Commit Graph

59 Commits

Author SHA1 Message Date
07b2241fb1 Cycles: merging features from tomato branch.
=== BVH build time optimizations ===

* BVH building was multithreaded. Not all building is multithreaded, packing
  and the initial bounding/splitting is still single threaded, but recursive
  splitting is, which was the main bottleneck.

* Object splitting now uses binning rather than sorting of all elements, using
  code from the Embree raytracer from Intel.
  http://software.intel.com/en-us/articles/embree-photo-realistic-ray-tracing-kernels/

* Other small changes to avoid allocations, pack memory more tightly, avoid
  some unnecessary operations, ...

These optimizations do not work yet when Spatial Splits are enabled, for that
more work is needed. There's also other optimizations still needed, in
particular for the case of many low poly objects, the packing step and node
memory allocation.

BVH raytracing time should remain about the same, but BVH build time should be
significantly reduced, test here show speedup of about 5x to 10x on a dual core
and 5x to 25x on an 8-core machine, depending on the scene.

=== Threads ===

Centralized task scheduler for multithreading, which is basically the
CPU device threading code wrapped into something reusable.

Basic idea is that there is a single TaskScheduler that keeps a pool of threads,
one for each core. Other places in the code can then create a TaskPool that they
can drop Tasks in to be executed by the scheduler, and wait for them to complete
or cancel them early.

=== Normal ====

Added a Normal output to the texture coordinate node. This currently
gives the object space normal, which is the same under object animation.

In the future this might become a "generated" normal so it's also stable for
deforming objects, but for now it's already useful for non-deforming objects.

=== Render Layers ===

Per render layer Samples control, leaving it to 0 will use the common scene
setting.

Environment pass will now render environment even if film is set to transparent.

Exclude Layers" added. Scene layers (all object that influence the render,
directly or indirectly) are shared between all render layers. However sometimes
it's useful to leave out some object influence for a particular render layer.
That's what this option allows you to do.

=== Filter Glossy ===

When using a value higher than 0.0, this will blur glossy reflections after
blurry bounces, to reduce noise at the cost of accuracy. 1.0 is a good
starting value to tweak.

Some light paths have a low probability of being found while contributing much
light to the pixel. As a result these light paths will be found in some pixels
and not in others, causing fireflies. An example of such a difficult path might
be a small light that is causing a small specular highlight on a sharp glossy
material, which we are seeing through a rough glossy material. With path tracing
it is difficult to find the specular highlight, but if we increase the roughness
on the material the highlight gets bigger and softer, and so easier to find.

Often this blurring will be hardly noticeable, because we are seeing it through
a blurry material anyway, but there are also cases where this will lead to a
loss of detail in lighting.
2012-04-28 08:53:59 +00:00
ed47be3bf2 Cycles/OpenCL:
* Reverted the general activation of __KERNEL_SHADING__.
Better to handle this in the device file. This way each platform gets specifically what it is capable of atm. 

* Nvidia has Shading + Multi Closure
* AMD (Apple) has only Clay Render
* AMD (non Apple) has Basic Shading
2012-04-09 17:44:33 +00:00
d024238fb2 Cycles / OpenCL:
* Enable __KERNEL_SHADING__ per default for OpenCL.
This enables basic shading (color, emission, textures...) for AMD cards. 

You need the latest AMD catalyst driver in order to have this work.
2012-04-05 16:19:51 +00:00
6ca7d82932 code cleanup: white space, spelling & ';;' end of lines. 2012-02-25 16:04:03 +00:00
f4bb31f26b Cycles: tweak for AMD opencl compile of advanced shading, from Daniel Genrich,
still does not work correct but should compile if you have enough memory.
2012-02-24 15:53:19 +00:00
0cf38faea4 Fix #30140: cycles multi GPU rendering with one device supporting full
shading and the other not can't work correct, disabled that now.
2012-02-23 20:27:17 +00:00
dc181ea7e4 Fix: cycles crash with multiple OpenCL platforms installed, tracked down by Sergey. 2012-02-20 14:19:34 +00:00
b023665551 Cycles: another fix for CUDA render passes, needed to align float4 passes. 2012-01-27 13:58:32 +00:00
803286dde8 Cycles: render passes for CUDA cards with compute model >= 2.x. 2012-01-26 19:07:01 +00:00
f99343d3b8 Cycles: Render Passes
Currently supported passes:
* Combined, Z, Normal, Object Index, Material Index, Emission, Environment,
  Diffuse/Glossy/Transmission x Direct/Indirect/Color

Not supported yet:
* UV, Vector, Mist

Only enabled for CPU devices at the moment, will do GPU tweaks tommorrow,
also for environment importance sampling.

Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes
2012-01-25 17:23:52 +00:00
5873301257 Sample as Lamp option for world shaders, to enable multiple importance sampling.
By default lighting from the world is computed solely with indirect light
sampling. However for more complex environment maps this can be too noisy, as
sampling the BSDF may not easily find the highlights in the environment map
image. By enabling this option, the world background will be sampled as a lamp,
with lighter parts automatically given more samples.

Map Resolution specifies the size of the importance map (res x res). Before
rendering starts, an importance map is generated by "baking" a grayscale image
from the world shader. This will then be used to determine which parts of the
background are light and so should receive more samples than darker parts.
Higher resolutions will result in more accurate sampling but take more setup
time and memory.

Patch by Mike Farnsworth, thanks!
2012-01-20 17:49:17 +00:00
778774ba16 Fix: cycles CPU device not being used when it should be on some multi-GPU
configurations.
2012-01-11 13:18:06 +00:00
d7932ceea8 Cycles: multi GPU rendering support.
The rendering device is now set in User Preferences > System, where you can
choose between OpenCL/CUDA and devices. Per scene you can then still choose
to use CPU or GPU rendering.

Load balancing still needs to be improved, now it just splits the entire
render in two, that will be done in a separate commit.
2012-01-09 16:58:01 +00:00
049ab98469 Cycles: device code refactoring, no functional changes. 2012-01-04 18:06:32 +00:00
b5595298d3 Cycles code refactoring: change displace kernel into more generic shader
evaluate kernel, added background shader evaluate.
2011-12-31 15:18:13 +00:00
2d1de2e78d Cycles/CUDA:
* Rename shader model to compute capability in error messages.
2011-12-20 18:59:10 +00:00
690de79580 Cycles: some tweaks for apple opencl with ATI cards, to get it working up to
the level of ambient occlusion render, shaders still fail. Fixes found with
much help from Jens and Dalai.
2011-12-20 17:36:56 +00:00
72d2d05770 Cycles: border rendering support, includes some refactoring in how pixels are
accessed on devices.
2011-12-20 12:25:37 +00:00
5466befb38 Fix cycles compile for win32. 2011-12-13 10:17:17 +00:00
9e01abf777 Cycles: require Experimental to be set to enable CUDA on cards with shader model
lower than 1.3, since we're not officially supporting these. We're already not
providing CUDA binaries for these, so better make it clear when compiling from
source too.
2011-12-12 22:51:35 +00:00
45de380771 Cycles
* Compile all of cycles with -ffast-math again
* Add scons compilation of cuda binaries, tested on mac/linux.
* Add UI option for supported/experimental features, to make it
  more clear what is supported, opencl/subdivision is experimental.
* Remove cycles xml exporter, was just for testing.
2011-12-01 16:33:21 +00:00
086e4ed825 Cycles: improve error reporting for opencl and cuda, showing error messages in
viewport instead of only console.
2011-11-22 20:49:33 +00:00
eb2baf9abc Fix #29274: problem compiling cycles opencl kernel from directory with spaces.
Some drivers don't support passing include paths with spaces in them, nor does
the opencl spec specify anything about how to quote/escape such paths, so for
now we just resolved #includes ourselves. Alternative would have been to use c
preprocessor, but this also resolves all #ifdefs, which we do not want.
2011-11-22 16:38:58 +00:00
47853bf6f6 Cycles: OpenCL tweaks
* Reduce kernel arguments size, helps compile for apple nvidia.
* Fix use of unitialized variable in displace kernel.
* Use build flags in opencl kernel md5 hash.
* Reorganize code for kernel feature #defines a bit.
2011-11-22 13:15:19 +00:00
db8024f4b5 Fix #29259: cycles issues on certain processors. Now two versions of the kernel
are compiled, one SSE optimized and the other not, and it will choose between
them at runtime.
2011-11-15 15:13:38 +00:00
880225db77 OpenCL/Nvidia:
* Enable OpenCL Full Shading on NVIDIA cards.

Notes:
It makes not much sense to use OpenCL on a nVidia card (as it is slower compared to CUDA), but as OpenCL comes without dependencies, it's an good alternative if you don't want to install the CUDA toolkit or the build comes without CUDA kernels.
2011-11-12 22:22:00 +00:00
c42772fc95 Cycles:
* Add back option to bundle CUDA kernel binaries with builds.
* Disable runtime CUDA kernel compilation on Windows, couldn't get this working,
  since it seems to depend on visual studio being installed, even though for
  this particular case it shouldn't be needed. CMake only at the moment.
* Runtime compilation on linux/mac should now work if nvcc is not installed in
  the default location, but available in PATH.
2011-11-10 12:52:17 +00:00
cd9b51c1bf add some missing headers to cmake, also add some files as comments since it seems they should be added but evidently work fine without. 2011-11-10 06:05:22 +00:00
33814e0093 edits to cycles cmake files so cmake_consistency_check.py can parse them. 2011-11-08 20:27:37 +00:00
2a0451dc46 Fix GLEW linking error on MinGW.
The __imp__ prefix on glew lib linking errors should have been a good indication: the code was looking for the glew dll.
Bypassed by adding GLEW_STATIC to the definitions.
2011-11-08 18:58:29 +00:00
8cfc17c7cd Cycles Merge:
* It seems we have a problem compiling the CUDA kernel at runtime on Windows,
  will need to investigate more how to solve this best, CPU render should go
  fine though.
* Change OPENIMAGEIO to OPENIMAGEIO_ROOT_DIR on linux for consistency.
2011-11-08 17:53:49 +00:00
5fd67a3ba5 Cycles: enable multi closure sampling and transparent shadows only on CPU and
CUDA cards with shader model >= 2 for now (GTX 4xx, 5xx, ..). The CUDA compiler
can't handle the increased kernel size currently.
2011-10-16 18:54:27 +00:00
60bc63c7b8 Cycles: enable improved closure sampling, this should give less noise for mix, add
and glass shaders. How well this will work on non-fermi GPU's is unclear still, it's
a bit heavy on register usage.
2011-10-16 17:40:47 +00:00
da8f71bffb Cycles: some tweaks to silence msvc assertions in debug mode. 2011-10-03 15:31:45 +00:00
e9b967d05b Cycles: remove deprecated strict aliasing flag for opencl, fix missing update
modifying object layer in properties editor, and add memarena utility.
2011-09-19 11:57:31 +00:00
66b1dfae89 Cycles: tweaks to properties and nodes
* Passes renamed to samples
* Camera lens radius renamed to aperature size/blades/rotation
* Glass and fresnel nodes input is now index of refraction
* Glossy and velvet fresnel socket removed
* Mix/add closure node renamed to mix/add shader node
* Blend weight node added for shader mixing weights

There is some version patching code for reading existing files, but it's not
perfect, so shaders may work a bit different.
2011-09-16 13:14:02 +00:00
28cb4cb957 Cycles: reenable opencl binary caching on mac, it's not the cause of the problem. 2011-09-16 10:29:30 +00:00
089abdecf7 Cycles: attempted fixes for OS X preview render problem, and disable
kernel cache there now as well since it seems to give issues there.
2011-09-14 22:26:55 +00:00
ebc653463d Cycles:
* Fix missing update when editing objects with emission materials.
* Fix preview pass rendering set to 1 not showing full resolution.
* Fix CUDA runtime compiling failing due to missing cache directory.
* Use settings from first render layer for visibility and material override.

And a bunch of incomplete and still disabled code mostly related to closure
sampling.
2011-09-12 13:13:56 +00:00
cfbd6cf154 Cycles:
* OpenCL now only uses GPU/Accelerator devices, it's only confusing if CPU
  device is used, easy to enable in the code for debugging.
* OpenCL kernel binaries are now cached for faster startup after the first
  time compiling.
* CUDA kernels can now be compiled and cached at runtime if the CUDA toolkit
  is installed. This means that even if the build does not have CUDA enabled,
  it's still possible to use it as long as you install the toolkit.
2011-09-09 12:04:39 +00:00
9b31cba74e Cycles: some warning fixes, cpu device task tweaks, avoid unnecessary
tonemap in non-viewport render, and some utility functions.
2011-09-08 18:58:07 +00:00
7d9d9fa976 Cycles: use workgroup size from opencl, attempt to fix issue with apple opencl. 2011-09-05 12:24:28 +00:00
f3ee10ce5c Cycles: remove -Werror from opencl compile options, apple opencl on lion
seems to give "no previous prototype for function" warning, but it doens't
make much sense in opencl, seems like a compiler bug?
2011-09-05 08:23:01 +00:00
db1664ed4c Cycles:
* Compute MD5 hash to deal with nvidia opencl compiler cache not recognizing
  changes in #included files, makes it possible to do kernel compile only
  once and remember it for the next time blender is started.
* Kernel tweak to compile with ATI/linux. Enabling any more functionality than
  simple clay render still chokes the compiler though, without a specific error
  message ..
2011-09-03 10:49:54 +00:00
67030aaf84 Cycles: optimizations for instances in scene updates before render starts,
should load a non-trivial mesh instanced many times quite a bit faster now.
2011-09-02 16:15:18 +00:00
1135875ab1 Cycles:
* Fix crash in light path node
* Fix struct alignment issue for cuda
* Fix issue with instances taking up too much memory
* Fix issue with ray visibility working incorrect on some objects
* Enable OpenCL always and remove option, it has no dependencies so may as well
* Refuse to load kernel if OpenCL version < 1.1, recent drivers are needed
* Better error handling for OpenCL device
* 3D views with rendered draw mode will now revert to wireframe on file load
2011-09-02 14:55:06 +00:00
3c7dcd7a47 Cycles: compile opencl kernels in non-blocking thread, and don't crash on
build failure but show error message in status text.
2011-09-02 00:10:03 +00:00
1f7ac51c36 Cycles: fix opencl device bug that crashed on windows. Now shows diffuse
meshes here on windows/nvidia.
2011-09-01 22:40:52 +00:00
27102bfec4 Cycles: OpenCL library is now dynamically loaded so that blender doesn't crash
if it's not installed on the system.

Code copied from clew.h/clew.c in CLCC:
http://clcc.sourceforge.net/
2011-09-01 19:00:23 +00:00
bae896691a Cycles:
* Add alpha pass output, to use set Transparent option in Film panel.
* Add Holdout closure (OSL terminology), this is like the Sky option in the
  internal renderer, objects with this closure show the background / zero
  alpha.
* Add option to use Gaussian instead of Box pixel filter in the UI.
* Remove camera response curves for now, they don't really belong here in
  the pipeline, should be moved to compositor.

* Output full float values for rendering now, previously was only byte precision.
* Add a patch from Thomas to get a preview passes option, but still disabled
  because it isn't quite working right yet.
* CUDA: don't compile shader graph evaluation inline.
* Convert tabs to spaces in python files.
2011-08-28 13:55:59 +00:00