Commit Graph

52 Commits

Author SHA1 Message Date
Brecht Van Lommel
cfa8b762e2 Code cleanup: move rng into path state.
Also pass by value and don't write back now that it is just a hash for seeding
and no longer an LCG state. Together this makes CUDA a tiny bit faster in my
tests, but mainly simplifies code.
2017-08-19 18:14:16 +02:00
Brecht Van Lommel
fc38276d74 Fix Cycles shadow catcher objects influencing each other.
Since all the shadow catchers are already assumed to be in the footage,
the shadows they cast on each other are already in the footage too. So
don't just let shadow catchers skip self, but all shadow catchers.

Another justification is that it should not matter if the shadow catcher
is modeled as one object or multiple separate objects, the resulting
render should be the same.

Differential Revision: https://developer.blender.org/D2763
2017-08-07 17:54:26 +02:00
Sergey Sharybin
f970e859cf Cycles: Cleanup, style 2017-04-18 11:39:21 +02:00
Mai Lavelle
8f85ee2fc9 Cycles: Fix indentation 2017-04-07 06:06:08 -04:00
Sergey Sharybin
d14e39622a Cycles: First implementation of shadow catcher
It uses an idea of accumulating all possible light reachable across the
light path (without taking shadow blocked into account) and accumulating
total shaded light across the path. Dividing second figure by first one
seems to be giving good estimate of the shadow.

In fact, to my knowledge, it's something really similar to what is
happening in the denoising branch, so we are aligned here which is good.

The workflow is following:

- Create an object which matches real-life object on which shadow is
  to be catched.

- Create approximate similar material on that object.

  This is needed to make indirect light properly affecting CG objects
  in the scene.

- Mark object as Shadow Catcher in the Object properties.

Ideally, after doing that it will be possible to render the image and
simply alpha-over it on top of real footage.
2017-03-27 10:46:03 +02:00
Hristo Gueorguiev
e8b5a5bf5b Cycles: Speedup transparent shadows in split kernel
This commit enables record-all transparent shadows rays.

Perfromance results:

               R9 290 render time (without synchronization), seconds
                        Before    After   Change
BMW                      261.5    262.5   +0.4 %
Classroom                869.6    867.3   -0.3 %
Fishy Cat                657.4    639.8   -2.7 %
Koro                    1909.8    692.8  -63.7 %
Pabellon Barcelona      1633.3   1238.0  -24.2 %
Pabellon Barcelona(*)   1158.1    903.8  -22.0 %

(*) without glossy connected to volume
2017-03-09 17:09:37 +01:00
Hristo Gueorguiev
57e26627c4 Cycles: SSS and Volume rendering in split kernel
Decoupled ray marching is not supported yet.

Transparent shadows are always enabled for volume rendering.

Changes in kernel/bvh and kernel/geom are from Sergey.
This simiplifies code significantly, and prepares it for
record-all transparent shadow function in split kernel.
2017-03-09 17:09:37 +01:00
Mai Lavelle
352ee7c3ef Cycles: Remove ccl_fetch and SOA 2017-03-08 00:52:41 -05:00
Mai Lavelle
230c00d872 Cycles: OpenCL split kernel refactor
This does a few things at once:

- Refactors host side split kernel logic into a new device
  agnostic class `DeviceSplitKernel`.
- Removes tile splitting, a new work pool implementation takes its place and
  allows as many threads as will fit in memory regardless of tile size, which
  can give performance gains.
- Refactors split state buffers into one buffer, as well as reduces the
  number of arguments passed to kernels. Means there's less code to deal
  with overall.
- Moves kernel logic out of OpenCL kernel files so they can later be used by
  other device types.
- Replaced OpenCL specific APIs with new generic versions
- Tiles can now be seen updating during rendering
2017-03-08 00:52:41 -05:00
Sergey Sharybin
b16fd22018 Cycles: Fix regression with transparent shadows in volume 2017-02-08 14:00:48 +01:00
Sergey Sharybin
da31a82832 Cycles: Solve speed regression by casting opaque ray first 2017-02-08 14:00:48 +01:00
Sergey Sharybin
04cf1538b5 Cycles: Fix compilation error on OpenCL 2017-02-08 14:00:48 +01:00
Sergey Sharybin
31a025f51e Cycles: Split shadow functions to avoid some duplicated calculations 2017-02-08 14:00:48 +01:00
Sergey Sharybin
dde40989f3 Cycles: Store shadow intersections in the kernel globals
Seems CUDA failed to de-duplicate the array across multiple inlined
versions of the shadow_blocked(). Helped it a bit with that now.

Gives about 100MB memory improvement on a scenes after previous
commit and brings up memory "regression" to only 100MB comparing to
the master branch now.
2017-02-08 14:00:48 +01:00
Sergey Sharybin
9830eeb44b Cycles: Implement record-all transparent shadow function for GPU
The idea is to record all possible transparent intersections when
shooting transparent ray on GPU (similar to what we were doing  on
CPU already).

This avoids need of doing whole ray-to-scene intersections queries
for each intersection and speeds up a lot cases like transparent
hair in the cost of extra memory.

This commit is a base ground for now and this feature is kept
disabled for until some further tweaks.
2017-02-08 14:00:48 +01:00
Sergey Sharybin
9c3d202e56 Cycles: Use an utility function to sort intersections array 2017-02-08 14:00:48 +01:00
Sergey Sharybin
58a10122d0 Cycles: Make GPU version of shadow_blocked() closer to CPU
Now we break the traversal cycle and then perform volume attenuation
and check with zero throughput. Not sure it makes any measurable sense
at this moment, but in the future it might help de-duplicating some
extra logic here.
2017-02-08 14:00:48 +01:00
Sergey Sharybin
98a1855803 Cycles: De-duplicate transparent shadows attenuation
Fair amount of code was duplicated for CPU and GPU, now we are
using inlined function to avoid such duplication.
2017-02-08 14:00:48 +01:00
Brecht Van Lommel
a3abb020e3 Fix Cycles CUDA performance on CUDA 8.0.
Mostly this is making inlining match CUDA 7.5 in a few performance critical
places. The end result is that performance is now better than before, possibly
due to less register spilling or other CUDA 8.0 compiler improvements.

On benchmarks scenes, there are 3% to 35% render time reductions. Stack memory
usage is reduced a little too.

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D2269
2016-10-03 22:15:25 +02:00
Sergey Sharybin
166286e6de Cycles: Make code more uniform across two versions of shadow_blocked()
Just to make it easier to research ways of possible code de-duplication.
2016-09-21 11:50:11 +02:00
Sergey Sharybin
e4f7bf6ccb Cycles: Remove out of date comment 2016-09-21 11:48:36 +02:00
Sergey Sharybin
7030794171 Cycles: Revert previous fixes to intersect_all functions
While they prevent legit write past the array boundary error
those fixes introduced regression in behavior when having exact
max_hits transparent intersections and nothing else.

Previous code would have considered such case a totally opaque,
but it's not correct.

Fixes T48941: Some materials don't get transparent shadows anymore
2016-07-26 17:16:23 +02:00
Sergey Sharybin
3637cbbcf8 Cycles: Fix wrong termination criteria in intersect_all functions
It was possible to miss bounces termination criteria in this functions,
mainly when max_hits was set to 0.

Made the check more robust in traversal functions (which should not
affect performance, it's an operation of same complexity AFAIK).

Also avoid doing ray-scene intersection from shadow_blocked when
limit of transparent bounces was already reached.
2016-07-14 11:26:20 +02:00
Lukas Stockner
23c276832b Cycles: Add multi-scattering, energy-conserving GGX as an option to the Glossy, Anisotropic and Glass BSDFs
This commit adds a new distribution to the Glossy, Anisotropic and Glass BSDFs that implements the
multiple-scattering microfacet model described in the paper "Multiple-Scattering Microfacet BSDFs with the Smith Model".

Essentially, the improvement is that unlike classical GGX, which only models single scattering and assumes
the contribution of multiple bounces to be zero, this new model performs a random walk on the microsurface until
the ray leaves it again, which ensures perfect energy conservation.

In practise, this means that the "darkening problem" - GGX materials becoming darker with increasing
roughness - is solved in a physically correct and efficient way.

The downside of this model is that it has no (known) analytic expression for evalation. However, it can be
evaluated stochastically, and although the correct PDF isn't known either, the properties of MIS and the
balance heuristic guarantee an unbiased result at the cost of slightly higher noise.

Reviewers: dingto, #cycles, brecht

Reviewed By: dingto, #cycles, brecht

Subscribers: bliblubli, ace_dragon, gregzaal, brecht, harvester, dingto, marcog, swerner, jtheninja, Blendify, nutel

Differential Revision: https://developer.blender.org/D2002
2016-06-23 22:57:26 +02:00
Sergey Sharybin
42b26206c6 Fix T48508: Cycles Regression / Crash 2016-05-24 14:53:34 +02:00
Brecht Van Lommel
999d5a6785 Cycles CUDA: reduce stack memory by reusing ShaderData.
57% less for path and 48% less for branched path.
2016-05-23 22:29:24 +02:00
Sergey Sharybin
7b356a8565 Cycles: Reduce amount of malloc() calls from the kernel
This commit makes it so malloc() is only happening once per volume and
once per transparent shadow query (per thread), improving scalability of
the code to multiple CPU cores.

Hard to measure this with a low-bottom i7 here currently, but from quick
tests seems volume sampling gave about 3-5% speedup.

The idea is to store allocated memory in kernel globals, which are per
thread on CPU already.

Reviewers: dingto, juicyfruit, lukasstockner97, maiself, brecht

Reviewed By: brecht

Subscribers: Blendify, nutel

Differential Revision: https://developer.blender.org/D1996
2016-05-18 10:14:24 +02:00
Sergey Sharybin
9815f8a623 Cycles: Cleanup of OpenCL split kernel routines
The idea is to switch from allocating separate buffers for shader data's
structure of arrays to allocating one huge memory block and do some index
trickery to make it accessed as SOA.

This saves quite reasonable amount of lines of code in device_opencl and
also makes it possible to get rid of special declaration of ShaderData
structure.

As a side effect it also makes it easier to experiment with SOA vs. AOS
for split kernel.

Works fine here on NVidia GTX580, Intel CPU amd AMD Fiji cards.

Reviewers: #cycles, brecht, juicyfruit, dingto

Differential Revision: https://developer.blender.org/D1593
2016-01-30 00:23:06 +01:00
Sergey Sharybin
e2161ca854 Cycles: Remove few function arguments needed only for the split kernel
Use KernelGlobals to access all the global arrays for the intermediate
storage instead of passing all this storage things explicitly.

Tested here with Intel OpenCL, NVIDIA GTX580 and AMD Fiji, didn't see
any artifacts, so guess it's all good.

Reviewers: juicyfruit, dingto, lukasstockner97

Differential Revision: https://developer.blender.org/D1736
2016-01-28 18:59:27 +01:00
Sergey Sharybin
1f273cec00 Cycles: Tweak inline policy for some functions
The goal is to make Experimental kernel closer in performance to the
official kernel, avoiding spills and such.

There should not be big impact on official kernel, own tests showed
few percent performance drop on laptop's GPU. CPU was always the
same speed on AVX, AVX2 and SSE4.1 CPUs i've been testing here.

This seems to be the last essential step before we can get rid of
Experimental kernel and enable SSS officially on GPU without causing
some major performance issues.

Surely some more tweaks are possibly required, but that we can do
for until cows go home anyway.
2016-01-14 14:53:05 +05:00
Thomas Dinges
83e73a2100 Cycles: Refactor how we pass bounce info to light path node.
This commit changes the way how we pass bounce information to the Light
Path node. Instead of manualy copying the bounces into ShaderData, we now
directly pass PathState. This reduces the arguments that we need to pass
around and also makes it easier to extend the feature.

This commit also exposes the Transmission Bounce Depth to the Light Path
node. It works similar to the Transparent Depth Output: Replace a
Transmission lightpath after X bounces with another shader, e.g a Diffuse
one. This can be used to avoid black surfaces, due to low amount of max
bounces.

Reviewed by Sergey and Brecht, thanks for some hlp with this.

I tested compilation and usage on CPU (SVM and OSL), CUDA, OpenCL Split
and Mega kernel. Hopefully this covers all devices. :)
2016-01-06 23:43:29 +01:00
Thomas Dinges
53eab562b4 Cleanup: Remove some outdated comments related to split kernel. 2015-05-21 20:32:20 +02:00
George Kyriazis
7f4479da42 Cycles: OpenCL kernel split
This commit contains all the work related on the AMD megakernel split work
which was mainly done by Varun Sundar, George Kyriazis and Lenny Wang, plus
some help from Sergey Sharybin, Martijn Berger, Thomas Dinges and likely
someone else which we're forgetting to mention.

Currently only AMD cards are enabled for the new split kernel, but it is
possible to force split opencl kernel to be used by setting the following
environment variable: CYCLES_OPENCL_SPLIT_KERNEL_TEST=1.

Not all the features are supported yet, and that being said no motion blur,
camera blur, SSS and volumetrics for now. Also transparent shadows are
disabled on AMD device because of some compiler bug.

This kernel is also only implements regular path tracing and supporting
branched one will take a bit. Branched path tracing is exposed to the
interface still, which is a bit misleading and will be hidden there soon.

More feature will be enabled once they're ported to the split kernel and
tested.

Neither regular CPU nor CUDA has any difference, they're generating the
same exact code, which means no regressions/improvements there.

Based on the research paper:

  https://research.nvidia.com/sites/default/files/publications/laine2013hpg_paper.pdf

Here's the documentation:

  https://docs.google.com/document/d/1LuXW-CV-sVJkQaEGZlMJ86jZ8FmoPfecaMdR-oiWbUY/edit

Design discussion of the patch:

  https://developer.blender.org/T44197

Differential Revision: https://developer.blender.org/D1200
2015-05-09 19:52:40 +05:00
Thomas Dinges
b3def11f5b Cycles: Record all possible volume intersections for SSS and camera checks
This replaces sequential ray moving followed with scene intersection with
single BVH traversal, which gives us all possible intersections.

Only implemented for CPU, due to qsort and a bigger memory usage on GPU
which we rather avoid. GPU still uses the regular bvh volume intersection code, while CPU now uses the new code.

This improves render performance for scenes with:
a) Camera inside volume mesh
b) SSS mesh intersecting a volume mesh/domain

In simple volume files (not much geometry) performance is roughly the same
(slightly faster). In files with a lot of geometry, the performance
increase is larger. bmps.blend with a volume shader and camera inside the
mesh, it renders ~10% faster here.

Patch by Sergey and myself.

Differential Revision: https://developer.blender.org/D1264
2015-04-29 23:31:06 +02:00
Thomas Dinges
ee36e75b85 Cleanup: Fix Cycles Apache header.
This was already mixed a bit, but the dot belongs there.
2014-12-25 02:50:24 +01:00
Sergey Sharybin
4832538ad0 Cycles: Keep STACK_MAX_HITS private in kernel_shadow
This way adding record_all for other things becomes easier and doesn't
lead to naming conflicts.
2014-09-26 14:23:48 +06:00
Thomas Dinges
1b5ec32ed9 Cleanup: Avoid some defines for scene_intersect(), related to Min Width. 2014-09-24 11:32:29 +02:00
Sergey Sharybin
0b5fda5678 Condition was inverted in the previous transparent shadows commit
Handbook example what happens when you've got loads of patches
and not double-check stuff before committing.
2014-06-30 17:00:51 +06:00
Sergey Sharybin
cb95544e41 Fix T40836: Cycles volume scattering shader crash
Volume scatter might happen before path termination, so
need to check transparent bounces and consider shadow an
opaque when max transparent bounces are reached.

TODO: CPU code seems to have different branching in conditions
which made me thinking it does different things with volume
attenuation, but from the render results it seems the same
exact things are happening there. Worth looking into making
simplifying code a bit here to improve readability.
2014-06-30 16:24:43 +06:00
Campbell Barton
238a6149af Fix T40289: Cycles leaking memory
error in recent commit
2014-05-21 16:00:20 +10:00
Brecht Van Lommel
caed2394e2 Fix cycles bug with new transparent shadow code, giving too much volume shadow. 2014-05-15 21:31:58 +02:00
Campbell Barton
dc13969e48 Style cleanup: indentation, braces 2014-05-05 02:19:08 +10:00
Brecht Van Lommel
61eba8fd06 Fix T39843: cycles memory leak rendering with high transparent depth. 2014-04-25 15:30:12 +02:00
Brecht Van Lommel
9ab259f55b Cycles: shadow function optimization for transparent shadows (CPU only).
Old algorithm:

Raytrace from one transparent surface to the next step by step. To minimize
overhead in cases where we don't need transparent shadows, we first trace a
regular shadow ray. We check if the hit primitive was potentially transparent,
and only in that case start marching. this gives extra ray cast for the cases
were we do want transparency.

New algorithm:

We trace a single ray. If it hits any opaque surface, or more than a given
number of transparent surfaces is hit, then we consider the geometry to be
entirely blocked. If not, all transparent surfaces will be recorded and we
will shade them one by one to determine how much light is blocked. This all
happens in one scene intersection function.

Recording all hits works well in some cases but may be slower in others. If
we have many semi-transparent hairs, one intersection may be faster because
you'd be reinteresecting the same hairs a lot with each step otherwise. If
however there is mostly binary transparency then we may be recording many
unnecessary intersections when one of the first surfaces blocks all light.

We found that this helps quite nicely in some scenes, on koro.blend this can
give a 50% reduction in render time, on the pabellon barcelona scene and a
forest scene with transparent leaves it was 30%. Some other files rendered
maybe 1% or 2% slower, but this seems a reasonable tradeoff.

Differential Revision: https://developer.blender.org/D473
2014-04-21 19:34:25 +02:00
Brecht Van Lommel
04a10907dc Code cleanup: remove old closure sampling code Cycles.
This was the original code to get things working on old GPUs, but now it is no
longer in use and various features in fact depend on this to work correctly to
the point that enabling this code is too buggy to be useful.
2014-04-21 16:14:37 +02:00
Carlo Andreacchio
7765b73f6d Cycles: add Transparent Depth output to Light Path node.
This can for example be useful if you want to manually terminate the path at
some point and use a color other than black.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D454
2014-04-21 14:44:36 +02:00
Brecht Van Lommel
e8b1cfed0a Cycles code refactor: replace magic ~0 values in the code with defines. 2014-03-29 13:03:47 +01:00
Brecht Van Lommel
889d77e6f6 Cycles Volume Render: heterogeneous (textured) volumes support.
Volumes can now have textured colors and density. There is a Volume Sampling
panel in the Render properties with these settings:

* Step size: distance between volume shader samples when rendering the volume.
  Lower values give more accurate and detailed results but also increased render
  time.
* Max steps: maximum number of steps through the volume before giving up, to
  protect from extremely long render times with big objects or small step sizes.

This is much more compute intensive than homogeneous volume, so when you are not
using a texture you should enable the Homogeneous Volume option in the material
or world for faster rendering.

One important missing feature is that Generated texture coordinates are not yet
working in volumes, and they are the default coordinates for nearly all texture
nodes. So until that works you need to plug in object texture coordinates or a
world space position.

This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.
2013-12-30 00:04:02 +01:00
Brecht Van Lommel
fe222643b4 Cycles Volume Render: add volume emission support.
This is done using the existing Emission node and closure (we may add a volume
emission node, not clear yet if it will be needed).

Volume emission only supports indirect light sampling which means it's not very
efficient to make small or far away bright light sources. Using direct light
sampling and MIS would be tricky and probably won't be added anytime soon. Other
renderers don't support this either as far as I know, lamps and ray visibility
tricks may be used instead.
2013-12-28 23:20:53 +01:00
Brecht Van Lommel
2b39214c4d Cycles Volume Render: add support for overlapping volume objects.
This works pretty much as you would expect, overlapping volume objects gives
a more dense volume. What did change is that world volume shaders are now
active everywhere, they are no longer excluded inside objects.

This may not be desirable and we need to think of better control over this.
In some cases you clearly want it to happen, for example if you are rendering
a fire in a foggy environment. In other cases like the inside of a house you
may not want any fog, but it doesn't seem possible in general for the renderer
to automatically determine what is inside or outside of the house.

This is implemented using a simple fixed size array of shader/object ID pairs,
limited to max 15 overlapping objects. The closures from all shaders are put
into a single closure array, exactly the same as if an add shader was used to
combine them.
2013-12-28 20:12:11 +01:00