Age | Commit message (Collapse) | Author |
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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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Thanks to Thomas Krebs for identifying the problem and solution.
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Accidentally checked the wrong variable in fa01a1738bd1e3a6750ff.
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Hainan was missing from the list of GCN 1 cards.
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Differential Revision: https://developer.blender.org/D3109
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Roughness baking previously defaulted to 1.0 for all diffuse materials,
now we also bake roughness values of Oren-Nayer and Principled Diffuse.
Differential Revision: https://developer.blender.org/D3115
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Use C++11 threads when available, and native critical section on Windows.
Later on we can remove pthread code when C+11 becomes required.
Differential Revision: https://developer.blender.org/D3116
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This is currently unused code, but causes gcc-8 to fail.
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Random numbers for step offset were correlated, now use stratified samples
which reduces noise as well for some types of volumes, mainly procedural
ones where the step size is bigger than the volume features.
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With better directory layout and more proper include
statements we can avoid several local modifications,
such as changing config.h for Windows Glog and the
ones related on pass-through statements in logging
headers in Glog.
This commit also makes unused functions not-a-warning
for external code.
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Increasing the samplig dimensions like this is not optimal, I'm looking
into some deeper changes to reuse the random number and change the RR
probabilities, but this should fix the bug for now.
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Original patch by Guillaume, modifications by Brecht.
Differential Revision: https://developer.blender.org/D3102
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changes.
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This was already done for the Principled BSDF to be compatible with typical
baked roughness maps in PBR workflows.
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Meshes without vertex normals were not handled correctly.
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This save a little memory and copying in the kernel by storing only a 4x3
matrix instead of a 4x4 matrix. We already did this in a few places, and
those don't need to be special exceptions anymore now.
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This is in preparation of making Transform affine only, and also gives us
a little extra type safety so we don't accidentally treat it as a regular
4x4 matrix.
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This is in preparation of making Transform affine only.
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The purpose of the previous code refactoring is to make the code more readable,
but combined with this change benchmarks also render about 2-3% faster with an
NVIDIA Titan Xp.
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Original patch by Stefan with modifications by Brecht.
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Original patch by Stefan with modifications by Brecht.
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Original patch by Stefan with modifications by Brecht.
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OpenCL is C based, so no support for operators.
Related commit: 7377d411b47d50cd943cd
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around the volume.
We generate a tight mesh around the active voxels of the volume in order
to effectively skip empty space, and start volume ray marching as close
to interesting volume data as possible. See code comments for details on
how the mesh generation algorithm works.
This gives up to 2x speedups in some scenes.
Reviewed by: brecht, dingto
Reviewers: #cycles
Subscribers: lvxejay, jtheninja, brecht
Differential Revision: https://developer.blender.org/D3038
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This is more important now that we will have tigther volume bounds that
we hit multiple times. It also avoids some noise due to RR previously
affecting these surfaces, which shouldn't have been the case and should
eventually be fixed for transparent BSDFs as well.
For non-volume scenes I found no performance impact on NVIDIA or AMD.
For volume scenes the noise decrease and fixed artifacts are worth the
little extra render time, when there is any.
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Similar to the Principled BSDF, this should make it easier to set up volume
materials. Smoke and fire can be rendererd with just a single principled
volume node, the appropriate attributes will be used when available. The node
also works for simpler homogeneous volumes like water or mist.
Differential Revision: https://developer.blender.org/D3033
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This breaks backwards compatibility some, making smoke colors brighters
than before. But it is also more correct this way.
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