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2017-07-25Fix T51450: viewport render time keeps increasing after render is done.Jeff Knox
Reviewed By: brecht Differential Revision: https://developer.blender.org/D2747
2017-06-16Cycles: Fix race condition happening in progress utilitySergey Sharybin
This is not enough to mutex-guard modification code of integer values, since this operation is NOT atomic. This is not even safe for a single byte data types. For now guarded the getter functions, similar to other functions in this module. Ideally we want to switch modification to an atomic operations, so we wouldn't need any locks in the getters.
2017-05-19Fix T51555: Cycles tile count is incorrect when denoising is enabledLukas Stockner
Now rendered and denoised tiles are counted and displayed separately.
2017-03-29Cycles: Make all #include statements relative to cycles source directorySergey Sharybin
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
2016-12-03Cycles: Refactor Progress system to provide better estimatesLukas Stockner
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
2016-05-22Fix Cycles compile errors with GCC due to double promotion as errors.Brecht Van Lommel
2015-06-17Cycles: Report total and render time to the logSergey Sharybin
This includes total render time spent on rendering since render() was invoked and also prints time of actual rendering (without synchronization step).
2015-03-30Cycles: Fix compilation error with MSVC after recent C++11 changesSergey Sharybin
2015-03-29Optionally use c++11 stuff instead of boost in cycles where possible. We do ↵Martijn Berger
and continue to depend on boost though Reviewers: dingto, sergey Reviewed By: sergey Subscribers: #cycles Differential Revision: https://developer.blender.org/D1185
2015-01-19Cycles: Avoid crash in statistics when canceling BVH buildSergey Sharybin
Also add missing render_time initialization in progress.
2015-01-14Cycles: Ignore preprocessing time in ETA calculationLukas Stockner
This patch makes Cycles ignore the time spent in BVH construction etc. when estimating the remaining time. Considering that the remaining time is calculated based on the average time per tile so far, as far as I understand it makes no sense to include the preprocessing time. Reviewers: sergey, #cycles Reviewed By: sergey, #cycles Subscribers: sergey Projects: #cycles Differential Revision: https://developer.blender.org/D895
2014-12-25Cleanup: Fix Cycles Apache header.Thomas Dinges
This was already mixed a bit, but the dot belongs there.
2014-12-05Cycles: Add dedicated Progress::set_error() callSergey Sharybin
Currently it acts the same as set_cancel(), but this way we're able to distinguish situations when rendering was aborted by user demand (for example pressing Esc in standalone renderer) or if something went horribly wrong (for example out of VRAM error).
2014-07-25Cycles Bake: show progress bar during bakeDalai Felinto
Baking progress preview is not possible, in parts due to the way the API was designed. But at least you get to see the progress bar while baking. Reviewers: sergey Differential Revision: https://developer.blender.org/D656
2013-08-18Cycles: relicense GNU GPL source code to Apache version 2.0.Brecht Van Lommel
More information in this post: http://code.blender.org/ Thanks to all contributes for giving their permission!
2012-11-09Cycles: persistent images optionSergey Sharybin
This option enables keeping loaded images in the memory in-between of rendering. Implemented by keeping render engine alive for until Render structure is being freed. Cycles will free all data when render finishes, optionally keeping image manager untouched. All shaders, meshes, objects will be re-allocated next time rendering happens. Cycles cession and scene will be re-created from scratch if render/ scene parameters were changed. This will also allow to keep compiled OSL shaders in memory without need to re-compile them again. P.S. Performance panel could be cleaned up a bit, not so much happy with it's vertical alignment currently but not sure how to make it look better. P.P.S. Currently the only way to free images from the device is to disable Persistent Images option and start rendering.
2012-09-28Fix cycles "synchronizing object" status being shown when it was already ↵Brecht Van Lommel
finished.
2012-09-04Cycles: merge of changes from tomato branch.Brecht Van Lommel
Regular rendering now works tiled, and supports save buffers to save memory during render and cache render results. Brick texture node by Thomas. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Brick_Texture Image texture Blended Box Mapping. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Image_Texture http://mango.blender.org/production/blended_box/ Various bug fixes by Sergey and Campbell. * Fix for reading freed memory in some node setups. * Fix incorrect memory read when synchronizing mesh motion. * Fix crash appearing when direct light usage is different on different layers. * Fix for vector pass gives wrong result in some circumstances. * Fix for wrong resolution used for rendering Render Layer node. * Option to cancel rendering when doing initial synchronization. * No more texture limit when using CPU render. * Many fixes for new tiled rendering.
2012-05-08Fix 31370: light falloff node linear output not working code.Brecht Van Lommel
Fix part of thread safety issue, there's still something else wrong.
2012-01-26Fix #29966: cycles elapsed time not resetting in viewport after changes.Brecht Van Lommel
2012-01-09Cycles: show elapsed time for F12/background render.Brecht Van Lommel
2011-09-16Cycles: tweaks to properties and nodesBrecht Van Lommel
* Passes renamed to samples * Camera lens radius renamed to aperature size/blades/rotation * Glass and fresnel nodes input is now index of refraction * Glossy and velvet fresnel socket removed * Mix/add closure node renamed to mix/add shader node * Blend weight node added for shader mixing weights There is some version patching code for reading existing files, but it's not perfect, so shaders may work a bit different.
2011-06-17Cycles: compile error fix for ICC.Brecht Van Lommel
2011-04-27Cycles render engine, initial commit. This is the engine itself, blender ↵Ton Roosendaal
modifications and build instructions will follow later. Cycles uses code from some great open source projects, many thanks them: * BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs": http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ * Open Shading Language for a large part of the shading system: http://code.google.com/p/openshadinglanguage/ * Blender for procedural textures and a few other nodes. * Approximate Catmull Clark subdivision from NVidia Mesh tools: http://code.google.com/p/nvidia-mesh-tools/ * Sobol direction vectors from: http://web.maths.unsw.edu.au/~fkuo/sobol/ * Film response functions from: http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php