Commit Graph

27 Commits

Author SHA1 Message Date
Mikhail Matrosov
dcce4a59a0 Fix T97966: Cycles shadow terminator offset wrong for scaled object instances
Differential Revision: https://developer.blender.org/D14893
2022-05-10 18:53:14 +02:00
ad35453cd1 Cycles: Add support for light groups
Light groups are a type of pass that only contains lighting from a subset of light sources.
They are created in the View layer, and light sources (lamps, objects with emissive materials
and/or the environment) can be assigned to a group.

Currently, each light group ends up generating its own version of the Combined pass.
In the future, additional types of passes (e.g. shadowcatcher) might be getting their own
per-lightgroup versions.

The lightgroup creation and assignment is not Cycles-specific, so Eevee or external render
engines could make use of it in the future.

Note that Lightgroups are identified by their name - therefore, the name of the Lightgroup
in the View Layer and the name that's set in an object's settings must match for it to be
included.
Currently, changing a Lightgroup's name does not update objects - this is planned for the
future, along with other features such as denoising for light groups and viewing them in
preview renders.

Original patch by Alex Fuller (@mistaed), with some polishing by Lukas Stockner (@lukasstockner97).

Differential Revision: https://developer.blender.org/D12871
2022-04-02 06:14:27 +02:00
Olivier Maury
1fb0247497 Cycles: approximate shadow caustics using manifold next event estimation
This adds support for selective rendering of caustics in shadows of refractive
objects. Example uses are rendering of underwater caustics and eye caustics.

This is based on "Manifold Next Event Estimation", a method developed for
production rendering. The idea is to selectively enable shadow caustics on a
few objects in the scene where they have a big visual impact, without impacting
render performance for the rest of the scene.

The Shadow Caustic option must be manually enabled on light, caustic receiver
and caster objects. For such light paths, the Filter Glossy option will be
ignored and replaced by sharp caustics.

Currently this method has a various limitations:

* Only caustics in shadows of refractive objects work, which means no caustics
  from reflection or caustics that outside shadows. Only up to 4 refractive
  caustic bounces are supported.
* Caustic caster objects should have smooth normals.
* Not currently support for Metal GPU rendering.

In the future this method may be extended for more general caustics.

TECHNICAL DETAILS

This code adds manifold next event estimation through refractive surface(s) as a
new sampling technique for direct lighting, i.e. finding the point on the
refractive surface(s) along the path to a light sample, which satisfies Fermat's
principle for a given microfacet normal and the path's end points. This
technique involves walking on the "specular manifold" using a pseudo newton
solver. Such a manifold is defined by the specular constraint matrix from the
manifold exploration framework [2]. For each refractive interface, this
constraint is defined by enforcing that the generalized half-vector projection
onto the interface local tangent plane is null. The newton solver guides the
walk by linearizing the manifold locally before reprojecting the linear solution
onto the refractive surface. See paper [1] for more details about the technique
itself and [3] for the half-vector light transport formulation, from which it is
derived.

[1] Manifold Next Event Estimation
Johannes Hanika, Marc Droske, and Luca Fascione. 2015.
Comput. Graph. Forum 34, 4 (July 2015), 87–97.
https://jo.dreggn.org/home/2015_mnee.pdf

[2] Manifold exploration: a Markov Chain Monte Carlo technique for rendering
scenes with difficult specular transport Wenzel Jakob and Steve Marschner.
2012. ACM Trans. Graph. 31, 4, Article 58 (July 2012), 13 pages.
https://www.cs.cornell.edu/projects/manifolds-sg12/

[3] The Natural-Constraint Representation of the Path Space for Efficient
Light Transport Simulation. Anton S. Kaplanyan, Johannes Hanika, and Carsten
Dachsbacher. 2014. ACM Trans. Graph. 33, 4, Article 102 (July 2014), 13 pages.
https://cg.ivd.kit.edu/english/HSLT.php

The code for this samping technique was inserted at the light sampling stage
(direct lighting). If the walk is successful, it turns off path regularization
using a specialized flag in the path state (PATH_MNEE_SUCCESS). This flag tells
the integrator not to blur the brdf roughness further down the path (in a child
ray created from BSDF sampling). In addition, using a cascading mechanism of
flag values, we cull connections to caustic lights for this and children rays,
which should be resolved through MNEE.

This mechanism also cancels the MIS bsdf counter part at the casutic receiver
depth, in essence leaving MNEE as the only sampling technique from receivers
through refractive casters to caustic lights. This choice might not be optimal
when the light gets large wrt to the receiver, though this is usually not when
you want to use MNEE.

This connection culling strategy removes a fair amount of fireflies, at the cost
of introducing a slight bias. Because of the selective nature of the culling
mechanism, reflective caustics still benefit from the native path
regularization, which further removes fireflies on other surfaces (bouncing
light off casters).

Differential Revision: https://developer.blender.org/D13533
2022-04-01 17:45:39 +02:00
3d132ead50 Cleanup: spelling, trailing space for comment-blocks 2022-03-31 13:01:41 +11:00
c2f9133b29 Fix Cycles kernel error on Metal after recent changes 2022-03-15 17:56:45 +01:00
af51b0d8d8 Fix T96417: Cycles issue with multiscatter GGX and self intersection avoidance
When the light direction is not pointing away from the geometric normal and
there is a shadow terminator offset, self intersection is supposed to occur.
2022-03-15 16:12:13 +01:00
0f77933031 Merge branch 'blender-v3.1-release' 2022-03-03 13:49:08 +01:00
9c2e385509 Fix Cycles hang in classroom scene with upcomping AMD driver version 22.10
This is a workaround until there is a fix in the HIP compiler or driver.

Differential Revision: https://developer.blender.org/D14232
2022-03-03 13:42:58 +01:00
9cfc7967dd Cycles: use SPDX license headers
* Replace license text in headers with SPDX identifiers.
* Remove specific license info from outdated readme.txt, instead leave details
  to the source files.
* Add list of SPDX license identifiers used, and corresponding license texts.
* Update copyright dates while we're at it.

Ref D14069, T95597
2022-02-11 17:47:34 +01:00
e4c179f1d8 Cleanup: clang-format 2022-02-03 14:54:03 +01:00
Sebastian Herholz
01f1b51a2e Fix T93565: revert Cycles to old normal behavior for point lights
This patch reverts the normal behavior of the spotlights. In the last fix,
the returned normal of a spot light was equal to its direction. This broke
some texturing methods used by artists.

Differential Revision: https://developer.blender.org/D13991
2022-02-03 14:50:06 +01:00
William Leeson
74afc86d4b Cycles: remove ray offsetting
Remove small ray offsets that were used to avoid self intersection, and leave
that to the newly added primitive object/prim comparison. These changes together
significantly reduce artifacts on small, large or far away objects.

The balance here is that overlapping primitives are not handled well and should
be avoided (though this was already an issue). The upside is that this is
something a user has control over, whereas the other artifacts had no good
manual solution in many cases.

There is a known issue where the Blender particle system generates overlapping
objects and in turn leads to render differences between CPU and GPU. This will
be addressed separately.

Differential Revision: https://developer.blender.org/D12954
2022-01-26 17:51:05 +01:00
William Leeson
ae44070341 Cycles: explicitly skip self-intersection
Remember the last intersected primitive and skip any intersections with the
same primitive.

Ref D12954
2022-01-26 17:51:05 +01:00
Olivier Maury
34d553671d Fix wrong shadow terminator geometry offset with deformation motion blur
Differential Revision: https://developer.blender.org/D13759
2022-01-07 17:20:04 +01:00
Olivier Maury
ee0928d4be Fix wrong shadow terminator geometry offset for instances
Must take into account SD_OBJECT_TRANSFORM_APPLIED to determine if the normal
was already in world space.

Differential Revision: https://developer.blender.org/D13639
2022-01-07 17:20:04 +01:00
e2e7f7ea52 Fix Cycles OptiX crash with 3D curves after point cloud changes
Includes refactoring to reduce the number of bits taken by primitive types,
so they more easily fit in the OptiX limit.
2021-12-20 14:14:43 +01:00
Mikhail Matrosov
a92805bf24 Fix T93418: Cycles shadow terminator Geometry Offset artifacts with translucency
Differential Revision: https://developer.blender.org/D13468
2021-12-07 19:01:39 +01:00
8ca8380699 Cleanup: compiler warning 2021-12-01 20:52:31 +01:00
Sebastian Herholz
cb334428b0 Cycles: fix bugs in point and spot light multiple importance sampling
* Spot lights are now handled as disks aligned with the direction of the
  spotlight instead of view aligned disks.

* Point light is now handled separately from the spot light, to fix a case
  where multiple lights are intersected in a row. Before the origin of the
  ray was the previously intersected light and not the origin of the initial
  ray traced from the last surface/volume interaction.

This makes both strategies in multiple importance sampling converge to the same
result. It changes the render results in some scenes, for example the junkshop
scene where there are large point lights overlapping scene geometry and each
other.

Differential Revision: https://developer.blender.org/D13233
2021-12-01 20:20:12 +01:00
76471dbd5e Cleanup: capitalize NOTE tag 2021-11-30 10:15:17 +11:00
db450c9320 Merge branch 'blender-v3.0-release' 2021-11-23 16:38:30 +01:00
70424195a8 Cycles: Fix possible access to non-initialized light sample in volume
Happened in barbershop file where number of bounces to the light was
reached.

Differential Revision: https://developer.blender.org/D13336
2021-11-23 16:38:15 +01:00
29681f186e Fix T93283: Cycles render error with CUDA CPU + GPU after recent optimization
BVH2 triangle intersection was broken on the GPU since packed floats can't
be loaded directly into SSE. The better long term solution for performance
would be to build a BVH2 for GPU and Embree for CPU, similar to what we do
for OptiX.
2021-11-22 21:02:46 +01:00
Sebastian Herholz
d9bc8f189c Cycles: add build option to enable a debugging feature for MIS
This patch adds a CMake option "WITH_CYCLES_DEBUG" which builds cycles with
a feature that allows debugging/selecting the direct-light sampling strategy.
The same option may later be used to add other debugging features that could
affect performance in release builds.

The three options are:
* Forward path tracing (e.g., via BSDF or phase function)
* Next-event estimation
* Multiple importance sampling combination of the previous two methods

Such a feature is useful for debugging light different sampling, evaluation,
and pdf methods (e.g., for light sources and BSDFs).

Differential Revision: https://developer.blender.org/D13152
2021-11-17 18:03:56 +01:00
4b56eed0f7 Fix T92566: Cycles distant lights too dim in reflections 2021-11-05 20:24:13 +01:00
fd25e883e2 Cycles: remove prefix from source code file names
Remove prefix of filenames that is the same as the folder name. This used
to help when #includes were using individual files, but now they are always
relative to the cycles root directory and so the prefixes are redundant.

For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.
2021-10-26 15:37:04 +02:00
d7d40745fa Cycles: changes to source code folders structure
* Split render/ into scene/ and session/. The scene/ folder now contains the
  scene and its nodes. The session/ folder contains the render session and
  associated data structures like drivers and render buffers.
* Move top level kernel headers into new folders kernel/camera/, kernel/film/,
  kernel/light/, kernel/sample/, kernel/util/
* Move integrator related kernel headers into kernel/integrator/
* Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/

For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.
2021-10-26 15:36:39 +02:00