Age | Commit message (Collapse) | Author |
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Adds a get_num_gpu_devices() utility function for the addon to use.
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No need to hash subframe == 0.
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data types , to force aligned on 16 byte boundaries.
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Also fixed semantic of fetch-and-add in assembler implementation,
it seemed to not match the naming.
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The code was templated already, so don't see big reason to have
3 versions of templated functions. It was giving some extra code
to maintain and in fact already had divergency for support of huge
image resolution (missing size_t cast in byte image loading).
There should be no changes visible by artists.
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`kernel_path.h` and `kernel_path_branched.h` have a lot of conditional code and
it was kind of hard to tell what code belonged to which directive. Should be
easier to read now.
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Add subframe to the animated seed hash calculation.
Should be no difference for the regular files, only for cases when scene is
rendered from sequencer with a speed effect, which is not really a common thing.
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This is a late follow-up commit to the light sample threshold changes which
caused difference in rendering all existing .blend files which is not something
we are happy about: it is fine to use new optimized defaults for new files, but
existing ones should always be rendering in the same way as they used to be.
Sorry for the inconveniece, but such thing should have been done to begin with.
If this setting was modified it will not be reset to zero.
Now all render tests should be passing again.
P.S. Also really annoying to bump subversion for such reasons, but currently we
don't have better way to achieve what we want.
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After CUDA dynload changes having CUDA toolkit became required
in order to compile Cycles. This only happened due to wrong
default value to the option.
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This was included in the commit by accident, it doesn't belong there.
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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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With this fix, using a MIS map resolution equal to the image size for closest imterpolation or twice the size for linear interpolation gets rid of all fireflies.
Previously, a much higher resolution was needed to get acceptable noise levels.
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commit
Basically, the problem here was that the transform that's used to bring texture coordinates
to world space is either fetched while setting up the shader (with Object Motion is enabled) or
fetched when needed (otherwise). That helps to save ShaderData memory on OpenCL when Object Motion isn't needed.
Now, if OM is enabled, the Lamp transform can just be stored inside the ShaderData as well. The original commit just assumed it is.
However, when it's not (on OpenCL by default, for example), there is no easy way to fetch it when needed, since the ShaderData doesn't
store the Lamp index.
So, for now the lamps just don't support local texture coordinates anymore when Object Motion is disabled.
To fix and support this properly, one of the following could be done:
- Just always pre-fetch the transform. Downside: Memory Usage increases when not using OM on OpenCL
- Add a variable to ShaderData that stores the Lamp ID to allow fetching it when needed
- Store the Lamp ID inside prim or object. Problem: Cycles currently checks these for whether an object was hit - these checks would need to be changed.
- Enable OM whenever a Texture Coordinate's Normal output is used. Downside: Might not actually be needed.
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Just a precision issue, difference is around 1e-7. Should be fine to
simply update expected value.
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No functional changes.
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This allows to save a memory copy, which will be particularly useful for network rendering.
Reviewers: sergey, brecht, dingto, juicyfruit, maiself
Differential Revision: https://developer.blender.org/D2323
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their expected contribution
In scenes with many lights, some of them might have a very small contribution to some pixels, but the shadow rays are traced anyways.
To avoid that, this patch adds probabilistic termination to light samples - if the contribution before checking for shadowing is below a user-defined threshold, the sample will be discarded with probability (1 - (contribution / threshold)) and otherwise kept, but weighted more to remain unbiased.
This is the same approach that's also used in path termination based on length.
Note that the rendering remains unbiased with this option, it just adds a bit of noise - but if the setting is used moderately, the speedup gained easily outweighs the additional noise.
Reviewers: #cycles
Subscribers: sergey, brecht
Differential Revision: https://developer.blender.org/D2217
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This option allows to create a smoother transition between Bricks and Mortar - 0 applies no smoothing, and 1 smooths across the whole mortar width.
Mainly useful for displacement textures.
The new default value for the smoothing option is 0.1 to give some smoothing that helps with antialiasing, but existing nodes are loaded with smoothing 0 to preserve compatibility.
Reviewers: sergey, dingto, juicyfruit, brecht
Reviewed By: brecht
Subscribers: Blendify, nutel
Differential Revision: https://developer.blender.org/D2230
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When using the Normal output of the Texture Coordinate node on Point and Spot lamps, the coordinates now depend on the rotation of the lamp.
On Area lamps, the Parametric output of the Geometry node now returns UV coordinates on the area lamp.
Credit for the Area lamp part goes to Stefan Werner (from D1995).
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Oh man, is it a compiler bug? Is it something we do stupid?
For now more crap to prevent crashes. During the conference will talk to
Maxyn about how can we troubleshoot such weird issues.
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Basically don't use rcp() in areas which seems to be critical after
second look. Also disabled some multiplication operators, not sure
yet why they might be a problem.
Tomorrow will be setting up a full test with all cases which were
buggy in our farm to see if this fix is complete.
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Was causing issues on another frame.
On a tight schedule, disabling for now so artists are happy.
Still looking into root of the issue!
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There is some precision issues for big magnitude coordinates which started
to give weird behavior of release builds. Some weird memory usage in BVH
which is tricky to nail down because only happens in release builds and GDB
reports all variables as optimized out when trying to use RelWithDebInfo.
There are two things in this commit:
- Attempt to make vectorized code closer to original one, hoping that it'll
eliminate precision issue.
This seems to work for transform_point().
- Similar trick did not work for transform_direction() even tho absolute
error here is much smaller. For now disabled that function, need a more
careful look here.
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Sorry guys, for some reason read the expression back-to-front
and did wrong fix :S
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Self-explanatory. to find broken links run `sphinx-build -b linkcheck sphinx-in sphinx-out`
Reviewers: mont29
Tags: #bf_blender, #python, #infrastructure:_websites
Differential Revision: https://developer.blender.org/D2297
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This gives about 5% speedup for AVX processors.
Benefit of such optimization on other microarchitectures is still
under investigation.
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Gives up to ~1% speedup again.
While it seems to be small, still nice since the code now is actually more
clean that it used to be before.
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Just preparing for new optimization to be used in all traversal implementation.
Should be no measurable difference.
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Several ideas here:
- Optimize calculation of near_{x,y,z} in a way that does not require
3 if() statements per update, which avoids negative effect of wrong
branch prediction.
- Optimization of direction clamping for BVH.
- Optimization of point/direction transform.
Brings ~1.5% speedup again depending on a scene (unfortunately, this
speedup can't be sum across all previous commits because speedup of
each of the changes varies from scene to scene, but it still seems to
be nice solid speedup of few percent on Linux and bigger speedup was
reported on Windows).
Once again ,thanks Maxym for inspiration!
Still TODO: We have multiple places where we need to calculate near
x,y,z indices in BVH, for now it's only done for main BVH traversal.
Will try to move this calculation to an utility function and see if
that can be easily re-used across all the BVH flavors.
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Similar to the previous commit, avoid negative effect of bad branch prediction.
Gives measurable performance up to ~2% in tests here.
Once again, thanks to Maxym Dmytrychenko!
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The idea here is to avoid if statements which could cause wrong
branch prediction.
Gives a bit of measurable speedup up to ~1%. Still nice :)
Inspired by Maxym Dmytrychenko, thanks!
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Similar to regular triangle intersection case. Gives about 3% speedup rendering
SSS object on my desktop,
Question: how to avoid such a code duplication in a nice way without speed loss?
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This will confuse hell of a guarded allocators because it is possible
to have allocation happened prior to Blender's guarded allocator is
fully initialized.
This was causing crashes and assert failures when running blender
with fully guarded memory allocator.
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Was causing wrong aperture for panorama cameras.
Seems to be a regression in 371d357.
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