The title actually covers it all, This commit exploits all the work
being done in previous changes to make it possible to build spatial
splits in threads.
Works quite nicely, but has a downside of some extra memory usage.
In practice it doesn't seem to be a huge problem and that we can
always look into later if it becomes a real showstopper.
In practice it shows some nice speedup:
- BMW27 scene takes 3 now (used to be 4)
- Agent shot takes 5 sec (used to be 80)
Such non-linear speedup is most likely coming from much less amount
of heap re-allocations. A a downside, there's a bit of extra memory
used by BVH arrays. From the tests amount of extra memory is below
0.001% so far, so it's not that bad at all.
Reviewers: brecht, juicyfruit, dingto, lukasstockner97
Differential Revision: https://developer.blender.org/D1820
Policy here is a bit more complicated, if tree becomes too deep we're
forced to create a leaf node and size of that leaf wouldn't be so well
predicted, which means it's quite tricky to use single stack array for
that.
Made it more official feature that StackAllocator will fall-back to
heap when running out of stack memory.
It's still much better than always using heap allocator.
We had per-tree statistics already, but it's a bit tricky to see overall
time because trees could be building in parallel.
In fact, we can now print statistics for any TaskPool.
Currently they're staying at 1 (actual size over capacity), but we
will be changing it quite soon in order to avoid having too much
memory re-allocation happening at a BVH build time and will be
playing with different policies for that.
In some files stack memory was overruning the pre-allocated stack.
Perhaps we should fall-back to a hep-allocated stack so release builds
don't crash in works case but just becoming slower.
The improved Hosek / Wilkie model was added during my GSoC 2013 and the default since then.
The older model was kinda kept for compatibility, but after more than 2 years it's time to remove it.
The Hosek / Wilkie model is more realistic anyway, and people who really want a day / night transition can mix the Sky Shader with another one (e.g. color) and fade between the two.
There are in fact some missing parts to it (Split BVH builder should
be creating bins from result of Object Split constructor).
Doable, but need to quickly fix issue for the studio here, easier to
revert for now.
Main use case of this ID will be to emulate TLS which otherwise
would require having some platform-specific implementations which
is not always really optimal.
See notes about the argument in util_task.h.
Currently unused, but will be handy for an upcoming changes.
It'll also be nice to be able to do scoped_lock() for both
Mutex and Spin, but currently it's not really easy to do,
need some changes in typedefs and such, will happen as a
separate commit.
This has following advantages:
- Localizes all the run-time storage into a single structure,
which could easily be extended further.
- Storage could be created per-thread, so once builder is
threaded we wouldn't have any conflicts between threads.
- Global nature of the storage avoids memory re-allocation
on the runtime, keeping builder as fast as possible.
Currently it's just API changes, which don't affect user at all.
Uses new StackAllocator from util_stack_allocator. Some tweaks to the stack
storage size are possible, read notes in the code about this.
At this point we might want to rename allocator files to util_allocator_foo.c,
so the stay nicely grouped in the folder.
This feature is also known by the name Samples Offset, which allows
artists to render animation with given amount of samples N, but then
render more samples, starting from N and ending with M (where M > N)
and merge renders together as if they rendered exactly M samples.
Surely such effect could be achieved by changing Seed variable, but
that has possible issues with correlation artifacts and requiring to
manually deal with per render layer samples and such.
While we can't support all possible renderfarm-related features in
Cycles it's nice to support really commonly used stuff.
Here's a command how to run Blender with the new feature enabled:
blender -- --cycles-resumable-num-chunks 24 --cycles-resumable-current-chunk 2
This command will divide samples range in 24 parts and render
range #2 (chunk number is 1-based).
This feature might be changed a bit after we'll do some tests here
in the studio with it.
This seems quite useful for the development, so you don't need to wait
all the kernels to be re-compiled when working on a new feature, which
speeds up re-iteration.
Marked as an advanced option, so if it doesn't work so well in practice
it's safe to revert anyway.
This commit makes it so casting subsurface rays will totally ignore all
the BVH nodes and primitives which do not belong to a current object,
making it much simpler traversal code and reduces number of intersection
tests.
Reviewers: brecht, juicyfruit, dingto, lukasstockner97
Differential Revision: https://developer.blender.org/D1823
This is a mix of regression and old unsupported configuration.
Regression was caused by some checks added on Blender side which was
checking whether python function returned error or not. This made it
impossible to enable Cycles when running from a file path which can't
be encoded with MBCS codepage.
Non-regression issue was that it wasn't possible to use pre-compiled
CUDA kernels when running from a path with non-ascii multi-byte
characters.
This commit fixes regression and CUDA parts, but OSL still can't be
used from a non-ascii location because it uses non-widechar API to
work with file paths by the looks of it. Not sure we can solve this
just from our side by using some codepage trick (UTF-16?) since even
oslc fails to compile shader when there are non-ascii characters in
the path.
We've got pixel-wide world-space derivatives which we can use in the
perspective camera sampling. This allows to get rid of two calls to
transform_direction() function.
In theory we can save two transform_perspective() calls if we'll also
save pre-calculated camera-space dx/dy.
Previously each call of this function was followed by a normaliztion, now it
is done in the function itself with an according note around the function.
At this point it's totally unclear why we're ignoring aperture and and rolling shutter
now for derivatives calculation but do not ignore direction change caused by stereo.
Was introduced by recent optimization. Not really sure derivatives are
intended to work like this, but better to stick to what Dalai had
originally for now.
Buffer params needs to know camera's border, otherwise it'll create full buffer.
There might be some issues with stereo camera still, but in worst case it'll
only update camera twice as far as i can tell. Not ideal, but better than no
border render at all.
This is a new option for panorama cameras to render
stereo that can be used in virtual reality devices
The option is available under the camera panel when Multi-View is enabled (Views option in the Render Layers panel)
Known limitations:
------------------
* Parallel convergence is not supported (you need to set a convergence distance really high to simulate this effect).
* Pivot was not supposed to affect the render but it does, this has to be looked at, but for now set it to CENTER
* Derivatives in perspective camera need to be pre-computed or we shuld get rid of kcam->dx/dy (Sergey words, I don't fully grasp the implication shere)
* This works in perspective mode and in panorama mode. However, for fully benefit from this effect in perspective mode you need to render a cube map. (there is an addon for this, developed separately, perhaps we could include it in master).
* We have no support for "neck distance" at the moment. This is supposed to help with objects at short distances.
* We have no support to rotate the "Up Axis" of the stereo plane. Meaning, we hardcode 0,0,1 as UP, and create the stereo pair related to that. (although we could take the camera local UP when rendering panoramas, this wouldn't work for perspective cameras.
* We have no support for interocular distance attenuation based on the proximity of the poles (which helps to reduce the pole rotation effect/artifact).
THIS NEEDS DOCS - both in 2.78 release log and the Blender manual.
Meanwhile you can read about it here: http://code.blender.org/2015/03/1451
This patch specifically dates from March 2015, as you can see in the code.blender.org post. Many thanks to all the reviewers, testers and minor sponsors who helped me maintain spherical-stereo for 1 year.
All that said, have fun with this. This feature was what got me started with Multi-View development (at the time what I was looking for was Fulldome stereo support, but the implementation is the same). In order to make this into Blender I had to make it aiming at a less-specic user-case Thus Multi-View started. (this was December 2012, during Siggraph Asia and a chat I had with Paul Bourke during the conference). I don't have the original patch anymore, but you can find a re-based version of it from March 2013, right before I start with the Multi-View project https://developer.blender.org/P332
Reviewers: sergey, dingto
Subscribers: #cycles
Differential Revision: https://developer.blender.org/D1223