Commit Graph

17 Commits

Author SHA1 Message Date
c47d669f24 Cleanup: comments (long lines) in cycles 2019-05-01 21:41:07 +10:00
e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00
78a6689aea Merge branch 'master' into blender2.8 2018-11-09 14:34:33 +01:00
cb4b5e12ab Cycles: Cleanup, spacing after preprocessor
It is supposed to be two spaces before comment stating which if
else/endif statements corresponds to. Was mainly violated in the
header guards.
2018-11-09 11:34:54 +01:00
871b7ba892 Merge branch 'master' into blender2.8 2018-08-28 19:15:08 +02:00
658a9c6cf5 Cycles: Cleanup, style
I wouldn't mind changing style to have space after keyword, but there was
no official code style change proposed.
2018-08-24 14:36:18 +02:00
5505ba8d47 Cycles/Eevee: Implement disk and ellipse shapes for area lamps
The implementation is pretty straightforward.

In Cycles, sampling the shapes is currently done w.r.t. area instead of solid angle.

There is a paper on solid angle sampling for disks [1], but the described algorithm is based on
simply sampling the enclosing square and rejecting samples outside of the disk, which is not exactly
great for Cycles' RNG (we'd need to setup a LCG for the repeated sampling) and for GPU divergence.

Even worse, the algorithm is only defined for disks. For ellipses, the basic idea still works, but a
way to analytically calculate the solid angle is required. This is technically possible [2], but the
calculation is extremely complex and still requires a lookup table for the Heuman Lambda function.

Therefore, I've decided to not implement that for now, we could still look into it later on.

In Eevee, the code uses the existing ltc_evaluate_disk to implement the lighting calculations.

[1]: "Solid Angle Sampling of Disk and Cylinder Lights"
[2]: "Analytical solution for the solid angle subtended at any point by an ellipse via a point source radiation vector potential"

Reviewers: sergey, brecht, fclem

Differential Revision: https://developer.blender.org/D3171
2018-05-24 16:43:47 +02:00
e1ef902058 Cycles: Remove fermi related defines from the code.
Did not touch Texture related defines, that comes next.
2018-02-17 22:19:54 +01:00
Maxym Dmytrychenko
7e349f2745 Cycles: improve triangle intersection performance.
Reduces render time by about 1-2% in benchmark scenes.

Differential Revision: https://developer.blender.org/D2911
2017-11-29 18:11:40 +01:00
61db9ee27a Cycles: Attempt to workaround compilation error on new CUDA toolkit and sm_2x 2017-03-29 11:50:17 +02:00
6ea54fe9ff Cycles: Switch to reformulated Pluecker ray/triangle intersection
The intention of this commit it to address issues mentioned in the
reports T43865,T50164 and T50452.

The code is based on Embree code with some extra vectorization
to speed up single ray to single triangle intersection.

Unfortunately, such a fix is not coming for free. There is some
slowdown for AVX2 processors, mainly due to different vectorization
code, which caused different number of instructions to be executed
and different instructions-per-cycle counters. But on another hand
this commit makes pre-AVX2 platforms such as AVX and SSE4.1 a bit
faster. The prerformance goes as following:

              2.78c AVX2   2.78c AVX   Patch AVX2         Patch AVX
BMW            05:21.09     06:05.34    05:32.97 (+3.5%)   05:34.97 (-8.5%)
Classroom      16:55.36     18:24.51    17:10.41 (+1.4%)   17:15.87 (-6.3%)
Fishy Cat      08:08.49     08:36.26    08:09.19 (+0.2%)   08:12.25 (-4.7%
Koro           11:22.54     11:45.24    11:13.25 (-1.5%)   11:43.81 (-0.3%)
Barcelone      14:18.32     16:09.46    14:15.20 (-0.4%)   14:25.15 (-10.8%)

On GPU the performance is about 1.5-2% slower in my tests on GTX1080
but afraid we can't do much as a part of this chaneg here and
consider it a price to pay for more proper intersection check.

Made in collaboration with Maxym Dmytrychenko, big thanks to him!

Reviewers: brecht, juicyfruit, lukasstockner97, dingto

Differential Revision: https://developer.blender.org/D1574
2017-03-28 17:26:47 +02:00
a96110e710 Cycles: Remove old non-optimized triangle intersection function
It is unused now and if we want similar function we should use
Pluecker intersection which is same performance with SSE optimization
but which is more watertight.
2017-03-23 17:59:34 +01:00
a1348dde2e Cycles: Fix speed regression on GPU
Avoid construction of temporary array and make utility function force-inlined.
Additionally avoid calling float4_to_float3 twice.

This brings render times to the same values as before current patch series.
2017-03-23 17:45:19 +01:00
a5b6742ed2 Cycles: Move watertight triangle intersection to an utility file
This way the code can be reused more easily.
2017-03-23 17:45:19 +01:00
f8a999c965 Cycles: Move triangle intersection precalc to an util file
This is a preparation work for the followup commit which wil l move
remaining parts of Woop intersection logic to an utility file.

Doing it as a separate commit to keep changes more atomic and easier
to bisect when/if needed.
2017-03-23 17:45:19 +01:00
aa0602130b Cycles: Cleanup, code style and comments 2017-03-23 17:45:19 +01:00
1c5cceb7af Cycles: Move intersection math to own header file
There are following benefits:

- Modifying intersection algorithm will not cause so much re-compilation.
- It works around header dependency hell and allows us to use vectorization
  types much easier in there.
2017-03-23 17:45:19 +01:00