Age | Commit message (Collapse) | Author |
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Now that the Blender sync mechanism deletes nodes from the scene, we need to
ensure scene update is stopped before we do this.
Also add some more early out in scene geometry update to ensure we do not
continue working on incomplete geometry data, though that was not the cause of
this crash.
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While Cycles already supports using both CPU and GPU at the same time, there
currently is a large problem with it: Since the CPU grabs one tile per thread,
at the end of the render the GPU runs out of new work but the CPU still needs
quite some time to finish its current times.
Having smaller tiles helps somewhat, but especially OpenCL rendering tends to
lose performance with smaller tiles.
Therefore, this commit adds support for tile stealing: When a GPU device runs
out of new tiles, it can signal the CPU to release one of its tiles.
This way, at the end of the render, the GPU quickly finishes the remaining
tiles instead of having to wait for the CPU.
Thanks to AMD for sponsoring this work!
Differential Revision: https://developer.blender.org/D9324
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This moves `Session::get_requested_device_features`,
`Session::load_kernels`, and `Session::update_scene` out of `Session`
and into `Scene`, as mentioned in D8544.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8590
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Enabling render and viewport denoising is now both done from the render
properties. View layers still can individually be enabled/disabled for
denoising and have their own denoising parameters.
Note that the denoising engine also affects how denoising data passes are
output even if no denoising happens on the render itself, to make the passes
compatible with the engine.
This includes internal refactoring for how denoising parameters are passed
along, trying to avoid code duplication and unclear naming.
Ref T76259
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There should be no user visible change from this, except that tile size
now affects performance. The goal here is to simplify bake denoising in
D3099, letting it reuse more denoising tiles and pass code.
A lot of code is now shared with regular rendering, with the two main
differences being that we read some render result passes from the bake API
when starting to render a tile, and call the bake kernel instead of the
path trace kernel.
With this kind of design where Cycles asks for tiles from the bake API,
it should eventually be easier to reduce memory usage, show tiles as
they are baked, or bake multiple passes at once, though there's still
quite some work needed for that.
Reviewers: #cycles
Subscribers: monio, wmatyjewicz, lukasstockner97, michaelknubben
Differential Revision: https://developer.blender.org/D3108
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Only perform denoising prefilter for the last sample, not every sample.
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This feature takes some inspiration from
"RenderMan: An Advanced Path Tracing Architecture for Movie Rendering" and
"A Hierarchical Automatic Stopping Condition for Monte Carlo Global Illumination"
The basic principle is as follows:
While samples are being added to a pixel, the adaptive sampler writes half
of the samples to a separate buffer. This gives it two separate estimates
of the same pixel, and by comparing their difference it estimates convergence.
Once convergence drops below a given threshold, the pixel is considered done.
When a pixel has not converged yet and needs more samples than the minimum,
its immediate neighbors are also set to take more samples. This is done in order
to more reliably detect sharp features such as caustics. A 3x3 box filter that
is run periodically over the tile buffer is used for that purpose.
After a tile has finished rendering, the values of all passes are scaled as if
they were rendered with the full number of samples. This way, any code operating
on these buffers, for example the denoiser, does not need to be changed for
per-pixel sample counts.
Reviewed By: brecht, #cycles
Differential Revision: https://developer.blender.org/D4686
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This fixes denoising being delayed until after all rendering has finished. Instead, tile-based
denoising is now part of the "RENDER" task again, so that it is all in one task and does not
cause issues with dedicated task pools where tasks are serialized.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D6940
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This patch adds a new user-configurable option to change at which sample viewport
denoising should kick in. Setting it to zero retains previous behavior (start immediately), while
other values will defer denoising until the particular sample has been reached. Default is now
at one, to avoid the weirdness that is AI denoising at small resolutions.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D6906
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The OptiX denoiser can be a great help when rendering in the viewport, since it is really fast
and needs few samples to produce convincing results. This patch therefore adds support for
using any Cycles denoiser in the viewport also (but only the OptiX one is selectable because
the NLM one is too slow to be usable currently). It also adds support for denoising on a
different device than rendering (so one can e.g. render with the CPU but denoise with OptiX).
Reviewed By: #cycles, brecht
Differential Revision: https://developer.blender.org/D6554
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This patch adds support for the OptiX denoiser as an alternative to the existing NLM denoiser in Cycles. It's re-using the same denoising architecture based on tiles and therefore implicitly also works with multiple GPUs.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D6395
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This change allows the user to select a renderpass in the 3d viewport.
Added support for external renderers to extend the `View3DShading` struct.
This way Blender doesn't need to know the features an external render engine wants to support.
Note that the View3DShading is also available in the scene->display.shading; although this is
supported, it does not make sense for render engines to put something here as it is really
scene/workbench related.
Currently cycles assumes that it always needs to calculate the combined pass; it ignores the
`pass_flag` in KernelFilm. We could optimize this but that was not in scope of this change
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5689
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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
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The main goals of this change is faster starting when using foreground
rendering.
This patch will build kernels in parallel to the update process of
the scene. When these optimized kernels are not available (yet) an AO
kernel will be used.
These AO kernels are fast to compile (3-7 seconds) and can be
reused by all scenes. When the final kernels become available we
will switch to these kernels.
In background mode the AO kernels will not be used.
Some kernels are being used during Scene update (displace, background
light). When these kernels are being used the process can halt until
these become available.
Reviewed By: brecht, #cycles
Maniphest Tasks: T61752
Differential Revision: https://developer.blender.org/D4428
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Can't use INT_MAX, CMJ runs into precision/overflow issues before that.
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This adds a cycles.denoise_animation operator, which denoises an animation
sequence or individual file. Renders must be saved as multilayer EXR files
with denoising data passes.
By default file path and frame range come from the current scene, and EXR
files are denoised in-place. Alternatively, a different input and/or output
file path can be provided.
Denoising settings come from the current view layer. Renders can be denoised
again with different settings, as the original noisy image is preserved along
with other passes and metadata.
There is no user interface yet for this feature, that comes later.
Code by Lukas with modifications by Brecht. This feature was originally
developed for Tangent Animation, thanks for the support!
Differential Revision: https://developer.blender.org/D3889
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Prefiltering of feature passes will happen during rendering, which can
then be used for denoising immediately or written as a render pass for
later (animation) denoising.
The number of denoising data passes written is reduced because of this,
leaving out the feature variance passes. The passes are now Normal,
Albedo, Depth, Shadowing, Variance and Intensity.
Ref D3889.
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Multi-device was not passing along profiler to the CPU.
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various parts of the CPU kernel
This commit adds a sample-based profiler that runs during CPU rendering and collects statistics on time spent in different parts of the kernel (ray intersection, shader evaluation etc.) as well as time spent per material and object.
The results are currently not exposed in the user interface or per Python yet, to see the stats on the console pass the "--cycles-print-stats" argument to Cycles (e.g. "./blender -- --cycles-print-stats").
Unfortunately, there is no clear way to extend this functionality to CUDA or OpenCL, so it is CPU-only for now.
Reviewers: brecht, sergey, swerner
Reviewed By: brecht, swerner
Differential Revision: https://developer.blender.org/D3892
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It is supposed to be two spaces before comment stating which if
else/endif statements corresponds to. Was mainly violated in the
header guards.
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Needed for the animation denoiser since the denoising filter is done separately there.
Reviewers: brecht, sergey
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D3833
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Original patch by Guillaume, modifications by Brecht.
Differential Revision: https://developer.blender.org/D3102
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Progressive refine undoes memory saving from save buffers, so enabling
both does not make much sense. Previously enabling progressive refine
would disable denoising, but it should be the other way around since
denoise actually affects the render result.
Includes some code refactor for progressive refine render buffers, and
avoids recomputing tiles for each progressive sample.
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This patch adds "Pixel Size" to the performance options, which allows to render
in a smaller resolution, which is especially useful for displays with high DPI.
Reviewers: Severin, dingto, sergey, brecht
Reviewed By: brecht
Subscribers: Severin, venomgfx, eyecandy, brecht
Differential Revision: https://developer.blender.org/D1619
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Denoising was setting session parameters for every frame, which was detected as
a change and therefore caused a resync.
Since the parameter modification change is only needed for viewport rendering
(which doesn't support denoising anyways) and resyncing after a frame change
(which isn't affected by denoising settings), an easy fix is to just ignore
the denoising parameters like it's currently done with the samples.
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This fixes T49496.
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This commit contains the first part of the new Cycles denoising option,
which filters the resulting image using information gathered during rendering
to get rid of noise while preserving visual features as well as possible.
To use the option, enable it in the render layer options. The default settings
fit a wide range of scenes, but the user can tweak individual settings to
control the tradeoff between a noise-free image, image details, and calculation
time.
Note that the denoiser may still change in the future and that some features
are not implemented yet. The most important missing feature is animation
denoising, which uses information from multiple frames at once to produce a
flicker-free and smoother result. These features will be added in the future.
Finally, thanks to all the people who supported this project:
- Google (through the GSoC) and Theory Studios for sponsoring the development
- The authors of the papers I used for implementing the denoiser (more details
on them will be included in the technical docs)
- The other Cycles devs for feedback on the code, especially Sergey for
mentoring the GSoC project and Brecht for the code review!
- And of course the users who helped with testing, reported bugs and things
that could and/or should work better!
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The idea is to make include statements more explicit and obvious where the
file is coming from, additionally reducing chance of wrong header being
picked up.
For example, it was not obvious whether bvh.h was refferring to builder
or traversal, whenter node.h is a generic graph node or a shader node
and cases like that.
Surely this might look obvious for the active developers, but after some
time of not touching the code it becomes less obvious where file is coming
from.
This was briefly mentioned in T50824 and seems @brecht is fine with such
explicitness, but need to agree with all active developers before committing
this.
Please note that this patch is lacking changes related on GPU/OpenCL
support. This will be solved if/when we all agree this is a good idea to move
forward.
Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner
Reviewed By: lukasstockner97, maiself, nirved, dingto
Subscribers: brecht
Differential Revision: https://developer.blender.org/D2586
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The Progress system in Cycles had two limitations so far:
- It just counted tiles, but ignored their size. For example, when rendering a 600x500 image with 512x512 tiles, the right 88x500 tile would count for 50% of the progress, although it only covers 15% of the image.
- Scene update time was incorrectly counted as rendering time - therefore, the remaining time started very long and gradually decreased.
This patch fixes both problems:
First of all, the Progress now has a function to ignore time spans, and that is used to ignore scene update time.
The larger change is the tile size: Instead of counting samples per tile, so that the final value is num_samples*num_tiles, the code now counts every sample for every pixel, so that the final value is num_samples*num_pixels.
Along with that, some unused variables were removed from the Progress and Session classes.
Reviewers: brecht, sergey, #cycles
Subscribers: brecht, candreacchio, sergey
Differential Revision: https://developer.blender.org/D2214
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selection
Previously, it was only possible to choose a single GPU or all of that type (CUDA or OpenCL).
Now, a toggle button is displayed for every device.
These settings are tied to the PCI Bus ID of the devices, so they're consistent across hardware addition and removal (but not when swapping/moving cards).
From the code perspective, the more important change is that now, the compute device properties are stored in the Addon preferences of the Cycles addon, instead of directly in the User Preferences.
This allows for a cleaner implementation, removing the Cycles C API functions that were called by the RNA code to specify the enum items.
Note that this change is neither backwards- nor forwards-compatible, but since it's only a User Preference no existing files are broken.
Reviewers: #cycles, brecht
Reviewed By: #cycles, brecht
Subscribers: brecht, juicyfruit, mib2berlin, Blendify
Differential Revision: https://developer.blender.org/D2338
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Almost in all cases we want such constructors to be explicit, there are
exceptions but only in few places.
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samples in viewport
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This will be used by split kernel in order to compile most optimal kernel.
Maximum number of closures is actually being cached in the session, so viewport
rendering will not trigger kernel re-loading when number of closures goes down.
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Previously we only had experimental flag passed to device's load_kernel() which
was all fine. But since we're gonna to have some extra parameters passed there
it makes sense to wrap them into a single struct, which will make it easier to
pass stuff around.
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and continue to depend on boost though
Reviewers: dingto, sergey
Reviewed By: sergey
Subscribers: #cycles
Differential Revision: https://developer.blender.org/D1185
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This ways previews are refreshing with the same ratio as job was expecting
this to happen, giving more instant feedback on the changes.
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This was already mixed a bit, but the dot belongs there.
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thread timing.
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Add SHADINGSYSTEM_ to enum member names, so it is clear where they
are from.
Revert BVHType enum changes, as there's no need for code dedup here.
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Easier access of BVHType and deduplication for ShadingSystem.
Reviewers: dingto, brecht
Differential Revision: https://developer.blender.org/D534
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Expand Cycles to use the new baking API in Blender.
It works on the selected object, and the panel can be accessed in the Render panel (similar to where it is for the Blender Internal).
It bakes for the active texture of each material of the object. The active texture is currently defined as the active Image Texture node present in the material nodetree. If you don't want the baking to override an existent material, make sure the active Image Texture node is not connected to the nodetree. The active texture is also the texture shown in the viewport in the rendered mode.
Remember to save your images after the baking is complete.
Note: Bake currently only works in the CPU
Note: This is not supported by Cycles standalone because a lot of the work is done in Blender as part of the operator only, not the engine (Cycles).
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Bake
Supported Passes:
-----------------
Data Passes
* Normal
* UV
* Diffuse/Glossy/Transmission/Subsurface/Emit Color
Light Passes
* AO
* Combined
* Shadow
* Diffuse/Glossy/Transmission/Subsurface/Emit Direct/Indirect
* Environment
Review: D421
Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge
Original design by Brecht van Lommel.
The entire commit history can be found on the branch: bake-cycles
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properly.
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Issue was caused by the wrong usage of OCIO GLSL binding API. To make it
work properly on pre-GLSL-1.3 drivers shader is to be enabled after the
texture is binded to the opengl context. Otherwise it wouldn't know the
proper texture size.
This is actually a regression in 2.70 and to be ported to 'a'.
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already used elsewhere.
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except for curves, that's still missing from the OpenColorIO GLSL shader.
The pixels are stored in a half float texture, converterd from full float with
native GPU instructions and SIMD on the CPU, so it should be pretty quick.
Using a GLSL shader is useful for GPU render because it avoids a copy through
CPU memory.
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