Age | Commit message (Collapse) | Author |
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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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This is an issue with which value to trust: fps vs. tbr. They both cam be
somewhat broken. Currently the idea is:
- If file was saved with FFmpeg AND we are decoding with FFmpeg we trust tbr.
- If we are decoding with Libav we use fps (there does not seem to be tbr in
Libav, unless i'm missing something).
- All other cases we use fps.
Seems to work all good for files from T53857, T54148 and T51153. Ideally we
would need to collect some amount of regression files to make further tweaks
more scientific.
Reviewers: mont29
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D3083
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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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This is used to determine which voxels are to be considered empty space.
Previously it was hardcoded for converting dense grids to OpenVDB grids
to reduce disk space usage.
This value is also useful for rendering engines to know, i.e. to
optimize ray marching.
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Some other software cannot handle grid names with spaces in them. We still check for names with spaces so as to not break old
files.
This fixes T53802.
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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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A volume shader should be able to request attributes, and still be rendered
as homogeneous if no volume attributes are available for the object.
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This mainly helps with dense volumes, rendering can be 30% faster with
little noise increase in such scenes.
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We now continue transparent paths after diffuse/glossy/transmission/volume
bounces are exceeded. This avoids unexpected boundaries in volumes with
transparent boundaries. It is also required for MIS to work correctly with
transparent surfaces, as we also continue through these in shadow rays.
The main visible changes is that volumes will now be lit by the background
even at volume bounces 0, same as surfaces.
Fixes T53914 and T54103.
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Unify the path and branched path indirect SSS code. No performance impact
found on CUDA, for AMD split kernel the extra code was already there.
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This should be the last Fermi removal commit, unless I missed something.
It's been a pleasure Fermi!
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Did not touch Texture related defines, that comes next.
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device_cuda.cpp.
Fermi code in Cycles kernel and texture system are coming next.
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It seems to be useful still in cases where the particle are distributed in
a particular order or pattern, to colorize them along with that. This isn't
really well defined, but might as well avoid breaking backwards compatibility
for now.
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These are used for randomization, so it's convenient if the index is already
hashed and consistent with the Object Info node.
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Handy to disable GPU based devices when it's needed to run Valgrind.
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This is like the only way to add variety to hair which is created
using simple children. Used here for the hair.
Maybe not ideal, but the time will show.
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Burley SSS uses a bit of strange thing where the albedo and closure weight are
different, which makes the subsurface color act a bit like a subsurface radius
indirectly by the way the Burley SSS profile works.
This can't work for random walk SSS though, and it's not clear to me that this
is actually a good idea since it's really the subsurface radius that is supposed
to control this. For now I'll leave Burley SSS working the same to not break
backwards compatibility.
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Differential Revision: https://developer.blender.org/D3054
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It is basically brute force volume scattering within the mesh, but part
of the SSS code for faster performance. The main difference with actual
volume scattering is that we assume the boundaries are diffuse and that
all lighting is coming through this boundary from outside the volume.
This gives much more accurate results for thin features and low density.
Some challenges remain however:
* Significantly more noisy than BSSRDF. Adding Dwivedi sampling may help
here, but it's unclear still how much it helps in real world cases.
* Due to this being a volumetric method, geometry like eyes or mouth can
darken the skin on the outside. We may be able to reduce this effect,
or users can compensate for it by reducing the scattering radius in
such areas.
* Sharp corners are quite bright. This matches actual volume rendering
and results in some other renderers, but maybe not so much real world
objects.
Differential Revision: https://developer.blender.org/D3054
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Reviewed By: Brecht Van Lommel (brecht), Dalai Felinto (dfelinto)
Differential Revision: https://developer.blender.org/D3048
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This is similar to the upstream unified microfacet() closure, and makes it
easier to extend in the future.
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This also fixes a subtle bug in the split kernel branched path SSS, the
volume stack update can't be shared between multiple hit points.
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This is only needed for SSS which bounces to a different shading point.
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