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
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. :)
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
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
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.
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.
* 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.
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.
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.
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
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.
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.
* 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.
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.
* 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].
* 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.
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.
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=43313http://www.pasteall.org/pic/show.php?id=43314
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.
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.