Commit Graph

66 Commits

Author SHA1 Message Date
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
700722f686 Cycles: Cleanup, indent nested preprocessor directives
Quite straightforward, main trick is happening in path_source_replace_includes().

Reviewers: brecht, dingto, lukasstockner97, juicyfruit

Differential Revision: https://developer.blender.org/D1794
2016-03-25 13:55:42 +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
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
Stefan Werner
c8a041f489 Fix T46760: Branched Path Tracing converges to different result than plain Path Tracing
Multiple importance sampling for branched path tracing light samples needs to be
calculated separately per BSDF, not with Veach's one sample model.
2015-11-26 14:59:58 +05:00
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53eab562b4 Cleanup: Remove some outdated comments related to split kernel. 2015-05-21 20:32:20 +02:00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
Lukas Stockner
f478c2cfbd Cycles: Added support for light portals
This patch adds support for light portals: objects that help sampling the
environment light, therefore improving convergence. Using them tor other
lights in a unidirectional pathtracer is virtually useless.

The sampling is done with the area-preserving code already used for area lamps.
MIS is used both for combination of different portals and for combining portal-
and envmap-sampling.

The direction of portals is considered, they aren't used if the sampling point
is behind them.

Reviewers: sergey, dingto, #cycles

Reviewed By: dingto, #cycles

Subscribers: Lapineige, nutel, jtheninja, dsisco11, januz, vitorbalbio, candreacchio, TARDISMaker, lichtwerk, ace_dragon, marcog, mib2berlin, Tunge, lopataasdf, lordodin, sergey, dingto

Differential Revision: https://developer.blender.org/D1133
2015-04-28 01:30:16 +05:00
Sergey Sharybin
22dfb50622 Fix T44128: Ray visibility only enables diffuse if glossy is also enabled
Issue was caused by accident in c8a9a56 which not only disabled glossy
reflection if Glossy visibility is disabled, but also Diffuse reflection.

Quite safe and should go to final release branch.
2015-03-25 14:53:20 +05:00
Sergey Sharybin
c8a9a563a7 Fix T42621: Glossy world ray visibility affects on transmission rays
There seems to be inconsistency in flags checks in Cycles kernel. In the interface
glossy means "Glossy Reflection" and it is properly taken into  account when doing
visibility check in BVH traversal.

The check in indirect background/light emission was treating this flags as "any of
glossy reflection or transmission" which is kind of weird.

Made it so emission code follows ray visibility assumptions in other parts of the
kernel now.
2015-01-14 15:33:38 +05:00
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
Thomas Dinges
cdd1d5a93c Cycles: Initial support for volume ray visibility.
This adds a new "Volume Scatter" option to the "Ray Visibility" panels and can be used to e.g. exclude lamps from having an influence on the volume. See release logs for an example: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Cycles

Differential revision: https://developer.blender.org/D771
2014-09-05 16:17:39 +02:00
Brecht Van Lommel
a29807cd63 Cycles: volume light sampling
* Volume multiple importace sampling support to combine equiangular and distance
  sampling, for both homogeneous and heterogeneous volumes.

* Branched path "Sample All Direct Lights" and "Sample All Indirect Lights" now
  apply to volumes as well as surfaces.

Implementation note:

For simplicity this is all done with decoupled ray marching, the only case we do
not use decoupled is for distance only sampling with one light sample. The
homogeneous case should still compile on the GPU because it only requires fixed
size storage, but the heterogeneous case will be trickier to get working.
2014-06-14 13:49:56 +02:00
Brecht Van Lommel
5ab565283d Cycles code refactor: minor changes to light emission code. 2014-06-14 13:49:55 +02:00
Campbell Barton
dc13969e48 Style cleanup: indentation, braces 2014-05-05 02:19:08 +10:00
Brecht Van Lommel
c806a8ce96 Cycles: MIS for lamps now loops over all lamps instead of picking one.
Probably will not be noticed in most scenes. This helps reduce noise when you
have multiple lamps with MIS enabled, at the cost of some performance, but from
testing some scenes this seems better.
2014-05-01 19:25:13 +02:00
Thomas Dinges
5ce2edfc6f Cleanup: Pass PathState as a whole, instead of individual members.
Differential Revision: https://developer.blender.org/D477
2014-04-21 17:52:19 +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
0509553b5e Cycles code refactor: changes to make adding new primitive types easier. 2014-03-29 13:03:46 +01:00
Thomas Dinges
38244166b0 Code cleanup: Don't assign time 2x, we only need it for Object Motion here. 2014-03-15 14:23:10 +01:00
Brecht Van Lommel
9c83ed774b Fix T36979: wrong render of textured mesh lights with multiple importance sampling. 2014-02-07 15:09:34 +01:00
Brecht Van Lommel
01df756bd1 Cycles Volume Render: scattering support.
This is done by adding a Volume Scatter node. In many cases you will want to
add together a Volume Absorption and Volume Scatter node with the same color
and density to get the expected results.

This should work with branched path tracing, mixing closures, overlapping
volumes, etc. However there's still various optimizations needed for sampling.
The main missing thing from the volume branch is the equiangular sampling for
homogeneous volumes.

The heterogeneous scattering code was arranged such that we can use a single
stratified random number for distance sampling, which gives less noise than
pseudo random numbers for each step. For volumes where the color is textured
there still seems to be something off, needs to be investigated.
2014-01-07 15:03:41 +01:00
Brecht Van Lommel
37c4d6a50a Cycles Volume Render: add flags to quickly detect when objects have a volume shader. 2013-12-28 16:57:10 +01:00
Brecht Van Lommel
c18712e868 Cycles: change __device and similar qualifiers to ccl_device in kernel code.
This to avoids build conflicts with libc++ on FreeBSD, these __ prefixed values
are reserved for compilers. I apologize to anyone who has patches or branches
and has to go through the pain of merging this change, it may be easiest to do
these same replacements in your code and then apply/merge the patch.

Ref T37477.
2013-11-18 08:48:15 +01:00
Brecht Van Lommel
01e22d1b9f Cycles: more code refactoring to rename things internally as well. Also change
property name back so we keep compatibility.
2013-08-23 14:34:34 +00:00
Brecht Van Lommel
b9ce231060 Cycles: relicense GNU GPL source code to Apache version 2.0.
More information in this post:
http://code.blender.org/

Thanks to all contributes for giving their permission!
2013-08-18 14:16:15 +00:00
Thomas Dinges
3840e0b234 Cycles / Ray Depth:
* Added a Ray Depth output to the Light Path node, which gives the user access to the current bounce.
This can be used to limit the maximum ray bounce on a per shader basis. Another use case is to restrict light influence with this, to have a lamp only contribute to the direct lighting. 

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Light_Path

This is part of my GSoC 2013 project. SVN merge of r58091 and r58772 from soc-2013-dingto.
2013-07-31 20:30:37 +00:00
Brecht Van Lommel
9131adca9f Cycles: add "Transparent Shadow" option for materials, to disable them per material. 2013-06-18 09:36:00 +00:00
Brecht Van Lommel
9d3ad07f14 Cycles: ray visibility panel is now also available for the world, works same as
meshes and lamps. The light path node already made this possible but it's a bit
faster to render this way and convenient.
2013-06-10 20:34:34 +00:00
Brecht Van Lommel
58a290234b Cycles: ray visibility options now work for lamps and mesh lights, with and without
multiple importance sampling, so you can disable them for diffuse/glossy/transmission.

The Light Path node here is still weak and does not give this info. To make that
work we'd need to evaluate the shader multiple times which is slow and we can't
detect well enough when it is actually needed.
2013-06-07 18:59:23 +00:00
Thomas Dinges
9e4914e055 Cycles:
* Revert r57203 (len() renaming)
There seems to be a problem with nVidia OpenCL after this and I haven't figured out the real cause yet. 
Better to selectively enable native length() later, after figuring out what's wrong. 

This fixes [#35612].
2013-06-04 17:20:00 +00:00
Thomas Dinges
c5ed6765b9 Cycles / Math functions:
* Rename some math functions:
len -> length
len_squared -> length_squared
normalize_len -> normalize_length

* This way OpenCL uses its inbuilt length() function, rather than our own. The other two functions have been renamed for consistency. 
* Tested CPU, CUDA and OpenCL compile, should be no functional changes.
2013-06-02 20:39:32 +00:00
Thomas Dinges
0fa08424b7 Code cleanup / Cycles:
* Avoid 2 int castings in hair code and fix some comments.
2013-06-02 14:52:29 +00:00
Brecht Van Lommel
d0ffbeec73 Cycles OpenCL: a few fixes to get things compiling after kernel changes,
for Apple OpenCL on OS X 10.8 and simple AO render.

Also environment variable CYCLES_OPENCL_TEST can now be set to CPU, GPU,
ACCELERATOR, DEFAULT or ALL values to test particuler devices.
2013-05-09 14:05:40 +00:00
Brecht Van Lommel
838949c3e7 Fix #35207: addition to previous fix to avoid OSL getting uninitialized
ray differentials for lighting, which could cause bad texture filtering
artifacts or performance.
2013-05-03 21:34:51 +00:00
Brecht Van Lommel
a5d6820b6d Possible fix for #35198: uninitialized memory access with background multiple
importance sampling + OSL.
2013-05-03 05:24:05 +00:00
Brecht Van Lommel
5c74e6dae2 Cycles: small code cleanup + fix SSS closure mixed with other closures doing
a bit too much work.
2013-04-02 16:37:28 +00:00
Brecht Van Lommel
909d64079a Fix #34226: cycles shadow pass got incorrectly influenced by world multiple
importance sampleing.
2013-02-13 16:46:18 +00:00
Brecht Van Lommel
9307565269 Attempted fix for issue with latest CUDA kernel for 32 bit windows/linux/mac,
there seems to be some sort of compiler bug in CUDA toolkit 4.2, uninlining a
few functions seems to avoid it.
2013-02-11 22:41:11 +00:00
Brecht Van Lommel
f6f5d17a50 Fix #33984: cycles shadow pass problem with CUDA. 2013-01-30 17:04:51 +00:00
Brecht Van Lommel
dc0f4b5618 Cycles: make multiple importance sampling for lamps an option per lamp now,
disabled by default for backwards compatibility.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Integrator
2013-01-30 15:57:15 +00:00
Brecht Van Lommel
ad10cbf04a Cycles: multiple importance sampling for lamps, which helps reduce noise for
big lamps and sharp glossy reflections. This was already supported for mesh
lights and the background, so lamps should do it too.

This is not for free and it's a bit slower than I hoped even though there is
no extra BVH ray intersection. I'll try to optimize it more later.

* Area lights look a bit different now, they had the wrong shape before.
* Also fixes a sampling issue in the non-progressive integrator.
* Only enabled for the CPU, will test on the GPU later.
* An option to disable this will be added for situations where it does not help.

Same time comparison before/after:
http://www.pasteall.org/pic/show.php?id=43313
http://www.pasteall.org/pic/show.php?id=43314
2013-01-09 21:09:20 +00:00
Brecht Van Lommel
bf25f1ea96 Cycles Hair: refactoring to store curves with the index of the first key and the
number of keys in the curve, rather than curve segments with the indices of two
keys. ShaderData.segment now stores the segment number in the curve.
2013-01-03 12:09:09 +00:00
Stuart Broadfoot
e9ba345c46 New feature
Patch [#33445] - Experimental Cycles Hair Rendering (CPU only)

This patch allows hair data to be exported to cycles and introduces a new line segment primitive to render with.

The UI appears under the particle tab and there is a new hair info node available.

It is only available under the experimental feature set and for cpu rendering.
2012-12-28 14:21:30 +00:00
Brecht Van Lommel
06888b7beb Cycles OSL minor optimizations: recycle shading context, don't do memory
allocations for trace data, avoid some virtual function calls. Only helps
a few percentages.
2012-12-15 10:18:42 +00:00
Brecht Van Lommel
95963289c8 More fixes related to #32900, motion blur with cuda sm 2.0 still disabled. 2012-10-18 12:45:27 +00:00
Brecht Van Lommel
6915394a3b Attempts to fix CUDA issues on sm 2.0 cards, still no luck getting motion blur
working, but this should make it not crash.

Also fix for wrong shutter time, should have been shorter.
2012-10-17 22:48:29 +00:00
Lukas Toenne
95b85a8c37 Revert "Use one context per OSL thread. Not sure if this actually works, but the simple renderer example in OSL does it this way."
This does not actually work: The context must not be shared between threads, but using the same context between different samples actually seems to prevent OSL from switching between shaders. The proper solution would be to ensure memory pooling works correctly.

This reverts commit 69f87e69258d6266dcb20f09f7e3d4021e663432.
2012-09-04 17:28:36 +00:00