Commit Graph

262 Commits

Author SHA1 Message Date
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
e3b1ae9a81 Fix T62481: Cycles crash rendering with UV pass after recent changes. 2019-03-12 14:11:36 +01:00
db7f9a70b0 Cycles: Added Float2 attribute type.
Float2 are now a new type for attributes in Cycles. Before, the choices
for attribute storage were float and float3, the latter padded to
float4. This meant that UV maps were inflated to twice the size
necessary.

Reviewers: brecht, sergey

Reviewed By: brecht

Subscribers: #cycles

Tags: #cycles

Differential Revision: https://developer.blender.org/D4409
2019-03-05 14:55:21 +01:00
e6f5632eb1 T61513: Refactored Cycles Attribute Retrieval
There is a generic function to retrieve float and float3 attributes
`primitive_attribute_float` and primitive_attribute_float3`. Inside
these functions an prioritised if-else construction checked where
the attribute is stored and then retrieved from that location.

Actually the calling function most of the time already knows where
the data is stored. So we could simplify this by splitting these
functions and remove the check logic.

This patch splits the `primitive_attribute_float?` functions into
`primitive_surface_attribute_float?` and `primitive_volume_attribute_float?`.
What leads to less branching and more optimum kernels.

The original function is still being used by OSL and `svm_node_attr`.

This will reduce the compilation time and render time for kernels.
Especially in production scenes there is a lot of benefit.

Impact in compilation times

    job  |   scene_name    | previous |  new  | percentage
  -------+-----------------+----------+-------+------------
  t61513 | empty           |    10.63 | 10.66 |          0%
  t61513 | bmw             |    17.91 | 17.65 |          1%
  t61513 | fishycat        |    19.57 | 17.68 |         10%
  t61513 | barbershop      |    54.10 | 24.41 |         55%
  t61513 | classroom       |    17.55 | 16.29 |          7%
  t61513 | koro            |    18.92 | 18.05 |          5%
  t61513 | pavillion       |    17.43 | 16.52 |          5%
  t61513 | splash279       |    16.48 | 14.91 |         10%
  t61513 | volume_emission |    36.22 | 21.60 |         40%

Impact in render times

    job  |   scene_name    | previous |  new   | percentage
  -------+-----------------+----------+--------+------------
  61513 | empty           |    21.06 |  20.35 |          3%
  61513 | bmw             |   198.44 | 190.05 |          4%
  61513 | fishycat        |   394.20 | 401.25 |         -2%
  61513 | barbershop      |  1188.16 | 912.39 |         23%
  61513 | classroom       |   341.08 | 340.38 |          0%
  61513 | koro            |   472.43 | 471.80 |          0%
  61513 | pavillion       |   905.77 | 899.80 |          1%
  61513 | splash279       |    55.26 |  54.86 |          1%
  61513 | volume_emission |    62.59 |  61.70 |          1%

There is also a possitive impact when using CPU and CUDA, but they are small.

I didn't split the hair logic from the surface logic due to:

* Hair and surface use same attribute types. It was not clear if it could be
  splitted when looking at the code only.
* Hair and surface are quick to compile and to read. So the benefit is quite
  small.

Differential Revision: https://developer.blender.org/D4375
2019-02-19 16:28:25 +01:00
8c68ed6df1 Cleanup: remove redundant, invalid info from headers
BF-admins agree to remove header information that isn't useful,
to reduce noise.

- BEGIN/END license blocks

  Developers should add non license comments as separate comment blocks.
  No need for separator text.

- Contributors

  This is often invalid, outdated or misleading
  especially when splitting files.

  It's more useful to git-blame to find out who has developed the code.

See P901 for script to perform these edits.
2019-02-02 02:40:00 +11:00
8e331c3431 Fix T59565: NaN/crash with zero radius tip of hair curves. 2018-12-21 18:54:45 +01:00
e742e0934d Cleanup: trailing space 2018-11-25 08:01:14 +11:00
968bf0df14 Fix T57811: Render crashes in certain scenes when AO Bounces are used 2018-11-21 14:17:26 +01:00
6f48bfc7a8 Cycles: Cleanup, use utility function
Replaces inlined platform-specific code.
2018-11-21 13:51:18 +01:00
65143542af Cycles: Cleanup, reduce indentation level 2018-11-21 12:41:24 +01:00
700330afe8 Cycles: Cleanup, comments and dead code 2018-11-21 11:33:11 +01:00
65d01def80 Cycles: Cleanup, CUDA code path is not possible inside AVX2 2018-11-21 11:28:49 +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
2c5531c0a5 Cycles: Added Embree as BVH option for CPU renders.
Note that this is turned off by default and must be enabled at build time with the CMake WITH_CYCLES_EMBREE flag.
Embree must be built as a static library with ray masking turned on, the `make deps` scripts have been updated accordingly.
There, Embree is off by default too and must be enabled with the WITH_EMBREE flag.

Using Embree allows for much faster rendering of deformation motion blur while reducing the memory footprint.

TODO: GPU implementation, deduplication of data, leveraging more of Embrees features (e.g. tessellation cache).

Differential Revision: https://developer.blender.org/D3682
2018-11-07 12:58:12 +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
ddf8c49736 Fix Cycles CUDA build after recent changes. 2018-08-29 16:35:21 +02:00
73f2056052 Cycles: Add BVH8 and packeted triangle intersection
This is an initial implementation of BVH8 optimization structure
and packated triangle intersection. The aim is to get faster ray
to scene intersection checks.

    Scene                BVH4      BVH8
barbershop_interior    10:24.94   10:10.74
bmw27                  02:41.25   02:38.83
classroom              08:16.49   07:56.15
fishy_cat              04:24.56   04:17.29
koro                   06:03.06   06:01.45
pavillon_barcelona     09:21.26   09:02.98
victor                 23:39.65   22:53.71

As memory goes, peak usage raises by about 4.7% in a complex
scenes.

Note that BVH8 is disabled when using OSL, this is because OSL
kernel does not get per-microarchitecture optimizations and
hence always considers BVH3 is used.

Original BVH8 patch from Anton Gavrikov.
Batched triangles intersection from Victoria Zhislina.
Extra work and tests and fixes from Maxym Dmytrychenko.
2018-08-29 15:03:09 +02:00
L. E. Segovia
5078b9d2d0 Cycles: add Principled Hair BSDF.
This is a physically-based, easy-to-use shader for rendering hair and fur,
with controls for melanin, roughness and randomization.

Based on the paper "A Practical and Controllable Hair and Fur Model for
Production Path Tracing".

Implemented by Leonardo E. Segovia and Lukas Stockner, part of Google
Summer of Code 2018.
2018-07-18 13:59:06 +02:00
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
fddb4dee8a Fix T54356: volume rendering bug using just color attribute. 2018-03-19 21:22:15 +01:00
07d0a87b5c Fix T54278: volume artifacts with small density and color after recent changes. 2018-03-10 06:27:19 +01:00
db333d9ea4 Cycles: support arbitrary number of motion blur steps for objects. 2018-03-10 06:27:19 +01:00
78c2063685 Cycles: support arbitrary number of motion blur steps for cameras. 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
b66efbecf4 Code refactor: make Transform always affine, dropping last row.
This save a little memory and copying in the kernel by storing only a 4x3
matrix instead of a 4x4 matrix. We already did this in a few places, and
those don't need to be special exceptions anymore now.
2018-03-10 04:54:05 +01:00
623141f339 Code refactor: add DecomposedTransform.
This is in preparation of making Transform affine only, and also gives us
a little extra type safety so we don't accidentally treat it as a regular
4x4 matrix.
2018-03-10 04:54:05 +01:00
516e82a900 Code refactor: add ProjectionTransform separate from regular Transform.
This is in preparation of making Transform affine only.
2018-03-10 04:54:04 +01:00
cd15d87bfc Code refactor: avoid motion transform copy, remove unused curved code.
The purpose of the previous code refactoring is to make the code more readable,
but combined with this change benchmarks also render about 2-3% faster with an
NVIDIA Titan Xp.
2018-03-10 04:54:04 +01:00
Stefan Werner
f3010e98c3 Code refactor: use KernelShader and KernelParticle instead of float arrays.
Original patch by Stefan with modifications by Brecht.
2018-03-10 04:54:04 +01:00
Stefan Werner
fa9175ff02 Code refactor: use KernelLight instead of float4 arrays.
Original patch by Stefan with modifications by Brecht.
2018-03-10 04:54:04 +01:00
Stefan Werner
f66ff4ee86 Code refactor: use KernelOject struct instead of float4 array.
Original patch by Stefan with modifications by Brecht.
2018-03-10 04:54:04 +01:00
acd619d7c9 Cycles: change smoke color grid to not include density multiplied in.
This breaks backwards compatibility some, making smoke colors brighters
than before. But it is also more correct this way.
2018-02-23 18:57:58 +01:00
1dcd7db73d Code cleanup: remove some more unused code after recent CUDA changes. 2018-02-18 00:53:03 +01:00
e1ef902058 Cycles: Remove fermi related defines from the code.
Did not touch Texture related defines, that comes next.
2018-02-17 22:19:54 +01:00
b5fe00d1ac Cycles: restore Particle Info Index for now, keep it next to Random.
It seems to be useful still in cases where the particle are distributed in
a particular order or pattern, to colorize them along with that. This isn't
really well defined, but might as well avoid breaking backwards compatibility
for now.
2018-02-14 21:45:57 +01:00
f6107af4cf Cycles: change Index output of Hair and Particle Info to Random, in 0..1 range.
These are used for randomization, so it's convenient if the index is already
hashed and consistent with the Object Info node.
2018-02-14 14:55:46 +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
5bd9b12dc4 Cycles: adaptive subdivision support for panoramic cameras.
Adds the code to get screen size of a point in world space, which is
used for subdividing geometry to the correct level. The approximate
method of treating the point as if it were directly in front of the
camera is used, as panoramic projections can become very distorted
near the edges of an image. This should be fine for most uses.

There is also no support yet for offscreen dicing scale, though
panorama cameras are often used for rendering 360° renders anyway.

Fixes T49254.

Differential Revision: https://developer.blender.org/D2468
2018-01-12 23:57:45 +01:00
6dd164a188 Fix T53755: Cycles OpenCL lamp shaders have incorrect normal. 2018-01-11 08:48:32 +01:00
Stefan Werner
25b794a39d Cycles: support animated object scale in motion blur.
This was disabled previously due to CUDA compiler bugs, see T32900.

Differential Revision: https://developer.blender.org/D2937
2018-01-11 02:58:29 +01:00
212a8d9e5a Cycles: Make per-object random value output also work for Lamps 2017-11-14 04:17:54 +01:00
26f39e6359 Cycles: add bevel shader, for raytrace based rounded edges.
The algorithm averages normals from nearby surfaces. It uses the same
sampling strategy as BSSRDFs, casting rays along the normal and two
orthogonal axes, and combining the samples with MIS.

The main concern here is that we are introducing raytracing inside
shader evaluation, which could be quite bad for GPU performance and
stack memory usage. In practice it doesn't seem so bad though.

Note that using this feature can easily slow down renders 20%, and
that if you care about performance then it's better to use a bevel
modifier. Mainly this is useful for baking, and for cases where the
mesh topology makes it difficult for the bevel modifier to work well.

Differential Revision: https://developer.blender.org/D2803
2017-11-07 22:35:12 +01:00
f79f386731 Code refactor: rename subsurface to local traversal, for reuse. 2017-11-07 22:35:12 +01:00
cac3d4d166 Cycles: fix inefficient attribute map storage, saves 615MB in victor scene. 2017-11-05 18:00:48 +01:00
2d92988f6b Cycles: CUDA bicubic and tricubic texture interpolation support.
While cubic interpolation is quite expensive on the CPU compared to linear
interpolation, the difference on the GPU is quite small.
2017-10-07 15:30:57 +02:00
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
c10ea88420 Fix T52660: CUDA volume texture rendering not working on Fermi GPUs. 2017-09-06 18:12:45 +02:00
19d19add1e Cycles: Cleanup, de-duplicate function parameter list
Was only needed to sue const reference on CPU. Now it is done using ccl_ref.
2017-08-08 15:27:25 +02:00
451ccf7396 Cycles: Cleanup, move curve intersection functions to own file
This way curve file becomes much shorter and it's also easier to write a
benchmark application to check performance before/after future changes.
2017-08-07 20:53:30 +02:00