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This can be used for example for VR video formats that use this projection
instead of perspective projection for cubemap faces.
Differential Revision: https://developer.blender.org/D13525
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DDS files coming through OIIO needed a similar treatment as TGA in
T99565; just for DDS OIIO just never set the "unassociated alpha"
attribute. Fixes T101850.
Reviewed By: Brecht Van Lommel
Differential Revision: https://developer.blender.org/D16270
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Thanks to Lukas for tracking down the cause in OIIO.
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Previously it would bake viewed from above the surface. The new option can be
useful when the baked result is meant to be viewed from a fixed viewpoint or
with limited camera motion.
Some effort is made to give a continuous reflection on parts of the surface
invisible to the camera, but this is necessarily only a rough approximation.
Differential Revision: https://developer.blender.org/D15921
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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
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This is already the case for most CMake usage.
Although some find modules are an exception to this, as they were
originally maintained externally they use some different conventions.
Also corrected bad indentation in: intern/cycles/CMakeLists.txt
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* Windows build fixes
* Workaround for Hydra + OpenColorIO link issue
* Bump version
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Cleans up the file structure to be more similar to that of the SVM
and also makes it possible to build kernels with OSL support, but
without having to include SVM support.
This patch was split from D15902.
Differential Revision: https://developer.blender.org/D15949
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This has the advantage of being able to use information about the
existing OSL closures in various places without code duplication. In
addition, the setup code for all closures was moved to standalone
functions to avoid usage of virtual function calls in preparation for GPU
support.
This patch was split from D15902.
Differential Revision: https://developer.blender.org/D15917
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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
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This uses the same sample classification approach as used for PMJ,
because it turns out to also work equally well with Sobol-Burley.
This also implements a fallback (random classification) that should
work "okay" for other samplers, though there are no other samplers
at the moment.
Differential Revision: https://developer.blender.org/D15845
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That are either unused or aren't useful for testing anymore without a
megakernel.
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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
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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
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The volume bounds were not constructed correctly in this case.
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This patch is a response to T92588 and is implemented
as a Function/Shader node.
This node has support for Float, Vector and Color data types.
For Vector it supports uniform and non-uniform mixing.
For Color it now has the option to remove factor clamping.
It replaces the Mix RGB for Shader and Geometry node trees.
As discussed in T96219, this patch converts existing nodes
in .blend files. The old node is still available in the
Python API but hidden from the menus.
Reviewed By: HooglyBoogly, JacquesLucke, simonthommes, brecht
Maniphest Tasks: T92588
Differential Revision: https://developer.blender.org/D13749
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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
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This cleans up the OpenGL build flags and linking.
It additionally also removes some dead code.
One of these dead code paths is WITH_X11_ALPHA which actually never was
active even with the build flag on. The call to use this was never
called because the default initializer for GHOST was set to have it off
per default. Nothing called this function with a boolean value to enable it.
These cleanups are needed to support true headless OpenGL rendering.
Without these cleanups libepoxy will fail to load the correct OpenGL
Libraries as we have already linked them to the blender binary.
Reviewed By: Brecht, Campbell, Jeroen
Differential Revision: http://developer.blender.org/D15554
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* 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
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Simplifies intersection code a little and slightly improves precision regarding
self intersection.
The parametric texture coordinate in shader nodes is still the same as before
for compatibility.
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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
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To be used for specialization in Metal, to automatically leave out unused nodes
from the kernel.
Ref D14645
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To be used for specialization on Metal in a following commit, turning these
members into compile time constants.
Ref D14645
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Also remove duplicate comments in bmesh_log.h, caused by automated
comment relocation in [0].
[0]: c4e041da23b9c45273fcd4874308c536b6a315d1
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This patch unifies the names of math functions for different data types and uses
overloading instead. The goal is to make it possible to swap out all the float3
variables containing RGB data with something else, with as few as possible
changes to the code. It's a requirement for future spectral rendering patches.
Differential Revision: https://developer.blender.org/D15276
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* Rename "texture" to "data array". This has not used textures for a long time,
there are just global memory arrays now. (On old CUDA GPUs there was a cache
for textures but not global memory, so we used to put all data in textures.)
* For CUDA and HIP, put globals in KernelParams struct like other devices.
* Drop __ prefix for data array names, no possibility for naming conflict now that
these are in a struct.
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And use them more consistently than before.
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For non-raw, non-sRGB color spaces, always use half float even if that uses
more memory. Otherwise the precision loss from conversion to scene linear or
sRGB (as natively understood by the texture sampling) can be too much.
This also required a change to do alpha association ourselves instead of OIIO,
because in OIIO alpha multiplication happens before conversion to half float
and that gives too much precision loss.
Ref T68926
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Differential Revision: https://developer.blender.org/D15102
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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
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Regenerate blackbody RGB curve fit to not clamp values, and extend down to
800K since it does now change below 965K.
Note that as before, blackbody is only defined in the range 800K to 12000K
and has a fixed value outside of that. But within that range there should
be no more unnecessary gamut clamping.
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This patch makes it possible to change the precision with which to
store volume data in the NanoVDB data structure (as float, half, or
using variable bit quantization) via the previously unused precision
field in the volume data block.
It makes it possible to further reduce memory usage during
rendering, at a slight cost to the visual detail of a volume.
Differential Revision: https://developer.blender.org/D10023
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This completes support for tiled texture packing on the Blender / Cycles
side of things.
Most of these changes fall into one of three categories:
- Updating Image handling code to pack/unpack tiled and multi-view images
- Updating Cycles to handle tiled textures through BlenderImageLoader
- Updating OSL to properly handle textures with multiple slots
Differential Revision: https://developer.blender.org/D14395
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Partially reverts rB46ae0831134 now that we have a new version of
OSL/OIIO that supports <UVTILE> directly.
Differential Revision: https://developer.blender.org/D14851
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evice_update_preprocess is supposed to detect modified attributes and flag the
device_vector for a copy through device_update_flags. However, since object
attributes are only created in device_update_attributes afterwards, they can't
be included in that check.
Change the function that actually updates the device_vector to tag it as
modified as soon as its content gets updated.
Differential Revision: https://developer.blender.org/D14815
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Inspired by D12936 and D12929, this patch adds general purpose
"Combine Color" and "Separate Color" nodes to Geometry, Compositor,
Shader and Texture nodes.
- Within Geometry Nodes, it replaces the existing "Combine RGB" and
"Separate RGB" nodes.
- Within Compositor Nodes, it replaces the existing
"Combine RGBA/HSVA/YCbCrA/YUVA" and "Separate RGBA/HSVA/YCbCrA/YUVA"
nodes.
- Within Texture Nodes, it replaces the existing "Combine RGBA" and
"Separate RGBA" nodes.
- Within Shader Nodes, it replaces the existing "Combine RGB/HSV" and
"Separate RGB/HSV" nodes.
Python addons have not been updated to the new nodes yet.
**New shader code**
In node_color.h, color.h and gpu_shader_material_color_util.glsl,
missing methods hsl_to_rgb and rgb_to_hsl are added by directly
converting existing C code. They always produce the same result.
**Old code**
As requested by T96219, old nodes still exist but are not displayed in
the add menu. This means Python scripts can still create them as usual.
Otherwise, versioning replaces the old nodes with the new nodes when
opening .blend files.
Differential Revision: https://developer.blender.org/D14034
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At the frame before/after an object starts moving, it's transform may not be
modified but its motion would be and requires an update.
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* Leave code for building the render delegate against other applications and
their USD libraries to the Cycles repository, since this is not a great fit.
In the Blender repository, always use Blender's USD libraries now that they
include Hydra support.
* Hide non-USD symbols from the hdCycles shared library, to avoid library
version conflicts.
* Share Apple framework linking between the standalone app and plugin.
* Add cycles_hydra module, to be shared between the standalone app and plugin.
* Bring external libs code in sync with standalone repo, adding various missing
libraries.
* Move some cmake include directories to the top level cycles source folder
because we need to control their global order, to ensure we link against the
correct headers with mixed Blender libraries and external USD libraries.
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This does not affect Blender integration, but gives better defaults for
Cycles standalone.
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Fix 'unused parameter' warning when building without OpenColorIO.
No functional changes.
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