Age | Commit message (Collapse) | Author |
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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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Use fast-math friendly version of this function.
We should probably avoid unsafe fast math, but this is to be done with
real care with all the benchmarks properly done.
For now comitting much safer fix.
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The title says it all actually. Gives up to 10% speedup on test scenes here
on i7-6800K.
Render times on GPU are unreliable here, but there might be some slowdown
caused by watertight nature of intersections.
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Avoid construction of temporary array and make utility function force-inlined.
Additionally avoid calling float4_to_float3 twice.
This brings render times to the same values as before current patch series.
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This effectively de-duplicates triangle intersection logic implemented
for both regular triangle and SSS triangle.
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This way the code can be reused more easily.
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This is a preparation work for the followup commit which wil l move
remaining parts of Woop intersection logic to an utility file.
Doing it as a separate commit to keep changes more atomic and easier
to bisect when/if needed.
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Was an old TODO, this function is handy for some math utilities as well.
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There are following benefits:
- Modifying intersection algorithm will not cause so much re-compilation.
- It works around header dependency hell and allows us to use vectorization
types much easier in there.
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Currently should be no functional changes, preparing for some upcoming refactor.
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segments
There seems to be a compiler bug of MSVC2013. The issue does not happen on Linux and
does not happen on Windows when building with MSVC2015.
Since it's reallly a pain to debug release builds with MSVC2013 the AVX2 optimization
is disabled for curve sergemnts for this compiler.
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Theres no overloading of functions in OpenCL so we can't make use of
`safe_normalize` with `float2`.
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Multiscatter GGX
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Own stupid mistake. Reported by nirved in IRC, thanks!
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Declaring ccl_local in a device function is not supported
by certain compilers.
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Pass globals as a bare pointer, same as it sued to be prior to split kernel rework.
AMD CPU platform and Intel OpenCL were complaining about this.
Perhaps we shouldn't pass globals as pointer at all, this isn't something what is
really portable and can cause issues on 32 bit perhaps.
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While this compiler is not officially supported yet, getting it to work is
a nice thing because more and more AMD cards will fall under MESA driver.
It's also nice to use explicit comparison with NULL, which makes it more
clear whether variable is a boolean or pointer. Even Rust enforces this!
Patch by Ian Bruce with own modifications.
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Overflow led to the state buffer being too small and the split kernel to
get stuck doing nothing forever.
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Single program generally compiles kernels faster (2-3 times), loads faster,
takes less drive space (2-3 times), and reduces the number of cached kernels.
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Reduces memory allocation for split kernel.
This allows for faster rendering due to bigger global size,
specially when GPU memory is limited.
Perfromance results:
R9 290 total render time
Before After Change
BMW 4:37 4:34 -1.1 %
Classroom 14:43 14:30 -1.5 %
Fishy Cat 11:20 11:04 -2.4 %
Koro 12:11 12:04 -1.0 %
Pabellon Barcelona 22:01 20:44 -5.8 %
Pabellon Barcelona(*) 15:32 15:09 -2.5 %
(*) without glossy connected to volume
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This commit enables record-all transparent shadows rays.
Perfromance results:
R9 290 render time (without synchronization), seconds
Before After Change
BMW 261.5 262.5 +0.4 %
Classroom 869.6 867.3 -0.3 %
Fishy Cat 657.4 639.8 -2.7 %
Koro 1909.8 692.8 -63.7 %
Pabellon Barcelona 1633.3 1238.0 -24.2 %
Pabellon Barcelona(*) 1158.1 903.8 -22.0 %
(*) without glossy connected to volume
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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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Needed to include `util_types.h` before using `uint`.
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initialization function
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This is all in split data state array.
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By calculating the size of the state buffer in the kernel rather than the host
less code is needed and the size actually reflects the requested features.
Will also be a little faster in some cases because of larger global work size.
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Because the split kernel can render multiple samples in parallel it is
necessary to have everything initialized before rendering of any samples
begins. The code that normally handles initialization of
`rng_state` (`kernel_path_trace_setup()`) only does so for the first sample,
which was causing artifacts in the split kernel due to uninitialized
`rng_state` for some samples.
Note that because the split kernel can render samples in parallel this
means that the split kernel is incompatible with the LCG.
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This was only needed for the previous implementation of parallel samples. As
we don't have that any more it can be removed.
Real reason for removal tho is this: `per_sample_output_buffers` was being
calculated too small and artifacts resulted. The tile buffer is already
the correct size and calculating the size for `per_sample_output_buffers`
is a bit difficult with the current layout of the code. As
`per_sample_output_buffers` was only needed for `sum_all_radiance`,
removing that kernel and writing output to the tile buffer directly
fixes the artifacts.
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This makes it easier to initialize things correctly in the data_init kernel
before they are needed by path tracing.
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This does a few things at once:
- Refactors host side split kernel logic into a new device
agnostic class `DeviceSplitKernel`.
- Removes tile splitting, a new work pool implementation takes its place and
allows as many threads as will fit in memory regardless of tile size, which
can give performance gains.
- Refactors split state buffers into one buffer, as well as reduces the
number of arguments passed to kernels. Means there's less code to deal
with overall.
- Moves kernel logic out of OpenCL kernel files so they can later be used by
other device types.
- Replaced OpenCL specific APIs with new generic versions
- Tiles can now be seen updating during rendering
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Transferring memory to the device was very slow and there's really no
need when only zeroing a buffer.
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