Commit Graph

2091 Commits

Author SHA1 Message Date
968e01d407 Cycles: Cleanup, variable names
Use underscore again and also solve confusing part then in BVH smae
thing is called prim_addr but in intersection funcitons it was called
triAddr.
2016-12-12 12:10:37 +01:00
b21938f3d4 Cycles: Cleanup, variables names
Use underscore instead of camel case.
2016-12-12 10:19:49 +01:00
5a8b5a0377 Land D2339 by bliblu bli 2016-12-09 08:28:04 -07:00
dd58390d71 Fix emissive volumes generates unexpected fireflies around intersections
Discard the whole volume stack on the last bounce (but keep
world volume if present).

Volumes are expected to be closed manifol meshes, meaning if
ray entered the volume there should be an intersection event
of ray exisintg the volume. Case when ray hit nothing and
there are still non-world volumes in the stack can happen in
either of cases.

1. Mesh is not closed manifold.

Such configurations are not really supported anyway and should
not be used.

Previous code would have consider the infinite length of the
ray to sample across, so render result wasn't really correct
anyway.

2. Exit intersection is more far away than the camera far
   clip distance.

This case also will behave differently now, but previously it
wasn't really correct either, so it's not like we're breaking
something which was working as expected.

3. We missed exit event due to intersection precision issues.

This is exact the case which this patch fixes and avoid
fireflies.

4. Volume has Camera only visibility (all the rest visibility
is set to off)

This is what could be considered a regression but could be
solved quite easily by checking volume stack's objects flags
and keep entries which doesn't have Volume Scatter visibility
(or even better: ensure Volume Scatter visibility for objects
with volume closure),

Fixes T46108: Cycles - Overlapping emissive volumes generates unexpected bright hotspots around the intersection
Also fixes fireflies appearing on the edges of cube with
emissive volue.

Reviewers: juicyfruit, brecht

Reviewed By: brecht

Maniphest Tasks: T46108

Differential Revision: https://developer.blender.org/D2212
2016-12-08 17:35:43 +01:00
31fbf2b74a Cycles: Implement AVX2 path for curve intersection functions
Gives little performance improvement on Linux and gives up to 2%
speedup on koro.blend on Windows.

Inspired by Maxym Dmytrychenko, thanks!
2016-12-02 12:23:38 +01:00
9d50175b6c Cycles: Fix correlation issues in certain cases
There were two cases where correlation issues were obvious:

- File from T38710 was giving issues in 2.78a again
- File from T50116 was having totally different shadow between
  sample 1 and sample 32.

Use some more simplified version of CMJ hash which seems to give
nice randomized value which solves the correlation.

This commit will break all unit test files, but it's a bug fix
so perhaps OK to commit this.

This also fixes T41143: Sobol gives nonuniform noise

Proper science paper about hash function is coming.

Reviewers: brecht

Reviewed By: brecht

Subscribers: lukasstockner97

Differential Revision: https://developer.blender.org/D2385
2016-12-01 14:19:15 +01:00
87cd56b012 Fix T50075: Assert during debug render of hair_geom_transmission.blend 2016-12-01 12:11:11 +01:00
729affe7c9 Cycles: Avoid divisions by zero in volume sampling code
Was giving huge artifacts in the barber shop file here in the studio,

Maybe not fully optimal solution, but committing it for now to have
closer look later.
2016-11-24 16:39:02 +01:00
4ee08e9533 Atomics: Make naming more obvious about which value is being returned 2016-11-15 12:16:26 +01:00
a1aa3a8b75 Cycles: Add comments to endif directives
`kernel_path.h` and `kernel_path_branched.h` have a lot of conditional code and
it was kind of hard to tell what code belonged to which directive. Should be
easier to read now.
2016-11-10 19:50:23 -05:00
27c559f059 Cycles: Fix missing underscore in geom_object.h 2016-11-03 12:38:00 +01:00
f800794b97 Cycles: Fix OpenCL build error caused by light termination commit 2016-11-03 03:15:39 +01:00
9847ad977a Cycles: Fix T49901: OpenCL build error after recent light texture coordinate commit
Basically, the problem here was that the transform that's used to bring texture coordinates
to world space is either fetched while setting up the shader (with Object Motion is enabled) or
fetched when needed (otherwise). That helps to save ShaderData memory on OpenCL when Object Motion isn't needed.

Now, if OM is enabled, the Lamp transform can just be stored inside the ShaderData as well. The original commit just assumed it is.
However, when it's not (on OpenCL by default, for example), there is no easy way to fetch it when needed, since the ShaderData doesn't
store the Lamp index.

So, for now the lamps just don't support local texture coordinates anymore when Object Motion is disabled.
To fix and support this properly, one of the following could be done:
- Just always pre-fetch the transform. Downside: Memory Usage increases when not using OM on OpenCL
- Add a variable to ShaderData that stores the Lamp ID to allow fetching it when needed
- Store the Lamp ID inside prim or object. Problem: Cycles currently checks these for whether an object was hit - these checks would need to be changed.
- Enable OM whenever a Texture Coordinate's Normal output is used. Downside: Might not actually be needed.
2016-11-03 03:08:14 +01:00
04aa454075 Cycles: Deduplicate AO calculation
No functional changes.
2016-10-31 00:40:59 +01:00
2e9dd1200f Cycles: Fix OpenCL compilation with the new brick texture 2016-10-30 16:25:35 +01:00
4e68f48227 Cycles: Initialize the RNG state from the kernel instead of the host
This allows to save a memory copy, which will be particularly useful for network rendering.

Reviewers: sergey, brecht, dingto, juicyfruit, maiself

Differential Revision: https://developer.blender.org/D2323
2016-10-30 11:51:20 +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
b2974d7ab7 Cycles: Add smoothing option to the Brick Texture
This option allows to create a smoother transition between Bricks and Mortar - 0 applies no smoothing, and 1 smooths across the whole mortar width.
Mainly useful for displacement textures.

The new default value for the smoothing option is 0.1 to give some smoothing that helps with antialiasing, but existing nodes are loaded with smoothing 0 to preserve compatibility.

Reviewers: sergey, dingto, juicyfruit, brecht

Reviewed By: brecht

Subscribers: Blendify, nutel

Differential Revision: https://developer.blender.org/D2230
2016-10-30 02:16:22 +02:00
5aa6a2ec06 Fix T49846: OpenCL rendering compilation failure 2016-10-29 20:06:52 +02:00
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
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
de22e55291 Cycles: Fix compilation error of AVX2 kernel without SSE math 2016-10-26 20:49:33 +02:00
f523fb43f9 Cycles: Fix for fix (tm)
Sorry guys, for some reason read the expression back-to-front
and did wrong fix :S
2016-10-25 18:29:13 +02:00
5c4113a3e4 Cycles: Fix typo in previous commit for BVH improvements 2016-10-25 18:06:38 +02:00
c54381488b Cycles: Enable SSE math optimization for AVX kernels
This gives about 5% speedup for AVX processors.

Benefit of such optimization on other microarchitectures is still
under investigation.
2016-10-25 16:10:47 +02:00
8c761ff838 Cycles: Use new SSE version of offset calculation for all QBVH flavors
Gives up to ~1% speedup again.

While it seems to be small, still nice since the code now is actually more
clean that it used to be before.
2016-10-25 15:27:50 +02:00
f7cf2f659a Cycles: Move QBVH near/far offset calculation to an utility function
Just preparing for new optimization to be used in all traversal implementation.

Should be no measurable difference.
2016-10-25 15:08:33 +02:00
064caae7b2 Cycles: BVH-related SSE optimization
Several ideas here:

- Optimize calculation of near_{x,y,z} in a way that does not require
  3 if() statements per update, which avoids negative effect of wrong
  branch prediction.

- Optimization of direction clamping for BVH.

- Optimization of point/direction transform.

Brings ~1.5% speedup again depending on a scene (unfortunately, this
speedup can't be sum across all previous commits because speedup of
each of the changes varies from scene to scene, but it still seems to
be nice solid speedup of few percent on Linux and bigger speedup was
reported on Windows).

Once again ,thanks Maxym for inspiration!

Still TODO: We have multiple places where we need to calculate near
x,y,z indices in BVH, for now it's only done for main BVH traversal.
Will try to move this calculation to an utility function and see if
that can be easily re-used across all the BVH flavors.
2016-10-25 14:47:34 +02:00
81c9e0d295 Cycles: Avoid branching in SSE version of intersection pre-calculation
Similar to the previous commit, avoid negative effect of bad branch prediction.

Gives measurable performance up to ~2% in tests here.

Once again, thanks to Maxym Dmytrychenko!
2016-10-25 14:18:32 +02:00
10a25b655a Cycles: Add AVX2 path to subsurface triangle intersection
Similar to regular triangle intersection case. Gives about 3% speedup rendering
SSS object on my desktop,

Question: how to avoid such a code duplication in a nice way without speed loss?
2016-10-24 16:56:41 +02:00
14a55bc059 Cycles: Fix shadowing variable which also causes use of uninitialized variable
Was causing wrong aperture for panorama cameras.

Seems to be a regression in 371d357.
2016-10-24 14:04:31 +02:00
48997d2e40 Cycles: Cleanup, style 2016-10-24 12:26:12 +02:00
Hristo Gueorguiev
8905c5c874 Cycles: OpenCL 3d textures support.
Note that volume rendering is not supported yet, this is a step towards that.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D2299
2016-10-22 23:49:29 +02:00
371d3570e0 Fix Cycles address space OpenCL error after recent fix. 2016-10-22 23:36:30 +02:00
9d0ac94d52 Fix T49750: Cycles wrong ray differentials for perspective and stereo cameras. 2016-10-22 16:37:26 +02:00
Scott Wu
7fec7eee20 Cycles: use near clipping distance in panorama camera.
Reviewed By: sergey, brecht, dfelinto

Differential Revision: https://developer.blender.org/D1952
2016-10-15 00:26:59 +02:00
21e65d7457 Fix build error with WITH_CYCLES_NATIVE_ONLY and recent AVX2 changes. 2016-10-12 17:35:03 +02:00
42aeb608e7 Cycles: Implement AVX2 version of triangle_intersect
This commit basically vectorizes existing code using AVX2 instructions
(without modifying algorithm itself). This gives quite nice speedups:

  BMW:        -8%
  Classroom:  -5%
  Cat:        -5%
  Koro:       +1%
  Barcelona:  -8%

That's on Linux machine, reported performance improvement on Windows
goes up to 20%.

Not currently sure why Koro is somewhat slower because it mainly uses
curve intersection tests, could be a time noise? Or osmething with the
cache utilization perhaps? In any case speedup in other scenes makes
me thinking that current state is acceptable for initial implementation.

This is again inspired by Maxym Dmytrychenko.
2016-10-12 14:11:55 +02:00
6a4ec3ca43 Cycles: Add new avxf vectorized data type
Based on existing ssef data type and to my knowledge it's also what happens in
Embree nowadays.

Inspired by Maxym Dmytrychenko and required for the upcoming triangle
intersection commit.

Hopefully the copyright message is correct.
2016-10-12 13:54:13 +02:00
fa62a989b4 Cycles: Enable SSE options of math module for AVX2 kernels
Currently this does not give measurable difference, but is required
ground work for some upcoming further optimization of AVX2 kernels.
2016-10-12 12:54:31 +02:00
87d08a5dc1 Cycles: Get rid of ifdef-ed noinline policy 2016-10-12 12:15:24 +02:00
cc95172667 Cycles: Fix use of uninitialized variable in SSS
When ray hits curve segment with SSS shader it was possible to have
uninitialized hit_P variable used for sampling.

Seems that was a reason of our headache of difference between AVX2
and SSE4 render results here, so now we can revert all the nasty
ifdef-ed inline policies.
2016-10-12 12:12:28 +02:00
edd9d89673 Cycles: Cleanup, style 2016-10-12 11:54:33 +02:00
2dccf5a6e8 Cycles: Fix OpenCL split kernel compilation after recent CUDA 8 performance fix 2016-10-07 18:50:43 +02:00
b4f9766ed1 Cycles CUDA: make CUDA 8.0 the officially supported version for all platforms. 2016-10-03 22:15:26 +02:00
a3abb020e3 Fix Cycles CUDA performance on CUDA 8.0.
Mostly this is making inlining match CUDA 7.5 in a few performance critical
places. The end result is that performance is now better than before, possibly
due to less register spilling or other CUDA 8.0 compiler improvements.

On benchmarks scenes, there are 3% to 35% render time reductions. Stack memory
usage is reduced a little too.

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D2269
2016-10-03 22:15:25 +02:00
40eedd5df9 Cycles: implement partial constant folding for exponentiation.
This is also an important mathematical operation that can be folded
if it is known that one argument is a certain constant. For colors
the operation is provided as a Gamma node.

The SVM Gamma node needs a small fix to make it follow the 0 ^ 0 == 1
rule, same as the Power node, or the Gamma node itself in OSL mode.

Reviewers: #cycles

Differential Revision: https://developer.blender.org/D2263
2016-10-01 14:37:03 +03:00
94c919349b Cycles: Cleanup file headers
Some of the files were wrongly attributing code to some other
organizations and in few places proper attribution was missing.

This is mainly either a copy-paste error (when new file was
created from an existing one and header wasn't updated) or due
to some refactor which split non-original-BF code with purely
BF code.

Should solve some confusion around.
2016-09-29 10:11:40 +02:00
0ec87f1227 Cycles: Cleanup, indentation 2016-09-28 17:05:33 +02:00
e1bfb89da2 Cycles: Fix compilation error with minimal feature set 2016-09-28 17:03:59 +02:00