Commit Graph

60 Commits

Author SHA1 Message Date
84d47e3685 Cycles: Initial implementation of detailed statistics
Gathers information about object geometry and textures. Very basic at
this moment, but need to start somewhere.

Things which needs to be included still:

- "Runtime" information, like BVH. While it is not directly controllable
  by artists, it's still important to know.

- Device array sizes. Again, not under artists control, but is added to
  the overall size.

- Memory peak at different synchronization stages.

At this point it simply prints info to the stdout after F12 is done,
need better control over that too.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D3566
2018-07-27 17:19:54 +02:00
75c47542d7 Cycles: Cleanup, indentation 2018-07-27 11:09:10 +02:00
1daa20ad9f Cleanup: strip trailing space for cycles 2018-07-06 10:17:58 +02:00
8a76f8dac3 Code cleanup: fix compiler warning. 2018-03-10 06:51:52 +01:00
1f5c5fa189 Fix T54279: viewport update bug with volume meshes.
Meshes without vertex normals were not handled correctly.
2018-03-10 06:27:19 +01:00
267d892326 Code refactor: motion blur cleanups, preparing for next commit. 2018-03-10 04:54:05 +01:00
7377d411b4 Cycles volume: fast empty space optimization by generating a tight mesh
around the volume.

We generate a tight mesh around the active voxels of the volume in order
to effectively skip empty space, and start volume ray marching as close
to interesting volume data as possible. See code comments for details on
how the mesh generation algorithm works.

This gives up to 2x speedups in some scenes.

Reviewed by: brecht, dingto

Reviewers: #cycles

Subscribers: lvxejay, jtheninja, brecht

Differential Revision: https://developer.blender.org/D3038
2018-03-01 11:54:01 +01:00
cac3d4d166 Cycles: fix inefficient attribute map storage, saves 615MB in victor scene. 2017-11-05 18:00:48 +01:00
57a0cb797d Code refactor: avoid some unnecessary device memory copying. 2017-10-21 20:58:28 +02:00
92ec4863c2 Code refactor: simplify image device memory allocation. 2017-10-21 20:58:28 +02:00
01a0649354 Cycles: Fix wrong shading when some mesh triangle has non-finite coordinate
This is fully unpredictable for artists when one damaged object makes the whole
scene to render incorrectly. This involves two main changes:

- It is not enough to check triangle bounds to be valid when building BVH.
  This is because triangle might have some finite vertices and some non-finite.

- We shouldn't add non-finite triangle area to the overall area for MIS.
2017-10-18 12:19:53 +02:00
a421607569 Cycles: Add utility function to calculate triangle's normal 2017-10-11 13:18:59 +05:00
cdb0b3b1dc Code refactor: use DeviceInfo to enable QBVH and decoupled volume shading. 2017-10-08 13:17:33 +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
0e995e0bfe Cycles: Fix strict -Wpedantic warnings with GCC
Patch by Stefan Werner, thanks!
2017-03-06 14:18:26 +01:00
d50d370755 Cycles: Add utility function to calculate curve boundbox from given 4 keys
Also fixed some issues with motion keys calculation:

- Clamp lower and upper limits of curves so we can safely call those
  functions for the very first and very last curve segment.
- Fixed wrong indexing for the curve radius array.
- Fixed wrong motion attribute offset calculation.
2017-01-20 12:46:18 +01:00
20eb1fe3c1 Cycles: Add utility function to fetch motion keys while on CPU side 2017-01-20 12:46:17 +01:00
461214508c Cycles: Add utility function to fetch motion triangle when on CPU side 2017-01-20 12:46:15 +01:00
62aecbdac1 Cycles: Store undisplaced coordinates for meshes when needed
Reviewed By: brecht

Differential Revision: https://developer.blender.org/D2156
2016-09-01 22:45:29 -04:00
9396e11180 Cycles microdisplacement: Move call to tessellate() from addon to Cycles
By calling `tessellate()` from the mesh manager in Cycles we can do pre/post
processing or even threaded tessellation without concerning client side code
with the details.
2016-08-14 15:04:21 -04:00
a58fe05c05 Cycles microdisplacement: Move displacement options from mesh to material settings
Displacement is now a per material setting, which means old files will have to
be updated if they had used displacement. Cool side effect of this change is
material previews now show displacement.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D2140
2016-08-07 14:15:20 -04:00
0b68c68006 Cycles microdisplacement: Support for Catmull-Clark subdivision via OpenSubdiv
Enables Catmull-Clark subdivision meshes with support for creases and attribute
subdivision. Still waiting on OpenSubdiv to fully support face varying
interpolation for subdividing uv coordinates tho. Also there may be some
inconsistencies with Blender's subdivision which will be resolved at a
later time.

Code for reading patch tables and creating patch maps is borrowed
from OpenSubdiv.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D2111
2016-08-07 11:13:11 -04:00
66e2e2484c Cycles microdisplacement: move subdivision options to subsurf modifier
Subdivision options can now be found in the subsurf modifier. The modifier must
be the last in the stack or the options will be unavailable. Catmull-Clark
subdivision is still unavailable and will fallback to linear subdivision instead

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D2109
2016-07-29 03:37:55 -04:00
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
df00529648 Cycles: Fix missing mesh flags update when tweaking shaders
This is a bit weak, but better than tagging whole mesh manager for update.

Maybe we'll solve such dual-look up in the future.

This commit finally solves T48963: Noise when changing Diffuse node to Emission node
2016-07-28 12:37:44 +02:00
87717c6449 Cycles: De-duplicate check for MIS shaders in meshes
Should be no functional changes.
2016-07-28 12:27:05 +02:00
b03e66e75f Cycles: Implement unaligned nodes BVH builder
This is a special builder type which is allowed to orient nodes to
strands direction, hence minimizing their surface area in comparison
with axis-aligned nodes. Such nodes are much more efficient for hair
rendering.

Implementation of BVH builder is based on Embree, and generally idea
there is to calculate axis-aligned SAH and oriented SAH and if SAH
of oriented node is smaller than axis-aligned SAH we create unaligned
node.

We store both aligned and unaligned nodes in the same tree (which
seems to be different from what Embree is doing) so we don't have
any any extra calculations needed to set up hair ray for BVH
traversal, hence avoiding any possible negative effect of this new
BVH nodes type.

This new builder is currently not in use, still need to make BVH
traversal code aware of unaligned nodes.
2016-07-07 17:25:48 +02:00
17e7454263 Cycles: Reduce memory usage by de-duplicating triangle storage
There are several internal changes for this:

First idea is to make __tri_verts to behave similar to __tri_storage,
meaning, __tri_verts array now contains all vertices of all triangles
instead of just mesh vertices. This saves some lookup when reading
triangle coordinates in functions like triangle_normal().

In order to make it efficient needed to store global triangle offset
somewhere. So no __tri_vindex.w contains a global triangle index which
can be used to read triangle vertices.

Additionally, the order of vertices in that array is aligned with
primitives from BVH. This is needed to keep cache as much coherent as
possible for BVH traversal. This causes some extra tricks needed to
fill the array in and deal with True Displacement but those trickery
is fully required to prevent noticeable slowdown.

Next idea was to use this __tri_verts instead of __tri_storage in
intersection code. Unfortunately, this is quite tricky to do without
noticeable speed loss. Mainly this loss is caused by extra lookup
happening to access vertex coordinate.

Fortunately, tricks here and there (i,e, some types changes to avoid
casts which are not really coming for free) reduces those losses to
an acceptable level. So now they are within couple of percent only,

On a positive site we've achieved:

- Few percent of memory save with triangle-only scenes. Actual save
  in this case is close to size of all vertices.

  On a more fine-subdivided scenes this benefit might become more
  obvious.

- Huge memory save of hairy scenes. For example, on koro.blend
  there is about 20% memory save. Similar figure for bunny.blend.

This memory save was the main goal of this commit to move forward
with Hair BVH which required more memory per BVH node. So while
this sounds exciting, this memory optimization will become invisible
by upcoming Hair BVH work.

But again on a positive side, we can add an option to NOT use Hair
BVH and then we'll have same-ish render times as we've got currently
but will have this 20% memory benefit on hairy scenes.
2016-07-07 17:25:48 +02:00
d5220d23f9 Cycles: Fixes for recent refactor
- add_vertex() can be called from split_vertex() which does not guarantee
  to have properly pre-allocate arrays.

- Need to check whether Cycles is compiled with OSL in XML reader.
2016-05-31 15:32:31 +02:00
0d4a7d50c6 Fix broken Cycles curve motion radius after recent refactor, and fix warnings. 2016-05-31 00:21:33 +02:00
001ba5bdf5 Code refactor: nodify object and mesh, but not used for XML yet.
Differential Revision: https://developer.blender.org/D2016
2016-05-28 18:40:09 +02:00
c96a4c8a2a Code refactor: modify mesh storage to use arrays rather than vectors, separate some arrays.
Differential Revision: https://developer.blender.org/D2016
2016-05-28 18:31:00 +02:00
0e8cd14dfe Code refactor: use shader pointers rather than shader indexes. 2016-05-17 21:39:16 +02:00
665467e51e Cycles microdisplacement: refactor to move some tesselation code from SubdMesh to Mesh
Reviewed By: brecht

Differential Revision: https://developer.blender.org/D1915
2016-04-11 23:50:15 +02:00
0e47e0cc9e Cycles: Use dedicated BVH for subsurface ray casting
This commit makes it so casting subsurface rays will totally ignore all
the BVH nodes and primitives which do not belong to a current object,
making it much simpler traversal code and reduces number of intersection
tests.

Reviewers: brecht, juicyfruit, dingto, lukasstockner97

Differential Revision: https://developer.blender.org/D1823
2016-03-25 13:42:13 +01:00
28604c46a1 Cycles: Make Blender importer more forward compatible
Basically the idea is to make code robust against extending
enum options in the future by falling back to a known safe
default setting when RNA is set to something unknown.

While this approach solves the issues similar to T47377,
but it wouldn't really help when/if any of the RNA values
gets ever deprecated and removed. There'll be no simple
solution to that apart from defining explicit mapping from
RNA value to Cycles one.

Another part which isn't so great actually is that we now
have to have some enum guards and give some explicit values
to the enum items, but we can live with that perhaps.

Reviewers: dingto, juicyfruit, lukasstockner97, brecht

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D1785
2016-02-12 15:27:33 +01:00
cd44449578 Cycles: Synchronize images after building mesh BVH
This way memory overhead caused by the BVH building is not so visible and peak
memory usage will be reduced.

Implementing this idea is not so straightforward actually, because we need to
synchronize images used for true displacement before meshes. Detecting whether
image is used for true displacement is not so striaghtforward, so for now all
all displacement types will synchronize images used for them.

Such change brings memory usage from 4.1G to 4.0G with the 01_01_01_D scene
from gooseberry. With 01_01_01_G scene it's 7.6G vs. 6.8G (before and after
the patch).

Reviewers: campbellbarton, juicyfruit, brecht

Subscribers: eyecandy

Differential Revision: https://developer.blender.org/D1217
2015-04-20 17:29:51 +05:00
cca4405437 Cycles: Fix wrong render result in certain configuration of render layer's surface/hair
There were some synchronization missing in cases when only one of those settings
was disabled.

Also added a render test for such configurations now.
2015-04-09 21:22:48 +05:00
7fd4c440ec Fix T43311: using displacement shader crashes blender
Issue was caused by wrong order of scene device update, which could
lead to missing object flags in shader kernel.

This patch solves a bit more than that making sure objects flags are
always properly updated, so adding/removing volume BSDF will properly
reflect on viewport where camera might become being in volume and so.
2015-01-19 19:23:21 +05:00
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
faa10d1ced Cycles: optimization of panoramic camera in volume
Now we do much better preliminary check for panoramic camera is inside the
volume object boundings.

Also we're now cacheing the has_volume in the mesh, which makes it unneeded
iterations for each object's shaders.

Should be no functional changes, just faster sync and panoramic-in-volume
rendering.
2014-10-02 20:45:30 +02:00
Martijn Berger
25ec0d97f9 make "tri_shader" an int instead of a float
tri_shader does no longer need to a float.

Reviewers: dingto, sergey

Reviewed By: dingto, sergey

Subscribers: dingto

Projects: #cycles

Differential Revision: https://developer.blender.org/D789
2014-09-24 13:34:28 +02:00
2a44844870 Fix T41532: Some files bounce back and forth between 'packing BVH nodes' and 'Copying Transforms to Device'
This was originally caused by a6ae12a where i didn't foresee unclear distinguishing
between empty and non-synced meshes will give issues for the viewport. They're the
same for final rendering, but for viewport we need to be accurate here.
2014-08-25 14:05:00 +06:00
49df707496 Cycles: Calculate face normal on the fly.
Instead of pre-calculation and storage, we now calculate the face normal during render.
This gives a small slowdown (~1%) but decreases memory usage, which is especially important for GPUs,
where you have limited VRAM.

Part of my GSoC 2014.
2014-06-13 21:59:13 +02:00
e29698d3cd Split Normals I (5/5): Add support of split normals to Cycles.
Idea and code by Brecht, many thanks!

Reviewers: brecht

Reviewed By: brecht

CC: campbellbarton, dingto

Differential Revision: https://developer.blender.org/D369
2014-04-13 12:51:13 +02:00
6020d00990 Cycles: add support for mesh deformation motion blur. 2014-03-29 13:03:47 +01:00
934767cf7f Cycles code refactor: change curve key to float4 for easier storage as attribute. 2014-03-29 13:03:46 +01:00
24ad7e0bea Cycles code refactor: add support for motion vertex attributes. 2014-03-29 13:03:46 +01:00
b9ce231060 Cycles: relicense GNU GPL source code to Apache version 2.0.
More information in this post:
http://code.blender.org/

Thanks to all contributes for giving their permission!
2013-08-18 14:16:15 +00:00
cad3406c81 Fix some unnecessary memory allocation slowness in cycles mesh export. 2013-07-14 12:51:41 +00:00