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As far as I can see, it makes a lot of sense to have the alpha channel here, it matches the 2.x behavior and also matches what Eevee is doing.
Differential Revision: https://developer.blender.org/D14595
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This revision allows to specify CUDA host compiler (nvcc's -ccbin command
line option) when configuring the build. It addresses the case where the
C/C++ compiler to be used in CUDA toolchain should be different from the
default C/C++ compiler, for instance in case of compilers versions conflicts
or multiple installed compilers.
The new CMake option is named `CUDA_HOST_COMPILER` and can be used as follows:
`cmake -DCUDA_HOST_COMPILER=<path-to-host-compiler>`
If the option is not specified, the build configuration behaves as previously.
Differential Revision: https://developer.blender.org/D14248
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Stumbled over the `integrate_surface_volume_only_bounce` kernel
function not returning the right type. The others too showed up as
warnings when building Cycles as a standalone which didn't have
those warnings disabled.
Differential Revision: https://developer.blender.org/D14558
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Add ccl_gpu_kernel_postfix as a statement macro to prevent the following
declarations from being indented.
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The initial commit only wrote direct and indirect lighting into the lightgroup passes,
but not rays that directly hit the light source itself.
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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
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Currently there are no functional changes.
Preparing for an upcoming oneAPI integration where such separation
in types is needed.
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Increases flexibility of code-generation for kernel entry points.
Currently no functional changes, preparing for integration with oneAPI.
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Should be no functional changes.
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Reduce register pressure.
Helps with kernel compile time and render time.
Should be no functional changes.
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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
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Makes it easier to composite the Combined image from these passes.
Fixes T96758
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Function overloading of make_float4() doesn't work since it's a macro, just
don't do this minor cleanup then.
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Explicit template specialization has to happen outside of class
definition (some compilers are more lenient). Since it is not possible to
specialize the method without also specializing the enclosing class for
all of its possible types, the method is moved outside of the class, and
specialized there.
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Differential Revision: https://developer.blender.org/D14426
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Use templates to optimize the CPU texture sampler to interpolate using
float for single component datatypes instead of using float4 for all types.
Differential Revision: https://developer.blender.org/D14424
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This patch adds a Hydra render delegate to Cycles, allowing Cycles to be used for rendering
in applications that provide a Hydra viewport. The implementation was written from scratch
against Cycles X, for integration into the Blender repository to make it possible to continue
developing it in step with the rest of Cycles. For this purpose it follows the style of the rest of
the Cycles code and can be built with a CMake option
(`WITH_CYCLES_HYDRA_RENDER_DELEGATE=1`) similar to the existing standalone version
of Cycles.
Since Hydra render delegates need to be built against the exact USD version and other
dependencies as the target application is using, this is intended to be built separate from
Blender (`WITH_BLENDER=0` CMake option) and with support for library versions different
from what Blender is using. As such the CMake build scripts for Windows had to be modified
slightly, so that the Cycles Hydra render delegate can e.g. be built with MSVC 2017 again
even though Blender requires MSVC 2019 now, and it's possible to specify custom paths to
the USD SDK etc. The codebase supports building against the latest USD release 22.03 and all
the way back to USD 20.08 (with some limitations).
Reviewed By: brecht, LazyDodo
Differential Revision: https://developer.blender.org/D14398
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Differential Revision: https://developer.blender.org/D14393
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CPU code for cubic interpolation with clip texture extension only performed
texture interpolation inside the range of [0,1]. As a result, even though the
volume's color is sampled using cubic interpolation, the boundary is not
being interpolated. The GPU appears was interpolating samples that span the
clip boundary softening the edge, which the CPU now does also.
This commit also includes refactoring of 2D and 3D texture sampling in
preparation of adding new extension modes.
Differential Revision: https://developer.blender.org/D14295
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In HIP these masks are 64 bit, while in CUDA only 32 bit.
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To make porting to other architectures easier, clarifying that this does not
need to be supported. The unused parallel_reduce implementation assumed warp
size 32, but is easy to update if we ever need it in the future.
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When the light direction is not pointing away from the geometric normal and
there is a shadow terminator offset, self intersection is supposed to occur.
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Matching CPU and Eevee behavior.
Differential Revision: https://developer.blender.org/D14296
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Fix T95462: Partly transparent objects appear to glow in the dark
The issue was caused by incorrect check for exceeded number
of transparent bounces: the same maximum distance was used
for picking up N closest intersections and counting overall
intersections count.
Now made it so intersection count is using ray distance which
matches the way how Embree and OptiX implementation works.
Benchmark result:
{F12907888}
There is no big time difference in the pabellon scene. The
Victor scene timing doesn't seem to be very reliable as the
variance in time across different benchmark runs is quite
high.
Differential Revision: https://developer.blender.org/D14280
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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
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This is a workaround until there is a fix in the HIP compiler or driver.
Differential Revision: https://developer.blender.org/D14232
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Without ray offsets intersections at neigbhoring triangles are found, as
the ray start is exactly at the vertex. There was a small offset towards
the center of the triangle, but not enough.
Now this offset computation is moved into Cycles and modified for better
results. It's still not perfect though like any offset approach, especially
with long thin triangles.
Additionaly, this uses the shadow terminate offset for AO rays now, which
helps remove some pre-existing artifacts.
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This was the last place still using the ray_offset() function.
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Workaround for a compilation issue preventing kernels compiling for AMD GPUs: Avoid problematic use of templates on Metal by making `gpu_parallel_active_index_array` a wrapper macro, and moving `blocksize` to be a macro parameter.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D14081
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A zero length vector was normalized and the resulting NaN used in further calculations.
This caused trouble on some compilers when using fast math.
Reviewed By: brecht, sergey
Differential Revision: https://developer.blender.org/D14058
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* 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
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Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
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