Age | Commit message (Collapse) | Author |
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Was caused by missing NULL pointer check in BVH8.
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This is an initial implementation of BVH8 optimization structure
and packated triangle intersection. The aim is to get faster ray
to scene intersection checks.
Scene BVH4 BVH8
barbershop_interior 10:24.94 10:10.74
bmw27 02:41.25 02:38.83
classroom 08:16.49 07:56.15
fishy_cat 04:24.56 04:17.29
koro 06:03.06 06:01.45
pavillon_barcelona 09:21.26 09:02.98
victor 23:39.65 22:53.71
As memory goes, peak usage raises by about 4.7% in a complex
scenes.
Note that BVH8 is disabled when using OSL, this is because OSL
kernel does not get per-microarchitecture optimizations and
hence always considers BVH3 is used.
Original BVH8 patch from Anton Gavrikov.
Batched triangles intersection from Victoria Zhislina.
Extra work and tests and fixes from Maxym Dmytrychenko.
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I wouldn't mind changing style to have space after keyword, but there was
no official code style change proposed.
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Was only happening for release builds made with GCC-8. Probably some
optimization strtegy was confused by uninitialized variable.
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Building the CUDA kernels takes quite a bit of memory, and when building all of
them the combined usage can be too much on some systems (especially VMs).
Therefore, this patch adds an option to force the build system to build them
sequentially by making each build step depend on the previous kernel.
Reviewers: brecht, sergey
Differential Revision: https://developer.blender.org/D3623
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not on OpenCL.
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Just basic algebra - because all vectors have the same z coordinate, a lot of terms end up cancelling out.
Not exactly a massive improvement, but it's measurable with Branched PT and a high sample count on the lamp.
Reviewers: brecht, sergey
Reviewed By: brecht
Subscribers: swerner
Differential Revision: https://developer.blender.org/D3540
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While changing the shading normal is a great way to add additional detail to a model, there are some problems with it.
One of them is that at grazing angles and/or strong changes to the normal, the reflected ray can end up pointing into the actual geometry, which results in a black spot.
This patch helps avoid this by automatically reducing the strength of the bump/normal map if the reflected direction would end up too shallow or inside the geometry.
Differential Revision: https://developer.blender.org/D2574
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This increases stack memory usage some, and ideally we'd support a dynamic
size. But this is quite difficult on the GPU and hopefully 32 is enough even
for very complex cases.
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This is a physically-based, easy-to-use shader for rendering hair and fur,
with controls for melanin, roughness and randomization.
Based on the paper "A Practical and Controllable Hair and Fur Model for
Production Path Tracing".
Implemented by Leonardo E. Segovia and Lukas Stockner, part of Google
Summer of Code 2018.
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Features to get the 2nd, 3rd, 4th closest point instead of the closest, and
various distance metrics. No viewport/Eevee support yet.
Patch by Michel Anders, Charlie Jolly and Brecht Van Lommel.
Differential Revision: https://developer.blender.org/D3503
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This works for Cycles, Eevee, texture nodes and compositing. It helps to
reduce the number of math nodes required in various node setups.
Differential Revision: https://developer.blender.org/D3537
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cl_khr_fp16 extension.
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Textures in 16 bit integer format are sometimes used for displacement, bump and normal maps and can be exported by tools like Substance Painter. Without this patch, Cycles would promote those textures to single precision floating point, causing them to take up twice as much memory as needed.
Reviewers: #cycles, brecht, sergey
Reviewed By: #cycles, brecht, sergey
Subscribers: sergey, dingto, #cycles
Tags: #cycles
Differential Revision: https://developer.blender.org/D3523
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standard and get rid of set_tile_info
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This reverts commit d53093953f8f3b58600cb19020ecbe0b5f254b52.
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The latest clang compiler (at least the one in Xcode 9.4.1) warns about the register keyword and macro expansions using defined().
Since these warnings come from third party code, we can't address them directly in Blender. Silencing them via #pramgas will
at least keep the warnings during a build down to the ones that are relevant to Blender code.
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Work around what might be a compiler bug.
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won't render those volumes correctly, but at least the crash is addressed.
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This means the shader can now be used for procedural texturing. New
settings on the node are Samples, Inside, Local Only and Distance.
Original patch by Lukas with further changes by Brecht.
Differential Revision: https://developer.blender.org/D3479
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assuming sRGB
I've limited it to just the RGB<->XYZ stuff for now, correct image handling is the next step.
Reviewers: brecht, sergey
Differential Revision: https://developer.blender.org/D3478
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sampling map
The automatic mode checks all Enviroment Texture nodes and picks the largest image's resolution.
If there are no Enviroment Textures, it just uses the old default.
Also, the sampling map now isn't limited to square shapes. The automatic detection uses the exact image size,
the manual UI option now halves the value to get the height.
A default aspect ratio of 2:1 makes sense since this is what most HDRIs use.
Reviewers: brecht, sergey
Differential Revision: https://developer.blender.org/D3477
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There is one legit place in the code where memcpy was used as an
optimization trick. Was needed for older version of GCC, but now
it should be re-evaluated and checked if it still helps to have
that trick.
In other places it's somewhat lazy programming to zero out all
object members. That is absolutely unsafe, at the moment when
less trivial class is used as a member in that object things
will break.
Other cases were using memcpy into an object which comes from
an external library. We don't control that object, and we can
not guarantee it will always be safe for such memory tricks
and debugging bugs caused by such low level access is far fun.
Ideally we need to use more proper C++, but needs to be done with
big care, including benchmarks of each change, For now do
annoying but simple cast to void*.
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Not sure why exactly it is called a cleanup, the code was much more clear
and robust against possible missing return statements which are MANDATORY.
Missing return statement will:
- Cause two different BVH traversals to be run.
Not is happening currently, but if more BVH layouts are added, it will
become a problem.
- It is already causing assert() statements to fail, since functions are
no longer returning when they are supposed to.
If there is any measurable reason to keep this change, let me know.
Otherwise just stick to reliable/tested/robust code.
This reverts commit ba65f7093b39a8e5f1fb869cbc347fb810a05ab9.
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This commit contains the minimum to make clang build/work with blender, asan and ninja build support is forthcoming
Things to note:
1) Builds and runs, and is able to pass all tests (except for the freestyle_stroke_material.blend test which was broken at that time for all platforms by the looks of it)
2) It's slightly faster than msvc when using cycles. (time in seconds, on an i7-3370)
victor_cpu
msvc:3099.51
clang:2796.43
pavillon_barcelona_cpu
msvc:1872.05
clang:1827.72
koro_cpu
msvc:1097.58
clang:1006.51
fishy_cat_cpu
msvc:815.37
clang:722.2
classroom_cpu
msvc:1705.39
clang:1575.43
bmw27_cpu
msvc:552.38
clang:561.53
barbershop_interior_cpu
msvc:2134.93
clang:1922.33
3) clang on windows uses a drop in replacement for the Microsoft cl.exe (takes some of the Microsoft parameters, but not all, and takes some of the clang parameters but not all) and uses ms headers + libraries + linker, so you still need visual studio installed and will use our existing vc14 svn libs.
4) X64 only currently, X86 builds but crashes on startup.
5) Tested with llvm/clang 6.0.0
6) Requires visual studio integration, available at https://github.com/LazyDodo/llvm-vs2017-integration
7) The Microsoft compiler spawns a few copies of cl in parallel to get faster build times, clang doesn't, so the build time is 3-4x slower than with msvc.
8) No openmp support yet. Have not looked at this much, the binary distribution of clang doesn't seem to include it on windows.
9) No ASAN support yet, some of the sanitizers can be made to work, but it was decided to leave support out of this commit.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D3304
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This patch adds support for IES files, a file format that is commonly used to store the directional intensity distribution of light sources.
The new IES node is supposed to be plugged into the Strength input of the Emission node of the lamp.
Since people generating IES files do not really seem to care about the standard, the parser is flexible enough to accept all test files I have tried.
Some common weirdnesses are distributing values over multiple lines that should go into one line, using commas instead of spaces as delimiters and adding various useless stuff at the end of the file.
The user interface of the node is similar to the script node, the user can either select an internal Text or load a file.
Internally, IES files are handled similar to Image textures: They are stored in slots by the LightManager and each unique IES is assigned to one slot.
The local coordinate system of the lamp is used, so that the direction of the light can be changed. For UI reasons, it's usually best to add an area light,
rotate it and then change its type, since especially the point light does not immediately show its local coordinate system in the viewport.
Reviewers: #cycles, dingto, sergey, brecht
Reviewed By: #cycles, dingto, brecht
Subscribers: OgDEV, crazyrobinhood, secundar, cardboard, pisuke, intrah, swerner, micah_denn, harvester, gottfried, disnel, campbellbarton, duarteframos, Lapineige, brecht, juicyfruit, dingto, marek, rickyblender, bliblubli, lockal, sergey
Differential Revision: https://developer.blender.org/D1543
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Turns out that atan2f was already defined for OpenCL.
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The GPU kernel needs to use atomics for accumulation since all offsets are processed in
parallel, but on CPUs that's not the case, so we can disable them there for a considerable speedup.
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The Math node currently has the normal atan() function, but for
actual angles this is fairly useless without additional nodes to handle the signs.
Since the node has two inputs anyways, it only makes sense to add an arctan2 option.
Reviewers: sergey, brecht
Differential Revision: https://developer.blender.org/D3430
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