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blender-archive/intern/cycles/integrator/tile.cpp
William Leeson 366262bef5 Distance Scrambling for for Cycles X - Sobol version
Cycles:Distance Scrambling for Cycles Sobol Sampler

This option implements micro jittering an is based on the INRIA
research paper [[ https://hal.inria.fr/hal-01325702/document | on micro jittering ]]
and work by Lukas Stockner for implementing the scrambling distance.
It works by controlling the correlation between pixels by either using
a user supplied value or an adaptive algorithm to limit the maximum
deviation of the sample values between pixels.

This is a follow up of https://developer.blender.org/D12316

The PMJ version can be found here: https://developer.blender.org/D12511

Reviewed By: leesonw

Differential Revision: https://developer.blender.org/D12318
2021-10-26 16:11:27 +02:00

147 lines
4.9 KiB
C++

/*
* Copyright 2011-2021 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "integrator/tile.h"
#include "util/log.h"
#include "util/math.h"
CCL_NAMESPACE_BEGIN
std::ostream &operator<<(std::ostream &os, const TileSize &tile_size)
{
os << "size: (" << tile_size.width << ", " << tile_size.height << ")";
os << ", num_samples: " << tile_size.num_samples;
return os;
}
ccl_device_inline uint round_down_to_power_of_two(uint x)
{
if (is_power_of_two(x)) {
return x;
}
return prev_power_of_two(x);
}
ccl_device_inline uint round_up_to_power_of_two(uint x)
{
if (is_power_of_two(x)) {
return x;
}
return next_power_of_two(x);
}
TileSize tile_calculate_best_size(const int2 &image_size,
const int num_samples,
const int max_num_path_states,
const float scrambling_distance)
{
if (max_num_path_states == 1) {
/* Simple case: avoid any calculation, which could cause rounding issues. */
return TileSize(1, 1, 1);
}
const int64_t num_pixels = image_size.x * image_size.y;
const int64_t num_pixel_samples = num_pixels * num_samples;
if (max_num_path_states >= num_pixel_samples) {
/* Image fully fits into the state (could be border render, for example). */
return TileSize(image_size.x, image_size.y, num_samples);
}
/* The idea here is to keep number of samples per tile as much as possible to improve coherency
* across threads.
*
* Some general ideas:
* - Prefer smaller tiles with more samples, which improves spatial coherency of paths.
* - Keep values a power of two, for more integer fit into the maximum number of paths. */
TileSize tile_size;
const int num_path_states_per_sample = max_num_path_states / num_samples;
if (scrambling_distance < 0.9f) {
/* Prefer large tiles for scrambling distance. */
if (image_size.x * image_size.y <= num_path_states_per_sample) {
tile_size.width = image_size.x;
tile_size.height = image_size.y;
}
else {
/* Pick the option with the biggest tile size */
int heightOption = num_path_states_per_sample / image_size.x;
int widthOption = num_path_states_per_sample / image_size.y;
// Check if these options are possible
if ((heightOption > 0) || (widthOption > 0)) {
int area1 = image_size.x * heightOption;
int area2 = widthOption * image_size.y;
/* The option with the biggest pixel area */
if (area1 >= area2) {
tile_size.width = image_size.x;
tile_size.height = heightOption;
}
else {
tile_size.width = widthOption;
tile_size.height = image_size.y;
}
}
else { // Large tiles are not an option so use square tiles
if (num_path_states_per_sample != 0) {
tile_size.width = round_down_to_power_of_two(lround(sqrt(num_path_states_per_sample)));
tile_size.height = tile_size.width;
}
else {
tile_size.width = tile_size.height = 1;
}
}
}
}
else {
/* Calculate tile size as if it is the most possible one to fit an entire range of samples.
* The idea here is to keep tiles as small as possible, and keep device occupied by scheduling
* multiple tiles with the same coordinates rendering different samples. */
if (num_path_states_per_sample != 0) {
tile_size.width = round_down_to_power_of_two(lround(sqrt(num_path_states_per_sample)));
tile_size.height = tile_size.width;
}
else {
tile_size.width = tile_size.height = 1;
}
}
if (num_samples == 1) {
tile_size.num_samples = 1;
}
else {
/* Heuristic here is to have more uniform division of the sample range: for example prefer
* [32 <38 times>, 8] over [1024, 200]. This allows to greedily add more tiles early on. */
tile_size.num_samples = min(round_up_to_power_of_two(lround(sqrt(num_samples / 2))),
static_cast<uint>(num_samples));
const int tile_area = tile_size.width * tile_size.height;
tile_size.num_samples = min(tile_size.num_samples, max_num_path_states / tile_area);
}
DCHECK_GE(tile_size.width, 1);
DCHECK_GE(tile_size.height, 1);
DCHECK_GE(tile_size.num_samples, 1);
DCHECK_LE(tile_size.width * tile_size.height * tile_size.num_samples, max_num_path_states);
return tile_size;
}
CCL_NAMESPACE_END