Commit Graph

610 Commits

Author SHA1 Message Date
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
0feba652f7 Cycles: Enable QBVH optimization structure for SSE2 CPUs
This commit enables QBVH optimization structure automatically if rendering
with CPU and SSE2 support is detected.

This brings render time of agent shot back to the speed it used to be before
the watertight intersections commit, single koro and sponza scenes are about
7% faster here.
2014-12-25 02:50:49 +05:00
Sergey Sharybin
03f28553ff Cycles: Implement QBVH tree traversal
This commit implements traversal for QBVH tree, which is based on the old loop
code for traversal itself and Embree for node intersection.

This commit also does some changes to the loop inspired by Embree:

- Visibility flags are only checked for primitives.

  Doing visibility check for every node cost quite reasonable amount of time
  and in most cases those checks are true-positive.

  Other idea here would be to do visibility checks for leaf nodes only, but
  this would need to be investigated further.

- For minimum hair width we extend all the nodes' bounding boxes.

  Again doing curve visibility check is quite costly for each of the nodes and
  those checks returns truth for most of the hierarchy anyway.

There are number of possible optimization still, but current state is good
enough in terms it makes rendering faster a little bit after recent watertight
commit.

Currently QBVH is only implemented for CPU with SSE2 support at least. All
other devices would need to be supported later (if that'd make sense from
performance point of view).

The code is enabled for compilation in kernel. but blender wouldn't use it
still.
2014-12-25 02:50:49 +05:00
Thomas Dinges
43421e9c53 Cycles: Optimize vector math node without links to single values. 2014-12-24 22:45:08 +01:00
Thomas Dinges
3820d44979 Cycles: Add missing entries in the Integrator constructor and some updates
to the XML API.

(Changes from the standalone repo)
2014-12-17 22:28:33 +01:00
Campbell Barton
690345a826 Cleanup: spelling 2014-12-08 09:46:21 +01:00
Sergey Sharybin
bd0b9ed0c0 Cycles: Add dedicated Progress::set_error() call
Currently it acts the same as set_cancel(), but this way we're able to
distinguish situations when rendering was aborted by user demand (for
example pressing Esc in standalone renderer) or if something went horribly
wrong (for example out of VRAM error).
2014-12-05 22:15:04 +05:00
Sergey Sharybin
716890e864 Cycles: Early output from Scene::device_update when device error occurs
This way for example we wouldn't wait a fortune while BVH is building after
GPU run out of memory when loading images just to see the render failure
message.
2014-12-05 22:15:04 +05:00
Sergey Sharybin
4fe2b45d3d Cycles: Fix compilation error after recent logging changes
Forbid OSL from polluting current conext with obscure stuff from
windows.h, it's not useful and unhealthy anyway.

Maybe we sohuld also forbid using abbreviated Glog constants as
well tho.
2014-12-04 16:59:31 +05:00
Sergey Sharybin
d6579fe7f3 Cycles: Fix typo on graphiz graph dumper 2014-11-20 18:56:20 +05:00
Sergey Sharybin
d06b1a5d8b Cycles: Missed some changes in the previous hair motion blur fix
So now cases when object has both hair motion blur and deformation motion blur
vector pass is all correct.

We could get rid of the flag in the future, still need to look deeper into all
the areas trying to find a more clear solution.
2014-11-19 02:42:22 +05:00
Thomas Dinges
bfdb9f9e0f Cycles: Remove Integrator volume sampling flag, that was moved to Shader. 2014-11-16 19:50:14 +01:00
Dalai Felinto
8c227adb8c Fix T41783: Cycles baking ignores displacement
Create unique flag for output shaders with displacement data and use it
to calculate transformed normal. Implementation suggested by Brecht Van
Lommel.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D890
2014-11-11 18:21:56 -02:00
Campbell Barton
7b873b0662 Add safe_normalize to cycles, avoid checking length first
This won't give any big speedup,
just avoids redundant sqrtf and may be useful in future.

Differential Revision: https://developer.blender.org/D880
2014-11-08 13:37:42 +01:00
Campbell Barton
112032f2ff Cleanup: cycles whitespace 2014-11-08 13:37:42 +01:00
Thomas Dinges
fb820c0638 Cycles: Add "Max Bounce" control for lamps
With this setting, we can limit the influence of a lamp to a certain amount of bounces.
0 = Only direct light contribution
1 = 1 light bounce
...

Differential revision: https://developer.blender.org/D860

You can find an example render in the release logs: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.73/Cycles
2014-11-05 22:49:09 +01:00
Sergey Sharybin
ffbd9448c8 Cycles: Remove compatibility code for OSL-1.4
That code was mainly needed for the transition period, now we've
got all platforms updated to new OSL.

Plus there are some crucial fixes baking in the current upstream
sources which we'll need to have for the next Blender release.
2014-11-04 16:19:45 +05:00
Campbell Barton
133f79e449 Cleanup: warnings, typos 2014-10-29 14:15:21 +01:00
Sergey Sharybin
6a4a911fc3 Cycles: Optimize math node without links to a single value node
Pretty straightforward implementation. Just needed to move some functions
around to make them available at shader compile time.
2014-10-29 16:31:13 +05:00
Sergey Sharybin
553ec988e7 Revert "Cycles: Implement Mitchell-Netravali pixel filter"
As it appears we can't really use mitchell filter together with the
current filter importance sampling,

This reverts commit 7429113143.
2014-10-22 22:55:09 +06:00
Sergey Sharybin
7429113143 Cycles: Implement Mitchell-Netravali pixel filter
It's the same filter which is used by default by Blender Internal renderer
and it gives crispier edges than gaussian filter.

Default filter for Cycles is unchanged because it's unclear if new filter
gives more noise or not. After some further real production tests we can
consider making Mitchell filter default for Cycles as well.
2014-10-22 18:11:40 +02:00
Sergey Sharybin
1be189f000 Cycles: Get rid of hardcoded enum values in the code
Still need to keep enum definition in sync with the python code,
but the code itself is a bit more clear to understand now.
2014-10-22 16:17:03 +02:00
Sergey Sharybin
d2d1b19170 Cycles: Expose volume voxel data interpolation to the interface
It is per-material setting which could be found under the Volume settings
in the material and world context buttons.

There could still be some code-wise improvements, like using variable-size
macro for interp3d instead of having interp3d_ex to which you can pass the
interpolation method.
2014-10-22 19:53:06 +06:00
Sergey Sharybin
5e2f3c0102 Fix T42178: Cycles Film Exposure not triggering Viewport update 2014-10-21 14:08:28 +02:00
Sergey Sharybin
80a3f4fecf Cycles: Fix for possibly uninitialized variable
That's rather harmless in the master, just could cause some issues with the patches.
2014-10-17 10:57:19 +02:00
Thomas Dinges
744aaa955f Cleanup: Typo fix for Blackbody variable, had different naming in the comments and also in OSL. 2014-10-12 14:18:30 +02:00
Campbell Barton
be3a6d78e8 Cycles: reduce float/double conversions 2014-10-08 00:13:26 +02:00
Jason Wilkins
8d084e8c8f Ghost Context Refactor
https://developer.blender.org/D643
Separates graphics context creation from window code in Ghost so that they can vary separately.
2014-10-07 15:47:32 -05:00
Sergey Sharybin
1f1dcdfd76 Cycles: Move system headers include to the top of the files
This is a good practice to do anyway, plus it'll help with the upcoming change.
2014-10-06 12:36:46 +02:00
Greg Zaal
6feac1e940 Cycles: Center Tile order had a slight offset to the left.
Signed-off-by: Thomas Dinges
2014-10-05 18:35:49 +02:00
Sergey Sharybin
27d660ad20 Cycles: Add support for debug passes
Currently only summed number of traversal steps and intersections used by the
camera ray intersection pass is implemented, but in the future we will support
more debug passes which would help checking what things makes the scene slow.
Example of such extra passes could be number of bounces, time spent on the
shader tree evaluation and so.

Implementation from the Cycles side is pretty much straightforward, could only
mention here that it's a build-time option disabled by default.

From the blender side it's implemented as a PASS_DEBUG with several subtypes
possible. This way we don't need to create an extra DNA pass type for each of
the debug passes, saving us a bits.

Reviewers: campbellbarton

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D813
2014-10-04 19:00:26 +06:00
Sergey Sharybin
0fa7e4c853 Cycles: Decouple object flags update to a separate update step
This way there's much less cross-references between objects and meshes
device update functions.

The only thing remained s the object bounds calculation which is needed
by bvh update. This could also be decoupled, but it's not that crucial
yet because its's how it used to be for ages now.
2014-10-03 12:13:41 +02:00
Sergey Sharybin
502f6d538d Fix T41920: Changing Use Alpha settings doesn't refresh viewport properly 2014-10-03 11:27:05 +02:00
Sergey Sharybin
a654512356 Cycles: Implement preliminary test for volume stack update from SSS
This adds an AABB collision check for objects with volumes and if there's a
collision detected then the object will have SD_OBJECT_INTERSECTS_VOLUME flag.

This solves a speed regression introduced by the fix for T39823 by skipping
volume stack update in cases no volumes intersects the current SSS object.
2014-10-03 10:52:04 +02:00
Sergey Sharybin
b86f199a98 Cycles: Fix for non-initialized variable 2014-10-03 10:44:24 +02:00
Sergey Sharybin
527d049c5c Cycles: Make camera-in-volume an official feature
This means it's no longer needed to enable experimental feature set in order to
have proper camera in volume support. And this also means if there's something
wrong going on, or if there's speed regression for cases when camera is obviously
not in the volume -- this issues are to be reported and handled in the regular
matter.

Happy blending!
2014-10-03 12:55:31 +06:00
Sergey Sharybin
7dabfb2048 Cycles: Speedup of kernel side camera-in-volume detection
The idea is to only count intersections with objects which has volumetric shader
and ignore all other objects.

This is probably as fast as we can go without involving some forth level magic.
2014-10-03 12:55:31 +06:00
Sergey Sharybin
faa10d1ced Cycles: optimization of panoramic camera in volume
Now we do much better preliminary check for panoramic camera is inside the
volume object boundings.

Also we're now cacheing the has_volume in the mesh, which makes it unneeded
iterations for each object's shaders.

Should be no functional changes, just faster sync and panoramic-in-volume
rendering.
2014-10-02 20:45:30 +02:00
Sergey Sharybin
fe731686fb Cycles: Add support for cameras inside volume
Basically the title says it all, volume stack initialization now is aware that
camera might be inside of the volume. This gives quite noticeable render time
regressions in cases camera is in the volume (didn't measure them yet) because
this requires quite a few of ray-casting per camera ray in order to check which
objects we're inside. Not quite sure if this might be optimized.

But the good thing is that we can do quite a good job on detecting whether
camera is outside of any of the volumes and in this case there should be no
time penalty at all (apart from some extra checks during the sync state).

For now we're only doing rather simple AABB checks between the viewplane and
volume objects. This could give some false-positives, but this should be good
starting point.

Need to mention panoramic cameras here, for them it's only check for whether
there are volumes in the scene, which would lead to speed regressions even if
the camera is outside of the volumes. Would need to figure out proper check
for such cameras.

There are still quite a few of TODOs in the code, but the patch is good enough
to start playing around with it checking whether there are some obvious mistakes
somewhere.

Currently the feature is only available in the Experimental feature sey, need
to solve some of the TODOs and look into making things faster before considering
the feature is ready for the official feature set. This would still likely
happen in current release cycle.

Reviewers: brecht, juicyfruit, dingto

Differential Revision: https://developer.blender.org/D794
2014-09-25 23:28:01 +06:00
Sergey Sharybin
d165b1b266 Cycles: Add method to dump current shader graph to the graphiz file
This is rather useful to see how good optimization went and so.

Currently uses quite simple notation: shader nodes are nodes on the
graph, connects between graph nodes are named by the sockets names,
so i.e. connection between BSDF and Mix would be named bsdf:closure1.

Could be improved in the feature to draw fancier graph, but it's good
enough already.

Use in the following way:
- To create graphix file call graph->dump_graph("graph.dot")
- To visualize the grapf call: dot -Tpng graph.dot -o graph.png
2014-09-25 17:08:32 +06:00
Martijn Berger
25ec0d97f9 make "tri_shader" an int instead of a float
tri_shader does no longer need to a float.

Reviewers: dingto, sergey

Reviewed By: dingto, sergey

Subscribers: dingto

Projects: #cycles

Differential Revision: https://developer.blender.org/D789
2014-09-24 13:34:28 +02:00
Thomas Dinges
cbffc7499e Cycles: Shader Graph Optimization for Mix RGB nodes.
Basically the same as AC2c58e96685e8, but for Mix RGB Shaders, in case we use the Mix type. This way the node can be used as texture switch for example, setting the Factor to 0.0 or 1.0, without wasting extra memory / render time.
2014-09-24 12:52:36 +02:00
Thomas Dinges
75b61f5346 Cycles: Remove unused Mix Shaders from the ShaderGraph, instead of only relinking.
Differential revision: https://developer.blender.org/D796
2014-09-19 13:21:25 +02:00
Thomas Dinges
89b62804dc Followup for last commit, we can break the loop, once we have a match. 2014-09-11 15:02:19 +02:00
Thomas Dinges
61e58c378a Fix T41784, Re-enabling transparent shadows in Cycles doesn't work correctly 2014-09-11 14:51:48 +02:00
Thomas Dinges
8243c55f14 Cycles: Split caustics option, to allow separate control for Reflection and Refraction caustics.
This way artists can only disable/enable refraction or reflection caustics.
See Cycles logs for an example: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Cycles

Differential revision: https://developer.blender.org/D766
2014-09-05 20:39:35 +02:00
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
Thomas Dinges
c670ceb562 Cleanup: Code deduplication for similar passes. 2014-09-04 01:00:40 +02:00
Thomas Dinges
1f19a093aa Cycles: Always assign the proper value for volume bounces.
I don't see a reason not to do this, and this also fixes update problems when 3D View rendering is running (no volume shader), and then a volume shader gets added.
2014-08-31 14:00:51 +02:00
Dalai Felinto
146ed67d55 Cycles Aperture Ratio - option to produce anamorphic bokeh
Thanks for Aldo Zang for the help with the fix for the panorama/fisheye
depth of field calculation and the overall math.

Reviewed By: sergey, dingto

Subscribers: juicyfruit, gregzaal, #cycles, dingto, matray

Differential Revision: https://developer.blender.org/D753
2014-08-27 10:51:50 +02:00