/* * Copyright 2011-2021 Blender Foundation * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include "integrator/render_scheduler.h" #include "session/session.h" #include "session/tile.h" #include "util/log.h" #include "util/math.h" #include "util/time.h" CCL_NAMESPACE_BEGIN /* -------------------------------------------------------------------- * Render scheduler. */ RenderScheduler::RenderScheduler(TileManager &tile_manager, const SessionParams ¶ms) : headless_(params.headless), background_(params.background), pixel_size_(params.pixel_size), tile_manager_(tile_manager), default_start_resolution_divider_(pixel_size_ * 8) { use_progressive_noise_floor_ = !background_; } void RenderScheduler::set_need_schedule_cryptomatte(bool need_schedule_cryptomatte) { need_schedule_cryptomatte_ = need_schedule_cryptomatte; } void RenderScheduler::set_need_schedule_rebalance(bool need_schedule_rebalance) { need_schedule_rebalance_works_ = need_schedule_rebalance; } bool RenderScheduler::is_background() const { return background_; } void RenderScheduler::set_denoiser_params(const DenoiseParams ¶ms) { denoiser_params_ = params; } void RenderScheduler::set_adaptive_sampling(const AdaptiveSampling &adaptive_sampling) { adaptive_sampling_ = adaptive_sampling; } bool RenderScheduler::is_adaptive_sampling_used() const { return adaptive_sampling_.use; } void RenderScheduler::set_start_sample(int start_sample) { start_sample_ = start_sample; } int RenderScheduler::get_start_sample() const { return start_sample_; } void RenderScheduler::set_num_samples(int num_samples) { num_samples_ = num_samples; } int RenderScheduler::get_num_samples() const { return num_samples_; } void RenderScheduler::set_sample_offset(int sample_offset) { sample_offset_ = sample_offset; } int RenderScheduler::get_sample_offset() const { return sample_offset_; } void RenderScheduler::set_time_limit(double time_limit) { time_limit_ = time_limit; } double RenderScheduler::get_time_limit() const { return time_limit_; } int RenderScheduler::get_rendered_sample() const { DCHECK_GT(get_num_rendered_samples(), 0); return start_sample_ + get_num_rendered_samples() - 1 - sample_offset_; } int RenderScheduler::get_num_rendered_samples() const { return state_.num_rendered_samples; } void RenderScheduler::reset(const BufferParams &buffer_params, int num_samples, int sample_offset) { buffer_params_ = buffer_params; update_start_resolution_divider(); set_num_samples(num_samples); set_start_sample(sample_offset); set_sample_offset(sample_offset); /* In background mode never do lower resolution render preview, as it is not really supported * by the software. */ if (background_) { state_.resolution_divider = 1; } else { /* NOTE: Divide by 2 because of the way how scheduling works: it advances resolution divider * first and then initialized render work. */ state_.resolution_divider = start_resolution_divider_ * 2; } state_.num_rendered_samples = 0; state_.last_display_update_time = 0.0; state_.last_display_update_sample = -1; state_.last_rebalance_time = 0.0; state_.num_rebalance_requested = 0; state_.num_rebalance_changes = 0; state_.last_rebalance_changed = false; state_.need_rebalance_at_next_work = false; /* TODO(sergey): Choose better initial value. */ /* NOTE: The adaptive sampling settings might not be available here yet. */ state_.adaptive_sampling_threshold = 0.4f; state_.last_work_tile_was_denoised = false; state_.tile_result_was_written = false; state_.postprocess_work_scheduled = false; state_.full_frame_work_scheduled = false; state_.full_frame_was_written = false; state_.path_trace_finished = false; state_.start_render_time = 0.0; state_.end_render_time = 0.0; state_.time_limit_reached = false; state_.occupancy_num_samples = 0; state_.occupancy = 1.0f; first_render_time_.path_trace_per_sample = 0.0; first_render_time_.denoise_time = 0.0; first_render_time_.display_update_time = 0.0; path_trace_time_.reset(); denoise_time_.reset(); adaptive_filter_time_.reset(); display_update_time_.reset(); rebalance_time_.reset(); } void RenderScheduler::reset_for_next_tile() { reset(buffer_params_, num_samples_, sample_offset_); } bool RenderScheduler::render_work_reschedule_on_converge(RenderWork &render_work) { /* Move to the next resolution divider. Assume adaptive filtering is not needed during * navigation. */ if (state_.resolution_divider != pixel_size_) { return false; } if (render_work_reschedule_on_idle(render_work)) { return true; } state_.path_trace_finished = true; bool denoiser_delayed, denoiser_ready_to_display; render_work.tile.denoise = work_need_denoise(denoiser_delayed, denoiser_ready_to_display); render_work.display.update = work_need_update_display(denoiser_delayed); render_work.display.use_denoised_result = denoiser_ready_to_display; return false; } bool RenderScheduler::render_work_reschedule_on_idle(RenderWork &render_work) { if (!use_progressive_noise_floor_) { return false; } /* Move to the next resolution divider. Assume adaptive filtering is not needed during * navigation. */ if (state_.resolution_divider != pixel_size_) { return false; } if (adaptive_sampling_.use) { if (state_.adaptive_sampling_threshold > adaptive_sampling_.threshold) { state_.adaptive_sampling_threshold = max(state_.adaptive_sampling_threshold / 2, adaptive_sampling_.threshold); render_work.adaptive_sampling.threshold = state_.adaptive_sampling_threshold; render_work.adaptive_sampling.reset = true; return true; } } return false; } void RenderScheduler::render_work_reschedule_on_cancel(RenderWork &render_work) { VLOG(3) << "Schedule work for cancel."; /* Un-schedule samples: they will not be rendered and should not be counted. */ state_.num_rendered_samples -= render_work.path_trace.num_samples; const bool has_rendered_samples = get_num_rendered_samples() != 0; /* Reset all fields of the previous work, canceling things like adaptive sampling filtering and * denoising. * However, need to preserve write requests, since those will not be possible to recover and * writes are only to happen once. */ const bool tile_write = render_work.tile.write; const bool full_write = render_work.full.write; render_work = RenderWork(); render_work.tile.write = tile_write; render_work.full.write = full_write; /* Do not write tile if it has zero samples it it, treat it similarly to all other tiles which * got canceled. */ if (!state_.tile_result_was_written && has_rendered_samples) { render_work.tile.write = true; } if (!state_.full_frame_was_written) { render_work.full.write = true; } /* Update current tile, but only if any sample was rendered. * Allows to have latest state of tile visible while full buffer is being processed. * * Note that if there are no samples in the current tile its render buffer might have pixels * remained from previous state. * * If the full result was written, then there is no way any updates were made to the render * buffers. And the buffers might have been freed from the device, so display update is not * possible. */ if (has_rendered_samples && !state_.full_frame_was_written) { render_work.display.update = true; } } bool RenderScheduler::done() const { if (state_.resolution_divider != pixel_size_) { return false; } if (state_.path_trace_finished || state_.time_limit_reached) { return true; } return get_num_rendered_samples() >= num_samples_; } RenderWork RenderScheduler::get_render_work() { check_time_limit_reached(); const double time_now = time_dt(); if (done()) { RenderWork render_work; render_work.resolution_divider = state_.resolution_divider; if (!set_postprocess_render_work(&render_work)) { set_full_frame_render_work(&render_work); } if (!render_work) { state_.end_render_time = time_now; } update_state_for_render_work(render_work); return render_work; } RenderWork render_work; if (state_.resolution_divider != pixel_size_) { state_.resolution_divider = max(state_.resolution_divider / 2, pixel_size_); state_.num_rendered_samples = 0; state_.last_display_update_sample = -1; } render_work.resolution_divider = state_.resolution_divider; render_work.path_trace.start_sample = get_start_sample_to_path_trace(); render_work.path_trace.num_samples = get_num_samples_to_path_trace(); render_work.path_trace.sample_offset = get_sample_offset(); render_work.init_render_buffers = (render_work.path_trace.start_sample == get_start_sample()); /* NOTE: Rebalance scheduler requires current number of samples to not be advanced forward. */ render_work.rebalance = work_need_rebalance(); /* NOTE: Advance number of samples now, so that filter and denoising check can see that all the * samples are rendered. */ state_.num_rendered_samples += render_work.path_trace.num_samples; render_work.adaptive_sampling.filter = work_need_adaptive_filter(); render_work.adaptive_sampling.threshold = work_adaptive_threshold(); render_work.adaptive_sampling.reset = false; bool denoiser_delayed, denoiser_ready_to_display; render_work.tile.denoise = work_need_denoise(denoiser_delayed, denoiser_ready_to_display); render_work.tile.write = done(); render_work.display.update = work_need_update_display(denoiser_delayed); render_work.display.use_denoised_result = denoiser_ready_to_display; if (done()) { set_postprocess_render_work(&render_work); } update_state_for_render_work(render_work); return render_work; } void RenderScheduler::update_state_for_render_work(const RenderWork &render_work) { const double time_now = time_dt(); if (render_work.rebalance) { state_.last_rebalance_time = time_now; ++state_.num_rebalance_requested; } /* A fallback display update time, for the case there is an error of display update, or when * there is no display at all. */ if (render_work.display.update) { state_.last_display_update_time = time_now; state_.last_display_update_sample = state_.num_rendered_samples; } state_.last_work_tile_was_denoised = render_work.tile.denoise; state_.tile_result_was_written |= render_work.tile.write; state_.full_frame_was_written |= render_work.full.write; } bool RenderScheduler::set_postprocess_render_work(RenderWork *render_work) { if (state_.postprocess_work_scheduled) { return false; } state_.postprocess_work_scheduled = true; bool any_scheduled = false; if (need_schedule_cryptomatte_) { render_work->cryptomatte.postprocess = true; any_scheduled = true; } if (denoiser_params_.use && !state_.last_work_tile_was_denoised) { render_work->tile.denoise = !tile_manager_.has_multiple_tiles(); any_scheduled = true; } if (!state_.tile_result_was_written) { render_work->tile.write = true; any_scheduled = true; } /* Force update. */ any_scheduled = true; if (any_scheduled) { render_work->display.update = true; } return any_scheduled; } void RenderScheduler::set_full_frame_render_work(RenderWork *render_work) { if (state_.full_frame_work_scheduled) { return; } if (!tile_manager_.has_multiple_tiles()) { /* There is only single tile, so all work has been performed already. */ return; } if (!tile_manager_.done()) { /* There are still tiles to be rendered. */ return; } if (state_.full_frame_was_written) { return; } state_.full_frame_work_scheduled = true; render_work->full.write = true; } /* Knowing time which it took to complete a task at the current resolution divider approximate how * long it would have taken to complete it at a final resolution. */ static double approximate_final_time(const RenderWork &render_work, double time) { if (render_work.resolution_divider == 1) { return time; } const double resolution_divider_sq = render_work.resolution_divider * render_work.resolution_divider; return time * resolution_divider_sq; } void RenderScheduler::report_work_begin(const RenderWork &render_work) { /* Start counting render time when rendering samples at their final resolution. * * NOTE: The work might have the path trace part be all zero: this happens when a post-processing * work is scheduled after the path tracing. Checking for just a start sample doesn't work here * because it might be wrongly 0. Check for whether path tracing is actually happening as it is * expected to happen in the first work. */ if (render_work.resolution_divider == pixel_size_ && render_work.path_trace.num_samples != 0 && render_work.path_trace.start_sample == get_start_sample()) { state_.start_render_time = time_dt(); } } void RenderScheduler::report_path_trace_time(const RenderWork &render_work, double time, bool is_cancelled) { path_trace_time_.add_wall(time); if (is_cancelled) { return; } const double final_time_approx = approximate_final_time(render_work, time); if (work_is_usable_for_first_render_estimation(render_work)) { first_render_time_.path_trace_per_sample = final_time_approx / render_work.path_trace.num_samples; } if (work_report_reset_average(render_work)) { path_trace_time_.reset_average(); } path_trace_time_.add_average(final_time_approx, render_work.path_trace.num_samples); VLOG(4) << "Average path tracing time: " << path_trace_time_.get_average() << " seconds."; } void RenderScheduler::report_path_trace_occupancy(const RenderWork &render_work, float occupancy) { state_.occupancy_num_samples = render_work.path_trace.num_samples; state_.occupancy = occupancy; VLOG(4) << "Measured path tracing occupancy: " << occupancy; } void RenderScheduler::report_adaptive_filter_time(const RenderWork &render_work, double time, bool is_cancelled) { adaptive_filter_time_.add_wall(time); if (is_cancelled) { return; } const double final_time_approx = approximate_final_time(render_work, time); if (work_report_reset_average(render_work)) { adaptive_filter_time_.reset_average(); } adaptive_filter_time_.add_average(final_time_approx, render_work.path_trace.num_samples); VLOG(4) << "Average adaptive sampling filter time: " << adaptive_filter_time_.get_average() << " seconds."; } void RenderScheduler::report_denoise_time(const RenderWork &render_work, double time) { denoise_time_.add_wall(time); const double final_time_approx = approximate_final_time(render_work, time); if (work_is_usable_for_first_render_estimation(render_work)) { first_render_time_.denoise_time = final_time_approx; } if (work_report_reset_average(render_work)) { denoise_time_.reset_average(); } denoise_time_.add_average(final_time_approx); VLOG(4) << "Average denoising time: " << denoise_time_.get_average() << " seconds."; } void RenderScheduler::report_display_update_time(const RenderWork &render_work, double time) { display_update_time_.add_wall(time); const double final_time_approx = approximate_final_time(render_work, time); if (work_is_usable_for_first_render_estimation(render_work)) { first_render_time_.display_update_time = final_time_approx; } if (work_report_reset_average(render_work)) { display_update_time_.reset_average(); } display_update_time_.add_average(final_time_approx); VLOG(4) << "Average display update time: " << display_update_time_.get_average() << " seconds."; /* Move the display update moment further in time, so that logic which checks when last update * did happen have more reliable point in time (without path tracing and denoising parts of the * render work). */ state_.last_display_update_time = time_dt(); } void RenderScheduler::report_rebalance_time(const RenderWork &render_work, double time, bool balance_changed) { rebalance_time_.add_wall(time); if (work_report_reset_average(render_work)) { rebalance_time_.reset_average(); } rebalance_time_.add_average(time); if (balance_changed) { ++state_.num_rebalance_changes; } state_.last_rebalance_changed = balance_changed; VLOG(4) << "Average rebalance time: " << rebalance_time_.get_average() << " seconds."; } string RenderScheduler::full_report() const { const double render_wall_time = state_.end_render_time - state_.start_render_time; const int num_rendered_samples = get_num_rendered_samples(); string result = "\nRender Scheduler Summary\n\n"; { string mode; if (headless_) { mode = "Headless"; } else if (background_) { mode = "Background"; } else { mode = "Interactive"; } result += "Mode: " + mode + "\n"; } result += "Resolution: " + to_string(buffer_params_.width) + "x" + to_string(buffer_params_.height) + "\n"; result += "\nAdaptive sampling:\n"; result += " Use: " + string_from_bool(adaptive_sampling_.use) + "\n"; if (adaptive_sampling_.use) { result += " Step: " + to_string(adaptive_sampling_.adaptive_step) + "\n"; result += " Min Samples: " + to_string(adaptive_sampling_.min_samples) + "\n"; result += " Threshold: " + to_string(adaptive_sampling_.threshold) + "\n"; } result += "\nDenoiser:\n"; result += " Use: " + string_from_bool(denoiser_params_.use) + "\n"; if (denoiser_params_.use) { result += " Type: " + string(denoiserTypeToHumanReadable(denoiser_params_.type)) + "\n"; result += " Start Sample: " + to_string(denoiser_params_.start_sample) + "\n"; string passes = "Color"; if (denoiser_params_.use_pass_albedo) { passes += ", Albedo"; } if (denoiser_params_.use_pass_normal) { passes += ", Normal"; } result += " Passes: " + passes + "\n"; } if (state_.num_rebalance_requested) { result += "\nRebalancer:\n"; result += " Number of requested rebalances: " + to_string(state_.num_rebalance_requested) + "\n"; result += " Number of performed rebalances: " + to_string(state_.num_rebalance_changes) + "\n"; } result += "\nTime (in seconds):\n"; result += string_printf(" %20s %20s %20s\n", "", "Wall", "Average"); result += string_printf(" %20s %20f %20f\n", "Path Tracing", path_trace_time_.get_wall(), path_trace_time_.get_average()); if (adaptive_sampling_.use) { result += string_printf(" %20s %20f %20f\n", "Adaptive Filter", adaptive_filter_time_.get_wall(), adaptive_filter_time_.get_average()); } if (denoiser_params_.use) { result += string_printf( " %20s %20f %20f\n", "Denoiser", denoise_time_.get_wall(), denoise_time_.get_average()); } result += string_printf(" %20s %20f %20f\n", "Display Update", display_update_time_.get_wall(), display_update_time_.get_average()); if (state_.num_rebalance_requested) { result += string_printf(" %20s %20f %20f\n", "Rebalance", rebalance_time_.get_wall(), rebalance_time_.get_average()); } const double total_time = path_trace_time_.get_wall() + adaptive_filter_time_.get_wall() + denoise_time_.get_wall() + display_update_time_.get_wall(); result += "\n Total: " + to_string(total_time) + "\n"; result += string_printf( "\nRendered %d samples in %f seconds\n", num_rendered_samples, render_wall_time); /* When adaptive sampling is used the average time becomes meaningless, because different samples * will likely render different number of pixels. */ if (!adaptive_sampling_.use) { result += string_printf("Average time per sample: %f seconds\n", render_wall_time / num_rendered_samples); } return result; } double RenderScheduler::guess_display_update_interval_in_seconds() const { return guess_display_update_interval_in_seconds_for_num_samples(state_.num_rendered_samples); } double RenderScheduler::guess_display_update_interval_in_seconds_for_num_samples( int num_rendered_samples) const { double update_interval = guess_display_update_interval_in_seconds_for_num_samples_no_limit( num_rendered_samples); if (time_limit_ != 0.0 && state_.start_render_time != 0.0) { const double remaining_render_time = max(0.0, time_limit_ - (time_dt() - state_.start_render_time)); update_interval = min(update_interval, remaining_render_time); } return update_interval; } /* TODO(sergey): This is just a quick implementation, exact values might need to be tweaked based * on a more careful experiments with viewport rendering. */ double RenderScheduler::guess_display_update_interval_in_seconds_for_num_samples_no_limit( int num_rendered_samples) const { /* TODO(sergey): Need a decision on whether this should be using number of samples rendered * within the current render session, or use absolute number of samples with the start sample * taken into account. It will depend on whether the start sample offset clears the render * buffer. */ if (state_.need_rebalance_at_next_work) { return 0.1; } if (state_.last_rebalance_changed) { return 0.2; } if (headless_) { /* In headless mode do rare updates, so that the device occupancy is high, but there are still * progress messages printed to the logs. */ return 30.0; } if (background_) { if (num_rendered_samples < 32) { return 1.0; } return 2.0; } /* Render time and number of samples rendered are used to figure out the display update interval. * Render time is used to allow for fast display updates in the first few seconds of rendering * on fast devices. Number of samples rendered is used to allow for potentially quicker display * updates on slow devices during the first few samples. */ const double render_time = path_trace_time_.get_wall(); if (render_time < 1) { return 0.1; } if (render_time < 2) { return 0.25; } if (render_time < 4) { return 0.5; } if (render_time < 8 || num_rendered_samples < 32) { return 1.0; } return 2.0; } int RenderScheduler::calculate_num_samples_per_update() const { const double time_per_sample_average = path_trace_time_.get_average(); const double num_samples_in_second = pixel_size_ * pixel_size_ / time_per_sample_average; const double update_interval_in_seconds = guess_display_update_interval_in_seconds(); return max(int(num_samples_in_second * update_interval_in_seconds), 1); } int RenderScheduler::get_start_sample_to_path_trace() const { return start_sample_ + state_.num_rendered_samples; } /* Round number of samples to the closest power of two. * Rounding might happen to higher or lower value depending on which one is closer. Such behavior * allows to have number of samples to be power of two without diverging from the planned number of * samples too much. */ static inline uint round_num_samples_to_power_of_2(const uint num_samples) { if (num_samples == 1) { return 1; } if (is_power_of_two(num_samples)) { return num_samples; } const uint num_samples_up = next_power_of_two(num_samples); const uint num_samples_down = num_samples_up - (num_samples_up >> 1); const uint delta_up = num_samples_up - num_samples; const uint delta_down = num_samples - num_samples_down; if (delta_up <= delta_down) { return num_samples_up; } return num_samples_down; } int RenderScheduler::get_num_samples_to_path_trace() const { if (state_.resolution_divider != pixel_size_) { return get_num_samples_during_navigation(state_.resolution_divider); } /* Always start full resolution render with a single sample. Gives more instant feedback to * artists, and allows to gather information for a subsequent path tracing works. Do it in the * headless mode as well, to give some estimate of how long samples are taking. */ if (state_.num_rendered_samples == 0) { return 1; } const int num_samples_per_update = calculate_num_samples_per_update(); const int path_trace_start_sample = get_start_sample_to_path_trace(); /* Round number of samples to a power of two, so that division of path states into tiles goes in * a more integer manner. * This might make it so updates happens more rarely due to rounding up. In the test scenes this * is not huge deal because it is not seen that more than 8 samples can be rendered between * updates. If that becomes a problem we can add some extra rules like never allow to round up * more than N samples. */ const int num_samples_pot = round_num_samples_to_power_of_2(num_samples_per_update); const int max_num_samples_to_render = start_sample_ + num_samples_ - path_trace_start_sample; int num_samples_to_render = min(num_samples_pot, max_num_samples_to_render); /* When enough statistics is available and doing an offline rendering prefer to keep device * occupied. */ if (state_.occupancy_num_samples && (background_ || headless_)) { /* Keep occupancy at about 0.5 (this is more of an empirical figure which seems to match scenes * with good performance without forcing occupancy to be higher). */ int num_samples_to_occupy = state_.occupancy_num_samples; if (state_.occupancy < 0.5f) { num_samples_to_occupy = lround(state_.occupancy_num_samples * 0.7f / state_.occupancy); } /* When time limit is used clamp the calculated number of samples to keep occupancy. * This is because time limit causes the last render iteration to happen with less number of * samples, which conflicts with the occupancy (lower number of samples causes lower * occupancy, also the calculation is based on number of previously rendered samples). * * When time limit is not used the number of samples per render iteration is either increasing * or stays the same, so there is no need to clamp number of samples calculated for occupancy. */ if (time_limit_ != 0.0 && state_.start_render_time != 0.0) { const double remaining_render_time = max( 0.0, time_limit_ - (time_dt() - state_.start_render_time)); const double time_per_sample_average = path_trace_time_.get_average(); const double predicted_render_time = num_samples_to_occupy * time_per_sample_average; if (predicted_render_time > remaining_render_time) { num_samples_to_occupy = lround(num_samples_to_occupy * (remaining_render_time / predicted_render_time)); } } num_samples_to_render = max(num_samples_to_render, min(num_samples_to_occupy, max_num_samples_to_render)); } /* If adaptive sampling is not use, render as many samples per update as possible, keeping the * device fully occupied, without much overhead of display updates. */ if (!adaptive_sampling_.use) { return num_samples_to_render; } /* TODO(sergey): Add extra "clamping" here so that none of the filtering points is missing. This * is to ensure that the final render is pixel-matched regardless of how many samples per second * compute device can do. */ return adaptive_sampling_.align_samples(path_trace_start_sample - sample_offset_, num_samples_to_render); } int RenderScheduler::get_num_samples_during_navigation(int resolution_divider) const { /* Special trick for fast navigation: schedule multiple samples during fast navigation * (which will prefer to use lower resolution to keep up with refresh rate). This gives more * usable visual feedback for artists. There are a couple of tricks though. */ if (is_denoise_active_during_update()) { /* When denoising is used during navigation prefer using a higher resolution with less samples * (scheduling less samples here will make it so the resolution_divider calculation will use a * lower value for the divider). This is because both OpenImageDenoiser and OptiX denoiser * give visually better results on a higher resolution image with less samples. */ return 1; } if (resolution_divider <= pixel_size_) { /* When resolution divider is at or below pixel size, schedule one sample. This doesn't effect * the sample count at this resolution division, but instead assists in the calculation of * the resolution divider. */ return 1; } if (resolution_divider == pixel_size_ * 2) { /* When resolution divider is the previous step to the final resolution, schedule two samples. * This is so that rendering on lower resolution does not exceed time that it takes to render * first sample at the full resolution. */ return 2; } /* Always render 4 samples, even if scene is configured for less. * The idea here is to have enough information on the screen. Resolution divider of 2 allows us * to have 4 time extra samples, so overall worst case timing is the same as the final resolution * at one sample. */ return 4; } bool RenderScheduler::work_need_adaptive_filter() const { return adaptive_sampling_.need_filter(get_rendered_sample()); } float RenderScheduler::work_adaptive_threshold() const { if (!use_progressive_noise_floor_) { return adaptive_sampling_.threshold; } return max(state_.adaptive_sampling_threshold, adaptive_sampling_.threshold); } bool RenderScheduler::work_need_denoise(bool &delayed, bool &ready_to_display) { delayed = false; ready_to_display = true; if (!denoiser_params_.use) { /* Denoising is disabled, no need to scheduler work for it. */ return false; } /* When multiple tiles are used the full frame will be denoised. * Avoid per-tile denoising to save up render time. */ if (tile_manager_.has_multiple_tiles()) { return false; } if (done()) { /* Always denoise at the last sample. */ return true; } if (background_) { /* Background render, only denoise when rendering the last sample. */ /* TODO(sergey): Follow similar logic to viewport, giving an overview of how final denoised * image looks like even for the background rendering. */ return false; } /* Viewport render. */ /* Navigation might render multiple samples at a lower resolution. Those are not to be counted as * final samples. */ const int num_samples_finished = state_.resolution_divider == pixel_size_ ? state_.num_rendered_samples : 1; /* Immediately denoise when we reach the start sample or last sample. */ if (num_samples_finished == denoiser_params_.start_sample || num_samples_finished == num_samples_) { return true; } /* Do not denoise until the sample at which denoising should start is reached. */ if (num_samples_finished < denoiser_params_.start_sample) { ready_to_display = false; return false; } /* Avoid excessive denoising in viewport after reaching a certain sample count and render time. */ /* TODO(sergey): Consider making time interval and sample configurable. */ delayed = (path_trace_time_.get_wall() > 4 && num_samples_finished >= 20 && (time_dt() - state_.last_display_update_time) < 1.0); return !delayed; } bool RenderScheduler::work_need_update_display(const bool denoiser_delayed) { if (headless_) { /* Force disable display update in headless mode. There will be nothing to display the * in-progress result. */ return false; } if (denoiser_delayed) { /* If denoiser has been delayed the display can not be updated as it will not contain * up-to-date state of the render result. */ return false; } if (!adaptive_sampling_.use) { /* When adaptive sampling is not used the work is scheduled in a way that they keep render * device busy for long enough, so that the display update can happen right after the * rendering. */ return true; } if (done() || state_.last_display_update_sample == -1) { /* Make sure an initial and final results of adaptive sampling is communicated ot the display. */ return true; } /* For the development purposes of adaptive sampling it might be very useful to see all updates * of active pixels after convergence check. However, it would cause a slowdown for regular usage * users. Possibly, make it a debug panel option to allow rapid update to ease development * without need to re-compiled. */ // if (work_need_adaptive_filter()) { // return true; // } /* When adaptive sampling is used, its possible that only handful of samples of a very simple * scene will be scheduled to a powerful device (in order to not "miss" any of filtering points). * We take care of skipping updates here based on when previous display update did happen. */ const double update_interval = guess_display_update_interval_in_seconds_for_num_samples( state_.last_display_update_sample); return (time_dt() - state_.last_display_update_time) > update_interval; } bool RenderScheduler::work_need_rebalance() { /* This is the minimum time, as the rebalancing can not happen more often than the path trace * work. */ static const double kRebalanceIntervalInSeconds = 1; if (!need_schedule_rebalance_works_) { return false; } if (state_.resolution_divider != pixel_size_) { /* Don't rebalance at a non-final resolution divider. Some reasons for this: * - It will introduce unnecessary during navigation. * - Per-render device timing information is not very reliable yet. */ return false; } if (state_.num_rendered_samples == 0) { state_.need_rebalance_at_next_work = true; return false; } if (state_.need_rebalance_at_next_work) { state_.need_rebalance_at_next_work = false; return true; } if (state_.last_rebalance_changed) { return true; } return (time_dt() - state_.last_rebalance_time) > kRebalanceIntervalInSeconds; } void RenderScheduler::update_start_resolution_divider() { if (start_resolution_divider_ == 0) { /* Resolution divider has never been calculated before: use default resolution, so that we have * somewhat good initial behavior, giving a chance to collect real numbers. */ start_resolution_divider_ = default_start_resolution_divider_; VLOG(3) << "Initial resolution divider is " << start_resolution_divider_; return; } if (first_render_time_.path_trace_per_sample == 0.0) { /* Not enough information to calculate better resolution, keep the existing one. */ return; } const double desired_update_interval_in_seconds = guess_viewport_navigation_update_interval_in_seconds(); const double actual_time_per_update = first_render_time_.path_trace_per_sample + first_render_time_.denoise_time + first_render_time_.display_update_time; /* Allow some percent of tolerance, so that if the render time is close enough to the higher * resolution we prefer to use it instead of going way lower resolution and time way below the * desired one. */ const int resolution_divider_for_update = calculate_resolution_divider_for_time( desired_update_interval_in_seconds * 1.4, actual_time_per_update); /* TODO(sergey): Need to add hysteresis to avoid resolution divider bouncing around when actual * render time is somewhere on a boundary between two resolutions. */ /* Never increase resolution to higher than the pixel size (which is possible if the scene is * simple and compute device is fast). */ start_resolution_divider_ = max(resolution_divider_for_update, pixel_size_); VLOG(3) << "Calculated resolution divider is " << start_resolution_divider_; } double RenderScheduler::guess_viewport_navigation_update_interval_in_seconds() const { if (is_denoise_active_during_update()) { /* Use lower value than the non-denoised case to allow having more pixels to reconstruct the * image from. With the faster updates and extra compute required the resolution becomes too * low to give usable feedback. */ /* NOTE: Based on performance of OpenImageDenoiser on CPU. For OptiX denoiser or other denoiser * on GPU the value might need to become lower for faster navigation. */ return 1.0 / 12.0; } /* For the best match with the Blender's viewport the refresh ratio should be 60fps. This will * avoid "jelly" effects. However, on a non-trivial scenes this can only be achieved with high * values of the resolution divider which does not give very pleasant updates during navigation. * Choose less frequent updates to allow more noise-free and higher resolution updates. */ /* TODO(sergey): Can look into heuristic which will allow to have 60fps if the resolution divider * is not too high. Alternatively, synchronize Blender's overlays updates to Cycles updates. */ return 1.0 / 30.0; } bool RenderScheduler::is_denoise_active_during_update() const { if (!denoiser_params_.use) { return false; } if (denoiser_params_.start_sample > 1) { return false; } return true; } bool RenderScheduler::work_is_usable_for_first_render_estimation(const RenderWork &render_work) { return render_work.resolution_divider == pixel_size_ && render_work.path_trace.start_sample == start_sample_; } bool RenderScheduler::work_report_reset_average(const RenderWork &render_work) { /* When rendering at a non-final resolution divider time average is not very useful because it * will either bias average down (due to lower render times on the smaller images) or will give * incorrect result when trying to estimate time which would have spent on the final resolution. * * So we only accumulate average for the latest resolution divider which was rendered. */ return render_work.resolution_divider != pixel_size_; } void RenderScheduler::check_time_limit_reached() { if (time_limit_ == 0.0) { /* No limit is enforced. */ return; } if (state_.start_render_time == 0.0) { /* Rendering did not start yet. */ return; } const double current_time = time_dt(); if (current_time - state_.start_render_time < time_limit_) { /* Time limit is not reached yet. */ return; } state_.time_limit_reached = true; state_.end_render_time = current_time; } /* -------------------------------------------------------------------- * Utility functions. */ int RenderScheduler::calculate_resolution_divider_for_time(double desired_time, double actual_time) { /* TODO(sergey): There should a non-iterative analytical formula here. */ int resolution_divider = 1; /* This algorithm iterates through resolution dividers until a divider is found that achieves * the desired render time. A limit of default_start_resolution_divider_ is put in place as the * maximum resolution divider to avoid an unreadable viewport due to a low resolution. * pre_resolution_division_samples and post_resolution_division_samples are used in this * calculation to better predict the performance impact of changing resolution divisions as * the sample count can also change between resolution divisions. */ while (actual_time > desired_time && resolution_divider < default_start_resolution_divider_) { int pre_resolution_division_samples = get_num_samples_during_navigation(resolution_divider); resolution_divider = resolution_divider * 2; int post_resolution_division_samples = get_num_samples_during_navigation(resolution_divider); actual_time /= 4.0 * pre_resolution_division_samples / post_resolution_division_samples; } return resolution_divider; } int calculate_resolution_divider_for_resolution(int width, int height, int resolution) { if (resolution == INT_MAX) { return 1; } int resolution_divider = 1; while (width * height > resolution * resolution) { width = max(1, width / 2); height = max(1, height / 2); resolution_divider <<= 1; } return resolution_divider; } int calculate_resolution_for_divider(int width, int height, int resolution_divider) { const int pixel_area = width * height; const int resolution = lround(sqrt(pixel_area)); return resolution / resolution_divider; } CCL_NAMESPACE_END