Commit Graph

94 Commits

Author SHA1 Message Date
e74b229342 Fix incorrect MIS weights in Cycles with multiple lights.
This causes some difference in the classroom scene, where ray visibility
tricks are used and break the MIS balance. Otherwise there doesn't seem
to be much effect, but better to use the right formulas. Problem originally
identified by Lukas.
2017-11-07 22:35:12 +01:00
9e258fc641 Code cleanup: avoid used of uninitialized value in case of precision issue. 2017-09-13 15:24:14 +02:00
cd6c9e9e5f Cycles: improve sample stratification on area lights for path tracing.
Previously we used a 1D sequence to select a light, and another 2D sequence
to sample a point on the light. For multiple lights this meant each light
would get a random subset of a 2D stratified sequence, which is not
guaranteed to be stratified anymore.

Now we use only a 2D sequence, split into segments along the X axis, one for
each light. The samples that fall within a segment then each are a stratified
sequence, at least in the limit. So for example for two lights, we split up
the unit square into two segments [0,0.5[ x [0,1[ and [0.5,1[ x [0,1[.

This doesn't make much difference in most scenes, mainly helps if you have a
few large area lights or some types of HDR backgrounds.
2017-09-12 12:45:29 +02:00
2d407fc288 Fix T52661: mesh light shader using backfacing not working, after new sampling. 2017-09-06 13:51:48 +02:00
018137f762 Cycles: Cleanup, indentation and trailing whitespace 2017-08-31 14:47:49 +02:00
Stefan Werner
68dfa0f1b7 Fixing T52477 - switching from custom ray/triangle intersection code to the one from util_intersection.h. This fixes the bug and makes the code more readable and maintainable. 2017-08-30 11:48:49 +02:00
Stefan Werner
7a4696197d Cycles: Fix for a division by zero that could happen with solid angle triangle light sampling 2017-08-17 15:07:59 +02:00
Stefan Werner
8141eac2f8 Improved triangle sampling for mesh lights
This implements Arvo's "Stratified sampling of spherical triangles". Similar to how we sample rectangular area lights, this is sampling triangles over their solid angle. It does significantly improve sampling close to the triangle, but doesn't do much for more distant triangles. So I added a simple heuristic to switch between the two methods. Unfortunately, I expect this to add render time in any case, even when it does not make any difference whatsoever. It'll take some benchmarking with various scenes and hardware to estimate how severe the impact is and if it is worth the change.

Reviewers: #cycles, brecht

Reviewed By: #cycles, brecht

Subscribers: Vega-core, brecht, SteffenD

Tags: #cycles

Differential Revision: https://developer.blender.org/D2730
2017-08-17 12:44:32 +02:00
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
b9311b5e5a Cycles: Make object flag names more obvious that hey are object and not shader 2017-01-23 12:14:17 +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
b459d9f46c Cycles: Stop lamp sampling if the lamp isn't visible
Both spot and area light have large areas where they're not visible.
Therefore, this patch stops the light sampling code when one of these cases (outside of the spotlight cone or behind the area light) occurs, before the lamp shader is evaluated.
In the case of the area light, the solid angle sampling can also be skipped.

In a test scene with Sample All Lights and 18 Area lamps and 9 Spot lamps that all point away from the area that the camera sees, render time drops from 12sec to 5sec.

Reviewers: brecht, sergey, dingto, juicyfruit

Differential Revision: https://developer.blender.org/D2216
2016-09-14 19:45:12 +02:00
013b46d6bd Cycles: Replace object index hack with actual checks for SD_TRANSFORM_APPLIED
Using ones complement for detecting if transform has been applied was confusing
and led to several bugs. With this proper checks are made.

Also added a few transforms where they were missing, mostly affecting baking
and displacement when `P` is used in the shader (previously `P` was in the
wrong space for these shaders)

Also removed `TIME_INVALID` as this may have resulted in incorrect
transforms in some cases.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D2192
2016-09-11 13:49:05 -04:00
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
9f5621bb4a Cleanup: comment blocks 2016-07-02 10:08:33 +10:00
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
700722f686 Cycles: Cleanup, indent nested preprocessor directives
Quite straightforward, main trick is happening in path_source_replace_includes().

Reviewers: brecht, dingto, lukasstockner97, juicyfruit

Differential Revision: https://developer.blender.org/D1794
2016-03-25 13:55:42 +01:00
8d95178c0b Fix T47411: Cycles portals luminance artifacts
When using multiple portals, scene areas behind one of the portals were rendered darker than they should.
The reason for that is a pretty stupid mistake: Since portals are only used at positions that aren't behind them,
only portals that are used should be accounted for in the PDF calculation. That was actually the case, but the final
divide incorrectly divided by the total amount of portals, not the amount of visible ones.

Another issue with areas behind portals was the PDF evaluation function.
The new evaluation code is shorter, simpler and fixes this issue.

Also, the threshold for the distance check was increased to avoid artifacts where portals touch a surface.
2016-02-17 03:06:30 +01:00
c93069083e Cycles: Tweaks for 32bit CUDA binaries
Tweak some inline policies. Not totally crazy yet, and in fact we now
have one less ifdef statement now.
2016-02-15 19:11:02 +01:00
3aa74828ab Cycles: Cleanup, indentation and braces 2016-02-03 15:00:55 +01:00
1f273cec00 Cycles: Tweak inline policy for some functions
The goal is to make Experimental kernel closer in performance to the
official kernel, avoiding spills and such.

There should not be big impact on official kernel, own tests showed
few percent performance drop on laptop's GPU. CPU was always the
same speed on AVX, AVX2 and SSE4.1 CPUs i've been testing here.

This seems to be the last essential step before we can get rid of
Experimental kernel and enable SSS officially on GPU without causing
some major performance issues.

Surely some more tweaks are possibly required, but that we can do
for until cows go home anyway.
2016-01-14 14:53:05 +05:00
12e4103bdd Cycles: Attempt to fix 32bit CUDA kernels 2015-09-09 18:23:49 +05:00
c18e6fd87c Cycles: Remove 32bit cuda workaroudn and disable cubins for buildbot
Recent changes to kernel broke compilation of the kernels again, need some
other kind of solution for this issue.

Don't have much time for this currently, but will be addressed before the
release.

Meanwhile it's better to have some buildbot builds instead of totally failing
one.
2015-08-04 18:50:37 +02:00
b91d64a3d1 Cycles: Another attempt to solve CUDA compilation errors on 32bit platforms 2015-07-21 11:42:59 +02:00
Stefan Werner
51385f6fe8 Fix T45447: Area light importance sampling improvement
Turning on importance sampling on area lights increases noise on diffuse
surfaces. This was caused by PDF calculated for an intersected point on
light instead of original light position.

Patch by Stefan with some own modifications.
2015-07-16 08:33:13 +02:00
fc31bae66f Cleanup: Avoid temp variable in portal sampling code. 2015-05-13 19:54:52 +02:00
0a6e32173e Cleanup / Cycles: De-Duplicate Portal data fetch and side check. 2015-05-13 16:05:30 +02:00
58a2b10a65 Cycles: Initialize portal variable directly, so we can avoid the one NULL check. 2015-04-27 23:12:53 +02:00
f478c2cfbd Cycles: Added support for light portals
This patch adds support for light portals: objects that help sampling the
environment light, therefore improving convergence. Using them tor other
lights in a unidirectional pathtracer is virtually useless.

The sampling is done with the area-preserving code already used for area lamps.
MIS is used both for combination of different portals and for combining portal-
and envmap-sampling.

The direction of portals is considered, they aren't used if the sampling point
is behind them.

Reviewers: sergey, dingto, #cycles

Reviewed By: dingto, #cycles

Subscribers: Lapineige, nutel, jtheninja, dsisco11, januz, vitorbalbio, candreacchio, TARDISMaker, lichtwerk, ace_dragon, marcog, mib2berlin, Tunge, lopataasdf, lordodin, sergey, dingto

Differential Revision: https://developer.blender.org/D1133
2015-04-28 01:30:16 +05:00
ed5df50192 Cycles: Fix/workaround for toggling world MIS causing CUDA to fail
Seems it's just another issue with the compiler, worked around by explicitly
telling not to inline some function.

In theory we can unify this with CPU, but we're quite close to the release
so better be safe than sorry.
2015-03-03 18:48:37 +05:00
7e73b6aa25 Cleanup: Add comment about light_p being modified in one case. 2015-02-17 19:24:37 +01:00
1aa93dd9fd Cycles: Cleanup after recent changes 2015-02-17 23:21:53 +05:00
e6f40b4ceb Some tweaks to last commit, this is better. 2015-02-17 19:03:50 +01:00
6f820664c4 Cleanup: Deduplicate area light sampling code. 2015-02-17 18:39:37 +01:00
ee36e75b85 Cleanup: Fix Cycles Apache header.
This was already mixed a bit, but the dot belongs there.
2014-12-25 02:50:24 +01:00
395ee33c8a Cycles: Prevent NaN and inf in area lamp sampling caused by precision issues
This doesn't have noticeable affect on the render times, but avoids possible
numerical issues.
2014-11-12 21:23:33 +05:00
75f518ccb9 Cycles: Remove dead branch for Distant lamps, ls->t is always FLT_MAX here. 2014-11-08 16:47:56 +01:00
112032f2ff Cleanup: cycles whitespace 2014-11-08 13:37:42 +01:00
fb820c0638 Cycles: Add "Max Bounce" control for lamps
With this setting, we can limit the influence of a lamp to a certain amount of bounces.
0 = Only direct light contribution
1 = 1 light bounce
...

Differential revision: https://developer.blender.org/D860

You can find an example render in the release logs: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.73/Cycles
2014-11-05 22:49:09 +01:00
29c71b2c09 Cleanup: Remove unused light function. 2014-10-31 22:54:05 +01:00
bc411ec06e Cycles: Implement an area preserving parameterization sampling for area lamps
Replace old code for area lamps which was more like incorrect with more correct
one using the following paper as a reference:

  Carlos Urena et al.
  An Area-Preserving Parametrization for Spherical Rectangles.
  https://www.solidangle.com/research/egsr2013_spherical_rectangle.pdf

Implementation is straight from the paper, currently the rectangle constants are
calculated for each of the samples. Ideally we need to pre-calculate them.

Some comparison images are available there

  http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.73/Cycles

Reviewers: brecht, juicyfruit

Subscribers: dingto, ton

Differential Revision: https://developer.blender.org/D823
2014-10-16 14:40:29 +02:00
8ff3cf3e56 Cleanup: typos and extra brackets. 2014-08-14 16:31:53 +02:00
5a74fe63d0 Cycles: Avoid intermediate function when we sample all lamps. 2014-08-14 16:09:40 +02:00
bfaf4f2d0d Fix T41219: Cycles backface detection doesn't work properly
Root of the issue goes back to the on-fly normals commit and the
latest fix for it wasn't actually correct. I've mixed two fixes
in there.

So the idea here goes back to storing negative scaled object flag
and flip runtime-calculated normal if this flag is set, which is
pretty much the same as the original fix for the issue from me.

The issue with motion blur wasn't caused by the rumtime normals
patch and it had issues before, because it already did runtime
normals calculation. Now made it so motion triangles takes the
negative scale flag into account.

This actually makes code more clean imo and avoids rather confusing
flipping code in mesh.cpp.
2014-08-13 16:35:54 +06:00
e35845d37c Fix T40987: Distant Lamps have no influence on Volumes.
Differential Revision: https://developer.blender.org/D639
2014-07-13 12:06:54 +02:00
a29807cd63 Cycles: volume light sampling
* Volume multiple importace sampling support to combine equiangular and distance
  sampling, for both homogeneous and heterogeneous volumes.

* Branched path "Sample All Direct Lights" and "Sample All Indirect Lights" now
  apply to volumes as well as surfaces.

Implementation note:

For simplicity this is all done with decoupled ray marching, the only case we do
not use decoupled is for distance only sampling with one light sample. The
homogeneous case should still compile on the GPU because it only requires fixed
size storage, but the heterogeneous case will be trickier to get working.
2014-06-14 13:49:56 +02:00
c806a8ce96 Cycles: MIS for lamps now loops over all lamps instead of picking one.
Probably will not be noticed in most scenes. This helps reduce noise when you
have multiple lamps with MIS enabled, at the cost of some performance, but from
testing some scenes this seems better.
2014-05-01 19:25:13 +02:00
e8b1cfed0a Cycles code refactor: replace magic ~0 values in the code with defines. 2014-03-29 13:03:47 +01:00
41d1675053 Cycles code refactor: move more geometry code into per primitive files. 2014-03-29 13:03:45 +01:00
a96eb73a12 Code Cleanup for __HAIR__ defines. 2014-03-09 12:48:58 +01:00