRayFlag" enum type defaulted to a signed integer still.
2021-12-20Fix Cycles OptiX crash with 3D curves after point cloud changesBrecht Van Lommel
Includes refactoring to reduce the number of bits taken by primitive types, so they more easily fit in the OptiX limit.
2021-12-16Cycles: pointcloud renderingBrecht Van Lommel
This add support for rendering of the point cloud object in Blender, as a native geometry type in Cycles that is more memory and time efficient than instancing sphere meshes. This can be useful for rendering sand, water splashes, particles, motion graphics, etc. Points are currently always rendered as spheres, with backface culling. More shapes are likely to be added later, but this is the most important one and can be customized with shaders. For CPU rendering the Embree primitive is used, for GPU there is our own intersection code. Motion blur is suppored. Volumes inside points are not currently supported. Implemented with help from: * Kévin Dietrich: Alembic procedural integration * Patrick Mourse: OptiX integration * Josh Whelchel: update for cycles-x changes Ref T92573 Differential Revision: https://developer.blender.org/D9887
2021-12-14Fix T94022: Both options GPU/CPU checked under preferences cause viewport ↵Michael Jones
render crash. (ARM/Metal) This fixes crash T94022 when selecting live viewport render with both GPU & CPU devices selected. It is caused by incorrect `KernelBVHLayout` assignment. Similar to `BVH_LAYOUT_MULTI_OPTIX` for Optix, this patch adds a `BVH_LAYOUT_MULTI_METAL` to correctly redirect to the correct Metal BVH layout type. Reviewed By: brecht Differential Revision: https://developer.blender.org/D13561
2021-12-07Cycles: add Fisheye Lens Polynomial camera modelHåkan Ardö
This allows real world cameras to be modeled by specifying the coordinates of a 4th degree polynomial that relates a pixels distance (in mm) from the optical center on the sensor to the angle (in radians) of the world ray that is projected onto that pixel. This is available as part of the panoramic lens type, however it can also be used to model lens distortions in projective cameras for example. Differential Revision: https://developer.blender.org/D12691
2021-11-30Cleanup: spelling in comments & stringsCampbell Barton
2021-11-29Cycles: MetalRT support (kernel side)Michael Jones
This patch adds MetalRT support to Cycles kernel code. It is mostly additive in nature or confined to Metal-specific code, however there are a few areas where this interacts with other code: - MetalRT closely follows the Optix implementation, and in some cases (notably handling of transforms) it makes sense to extend Optix special-casing to MetalRT. For these generalisations we now have `__KERNEL_GPU_RAYTRACING__` instead of `__KERNEL_OPTIX__`. - MetalRT doesn't support primitive offsetting (as with `primitiveIndexOffset` in Optix), so we define and populate a new kernel texture, `__object_prim_offset`, containing per-object primitive / curve-segment offsets. This is referenced and applied in MetalRT intersection handlers. - Two new BVH layout enum values have been added: `BVH_LAYOUT_METAL` and `BVH_LAYOUT_MULTI_METAL_EMBREE` for XPU mode). Some host-side enum case handling has been updated where it is trivial to do so. Ref T92212 Reviewed By: brecht Maniphest Tasks: T92212 Differential Revision: https://developer.blender.org/D13353
2021-11-18Merge remote-tracking branch 'origin/blender-v3.0-release'Sybren A. Stüvel
2021-11-18Fix T93082: Cycles baking not handling transparency correctlyBrecht Van Lommel
For baking, replace transparent BSDF with holdout for baking. This ensure no objects behind are baked, and that the baked image has alpha.
2021-11-17Cycles: add build option to enable a debugging feature for MISSebastian Herholz
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
2021-11-16Merge branch 'blender-v3.0-release'Hans Goudey
2021-11-16Fix T93106: Cycles SSS not working with normals pointing insideBrecht Van Lommel
2021-11-16Cycles: Adapt volumetric lambda functions to work on MSLMichael Jones
This patch adapts the existing volumetric read/write lambda functions for Metal. Lambda expressions are not supported on MSL, so two new macros `VOLUME_READ_LAMBDA` and `VOLUME_WRITE_LAMBDA` have been defined with a default implementation which, on Metal, is overridden to use inline function objects. This patch also removes the last remaining mention of the now-unused `ccl_addr_space`. Ref T92212 Reviewed By: leesonw Maniphest Tasks: T92212 Differential Revision: https://developer.blender.org/D13234
2021-11-12Merge branch 'blender-v3.0-release'Brecht Van Lommel
2021-11-12Fix T91893, T92455: wrong transmission pass with hair and multiscatter glassBrecht Van Lommel
We need to increase GPU memory usage a bit. Unfortunately we can't get away with writing either reflection or transmission passes because these BSDFs may scatter in either direction but still must be in a fixed reflection or transmission category to match up with the color passes.
2021-11-12Fix T92002: no Cycles combined baking support for filter settingsBrecht Van Lommel
2021-11-11Cycles: Add sample offset optionAndrii
This patch exposes the sampling offset option to Blender. It is located in the "Sampling > Advanced" panel. For example, this can be useful to parallelize rendering and distribute different chunks of samples for each computer to render. --- I also had to add this option to `RenderWork` and `RenderScheduler` classes so that the sample count in the status string can be calculated correctly. Reviewed By: leesonw Differential Revision: https://developer.blender.org/D13086
2021-10-26Distance Scrambling for for Cycles X - Sobol versionWilliam Leeson
Cycles:Distance Scrambling for Cycles Sobol Sampler This option implements micro jittering an is based on the INRIA research paper [[ https://hal.inria.fr/hal-01325702/document | on micro jittering ]] and work by Lukas Stockner for implementing the scrambling distance. It works by controlling the correlation between pixels by either using a user supplied value or an adaptive algorithm to limit the maximum deviation of the sample values between pixels. This is a follow up of https://developer.blender.org/D12316 The PMJ version can be found here: https://developer.blender.org/D12511 Reviewed By: leesonw Differential Revision: https://developer.blender.org/D12318
2021-10-26Cycles: remove prefix from source code file namesBrecht Van Lommel
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.