This uses the same sample classification approach as used for PMJ,
because it turns out to also work equally well with Sobol-Burley.
This also implements a fallback (random classification) that should
work "okay" for other samplers, though there are no other samplers
at the moment.
Differential Revision: https://developer.blender.org/D15845
The multi-dimensional Sobol pattern required us to carefully use as low
dimensions as possible, as quality goes down in higher dimensions. Now that we
have two sampling patterns that are at least as good, there is no need to keep
it around and the implementation can be simplified.
Differential Revision: https://developer.blender.org/D15788
Based on the paper "Practical Hash-based Owen Scrambling" by Brent Burley,
2020, Journal of Computer Graphics Techniques.
It is distinct from the existing Sobol sampler in two important ways:
* It is Owen scrambled, which gives it a much better convergence rate in many
situations.
* It uses padding for higher dimensions, rather than using higher Sobol
dimensions directly. In practice this is advantagous because high-dimensional
Sobol sequences have holes in their sampling patterns that don't resolve
until an unreasonable number of samples are taken. (See Burley's paper for
details.)
The pattern reduces noise in some benchmark scenes, however it is also slower,
particularly on the CPU. So for now Progressive Multi-Jittered sampling remains
the default.
Differential Revision: https://developer.blender.org/D15679
* Rename "texture" to "data array". This has not used textures for a long time,
there are just global memory arrays now. (On old CUDA GPUs there was a cache
for textures but not global memory, so we used to put all data in textures.)
* For CUDA and HIP, put globals in KernelParams struct like other devices.
* Drop __ prefix for data array names, no possibility for naming conflict now that
these are in a struct.
* 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* Remove specific license info from outdated readme.txt, instead leave details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
This patch contains many small leftover fixes and additions that are
required for Metal-enablement:
- Address space fixes and a few other small compile fixes
- Addition of missing functionality to the Metal adapter headers
- Addition of various scattered `__KERNEL_METAL__` blocks (e.g. for
atomic support & maths functions)
Ref T92212
Differential Revision: https://developer.blender.org/D13263
Cycles:Distance Scrambling for Cycles Sobol Sampler
This option implements micro jittering an is based on the INRIA
research paper [[ https://hal.inria.fr/hal-01325702/document | on micro jittering ]]
and work by Lukas Stockner for implementing the scrambling distance.
It works by controlling the correlation between pixels by either using
a user supplied value or an adaptive algorithm to limit the maximum
deviation of the sample values between pixels.
This is a follow up of https://developer.blender.org/D12316
The PMJ version can be found here: https://developer.blender.org/D12511
Reviewed By: leesonw
Differential Revision: https://developer.blender.org/D12318
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.