
This does not affect Blender integration, but gives better defaults for Cycles standalone.
391 lines
14 KiB
C++
391 lines
14 KiB
C++
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#include "device/device.h"
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#include "scene/background.h"
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#include "scene/bake.h"
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#include "scene/camera.h"
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#include "scene/film.h"
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#include "scene/integrator.h"
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#include "scene/jitter.h"
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#include "scene/light.h"
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#include "scene/object.h"
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#include "scene/scene.h"
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#include "scene/shader.h"
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#include "scene/sobol.h"
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#include "scene/stats.h"
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#include "kernel/types.h"
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#include "util/foreach.h"
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#include "util/hash.h"
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#include "util/log.h"
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#include "util/task.h"
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#include "util/time.h"
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CCL_NAMESPACE_BEGIN
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NODE_DEFINE(Integrator)
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{
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NodeType *type = NodeType::add("integrator", create);
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SOCKET_INT(min_bounce, "Min Bounce", 0);
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SOCKET_INT(max_bounce, "Max Bounce", 7);
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SOCKET_INT(max_diffuse_bounce, "Max Diffuse Bounce", 7);
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SOCKET_INT(max_glossy_bounce, "Max Glossy Bounce", 7);
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SOCKET_INT(max_transmission_bounce, "Max Transmission Bounce", 7);
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SOCKET_INT(max_volume_bounce, "Max Volume Bounce", 7);
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SOCKET_INT(transparent_min_bounce, "Transparent Min Bounce", 0);
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SOCKET_INT(transparent_max_bounce, "Transparent Max Bounce", 7);
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#ifdef WITH_CYCLES_DEBUG
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static NodeEnum direct_light_sampling_type_enum;
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direct_light_sampling_type_enum.insert("multiple_importance_sampling",
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DIRECT_LIGHT_SAMPLING_MIS);
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direct_light_sampling_type_enum.insert("forward_path_tracing", DIRECT_LIGHT_SAMPLING_FORWARD);
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direct_light_sampling_type_enum.insert("next_event_estimation", DIRECT_LIGHT_SAMPLING_NEE);
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SOCKET_ENUM(direct_light_sampling_type,
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"Direct Light Sampling Type",
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direct_light_sampling_type_enum,
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DIRECT_LIGHT_SAMPLING_MIS);
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#endif
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SOCKET_INT(ao_bounces, "AO Bounces", 0);
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SOCKET_FLOAT(ao_factor, "AO Factor", 0.0f);
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SOCKET_FLOAT(ao_distance, "AO Distance", FLT_MAX);
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SOCKET_FLOAT(ao_additive_factor, "AO Additive Factor", 0.0f);
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SOCKET_INT(volume_max_steps, "Volume Max Steps", 1024);
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SOCKET_FLOAT(volume_step_rate, "Volume Step Rate", 1.0f);
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SOCKET_BOOLEAN(caustics_reflective, "Reflective Caustics", true);
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SOCKET_BOOLEAN(caustics_refractive, "Refractive Caustics", true);
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SOCKET_FLOAT(filter_glossy, "Filter Glossy", 0.0f);
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SOCKET_BOOLEAN(use_direct_light, "Use Direct Light", true);
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SOCKET_BOOLEAN(use_indirect_light, "Use Indirect Light", true);
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SOCKET_BOOLEAN(use_diffuse, "Use Diffuse", true);
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SOCKET_BOOLEAN(use_glossy, "Use Glossy", true);
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SOCKET_BOOLEAN(use_transmission, "Use Transmission", true);
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SOCKET_BOOLEAN(use_emission, "Use Emission", true);
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SOCKET_INT(seed, "Seed", 0);
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SOCKET_FLOAT(sample_clamp_direct, "Sample Clamp Direct", 0.0f);
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SOCKET_FLOAT(sample_clamp_indirect, "Sample Clamp Indirect", 10.0f);
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SOCKET_BOOLEAN(motion_blur, "Motion Blur", false);
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SOCKET_INT(aa_samples, "AA Samples", 0);
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SOCKET_INT(start_sample, "Start Sample", 0);
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SOCKET_BOOLEAN(use_adaptive_sampling, "Use Adaptive Sampling", true);
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SOCKET_FLOAT(adaptive_threshold, "Adaptive Threshold", 0.01f);
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SOCKET_INT(adaptive_min_samples, "Adaptive Min Samples", 0);
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SOCKET_FLOAT(light_sampling_threshold, "Light Sampling Threshold", 0.01f);
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static NodeEnum sampling_pattern_enum;
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sampling_pattern_enum.insert("sobol", SAMPLING_PATTERN_SOBOL);
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sampling_pattern_enum.insert("pmj", SAMPLING_PATTERN_PMJ);
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SOCKET_ENUM(sampling_pattern, "Sampling Pattern", sampling_pattern_enum, SAMPLING_PATTERN_SOBOL);
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SOCKET_FLOAT(scrambling_distance, "Scrambling Distance", 1.0f);
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static NodeEnum denoiser_type_enum;
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denoiser_type_enum.insert("optix", DENOISER_OPTIX);
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denoiser_type_enum.insert("openimagedenoise", DENOISER_OPENIMAGEDENOISE);
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static NodeEnum denoiser_prefilter_enum;
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denoiser_prefilter_enum.insert("none", DENOISER_PREFILTER_NONE);
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denoiser_prefilter_enum.insert("fast", DENOISER_PREFILTER_FAST);
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denoiser_prefilter_enum.insert("accurate", DENOISER_PREFILTER_ACCURATE);
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/* Default to accurate denoising with OpenImageDenoise. For interactive viewport
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* it's best use OptiX and disable the normal pass since it does not always have
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* the desired effect for that denoiser. */
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SOCKET_BOOLEAN(use_denoise, "Use Denoiser", false);
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SOCKET_ENUM(denoiser_type, "Denoiser Type", denoiser_type_enum, DENOISER_OPENIMAGEDENOISE);
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SOCKET_INT(denoise_start_sample, "Start Sample to Denoise", 0);
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SOCKET_BOOLEAN(use_denoise_pass_albedo, "Use Albedo Pass for Denoiser", true);
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SOCKET_BOOLEAN(use_denoise_pass_normal, "Use Normal Pass for Denoiser", true);
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SOCKET_ENUM(denoiser_prefilter,
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"Denoiser Prefilter",
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denoiser_prefilter_enum,
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DENOISER_PREFILTER_ACCURATE);
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return type;
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}
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Integrator::Integrator() : Node(get_node_type())
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{
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}
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Integrator::~Integrator()
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{
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}
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void Integrator::device_update(Device *device, DeviceScene *dscene, Scene *scene)
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{
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if (!is_modified())
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return;
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scoped_callback_timer timer([scene](double time) {
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if (scene->update_stats) {
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scene->update_stats->integrator.times.add_entry({"device_update", time});
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}
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});
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KernelIntegrator *kintegrator = &dscene->data.integrator;
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/* Adaptive sampling requires PMJ samples.
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*
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* This also makes detection of sampling pattern a bit more involved: can not rely on the changed
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* state of socket, since its value might be different from the effective value used here. So
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* instead compare with previous value in the KernelIntegrator. Only do it if the device was
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* updated once (in which case the `sample_pattern_lut` will be allocated to a non-zero size). */
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const SamplingPattern new_sampling_pattern = (use_adaptive_sampling) ? SAMPLING_PATTERN_PMJ :
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sampling_pattern;
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const bool need_update_lut = max_bounce_is_modified() || max_transmission_bounce_is_modified() ||
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dscene->sample_pattern_lut.size() == 0 ||
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kintegrator->sampling_pattern != new_sampling_pattern;
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if (need_update_lut) {
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dscene->sample_pattern_lut.tag_realloc();
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}
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device_free(device, dscene);
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/* integrator parameters */
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kintegrator->min_bounce = min_bounce + 1;
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kintegrator->max_bounce = max_bounce + 1;
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kintegrator->max_diffuse_bounce = max_diffuse_bounce + 1;
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kintegrator->max_glossy_bounce = max_glossy_bounce + 1;
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kintegrator->max_transmission_bounce = max_transmission_bounce + 1;
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kintegrator->max_volume_bounce = max_volume_bounce + 1;
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kintegrator->transparent_min_bounce = transparent_min_bounce + 1;
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kintegrator->transparent_max_bounce = transparent_max_bounce + 1;
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kintegrator->ao_bounces = (ao_factor != 0.0f) ? ao_bounces : 0;
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kintegrator->ao_bounces_distance = ao_distance;
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kintegrator->ao_bounces_factor = ao_factor;
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kintegrator->ao_additive_factor = ao_additive_factor;
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#ifdef WITH_CYCLES_DEBUG
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kintegrator->direct_light_sampling_type = direct_light_sampling_type;
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#else
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kintegrator->direct_light_sampling_type = DIRECT_LIGHT_SAMPLING_MIS;
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#endif
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/* Transparent Shadows
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* We only need to enable transparent shadows, if we actually have
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* transparent shaders in the scene. Otherwise we can disable it
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* to improve performance a bit. */
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kintegrator->transparent_shadows = false;
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foreach (Shader *shader, scene->shaders) {
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/* keep this in sync with SD_HAS_TRANSPARENT_SHADOW in shader.cpp */
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if ((shader->has_surface_transparent && shader->get_use_transparent_shadow()) ||
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shader->has_volume) {
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kintegrator->transparent_shadows = true;
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break;
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}
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}
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kintegrator->volume_max_steps = volume_max_steps;
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kintegrator->volume_step_rate = volume_step_rate;
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kintegrator->caustics_reflective = caustics_reflective;
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kintegrator->caustics_refractive = caustics_refractive;
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kintegrator->filter_glossy = (filter_glossy == 0.0f) ? FLT_MAX : 1.0f / filter_glossy;
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kintegrator->filter_closures = 0;
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if (!use_direct_light) {
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kintegrator->filter_closures |= FILTER_CLOSURE_DIRECT_LIGHT;
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}
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if (!use_indirect_light) {
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kintegrator->min_bounce = 1;
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kintegrator->max_bounce = 1;
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}
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if (!use_diffuse) {
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kintegrator->filter_closures |= FILTER_CLOSURE_DIFFUSE;
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}
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if (!use_glossy) {
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kintegrator->filter_closures |= FILTER_CLOSURE_GLOSSY;
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}
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if (!use_transmission) {
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kintegrator->filter_closures |= FILTER_CLOSURE_TRANSMISSION;
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}
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if (!use_emission) {
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kintegrator->filter_closures |= FILTER_CLOSURE_EMISSION;
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}
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if (scene->bake_manager->get_baking()) {
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/* Baking does not need to trace through transparency, we only want to bake
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* the object itself. */
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kintegrator->filter_closures |= FILTER_CLOSURE_TRANSPARENT;
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}
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kintegrator->seed = seed;
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kintegrator->sample_clamp_direct = (sample_clamp_direct == 0.0f) ? FLT_MAX :
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sample_clamp_direct * 3.0f;
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kintegrator->sample_clamp_indirect = (sample_clamp_indirect == 0.0f) ?
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FLT_MAX :
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sample_clamp_indirect * 3.0f;
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kintegrator->sampling_pattern = new_sampling_pattern;
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kintegrator->scrambling_distance = scrambling_distance;
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if (light_sampling_threshold > 0.0f) {
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kintegrator->light_inv_rr_threshold = 1.0f / light_sampling_threshold;
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}
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else {
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kintegrator->light_inv_rr_threshold = 0.0f;
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}
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/* sobol directions table */
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int max_samples = max_bounce + transparent_max_bounce + 3 + VOLUME_BOUNDS_MAX +
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max(BSSRDF_MAX_HITS, BSSRDF_MAX_BOUNCES);
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int dimensions = PRNG_BASE_NUM + max_samples * PRNG_BOUNCE_NUM;
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dimensions = min(dimensions, SOBOL_MAX_DIMENSIONS);
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if (need_update_lut) {
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if (kintegrator->sampling_pattern == SAMPLING_PATTERN_SOBOL) {
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uint *directions = (uint *)dscene->sample_pattern_lut.alloc(SOBOL_BITS * dimensions);
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sobol_generate_direction_vectors((uint(*)[SOBOL_BITS])directions, dimensions);
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dscene->sample_pattern_lut.copy_to_device();
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}
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else {
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constexpr int sequence_size = NUM_PMJ_SAMPLES;
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constexpr int num_sequences = NUM_PMJ_PATTERNS;
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float2 *directions = (float2 *)dscene->sample_pattern_lut.alloc(sequence_size *
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num_sequences * 2);
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TaskPool pool;
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for (int j = 0; j < num_sequences; ++j) {
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float2 *sequence = directions + j * sequence_size;
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pool.push(
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function_bind(&progressive_multi_jitter_02_generate_2D, sequence, sequence_size, j));
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}
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pool.wait_work();
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dscene->sample_pattern_lut.copy_to_device();
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}
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}
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kintegrator->has_shadow_catcher = scene->has_shadow_catcher();
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dscene->sample_pattern_lut.clear_modified();
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clear_modified();
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}
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void Integrator::device_free(Device *, DeviceScene *dscene, bool force_free)
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{
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dscene->sample_pattern_lut.free_if_need_realloc(force_free);
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}
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void Integrator::tag_update(Scene *scene, uint32_t flag)
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{
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if (flag & UPDATE_ALL) {
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tag_modified();
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}
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if (flag & AO_PASS_MODIFIED) {
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/* tag only the ao_bounces socket as modified so we avoid updating sample_pattern_lut
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* unnecessarily */
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tag_ao_bounces_modified();
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}
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if (filter_glossy_is_modified()) {
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foreach (Shader *shader, scene->shaders) {
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if (shader->has_integrator_dependency) {
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scene->shader_manager->tag_update(scene, ShaderManager::INTEGRATOR_MODIFIED);
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break;
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}
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}
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}
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if (motion_blur_is_modified()) {
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scene->object_manager->tag_update(scene, ObjectManager::MOTION_BLUR_MODIFIED);
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scene->camera->tag_modified();
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}
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}
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uint Integrator::get_kernel_features() const
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{
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uint kernel_features = 0;
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if (ao_additive_factor != 0.0f) {
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kernel_features |= KERNEL_FEATURE_AO_ADDITIVE;
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}
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return kernel_features;
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}
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AdaptiveSampling Integrator::get_adaptive_sampling() const
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{
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AdaptiveSampling adaptive_sampling;
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adaptive_sampling.use = use_adaptive_sampling;
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if (!adaptive_sampling.use) {
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return adaptive_sampling;
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}
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if (aa_samples > 0 && adaptive_threshold == 0.0f) {
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adaptive_sampling.threshold = max(0.001f, 1.0f / (float)aa_samples);
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VLOG(1) << "Cycles adaptive sampling: automatic threshold = " << adaptive_sampling.threshold;
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}
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else {
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adaptive_sampling.threshold = adaptive_threshold;
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}
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if (adaptive_sampling.threshold > 0 && adaptive_min_samples == 0) {
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/* Threshold 0.1 -> 32, 0.01 -> 64, 0.001 -> 128.
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* This is highly scene dependent, we make a guess that seemed to work well
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* in various test scenes. */
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const int min_samples = (int)ceilf(16.0f / powf(adaptive_sampling.threshold, 0.3f));
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adaptive_sampling.min_samples = max(4, min_samples);
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VLOG(1) << "Cycles adaptive sampling: automatic min samples = "
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<< adaptive_sampling.min_samples;
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}
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else {
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adaptive_sampling.min_samples = max(4, adaptive_min_samples);
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}
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/* Arbitrary factor that makes the threshold more similar to what is was before,
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* and gives arguably more intuitive values. */
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adaptive_sampling.threshold *= 5.0f;
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adaptive_sampling.adaptive_step = 16;
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DCHECK(is_power_of_two(adaptive_sampling.adaptive_step))
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<< "Adaptive step must be a power of two for bitwise operations to work";
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return adaptive_sampling;
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}
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DenoiseParams Integrator::get_denoise_params() const
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{
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DenoiseParams denoise_params;
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denoise_params.use = use_denoise;
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denoise_params.type = denoiser_type;
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denoise_params.start_sample = denoise_start_sample;
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denoise_params.use_pass_albedo = use_denoise_pass_albedo;
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denoise_params.use_pass_normal = use_denoise_pass_normal;
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denoise_params.prefilter = denoiser_prefilter;
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return denoise_params;
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}
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CCL_NAMESPACE_END
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