Commit Graph

80 Commits

Author SHA1 Message Date
c5ed6765b9 Cycles / Math functions:
* Rename some math functions:
len -> length
len_squared -> length_squared
normalize_len -> normalize_length

* This way OpenCL uses its inbuilt length() function, rather than our own. The other two functions have been renamed for consistency. 
* Tested CPU, CUDA and OpenCL compile, should be no functional changes.
2013-06-02 20:39:32 +00:00
7636aeffe1 Cycles / Math:
* Add M_2PI_F and M_4PI_F constants and use them inside the codebase.
2013-05-12 14:13:29 +00:00
349c5ecc95 Cycles:
* Avoid an unnecessary condition in light.cpp, (totarea > 0.0f) is always true inside the "if(kintegrator->use_direct_light)" branch.
2013-03-23 10:11:29 +00:00
4c287f1d4d Fix shadow pass issue with non-progressive render shadow pass with emitting
meshes and world MIS.
2013-02-20 12:10:05 +00:00
909d64079a Fix #34226: cycles shadow pass got incorrectly influenced by world multiple
importance sampleing.
2013-02-13 16:46:18 +00:00
dc0f4b5618 Cycles: make multiple importance sampling for lamps an option per lamp now,
disabled by default for backwards compatibility.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Integrator
2013-01-30 15:57:15 +00:00
38c94e9194 Fix cycles crash that happened with mesh emission and diffuse/glossy ray
visibility disabled on some objects.
2013-01-25 02:00:57 +00:00
ad10cbf04a Cycles: multiple importance sampling for lamps, which helps reduce noise for
big lamps and sharp glossy reflections. This was already supported for mesh
lights and the background, so lamps should do it too.

This is not for free and it's a bit slower than I hoped even though there is
no extra BVH ray intersection. I'll try to optimize it more later.

* Area lights look a bit different now, they had the wrong shape before.
* Also fixes a sampling issue in the non-progressive integrator.
* Only enabled for the CPU, will test on the GPU later.
* An option to disable this will be added for situations where it does not help.

Same time comparison before/after:
http://www.pasteall.org/pic/show.php?id=43313
http://www.pasteall.org/pic/show.php?id=43314
2013-01-09 21:09:20 +00:00
bf25f1ea96 Cycles Hair: refactoring to store curves with the index of the first key and the
number of keys in the curve, rather than curve segments with the indices of two
keys. ShaderData.segment now stores the segment number in the curve.
2013-01-03 12:09:09 +00:00
57cf48e7c6 Cycles Hair: refactoring to support generic attributes for hair curves. There
should be no functional changes yet. UV, tangent and intercept are now stored
as attributes, with the intention to add more like multiple uv's, vertex
colors, generated coordinates and motion vectors later.

Things got a bit messy due to having both triangle and curve data in the same
mesh data structure, which also gives us two sets of attributes. This will get
cleaned up when we split the mesh class.
2013-01-03 12:08:54 +00:00
e9ba345c46 New feature
Patch [#33445] - Experimental Cycles Hair Rendering (CPU only)

This patch allows hair data to be exported to cycles and introduces a new line segment primitive to render with.

The UI appears under the particle tab and there is a new hair info node available.

It is only available under the experimental feature set and for cpu rendering.
2012-12-28 14:21:30 +00:00
09b34e69d4 Fix #33131: more useful cycles behavior for layers that are both marked excluded
and as mask layer. Now it will still use the mask, and have no further influence
rather than just being excluded entirely.
2012-11-09 23:28:51 +00:00
6a82b985c3 Fix #32815: cycles environment render as lamp crash with resolution >= 1024. 2012-10-08 12:15:18 +00:00
b1f1ee5138 Fix/workaround #31987: sample as lamp for environment textures not working
with multi GPU when resolution > 128.
2012-10-01 18:31:32 +00:00
989313e450 Fix #32088: cycles crash removing a lamp with non-progressive sampling. 2012-09-03 16:52:59 +00:00
314e26c02c Fix cycles issue with wrong texture coordinates on a second render layer with
a mask layer enabled.
2012-07-31 15:05:16 +00:00
4ba456d175 Cycles: first step for implementation of non-progressive sampler that handles
direct and indirect lighting differently. Rather than picking one light for each
point on the path, it now loops over all lights for direct lighting. For indirect
lighting it still picks a random light each time.

It gives control over the number of AA samples, and the number of Diffuse, Glossy,
Transmission, AO, Mesh Light, Background and Lamp samples for each AA sample.

This helps tuning render performance/noise and tends to give less noise for renders
dominated by direct lighting.

This sampling mode only works on the CPU, and still needs proper tile rendering
to show progress (will follow tommorrow or so), because each AA sample can be quite
slow now and so the delay between each update wil be too long.
2012-06-13 11:44:48 +00:00
0fbb6bff27 style cleanup: block comments 2012-06-09 17:22:52 +00:00
6548f7efef Cycles: spot lamp support. 2012-06-04 17:17:10 +00:00
022d12a721 Fix most of #31307: cycles panorama camera not working correct with speed
vectors and window texture coordinates. Only for Fisheye Equisolid it's
still not working correct yet. Patch from Dalai with modifications.
2012-05-07 10:53:09 +00:00
93df58160e Fix #30966: cycles nan mesh vertices got set to (0, 0, 0), now remove them instead. 2012-04-16 08:35:21 +00:00
4a90339519 Cycles: support for camera rendering an environment map with equirectangular
environment map, by enabling the Panorama option in the camera.

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Camera#Panorama

The focal length or sensor settings are not used, the UI can be tweaked still to
communicate this, also panorama should probably become a proper camera type like
perspective or ortho.
2012-02-28 16:44:54 +00:00
4fe00cd4f9 Cycles: disable environment importance sampling code for CUDA cards with
compute model < 2.x, to avoid running out of memory in the compiler.
2012-01-26 19:45:59 +00:00
3fa4b6ea7d Fix missing shadows with cycles world sample as lamp option, my mistake in
tweaking patch.
2012-01-22 13:26:59 +00:00
5873301257 Sample as Lamp option for world shaders, to enable multiple importance sampling.
By default lighting from the world is computed solely with indirect light
sampling. However for more complex environment maps this can be too noisy, as
sampling the BSDF may not easily find the highlights in the environment map
image. By enabling this option, the world background will be sampled as a lamp,
with lighter parts automatically given more samples.

Map Resolution specifies the size of the importance map (res x res). Before
rendering starts, an importance map is generated by "baking" a grayscale image
from the world shader. This will then be used to determine which parts of the
background are light and so should receive more samples than darker parts.
Higher resolutions will result in more accurate sampling but take more setup
time and memory.

Patch by Mike Farnsworth, thanks!
2012-01-20 17:49:17 +00:00
3ce32c3fec Fix small code issue pointed out by nico_ga, was doing negation on unsigned type,
didn't seem to break anything though.
2012-01-18 22:36:12 +00:00
cdee3435c6 Cycles: internal changes that should have no effect on user level yet, added
shader flags for various purposes, and some code for light types other than
points.
2011-09-27 20:37:24 +00:00
ebc653463d Cycles:
* Fix missing update when editing objects with emission materials.
* Fix preview pass rendering set to 1 not showing full resolution.
* Fix CUDA runtime compiling failing due to missing cache directory.
* Use settings from first render layer for visibility and material override.

And a bunch of incomplete and still disabled code mostly related to closure
sampling.
2011-09-12 13:13:56 +00:00
67030aaf84 Cycles: optimizations for instances in scene updates before render starts,
should load a non-trivial mesh instanced many times quite a bit faster now.
2011-09-02 16:15:18 +00:00
da376e0237 Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
Cycles uses code from some great open source projects, many thanks them:

* BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs":
http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/
* Open Shading Language for a large part of the shading system:
http://code.google.com/p/openshadinglanguage/
* Blender for procedural textures and a few other nodes.
* Approximate Catmull Clark subdivision from NVidia Mesh tools:
http://code.google.com/p/nvidia-mesh-tools/
* Sobol direction vectors from:
http://web.maths.unsw.edu.au/~fkuo/sobol/
* Film response functions from:
http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
2011-04-27 11:58:34 +00:00