Commit Graph

130 Commits

Author SHA1 Message Date
0ddec50944 Cleanup: clang-format 2019-05-06 11:59:03 +10:00
dba4684f82 Cycles: add colorspace manager class and utilities based on OpenColorIO
This is the groundwork for supporting loading image textures with arbitrary
color spaces through OpenColorIO.

Initial patch by Lukas, completed by Brecht.

Differential Revision: https://developer.blender.org/D3491
2019-05-03 15:42:49 +02:00
108045faa0 ClangFormat: format '#if 0' code in intern/ 2019-04-17 08:17:13 +02:00
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
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
a0cc7bd961 Cycles: Implement vectorized NLM kernels for faster CPU denoising 2018-10-06 21:49:54 +02:00
L. E. Segovia
5078b9d2d0 Cycles: add Principled Hair BSDF.
This is a physically-based, easy-to-use shader for rendering hair and fur,
with controls for melanin, roughness and randomization.

Based on the paper "A Practical and Controllable Hair and Fur Model for
Production Path Tracing".

Implemented by Leonardo E. Segovia and Lukas Stockner, part of Google
Summer of Code 2018.
2018-07-18 13:59:06 +02:00
4697604331 Cleanup: use float3 SSE instead of ssef for voronoi texture. 2018-07-14 23:58:20 +02:00
48155c210a Cycles: Add Support for IES files as textures for light strength
This patch adds support for IES files, a file format that is commonly used to store the directional intensity distribution of light sources.
The new IES node is supposed to be plugged into the Strength input of the Emission node of the lamp.

Since people generating IES files do not really seem to care about the standard, the parser is flexible enough to accept all test files I have tried.
Some common weirdnesses are distributing values over multiple lines that should go into one line, using commas instead of spaces as delimiters and adding various useless stuff at the end of the file.

The user interface of the node is similar to the script node, the user can either select an internal Text or load a file.
Internally, IES files are handled similar to Image textures: They are stored in slots by the LightManager and each unique IES is assigned to one slot.

The local coordinate system of the lamp is used, so that the direction of the light can be changed. For UI reasons, it's usually best to add an area light,
rotate it and then change its type, since especially the point light does not immediately show its local coordinate system in the viewport.

Reviewers: #cycles, dingto, sergey, brecht

Reviewed By: #cycles, dingto, brecht

Subscribers: OgDEV, crazyrobinhood, secundar, cardboard, pisuke, intrah, swerner, micah_denn, harvester, gottfried, disnel, campbellbarton, duarteframos, Lapineige, brecht, juicyfruit, dingto, marek, rickyblender, bliblubli, lockal, sergey

Differential Revision: https://developer.blender.org/D1543
2018-05-27 01:24:57 +02:00
fa3d50af95 Cycles: Improve denoising speed on GPUs with small tile sizes
Previously, the NLM kernels would be launched once per offset with one thread per pixel.
However, with the smaller tile sizes that are now feasible, there wasn't enough work to fully occupy GPUs which results in a significant slowdown.

Therefore, the kernels are now launched in a single call that handles all offsets at once.
This has two downsides: Memory accesses to accumulating buffers are now atomic, and more importantly, the temporary memory now has to be allocated for every shift at once, increasing the required memory.
On the other hand, of course, the smaller tiles significantly reduce the size of the memory.

The main bottleneck right now is the construction of the transformation - there is nothing to be parallelized there, one thread per pixel is the maximum.
I tried to parallelize the SVD implementation by storing the matrix in shared memory and launching one block per pixel, but that wasn't really going anywhere.

To make the new code somewhat readable, the handling of rectangular regions was cleaned up a bit and commented, it should be easier to understand what's going on now.
Also, some variables have been renamed to make the difference between buffer width and stride more apparent, in addition to some general style cleanup.
2017-11-30 07:37:08 +01:00
d8066fb0f1 Cycles: Refactor closure roughness detection to fix a potential bug with Denoising of specular shaders 2017-11-14 04:17:54 +01:00
885c0a5f90 Cycles: Fix compilation warning 2017-09-04 13:28:15 +02:00
436d1b4e90 Cycles: FIx issue with -0 being considered a non-finite value 2017-08-24 14:32:56 +02:00
4d428d14af Fix T52443: Cycles OpenCL build error after recent mesh lights changes. 2017-08-19 01:02:55 +02:00
a24fbf3323 Code refactor: add, remove, optimize various SSE functions.
* Remove some unnecessary SSE emulation defines.
* Use full precision float division so we can enable it.
* Add sqrt(), sqr(), fabs(), shuffle variations, mask().
* Optimize reduce_add(), select().

Differential Revision: https://developer.blender.org/D2764
2017-08-07 14:01:24 +02:00
95b345b2fe Revert "Cycles: use std::min and max for extra overloads"
We already have this in util_algorithm.h

This reverts commit cff172c762.
2017-07-06 04:21:29 -04:00
cff172c762 Cycles: use std::min and max for extra overloads 2017-07-05 19:43:34 -04:00
c9451f1cff [Cycles] Fix math problems in safe_logf
log(0) is undefined and should not have been included
log(1) == 0, dividing by zero is not recommended
2017-05-07 09:16:14 -06:00
43b374e8c5 Cycles: Implement denoising option for reducing noise in the rendered image
This commit contains the first part of the new Cycles denoising option,
which filters the resulting image using information gathered during rendering
to get rid of noise while preserving visual features as well as possible.

To use the option, enable it in the render layer options. The default settings
fit a wide range of scenes, but the user can tweak individual settings to
control the tradeoff between a noise-free image, image details, and calculation
time.

Note that the denoiser may still change in the future and that some features
are not implemented yet. The most important missing feature is animation
denoising, which uses information from multiple frames at once to produce a
flicker-free and smoother result. These features will be added in the future.

Finally, thanks to all the people who supported this project:

- Google (through the GSoC) and Theory Studios for sponsoring the development
- The authors of the papers I used for implementing the denoiser (more details
  on them will be included in the technical docs)
- The other Cycles devs for feedback on the code, especially Sergey for
  mentoring the GSoC project and Brecht for the code review!
- And of course the users who helped with testing, reported bugs and things
  that could and/or should work better!
2017-05-07 14:40:58 +02:00
0a07cdbe80 Cycles: Split vectorized math utilities to a dedicated files
This file was even a bigger mess than vectorized types header,
cleaning it up to make it easier to maintain this files and
extend further.
2017-04-25 10:33:26 +02:00
360cf8393a Cycles: Make vectorized types constructor from register explicit
This is not a cheap operation which we dont' want to happen silently.
2017-04-13 15:08:00 +02:00
e6392458d3 Cycles: Remove unused function
It was quite wrong actually by doing some __m128 to flaot4 round trips.
2017-04-13 15:08:00 +02:00
0579eaae1f Cycles: Make all #include statements relative to cycles source directory
The idea is to make include statements more explicit and obvious where the
file is coming from, additionally reducing chance of wrong header being
picked up.

For example, it was not obvious whether bvh.h was refferring to builder
or traversal, whenter node.h is a generic graph node or a shader node
and cases like that.

Surely this might look obvious for the active developers, but after some
time of not touching the code it becomes less obvious where file is coming
from.

This was briefly mentioned in T50824 and seems @brecht is fine with such
explicitness, but need to agree with all active developers before committing
this.

Please note that this patch is lacking changes related on GPU/OpenCL
support. This will be solved if/when we all agree this is a good idea to move
forward.

Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner

Reviewed By: lukasstockner97, maiself, nirved, dingto

Subscribers: brecht

Differential Revision: https://developer.blender.org/D2586
2017-03-29 13:41:11 +02:00
bd053ac7ba Cycles: Correct ifdef around float3 intrinsics 2017-03-27 16:13:07 +02:00
5b45715f8a Cycles: Correct isfinite check used in integrator
Use fast-math friendly version of this function.

We should probably avoid unsafe fast math, but this is to be done with
real care with all the benchmarks properly done.

For now comitting much safer fix.
2017-03-24 15:39:33 +01:00
b797a5ff78 Cycles: Cleanup, move utility function to utility file
Was an old TODO, this function is handy for some math utilities as well.
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
5c06ff8bb9 Cycles: Cleanup, remove unused function 2017-03-23 17:45:19 +01:00
2d3c44389a Fix OpenCL warnings about doubles on some platforms. 2017-03-11 00:55:23 +01:00
6d1ac79514 Cleanup: Grey --> Gray 2017-02-27 19:33:57 -05:00
254fbcdd7b Cycles: Fix compilation error on with older GCC
Hopefully it works on all platforms now.
2017-01-20 11:55:48 +01:00
78b94902f8 Cycles: Add fast-math safe isnan and isfinite
Currently unused, but might become really handy in the future.
2017-01-19 14:51:11 +01:00
0ac2be7030 Cycles: Disable AVX2 crash workarounds
I can no longer reproduce crash with neither of the files where
the crash was originally visible. This is something where other
changes (light threshold, sampling) had an effect and made code
to work as it is supposed to. Could have been optimizator issue
or something like that.

Let's see if we hit same issue again.
2016-12-02 10:17:05 +01:00
26bf230920 Cycles: Add optional probabilistic termination of light samples based on their expected contribution
In scenes with many lights, some of them might have a very small contribution to some pixels, but the shadow rays are traced anyways.
To avoid that, this patch adds probabilistic termination to light samples - if the contribution before checking for shadowing is below a user-defined threshold, the sample will be discarded with probability (1 - (contribution / threshold)) and otherwise kept, but weighted more to remain unbiased.
This is the same approach that's also used in path termination based on length.

Note that the rendering remains unbiased with this option, it just adds a bit of noise - but if the setting is used moderately, the speedup gained easily outweighs the additional noise.

Reviewers: #cycles

Subscribers: sergey, brecht

Differential Revision: https://developer.blender.org/D2217
2016-10-30 11:31:28 +01:00
1272ee455e Cycles: Implement texture coordinates for Point, Spot and Area Lamps
When using the Normal output of the Texture Coordinate node on Point and Spot lamps, the coordinates now depend on the rotation of the lamp.
On Area lamps, the Parametric output of the Geometry node now returns UV coordinates on the area lamp.

Credit for the Area lamp part goes to Stefan Werner (from D1995).
2016-10-29 19:24:08 +02:00
f11298692b Cycles: More workarounds for weird crashes on AVX2
Oh man, is it a compiler bug? Is it something we do stupid?

For now more crap to prevent crashes. During the conference will talk to
Maxyn about how can we troubleshoot such weird issues.
2016-10-27 12:51:03 +02:00
7e380ad4c0 Cycles: Another attempt to fix crashes on AVX2 processors
Basically don't use rcp() in areas which seems to be critical after
second look. Also disabled some multiplication operators, not sure
yet why they might be a problem.

Tomorrow will be setting up a full test with all cases which were
buggy in our farm to see if this fix is complete.
2016-10-26 22:14:41 +02:00
af411d918e Cycles: Implement SSE-optimized path of util_max_axis()
The idea here is to avoid if statements which could cause wrong
branch prediction.

Gives a bit of measurable speedup up to ~1%. Still nice :)

Inspired by Maxym Dmytrychenko, thanks!
2016-10-25 13:54:17 +02:00
0ddb8d9b13 Cycles: Disable optimization of operator / for float3
This was giving some speedup but made intersection tests to fail
from watertight point of view.

Needs deeper investigation, but need to quickly get it fixed for
the studio.
2016-10-14 13:53:26 +02:00
22cdf44101 Cycles: Use const reference for register variables in non-OpenCL code
This is something tested by @LazyDodo and suggested by Maxym to make
MSVC happier.
2016-10-12 14:48:59 +02:00
e588106d45 Cycles: Use more SSE intrinsics for float3 type
This gives about 5% speedup on AVX2 kernels (other kernels still
have SSE disabled for math operations) and this solves the slowdown
of koro scene mention in the previous commit.

The title says it all actually. This commit also contains
changes to pass float3 as const reference in affected functions.

This should make MSVC happier without breaking OpenCL because it's
only done in areas which are ifdef-ed for non-OpenCL.

Another patch based on inspiration from Maxym Dmytrychenko, thanks!
2016-10-12 14:43:00 +02:00
a7f6f900f3 Cycles: avoid making NaNs in Vector Math node by normalizing zero vectors.
Since inputs are user controlled, the node can't assume they aren't zero.
2016-08-09 13:20:22 +03:00
6353ecb996 Cycles: Tweaks to support CUDA 8 toolkit
All the changes are mainly giving explicit tips on inlining functions,
so they match how inlining worked with previous toolkit.

This make kernel compiled by CUDA 8 render in average with same speed
as previous kernels. Some scenes are somewhat faster, some of them are
somewhat slower. But slowdown is within 1% so far.

On a positive side it allows us to enable newer generation cards on
buildbots (so GTX 10x0 will be officially supported soon).
2016-08-01 15:54:29 +02:00
9b6ed3a42b Cycles: refactor kernel closure storage to use structs per closure type.
Reviewed By: dingto, sergey

Differential Revision: https://developer.blender.org/D2127
2016-07-31 02:34:43 +02:00
c96ae81160 Cycles microdisplacement: ngons and attributes for subdivision meshes
This adds support for ngons and attributes on subdivision meshes. Ngons are
needed for proper attribute interpolation as well as correct Catmull-Clark
subdivision. Several changes are made to achieve this:

- new primitive `SubdFace` added to `Mesh`
- 3 more textures are used to store info on patches from subd meshes
- Blender export uses loop interface instead of tessface for subd meshes
- `Attribute` class is updated with a simplified way to pass primitive counts
  around and to support ngons.
- extra points for ngons are generated for O(1) attribute interpolation
- curves are temporally disabled on subd meshes to avoid various bugs with
  implementation
- old unneeded code is removed from `subd/`
- various fixes and improvements

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D2108
2016-07-29 03:36:30 -04:00
23c276832b Cycles: Add multi-scattering, energy-conserving GGX as an option to the Glossy, Anisotropic and Glass BSDFs
This commit adds a new distribution to the Glossy, Anisotropic and Glass BSDFs that implements the
multiple-scattering microfacet model described in the paper "Multiple-Scattering Microfacet BSDFs with the Smith Model".

Essentially, the improvement is that unlike classical GGX, which only models single scattering and assumes
the contribution of multiple bounces to be zero, this new model performs a random walk on the microsurface until
the ray leaves it again, which ensures perfect energy conservation.

In practise, this means that the "darkening problem" - GGX materials becoming darker with increasing
roughness - is solved in a physically correct and efficient way.

The downside of this model is that it has no (known) analytic expression for evalation. However, it can be
evaluated stochastically, and although the correct PDF isn't known either, the properties of MIS and the
balance heuristic guarantee an unbiased result at the cost of slightly higher noise.

Reviewers: dingto, #cycles, brecht

Reviewed By: dingto, #cycles, brecht

Subscribers: bliblubli, ace_dragon, gregzaal, brecht, harvester, dingto, marcog, swerner, jtheninja, Blendify, nutel

Differential Revision: https://developer.blender.org/D2002
2016-06-23 22:57:26 +02:00
7a5a02509b Cycles: Use faster ray-quad-intersection test
The original quad intersection test works by just testing against the two triangles that define the quad.
However, in this case it's actually faster to use the same test that's also used for portals: Determining
the distance to the plane in which the quad lies, calculating the hitpoint and checking whether it's in the
quad by projecting onto the sides.

Reviewers: brecht, sergey, dingto

Reviewed By: dingto

Differential Revision: https://developer.blender.org/D2045
2016-06-06 23:38:50 +02:00
3165e8740b Fix T48139: Checker texture strange behavior in cycles
Seems particular CUDA implementations has some precision issues,
which made integer coordinate (which was expected to always be
positive) to go negative.
2016-04-15 15:30:30 +02:00
b30ab24fb8 Cycles: Avoid re-definition of math cnstants with MSVC 2016-02-20 14:06:05 +05:00
6995b4d8d9 Cycles: Adding Hilbert Spiral as a tile order for rendering
This patch adds the "Hilbert Spiral", a custom-designed continuous space-filling curve, as a tile order for rendering in Cycles.
It essentially works by dividing the tiles into tile blocks which are processed in a spiral outwards from the center. Inside each
block, the tiles are processed in a regular Hilbert curve pattern. By rotating that pattern according to the spiral direction,
a continuous curve is obtained, which helps with cache coherency and therefore rendering speed.

The curve is a compromise between the faster-rendering Bottom-to-Top etc. orders and the Center order, which is a bit slower,
but starts with the more important areas. The Hilbert Spiral also starts in the center (unless huge tiles are used) and is still
marginally slower than Bottom-to-Top, but noticeably faster than Center.

Reviewers: sergey, #cycles, dingto

Reviewed By: #cycles, dingto

Subscribers: iscream, gregzaal, sergey, mib2berlin

Differential Revision: https://developer.blender.org/D1166
2016-01-10 00:13:53 +01:00