Commit Graph

143 Commits

Author SHA1 Message Date
f1e4903854 Cleanup: full sentences in comments, improve comment formatting 2021-06-26 21:50:48 +10:00
bb6765f28f Cleanup: spelling 2021-03-18 09:36:44 +11:00
17e1e2bfd8 Cleanup: correct spelling in comments 2021-02-05 16:23:34 +11:00
Lukas Stockner
688e5c6d38 Fix T82351: Cycles: Tile stealing glitches with adaptive sampling
In my testing this works, but it requires me to remove the min(start_sample...) part in the
adaptive sampling kernel, and I assume there's a reason why it was there?

Reviewed By: brecht

Maniphest Tasks: T82351

Differential Revision: https://developer.blender.org/D9445
2021-01-11 21:04:49 +01:00
2caa6dd7f8 Cleanup: clang-format 2020-10-01 14:29:45 +02:00
ecdfb465cc Cycles: Fix usage of memory barriers in split kernel
On user level this fixes dead-lock of OpenCL render on Intel Iris GPUs.
Note that this patch does not include change in the logic which allows
or disallows OpenCL platforms to be used, that will happen after the
kernel fix is known to be fine for the currently officially supported
platforms.

The dead-lock was caused by wrong usage of memory barriers: as per the
OpenCL specification the barrier is to be executed by the entire work
group. This means, that the following code is invalid:

  void foo() {
    if (some_condition) {
      return;
    }
    barrier(CLK_LOCAL_MEM_FENCE);
  }

  void bar() {
    foo();
  }

The Cycles code was mentioning this as an invalid code on CPU, while in
fact this is invalid as per specification. From the implementation side
this change removes the ifdefs around the CPU-only barrier logic, and
is implementing similar logic in the shader setup kernel.

Tested on NUC8i7HVK NUC.

The root cause of the dead-lock was identified by Max Dmitrichenko.

There is no measurable difference in performance of currently supported
OpenCL platforms.

Differential Revision: https://developer.blender.org/D9039
2020-09-30 16:10:35 +02:00
Brecht Van Lommel
1162ba206d Cycles: change volume step size controls, auto adjust based on voxel size
By default it will now set the step size to the voxel size for smoke and
volume objects, and 1/10th the bounding box for procedural volume shaders.

New settings are:
* Scene render/preview step rate: to globally adjust detail and performance
* Material step rate: multiplied with auto detected per-object step size
* World step size: distance to steo for world shader

Differential Revision: https://developer.blender.org/D1777
2020-03-18 11:23:05 +01:00
c8ac760c59 Cleanup: tweak Cycles #includes in preparation for clang-format sorting 2020-03-06 14:44:42 +01:00
Stefan Werner
51e898324d Adaptive Sampling for Cycles.
This feature takes some inspiration from
"RenderMan: An Advanced Path Tracing Architecture for Movie Rendering" and
"A Hierarchical Automatic Stopping Condition for Monte Carlo Global Illumination"

The basic principle is as follows:
While samples are being added to a pixel, the adaptive sampler writes half
of the samples to a separate buffer. This gives it two separate estimates
of the same pixel, and by comparing their difference it estimates convergence.
Once convergence drops below a given threshold, the pixel is considered done.

When a pixel has not converged yet and needs more samples than the minimum,
its immediate neighbors are also set to take more samples. This is done in order
to more reliably detect sharp features such as caustics. A 3x3 box filter that
is run periodically over the tile buffer is used for that purpose.

After a tile has finished rendering, the values of all passes are scaled as if
they were rendered with the full number of samples. This way, any code operating
on these buffers, for example the denoiser, does not need to be changed for
per-pixel sample counts.

Reviewed By: brecht, #cycles

Differential Revision: https://developer.blender.org/D4686
2020-03-05 12:21:38 +01:00
Lukas Stockner
3437c9c3bf Cycles: perform clamping per light contribution instead of whole path
With upcoming light group passes, for them to sum up correctly to the combined
pass the clamping must be more fine grained.

This also has the advantage that if one light is particularly noisy, it does
not diminish the contribution from other lights which do not need as much
clamping.

Clamp values on existing scenes will need to be tweaked to get similar results,
there is no automatic conversion possible which would give the same results as
before.

Implemented by Lukas, with tweaks by Brecht.

Part of D4837
2019-12-12 13:04:43 +01:00
Lukas Stockner
e760972221 Cycles: support for custom shader AOVs
Custom render passes are added in the Shader AOVs panel in the view layer
settings, with a name and data type. In shader nodes, an AOV Output node
is then used to output either a value or color to the pass.

Arbitrary names can be used for these passes, as long as they don't conflict
with built-in passes that are enabled. The AOV Output node can be used in both
material and world shader nodes.

Implemented by Lukas, with tweaks by Brecht.

Differential Revision: https://developer.blender.org/D4837
2019-12-10 20:44:46 +01:00
fd52dc58dd Cycles: GPU code generation optimizations for direct lighting
Use a single loop to iterate over all lights, reducing divergence and amount
of code to generate. Moving ray intersection calls out of conditionals will
also help the Optix compiler.

Ref D5363
2019-08-26 10:26:53 +02:00
b05e7ea719 Cycles: fixes for building kernel without certain features
Ref D5363
2019-08-26 10:10:35 +02:00
cd6b49f995 Cleanup: spelling 2019-07-07 15:38:41 +10:00
c47d669f24 Cleanup: comments (long lines) in cycles 2019-05-01 21:41:07 +10:00
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
8491dba0c6 Fix T60300: Cycles SSS render hanging with AMD OpenCL. 2019-01-08 15:37:16 +01:00
fffdedbcc1 Fix T54962: Cycles crash using subsurface scattering texture blur. 2019-01-03 17:10:37 +01:00
203de0bbf0 Cycles: Cleanup, space after (void)
It was used in like 95% of places.
2018-11-09 12:08:51 +01:00
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
Stefan Werner
e58c6cf0c6 Cycles: Added Cryptomatte output.
This allows for extra output passes that encode automatic object and material masks
for the entire scene. It is an implementation of the Cryptomatte standard as
introduced by Psyop. A good future extension would be to add a manifest to the
export and to do plenty of testing to ensure that it is fully compatible with other
renderers and compositing programs that use Cryptomatte.

Internally, it adds the ability for Cycles to have several passes of the same type
that are distinguished by their name.

Differential Revision: https://developer.blender.org/D3538
2018-10-28 05:37:41 -04:00
1daa20ad9f Cleanup: strip trailing space for cycles 2018-07-06 10:17:58 +02:00
799779d432 Cycles: change Ambient Occlusion shader to output colors.
This means the shader can now be used for procedural texturing. New
settings on the node are Samples, Inside, Local Only and Distance.

Original patch by Lukas with further changes by Brecht.

Differential Revision: https://developer.blender.org/D3479
2018-06-15 22:16:06 +02:00
3ee606621c Cycles: Query XYZ to/from Scene Linear conversion from OCIO instead of assuming sRGB
I've limited it to just the RGB<->XYZ stuff for now, correct image handling is the next step.

Reviewers: brecht, sergey

Differential Revision: https://developer.blender.org/D3478
2018-06-14 22:21:37 +02:00
Hristo Gueorguiev
6c0705009e Fix OpenCL compilation error - BPT without SSS. 2018-05-31 00:08:56 +02:00
148b0fef09 Fix T54317: overlapping volume render bug after recent changes.
Increasing the samplig dimensions like this is not optimal, I'm looking
into some deeper changes to reuse the random number and change the RR
probabilities, but this should fix the bug for now.
2018-03-19 21:22:15 +01:00
ec904ed327 Cycles: Cleanup, indentation 2018-03-06 13:04:28 +01:00
7f86afec9d Cycles: don't count volume boundaries as transparent bounces.
This is more important now that we will have tigther volume bounds that
we hit multiple times. It also avoids some noise due to RR previously
affecting these surfaces, which shouldn't have been the case and should
eventually be fixed for transparent BSDFs as well.

For non-volume scenes I found no performance impact on NVIDIA or AMD.
For volume scenes the noise decrease and fixed artifacts are worth the
little extra render time, when there is any.
2018-03-01 01:21:29 +01:00
2d81758aa6 Cycles: better path termination for transparency.
We now continue transparent paths after diffuse/glossy/transmission/volume
bounces are exceeded. This avoids unexpected boundaries in volumes with
transparent boundaries. It is also required for MIS to work correctly with
transparent surfaces, as we also continue through these in shadow rays.

The main visible changes is that volumes will now be lit by the background
even at volume bounces 0, same as surfaces.

Fixes T53914 and T54103.
2018-02-22 00:55:32 +01:00
606bc5f301 Fix T54105: random walk SSS missing in branched indirect paths.
Unify the path and branched path indirect SSS code. No performance impact
found on CUDA, for AMD split kernel the extra code was already there.
2018-02-21 17:56:26 +01:00
0df9b2c715 Cycles: random walk subsurface scattering.
It is basically brute force volume scattering within the mesh, but part
of the SSS code for faster performance. The main difference with actual
volume scattering is that we assume the boundaries are diffuse and that
all lighting is coming through this boundary from outside the volume.

This gives much more accurate results for thin features and low density.
Some challenges remain however:

* Significantly more noisy than BSSRDF. Adding Dwivedi sampling may help
  here, but it's unclear still how much it helps in real world cases.
* Due to this being a volumetric method, geometry like eyes or mouth can
  darken the skin on the outside. We may be able to reduce this effect,
  or users can compensate for it by reducing the scattering radius in
  such areas.
* Sharp corners are quite bright. This matches actual volume rendering
  and results in some other renderers, but maybe not so much real world
  objects.

Differential Revision: https://developer.blender.org/D3054
2018-02-09 19:58:33 +01:00
aabafece03 Code refactor: tweaks in SSS code to prepare for coming changes.
This also fixes a subtle bug in the split kernel branched path SSS, the
volume stack update can't be shared between multiple hit points.
2018-02-08 16:56:11 +01:00
28e2bc90dd Code refactor: remove unnecessary RNG offset in branched path code.
This is only needed for SSS which bounces to a different shading point.
2018-02-08 16:56:11 +01:00
ce4915cddb Code refactor: store RGB BSSRDF in a single closure.
Previously we stored each color channel in a single closure, which was
convenient for sampling a closure and channel together. But this doesn't
work so well for algorithms where we want to render multiple color
channels together.
2018-01-26 18:47:21 +01:00
2838cf0dfe Fix T53854: branched path tracing correlation bug with transparency in split kernel. 2018-01-23 11:11:48 +01:00
470b4cb62f Cycles: Fix crash with split branched path tracing
ShaderData memory was getting clobbered in the branched path code paths.

Was caused by 087331c495
2017-11-16 04:59:31 -05:00
087331c495 Cycles: Replace __MAX_CLOSURE__ build option with runtime integrator variable
Goal is to reduce OpenCL kernel recompilations.

Currently viewport renders are still set to use 64 closures as this seems to
be faster and we don't want to cause a performance regression there. Needs
to be investigated.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D2775
2017-11-09 01:04:06 -05:00
f79f386731 Code refactor: rename subsurface to local traversal, for reuse. 2017-11-07 22:35:12 +01:00
8a72be7697 Cycles: reduce closure memory usage for emission/shadow shader data.
With a Titan Xp, reduces path trace local memory from 1092MB to 840MB.
Benchmark performance was within 1% with both RX 480 and Titan Xp.

Original patch was implemented by Sergey.

Differential Revision: https://developer.blender.org/D2249
2017-11-05 20:48:33 +01:00
2c02a04c46 Code refactor: remove emission and background closures, sum directly. 2017-11-05 18:13:44 +01:00
23098cda99 Code refactor: make texture code more consistent between devices.
* Use common TextureInfo struct for all devices, except CUDA fermi.
* Move image sampling code to kernels/*/kernel_*_image.h files.
* Use arrays for data textures on Fermi too, so device_vector<Struct> works.
2017-10-07 14:53:14 +02:00
5bb677e592 Code refactor: zero render buffers outside of kernel.
This was originally done with the first sample in the kernel for better
performance, but it doesn't work anymore with atomics. Any benefit was
very minor anyway, too small to measure it seems.
2017-10-04 21:11:14 +02:00
e3e16cecc4 Code refactor: remove rng_state buffer and compute hash on the fly.
A little faster on some benchmark scenes, a little slower on others, seems
about performance neutral on average and saves a little memory.
2017-10-04 21:11:14 +02:00
5b7d6ea54b Code refactor: add WorkTile struct for passing work to kernel.
This makes sharing some code between mega/split in following commits a bit
easier, and also paves the way for rendering multiple tiles later.
2017-10-04 21:11:14 +02:00
400e6f37b8 Cycles: reduce subsurface stack memory usage.
This is done by storing only a subset of PathRadiance, and by storing
direct light immediately in the main PathRadiance. Saves about 10% of
CUDA stack memory, and simplifies subsurface indirect ray code.
2017-09-28 15:18:43 +02:00
07ec0effb6 Code cleanup: simplify kernel side work stealing code. 2017-09-21 22:29:18 +02:00
90d4b823d7 Cycles: use defensive sampling for picking BSDFs and BSSRDFs.
For the first bounce we now give each BSDF or BSSRDF a minimum sample weight,
which helps reduce noise for a typical case where you have a glossy BSDF with
a small weight due to Fresnel, but not necessarily small contribution relative
to a diffuse or transmission BSDF below.

We can probably find a better heuristic that also enables this on further
bounces, for example when looking through a perfect mirror, but I wasn't able
to find a robust one so far.
2017-09-20 19:38:08 +02:00
095a01a73a Cycles: slightly improve BSDF sample stratification for path tracing.
Similar to what we did for area lights previously, this should help
preserve stratification when using multiple BSDFs in theory. Improvements
are not easily noticeable in practice though, because the number of BSDFs
is usually low. Still nice to eliminate one sampling dimension.
2017-09-20 19:38:08 +02:00
b3afc8917c Code cleanup: refactor BSSRDF closure sampling, for next commit. 2017-09-20 19:38:08 +02:00
d750d182e5 Code cleanup: remove hack to avoid seeing transparent objects in noise.
Previously the Sobol pattern suffered from some correlation issues that
made the outline of objects like a smoke domain visible. This helps
simplify the code and also makes some other optimizations possible.
2017-09-20 19:38:08 +02:00