/* SPDX-License-Identifier: Apache-2.0 * Copyright 2011-2022 Blender Foundation */ #include "device/device.h" #include "scene/background.h" #include "scene/bake.h" #include "scene/camera.h" #include "scene/film.h" #include "scene/integrator.h" #include "scene/jitter.h" #include "scene/light.h" #include "scene/object.h" #include "scene/scene.h" #include "scene/shader.h" #include "scene/sobol.h" #include "scene/stats.h" #include "kernel/types.h" #include "util/foreach.h" #include "util/hash.h" #include "util/log.h" #include "util/task.h" #include "util/time.h" CCL_NAMESPACE_BEGIN NODE_DEFINE(Integrator) { NodeType *type = NodeType::add("integrator", create); SOCKET_INT(min_bounce, "Min Bounce", 0); SOCKET_INT(max_bounce, "Max Bounce", 7); SOCKET_INT(max_diffuse_bounce, "Max Diffuse Bounce", 7); SOCKET_INT(max_glossy_bounce, "Max Glossy Bounce", 7); SOCKET_INT(max_transmission_bounce, "Max Transmission Bounce", 7); SOCKET_INT(max_volume_bounce, "Max Volume Bounce", 7); SOCKET_INT(transparent_min_bounce, "Transparent Min Bounce", 0); SOCKET_INT(transparent_max_bounce, "Transparent Max Bounce", 7); #ifdef WITH_CYCLES_DEBUG static NodeEnum direct_light_sampling_type_enum; direct_light_sampling_type_enum.insert("multiple_importance_sampling", DIRECT_LIGHT_SAMPLING_MIS); direct_light_sampling_type_enum.insert("forward_path_tracing", DIRECT_LIGHT_SAMPLING_FORWARD); direct_light_sampling_type_enum.insert("next_event_estimation", DIRECT_LIGHT_SAMPLING_NEE); SOCKET_ENUM(direct_light_sampling_type, "Direct Light Sampling Type", direct_light_sampling_type_enum, DIRECT_LIGHT_SAMPLING_MIS); #endif SOCKET_INT(ao_bounces, "AO Bounces", 0); SOCKET_FLOAT(ao_factor, "AO Factor", 0.0f); SOCKET_FLOAT(ao_distance, "AO Distance", FLT_MAX); SOCKET_FLOAT(ao_additive_factor, "AO Additive Factor", 0.0f); SOCKET_INT(volume_max_steps, "Volume Max Steps", 1024); SOCKET_FLOAT(volume_step_rate, "Volume Step Rate", 1.0f); SOCKET_BOOLEAN(caustics_reflective, "Reflective Caustics", true); SOCKET_BOOLEAN(caustics_refractive, "Refractive Caustics", true); SOCKET_FLOAT(filter_glossy, "Filter Glossy", 0.0f); SOCKET_BOOLEAN(use_direct_light, "Use Direct Light", true); SOCKET_BOOLEAN(use_indirect_light, "Use Indirect Light", true); SOCKET_BOOLEAN(use_diffuse, "Use Diffuse", true); SOCKET_BOOLEAN(use_glossy, "Use Glossy", true); SOCKET_BOOLEAN(use_transmission, "Use Transmission", true); SOCKET_BOOLEAN(use_emission, "Use Emission", true); SOCKET_INT(seed, "Seed", 0); SOCKET_FLOAT(sample_clamp_direct, "Sample Clamp Direct", 0.0f); SOCKET_FLOAT(sample_clamp_indirect, "Sample Clamp Indirect", 10.0f); SOCKET_BOOLEAN(motion_blur, "Motion Blur", false); SOCKET_INT(aa_samples, "AA Samples", 0); SOCKET_INT(start_sample, "Start Sample", 0); SOCKET_BOOLEAN(use_adaptive_sampling, "Use Adaptive Sampling", true); SOCKET_FLOAT(adaptive_threshold, "Adaptive Threshold", 0.01f); SOCKET_INT(adaptive_min_samples, "Adaptive Min Samples", 0); SOCKET_FLOAT(light_sampling_threshold, "Light Sampling Threshold", 0.01f); static NodeEnum sampling_pattern_enum; sampling_pattern_enum.insert("sobol", SAMPLING_PATTERN_SOBOL); sampling_pattern_enum.insert("pmj", SAMPLING_PATTERN_PMJ); SOCKET_ENUM(sampling_pattern, "Sampling Pattern", sampling_pattern_enum, SAMPLING_PATTERN_SOBOL); SOCKET_FLOAT(scrambling_distance, "Scrambling Distance", 1.0f); static NodeEnum denoiser_type_enum; denoiser_type_enum.insert("optix", DENOISER_OPTIX); denoiser_type_enum.insert("openimagedenoise", DENOISER_OPENIMAGEDENOISE); static NodeEnum denoiser_prefilter_enum; denoiser_prefilter_enum.insert("none", DENOISER_PREFILTER_NONE); denoiser_prefilter_enum.insert("fast", DENOISER_PREFILTER_FAST); denoiser_prefilter_enum.insert("accurate", DENOISER_PREFILTER_ACCURATE); /* Default to accurate denoising with OpenImageDenoise. For interactive viewport * it's best use OptiX and disable the normal pass since it does not always have * the desired effect for that denoiser. */ SOCKET_BOOLEAN(use_denoise, "Use Denoiser", false); SOCKET_ENUM(denoiser_type, "Denoiser Type", denoiser_type_enum, DENOISER_OPENIMAGEDENOISE); SOCKET_INT(denoise_start_sample, "Start Sample to Denoise", 0); SOCKET_BOOLEAN(use_denoise_pass_albedo, "Use Albedo Pass for Denoiser", true); SOCKET_BOOLEAN(use_denoise_pass_normal, "Use Normal Pass for Denoiser", true); SOCKET_ENUM(denoiser_prefilter, "Denoiser Prefilter", denoiser_prefilter_enum, DENOISER_PREFILTER_ACCURATE); return type; } Integrator::Integrator() : Node(get_node_type()) { } Integrator::~Integrator() { } void Integrator::device_update(Device *device, DeviceScene *dscene, Scene *scene) { if (!is_modified()) return; scoped_callback_timer timer([scene](double time) { if (scene->update_stats) { scene->update_stats->integrator.times.add_entry({"device_update", time}); } }); KernelIntegrator *kintegrator = &dscene->data.integrator; /* Adaptive sampling requires PMJ samples. * * This also makes detection of sampling pattern a bit more involved: can not rely on the changed * state of socket, since its value might be different from the effective value used here. So * instead compare with previous value in the KernelIntegrator. Only do it if the device was * updated once (in which case the `sample_pattern_lut` will be allocated to a non-zero size). */ const SamplingPattern new_sampling_pattern = (use_adaptive_sampling) ? SAMPLING_PATTERN_PMJ : sampling_pattern; const bool need_update_lut = max_bounce_is_modified() || max_transmission_bounce_is_modified() || dscene->sample_pattern_lut.size() == 0 || kintegrator->sampling_pattern != new_sampling_pattern; if (need_update_lut) { dscene->sample_pattern_lut.tag_realloc(); } device_free(device, dscene); /* integrator parameters */ kintegrator->min_bounce = min_bounce + 1; kintegrator->max_bounce = max_bounce + 1; kintegrator->max_diffuse_bounce = max_diffuse_bounce + 1; kintegrator->max_glossy_bounce = max_glossy_bounce + 1; kintegrator->max_transmission_bounce = max_transmission_bounce + 1; kintegrator->max_volume_bounce = max_volume_bounce + 1; kintegrator->transparent_min_bounce = transparent_min_bounce + 1; kintegrator->transparent_max_bounce = transparent_max_bounce + 1; kintegrator->ao_bounces = (ao_factor != 0.0f) ? ao_bounces : 0; kintegrator->ao_bounces_distance = ao_distance; kintegrator->ao_bounces_factor = ao_factor; kintegrator->ao_additive_factor = ao_additive_factor; #ifdef WITH_CYCLES_DEBUG kintegrator->direct_light_sampling_type = direct_light_sampling_type; #else kintegrator->direct_light_sampling_type = DIRECT_LIGHT_SAMPLING_MIS; #endif /* Transparent Shadows * We only need to enable transparent shadows, if we actually have * transparent shaders in the scene. Otherwise we can disable it * to improve performance a bit. */ kintegrator->transparent_shadows = false; foreach (Shader *shader, scene->shaders) { /* keep this in sync with SD_HAS_TRANSPARENT_SHADOW in shader.cpp */ if ((shader->has_surface_transparent && shader->get_use_transparent_shadow()) || shader->has_volume) { kintegrator->transparent_shadows = true; break; } } kintegrator->volume_max_steps = volume_max_steps; kintegrator->volume_step_rate = volume_step_rate; kintegrator->caustics_reflective = caustics_reflective; kintegrator->caustics_refractive = caustics_refractive; kintegrator->filter_glossy = (filter_glossy == 0.0f) ? FLT_MAX : 1.0f / filter_glossy; kintegrator->filter_closures = 0; if (!use_direct_light) { kintegrator->filter_closures |= FILTER_CLOSURE_DIRECT_LIGHT; } if (!use_indirect_light) { kintegrator->min_bounce = 1; kintegrator->max_bounce = 1; } if (!use_diffuse) { kintegrator->filter_closures |= FILTER_CLOSURE_DIFFUSE; } if (!use_glossy) { kintegrator->filter_closures |= FILTER_CLOSURE_GLOSSY; } if (!use_transmission) { kintegrator->filter_closures |= FILTER_CLOSURE_TRANSMISSION; } if (!use_emission) { kintegrator->filter_closures |= FILTER_CLOSURE_EMISSION; } if (scene->bake_manager->get_baking()) { /* Baking does not need to trace through transparency, we only want to bake * the object itself. */ kintegrator->filter_closures |= FILTER_CLOSURE_TRANSPARENT; } kintegrator->seed = seed; kintegrator->sample_clamp_direct = (sample_clamp_direct == 0.0f) ? FLT_MAX : sample_clamp_direct * 3.0f; kintegrator->sample_clamp_indirect = (sample_clamp_indirect == 0.0f) ? FLT_MAX : sample_clamp_indirect * 3.0f; kintegrator->sampling_pattern = new_sampling_pattern; kintegrator->scrambling_distance = scrambling_distance; if (light_sampling_threshold > 0.0f) { kintegrator->light_inv_rr_threshold = 1.0f / light_sampling_threshold; } else { kintegrator->light_inv_rr_threshold = 0.0f; } /* sobol directions table */ int max_samples = max_bounce + transparent_max_bounce + 3 + VOLUME_BOUNDS_MAX + max(BSSRDF_MAX_HITS, BSSRDF_MAX_BOUNCES); int dimensions = PRNG_BASE_NUM + max_samples * PRNG_BOUNCE_NUM; dimensions = min(dimensions, SOBOL_MAX_DIMENSIONS); if (need_update_lut) { if (kintegrator->sampling_pattern == SAMPLING_PATTERN_SOBOL) { uint *directions = (uint *)dscene->sample_pattern_lut.alloc(SOBOL_BITS * dimensions); sobol_generate_direction_vectors((uint(*)[SOBOL_BITS])directions, dimensions); dscene->sample_pattern_lut.copy_to_device(); } else { constexpr int sequence_size = NUM_PMJ_SAMPLES; constexpr int num_sequences = NUM_PMJ_PATTERNS; float2 *directions = (float2 *)dscene->sample_pattern_lut.alloc(sequence_size * num_sequences * 2); TaskPool pool; for (int j = 0; j < num_sequences; ++j) { float2 *sequence = directions + j * sequence_size; pool.push( function_bind(&progressive_multi_jitter_02_generate_2D, sequence, sequence_size, j)); } pool.wait_work(); dscene->sample_pattern_lut.copy_to_device(); } } kintegrator->has_shadow_catcher = scene->has_shadow_catcher(); dscene->sample_pattern_lut.clear_modified(); clear_modified(); } void Integrator::device_free(Device *, DeviceScene *dscene, bool force_free) { dscene->sample_pattern_lut.free_if_need_realloc(force_free); } void Integrator::tag_update(Scene *scene, uint32_t flag) { if (flag & UPDATE_ALL) { tag_modified(); } if (flag & AO_PASS_MODIFIED) { /* tag only the ao_bounces socket as modified so we avoid updating sample_pattern_lut * unnecessarily */ tag_ao_bounces_modified(); } if (filter_glossy_is_modified()) { foreach (Shader *shader, scene->shaders) { if (shader->has_integrator_dependency) { scene->shader_manager->tag_update(scene, ShaderManager::INTEGRATOR_MODIFIED); break; } } } if (motion_blur_is_modified()) { scene->object_manager->tag_update(scene, ObjectManager::MOTION_BLUR_MODIFIED); scene->camera->tag_modified(); } } uint Integrator::get_kernel_features() const { uint kernel_features = 0; if (ao_additive_factor != 0.0f) { kernel_features |= KERNEL_FEATURE_AO_ADDITIVE; } return kernel_features; } AdaptiveSampling Integrator::get_adaptive_sampling() const { AdaptiveSampling adaptive_sampling; adaptive_sampling.use = use_adaptive_sampling; if (!adaptive_sampling.use) { return adaptive_sampling; } if (aa_samples > 0 && adaptive_threshold == 0.0f) { adaptive_sampling.threshold = max(0.001f, 1.0f / (float)aa_samples); VLOG_INFO << "Cycles adaptive sampling: automatic threshold = " << adaptive_sampling.threshold; } else { adaptive_sampling.threshold = adaptive_threshold; } if (adaptive_sampling.threshold > 0 && adaptive_min_samples == 0) { /* Threshold 0.1 -> 32, 0.01 -> 64, 0.001 -> 128. * This is highly scene dependent, we make a guess that seemed to work well * in various test scenes. */ const int min_samples = (int)ceilf(16.0f / powf(adaptive_sampling.threshold, 0.3f)); adaptive_sampling.min_samples = max(4, min_samples); VLOG_INFO << "Cycles adaptive sampling: automatic min samples = " << adaptive_sampling.min_samples; } else { adaptive_sampling.min_samples = max(4, adaptive_min_samples); } /* Arbitrary factor that makes the threshold more similar to what is was before, * and gives arguably more intuitive values. */ adaptive_sampling.threshold *= 5.0f; adaptive_sampling.adaptive_step = 16; DCHECK(is_power_of_two(adaptive_sampling.adaptive_step)) << "Adaptive step must be a power of two for bitwise operations to work"; return adaptive_sampling; } DenoiseParams Integrator::get_denoise_params() const { DenoiseParams denoise_params; denoise_params.use = use_denoise; denoise_params.type = denoiser_type; denoise_params.start_sample = denoise_start_sample; denoise_params.use_pass_albedo = use_denoise_pass_albedo; denoise_params.use_pass_normal = use_denoise_pass_normal; denoise_params.prefilter = denoiser_prefilter; return denoise_params; } CCL_NAMESPACE_END