Commit Graph

757 Commits

Author SHA1 Message Date
4bbe0c8cde Fix T41785: The combination of movie-distortion and lens-distortion leads to artifacts 2014-09-11 19:07:20 +06:00
e390e9e571 Fix T41538: Sun Beam Node has artifact at its radius.
The sunbeams node was clamping the range of influence to start at 1
pixel distance from the source. This was a poor fix for artifacts caused
by an off set in buffer coordinates. Since the u coordinate starts at
ceil(umax) the v coordinate also has to use ceil. This also fixes some
discontinuities that became visible when the source point is close to
a sharp line in the input image.
2014-08-23 16:17:35 +02:00
28054d8e38 remove MAXFLOAT define 2014-08-14 10:36:07 +10:00
7df4fc5eaf Spelling 2014-08-13 09:34:37 +10:00
77b7e1fe9a Deduplicate CUDA and OpenCL wranglers
For now it was mainly about OpenCL wrangler being duplicated
between Cycles and Compositor, but with OpenSubdiv work those
wranglers were gonna to be duplicated just once again.

This commit makes it so Cycles and Compositor uses wranglers
from this repositories:

  - https://github.com/CudaWrangler/cuew
  - https://github.com/OpenCLWrangler/clew

This repositories are based on the wranglers we used before
and they'll be likely continued maintaining by us plus some
more players in the market.

Pretty much straightforward change with some tricks in the
CMake/SCons to make this libs being passed to the linker
after all other libraries in order to make OpenSubdiv linked
against those wranglers in the future.

For those who're worrying about Cycles being less standalone,
it's not truth, it's rather more flexible now and in the future
different wranglers might be used in Cycles. For now it'll
just mean those libs would need to be put into Cycles repository
together with some other libs from Blender such as mikkspace.

This is mainly platform maintenance commit, should not be any
changes to the user space.

Reviewers: juicyfruit, dingto, campbellbarton

Reviewed By: juicyfruit, dingto, campbellbarton

Differential Revision: https://developer.blender.org/D707
2014-08-05 13:57:50 +06:00
a3fac84c73 Cleanup: indentation 2014-08-05 13:36:35 +10:00
9c3025cd26 Spelling 2014-08-02 16:53:52 +10:00
e15cdec2d4 New compositor node "Sun Beams"
This allows adding a "fake" sun beam effect, simulating crepuscular rays
from light being scattered in a medium like the atmosphere or deep water.
Such effects can be created also by renderers using volumetric lighting,
but the compositor feature is a lot cheaper and is independent from 3D
rendering. This makes it ideally suited for motion graphics.

The implementation uses am optimized accumulation method for gathering
color values along a line segment. The inner buffer loop uses fixed
offset increments to avoid unnecessary multiplications and avoids
variables by using compile-time specialization (see inline comments
for further details).
2014-07-26 12:59:29 +02:00
2bdb872cfb Fix T41067: Muted nodes still do data type conversions.
Proxy operations from muted nodes would still create conversion
operations where the datatypes don't match, which creates unexpected
behavior. Arguably datatype conversion could still happen even when the
main operation is muted, but this would be a design change and so is
disabled now.
2014-07-15 11:03:07 +02:00
ecc2e298e8 Fix T40903: Rendering: Alpha Channel is Broken 2014-07-01 22:25:25 +06:00
03929ae202 Fix T40878: Translate node is inconsistent 2014-06-30 18:22:27 +06:00
bdbb4229b5 Compositor: Get rid of hardcoded constants 2014-06-30 18:09:40 +06:00
ca8d8f5e52 Fix for subpixel sampling was broken for render layers node 2014-06-30 18:04:26 +06:00
a87fb34eda Use advantage of SSE2 instructions in gaussian blur node
This gives around 30% of speedup for gaussian blur node.

Pretty much straightforward implementation inside the node
itself, but needed to implement some additional things:

- Aligned malloc. It's needed to load data onto SSE registers
  faster. based on the aligned_malloc() from Libmv with
  some additional trickery going on to support arbitrary
  alignment (this magic is needed because of MemHead).

  In the practice only 16bit alignment is supported because
  of the lack of aligned malloc with arbitrary alignment
  for OSX. Not a bit deal for now because we need 16 bytes
  alignment at this moment only. Could be tweaked further
  later.

- Memory buffers in compositor are now aligned to 16 bytes.
  Should be harmless for non-SSE cases too. just mentioning.

Reviewers: campbellbarton, lukastoenne, jbakker

Reviewed By: campbellbarton

CC: lockal

Differential Revision: https://developer.blender.org/D564
2014-06-14 00:38:07 +06:00
6b256a7cd8 Fix subpixel precision in transform node
The node was using sampler from the callee node and passed
it to the input nodes. Since the fact that compositor output
node uses NEAREST interpolation (why it uses nearest is the
whole separate story) it's not possible to have subpixel
precision in such cases:

  <image> -> <translate> -> <output>

For now solving by hard-coding translate node to use BILINEAR
interpolation. It can't become worse in this node anyway and
the sampling pipeline is to be re-visited from scratch.
2014-06-05 22:05:05 +06:00
9016d6d7a0 Fix T40448: Blurring bug in the compositor
This commit pretty much reverts all the changes related on tile-ability
of the fast gaussian blur. It's not tilable by definition and would almost
always give you seams on the tile boundaries.

Atmind already met the issue and tried to solve it by increasing some
magic constant, which is pretty much likely simply made it so compositor
switched to full-frame calculation in that particular .blend file.

Fast gaussian is really not a production thing and need to be avoided.
We're to improve speed of normal gaussian blur instead.
2014-06-02 18:37:18 +06:00
27630f41a7 Fix T40459: Gauss table can be NULL when ending the blur node operation,
which must not be passed to MEM_freeN.
2014-06-01 16:35:26 +02:00
5a7b049a94 Fix T40383: Keying node doesn't work
We should actually re-consider whether zero-sized kernels are allowed
for edge detection.
2014-05-28 14:29:24 +06:00
4c9587d754 Optimization of keying clip operations
Gives around 20%-30% speedup by doing early exit from
kernel traversal cycle.
2014-05-23 16:02:45 +02:00
3fbc984b06 Nodes: add absolute value operation to all math nodes
Reviewed By: dingto, brecht

Differential Revision: https://developer.blender.org/D507
2014-05-07 16:43:59 +02:00
1dcf956849 Fix for wrong behavior of 'darken' blend mode with factor.
The formula was not consistent across Blender and behaved strangely, now it is
a simple linear blend between color1 and min(color1, color2).

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D489
2014-04-29 14:03:09 +02:00
55c720f06e Fix T39936: Plane Track operation would not initialize resolutions for
upstream nodes.
2014-04-29 10:38:50 +02:00
5d51de3bea Fix T39539
Initialization of not initialized memory when accessing the renderlayer
directly
2014-04-28 22:06:53 +02:00
005dabbd9a Fix T39799: Backdrop (compositor) ignores alpha.
This issue is because of a somewhat "special" behavior in old code, which got lost during rB09874df:

There was a variant of the `relinkConnections` function which would leave the socket completely unconnected. This is not a valid state really (given that each unconnected input must otherwise connected to a constant `Set` type node), but was used as a way to distinguish connected alpha/depth sockets in composite and viewer output nodes.
https://developer.blender.org/diffusion/B/browse/master/source/blender/compositor/intern/COM_InputSocket.cpp;28a829893c702918afc5ac1945a06eaefa611594$69

After the large cleanup patch ({D309}) every socket is now automatically connected to a constant, such that `getInputSocketReader` will never return a NULL pointer. This breaks the previous test method, which needs to be replaced by more explicit flags. Luckily this was done only for very few output nodes (Composite, Viewer, Output-File). These now use the regular SetValueOperation default in case "use alpha" is disabled, but set this to an explicit 1.0 value instead of mapping to the node socket.
2014-04-25 12:05:23 +02:00
d1b1d194dc Fix for half pixel offset rasterizing masks 2014-04-16 23:25:10 +10:00
09874df135 Structural cleanup and improvements for the compositor.
Many parts of the compositor are unnecessarily complicated. This patch
aims at reducing the complexity of writing nodes and making the code
more transparent.

== Separating Nodes and Operations ==

Currently these are both mixed in the same graph, even though they have
very different purposes and are used at distinct stages in the
compositing process. The patch introduces dedicated graph classes for
nodes and for operations.

This removes the need for a lot of special case checks (isOperation etc.)
and explicit type casts. It simplifies the code since it becomes clear
at every stage what type of node we are dealing with. The compiler can
use static typing to avoid common bugs from mixing up these types and
fewer runtime sanity checks are needed.

== Simplified Node Conversion ==

Converting nodes to operations was previously based on "relinking", i.e.
nodes would start with by mirroring links in the Blender DNA node trees,
then add operations and redirect these links to them. This was very hard
to follow in many cases and required a lot of attention to avoid invalid
states.

Now there is a helper class called the NodeConverter, which is passed to
nodes and implements a much simpler API for this process. Nodes can add
operations and explicit connections as before, but defining "external"
links to the inputs/outputs of the original node now uses mapping
instead of directly modifying link data. Input data (node graph) and
result (operations graph) are cleanly separated.

== Removed Redundant Data Structures ==

A few redundant data structures have been removed, notably the
SocketConnection. These are only needed temporarily during graph
construction. For executing the compositor operations it is perfectly
sufficient to store only the direct input link pointers. A common
pointer indirection is avoided this way (which might also give a little
performance improvement).

== Avoid virtual recursive functions ==

Recursive virtual functions are evil. They are very hard to follow
during debugging. At least in the parts this patch is concerned with
these functions have been replaced by a non-virtual recursive core
function (which might then call virtual non-recursive functions if
needed). See for example NodeOperationBuilder::group_operations.
2014-04-15 16:28:10 +02:00
617557b08e Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT define 2014-04-01 15:22:28 +11:00
d9557d01bd T39307: The fast gaussian blur is not an accurate formula. When deciding
which tiles are selected for input there was always a constant for correcting
the accuracy.

It seems that the constant was not enough and has been adjusted. (2 => 3).
2014-03-26 21:11:54 +01:00
ec55074f89 Code cleanup: jitter, use 2d float array 2014-03-18 10:52:38 +11:00
caf5d90fb0 Fix T39189: Node editor Map Uv requires an scale node to work.
This is a regression caused by rB67134a7bf689279785e2e40b29cd24243813998b
The UV coordinates read from the UV input must be scaled by the Image
input size instead of the UV input size.

Also now this node uses the UV input resolution instead of the Image
resolution, since this is what determines the available resolution. The
image is EWA-sampled anyway, it's resolution does not have a direct
impact.
2014-03-15 10:28:11 +01:00
658b4c0d56 New Corner Pin node: uses explicit corner values for a plane warp transformation.
This was suggested by Christopher Barrett (terrachild). Corner pin is a common feature in compositing.

The corners for the plane warping can be defined by using vector node inputs to allow using perspective plane transformations without having to go via the MovieClip editor tracking data.
Uses the same math as the PlaneTrack node, but without the link to MovieClip and Object.

{F78199}

The code for PlaneTrack operations has been restructured a bit to share it with the CornerPin node.

* PlaneDistortCommonOperation.h/.cpp: Shared generic code for warping images based on 4 plane corners and a perspective matrix generated from these. Contains operation base classes for both the WarpImage and Mask operations.

* PlaneTrackOperation.h/.cpp: Current plane track node operations, based on the common code above. These add pointers to MovieClip and Object which define the track data from wich to read the corners.

* PlaneCornerPinOperation.h/.cpp: New corner pin variant, using explicit input sockets for the plane corners.

One downside of the current compositor design is that there is no concept of invariables (constants) that don't vary over the image space. This has already been an issue for Blur nodes (size input is usually constant except when "variable size" is enabled) and a few others. For the corner pin node it is necessary that the corner input sockets are also invariant. They have to be evaluated for each tile now, otherwise the data is not available. This in turn makes it necessary to make the operation "complex" and request full input buffers, which adds unnecessary overhead.
2014-03-11 14:12:08 +01:00
ef51b69009 Fix for displace node regression (reported on IRC by Sebastian Koenig):
Was adding a (0.5, 0.5) offset, even for zero displacement.
2014-03-07 18:32:20 +01:00
8d023c1ad0 Fix T38794: ScaleFixedSizeOperation was not taking offset into account
when calculating depending-area-of-interest.
2014-02-24 13:09:01 +01:00
4789793f09 Fix for bad imbuf creation by compositor viewers if resolution is (0,0).
This can happen if no image buffers are used to define a sensible
resolution. Then the viewer will stiff create a float buffer in the
output imbuf, which defies the usual ibuf->rect_float check and leads
to invalid memory access. Float buffer should not be created in this
case.
2014-02-20 12:09:47 +01:00
c9233bfd82 Code cleanup: style 2014-02-19 08:02:59 +11:00
d516fedba3 Fix T38488: Single pixel line artifact with Rotate and Wrapped Translate
nodes.

The Rotate node was calculating the center with a 1 pixel offset, which
effectively shifts the image by 1 pixel on one or both axis for
right-angle (90 degree) rotations.

Note that the wrapping feature for translate nodes can still produce
undesirable results for non-quadratic images. This is because of how
the resolution calculation works atm: the Rotate node will keep the
resolution of the input image, even if the resulting image is then
cropped or leaves empty margins. There is no easy way to fix that
without redesign.
2014-02-18 19:01:04 +01:00
13553876ba Fix T38506: Bokeh blur node - size bugs with OpenCL.
The underlying cause for these issues is the insufficient sampling of
the bokeh image. For smaller blur radius there will be very few samples
taken, and with 1-pixel radius it boils down to just 4 samples:
2 on the left border (black), 1 in the center (black) and 1 at the top
border (blue) ...

For now have added the workarounds implemented in the CPU version of
that node, which hide these artifacts. Ultimately would be better to
have mipmap levels for the bokeh image input instead.
2014-02-18 13:18:53 +01:00
51efa8a1f5 Fix T38529, Blur node size 0 doesn't work.
The blur operations were clamping the filter size to 1, which prevents
no-op blur nodes. Further any value < 1 would also be ignored and in
many combinations the filter scale setting ("Size") would only work in
integer steps.

Now most blur settings will work with smooth Size value scaling as well,
meaning you can choose a reasonably large filter size (e.g. 10) and then
use the Size factor to scale the actual blur radius smoothly.

Note that non-integer filter sizes also depend on the filter type
selected in the Blur node, e.g. "Flat" filtering will still ignore
smooth filter sizes. Gaussian filters work best for this purpose.
2014-02-13 11:52:22 +01:00
1dc1d92dab Code cleanup: white space and cmake was broken on all platforms 2014-02-03 13:56:34 +11:00
1c29fd77d3 Code Cleanup: style and correct API class ref 2014-01-26 22:17:01 +11:00
9c883a1eca Fix T38011 and cleanup of Lens Distortion node code.
The area-of-interest calculation for that node didn't work reliably.
It tries to estimate the distorted rectangular area based on min/max
distortion and dispersion values, but this fails in some cases and
leaves uninitialized buffer chunks. So now simply use the full input
rect as the area, even though it may not be as efficient - at least it
works ...

Also cleaned up the code somewhat to make it understandable, using
separate functions for common stuff instead of cryptic walls of math.
2014-01-22 14:37:40 +01:00
71f689843d Fix deadlock happening when using Save Buffers for render
Summary:
Issue was caused by the same tile being written twice to
the EXR file. This was happening because of partial update
of work-in-progress tiles was merging result to the final
render result in order to make color management pipeline
happy.

We need to avoid such a merges and keep memory usage as
low as possible when Save Buffers is enabled.

Now render pipeline will allocate special display buffer
in render layer which will contain combined pass in the
display space. This keeps memory usage as low as we can
do at this moment.

There's one weak thing which is changing color management
settings during rendering would lead to lossy conversion.
This is because render result's display buffer uses color
space from the time when rendering was invoked.

This is actually what was happening in previous release
already actually so not a big issue.

Reviewers: brecht

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D162
2014-01-01 22:32:47 +06:00
c1c26c36f6 Style Cleanup: remove preprocessor indentation (updated wiki style guide too) 2013-12-22 14:12:19 +11:00
6e77dfeb1a Color management: get rid of original byte buffer partial update
It was only used by opengl render and in fact it needed just to
set DISPLAY_BUFFER_INVALID flag for the image buffer.

In theory it wouldn't make any change to opengl render speed
(because this change just moved rect_from_float from color
management code to image save code). And could not see any speed
changes on my laptop.
2013-12-18 15:25:46 +06:00
8dc80e9d73 Style Cleanup 2013-12-10 13:45:17 +11:00
67134a7bf6 Fix for EWA (elliptical weighted average) sampling in the compositor.
EWA sampling is designed for downsampling images, i.e. scaling down the size of
input image pixels, which happens regularly in compositing. While the standard
sampling methods (linear, cubic) work reasonably well for linear
transformations, they don't yield good results in non-linear cases like
perspective projection or arbitrary displacement. EWA sampling is comparable to
mipmapping, but avoids problems with discontinuities.

To work correctly the EWA algorithm needs partial derivatives of the mapping
functions which convert output pixel coordinates back into the input image
space (2x2 Jacobian matrix). With these derivatives the EWA algorithm
projects ellipses into the input space and accumulates colors over their
area. This calculation was not done correctly in the compositor, only the
derivatives du/dx and dv/dy were calculation, basically this means it only
worked for non-rotated input images.

The patch introduces full derivative calculations du/dx, du/dy, dv/dx, dv/dy for
the 3 nodes which use EWA sampling currently: PlaneTrackWarp, MapUV and
Displace. In addition the calculation of ellipsis area and axis-aligned
bounding boxes has been fixed.

For the MapUV and Displace nodes the derivatives have to be estimated by
evaluating the UV/displacement inputs with 1-pixel offsets, which can still have
problems on discontinuities and sub-pixel variations. These potential problems
can only be alleviated by more radical design changes in the compositor
functions, which are out of scope for now. Basically the values passed to the
UV/Displacement inputs would need to be associated with their 1st order
derivatives, which requires a general approach to derivatives in all nodes.
2013-12-04 16:05:56 +01:00
45fc80153a Fix for interpolation errors on lower-left borders in compositor image
inputs.

http://wiki.blender.org/uploads/4/4c/Compo_image_interpolation_borders.png

Problem is that all image buffer reader nodes (RenderLayer, Image,
MovieClip) were clipping pixel coordinates to 0..N range (N being width
or height respectively). Bilinear interpolation works ok then on the
upper-right borders (x, N) and (N, y), since the last (N-1) pixel fades
out to N (background). But the lower-left (x, 0) and (0, y) borders are
not correctly interpolated because the nodes cut off the negative pixels
before the interpolation function can calculate their value.

To fix this, the interpolation functions are now entirely responsible
for handling "out of range" cases, i.e. setting (0,0,0,0) results for
invalid pixels, while also handling interpolation for borders.
Callers should not do pixel range checks themselves, which also makes
the code simpler. Should not have any real performance penalty,
the interpolation functions do this check anyway, so is probably even
slightly faster.
2013-12-04 12:09:13 +01:00
46eef60d93 Cleanup: Internal degrees removal.
This patch changes most of the reamining degrees usage in internal code into radians.
I let a few which I know off asside, for reasons explained below - and I'm not sure to have found out all of them.

WARNING: this introduces forward incompatibility, which means files saved from this version won't open 100% correctly
         in previous versions (a few angle properties would use radians values as degrees...).

Details:
- Data:
-- Lamp.spotsize: Game engine exposed this setting in degrees, to not break the API here I kept it as such
                  (using getter/setter functions), still using radians internally.
-- Mesh.smoothresh: Didn't touch to this one, as we will hopefully replace it completely by loop normals currently in dev.

- Modifiers:
-- EdgeSplitModifierData.split_angle, BevelModifierData.bevel_angle: Done.

- Postprocessing:
-- WipeVars.angle (sequencer's effect), NodeBokehImage.angle, NodeBoxMask.rotation, NodeEllipseMask.rotation: Done.

- BGE:
-- bConstraintActuator: Orientation type done (the minloc[0] & maxloc[0] cases). Did not touch to 'limit location' type,
                        it can also limit rotation, but it exposes through RNA the same limit_min/limit_max, which hence
                        can be either distance or angle values, depending on the mode. Will leave this to BGE team.
-- bSoundActuator.cone_outer_angle_3d, bSoundActuator.cone_inner_angle_3d: Done (note I kept degrees in BGE itself,
                                                                           as it seems this is the expected value here...).
-- bRadarSensor.angle: Done.

Reviewers: brecht, campbellbarton, sergey, gaiaclary, dfelinto, moguri, jbakker, lukastoenne, howardt

Reviewed By: brecht, campbellbarton, sergey, gaiaclary, moguri, jbakker, lukastoenne, howardt
Thanks to all!

Differential Revision: http://developer.blender.org/D59
2013-12-03 20:35:45 +01:00
d4a11388bf Code Cleanup: warnings 2013-11-22 11:30:40 +11:00
06c86e7722 Fix T37172: Plane Tracker Deform - No perspective
Previous wrap implementation was based on inverse
bilinear mapping, which doesn't give perspective.

Now plane track wrap estimates perspective transform
matrix as a homography estimation between frame
coordinates and plane corners.

Uses Libmv's implementation for this, which means
plane track wouldn't work properly with Libmv
disabled. Not a deal for official builds at all,
just folks who keeps things disabled need to be
aware of this.
2013-11-20 15:32:31 +06:00