Cycles: adaptive sampling improvements #74581
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Reference: blender/blender#74581
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Optimize PMJ pattern generation, and generate more samples
Solve issues with combined CPU and GPU not using the same amount of samples. Possibly by using a higher adaptive step for both CPU and GPU.
Render multiple small times at the same time for GPU, to allow adaptive sampling to stop and match CPU without too much performance impact.
Denoising can detect patterns due to adaptive sampling only working per tile. (#79190)
Detect errors in larger windows or using some hierarchical methods, as the simple 3x3 window fails for noisy scenes
Analyze different error metrics, and consider adding some user control over this
Changed status from 'Needs Triage' to: 'Confirmed'
Added subscriber: @brecht
#99135 was marked as duplicate of this issue
Added subscriber: @Stefan_Werner
Added subscriber: @SteffenD
Added subscriber: @derekbarker
Will this allow us to render GPU at smaller tiles even when not using adaptive sampling? Because that would be a dream come true!
Added subscriber: @Russ1642
Without digging into the code it seems that adaptive sampling counts up to your render samples setting but won't change pixels if they're within your noise threshhold. It doesn't stop rendering when each pixel in the tile reaches the noise threshhold, it must keep running noise checks or something on every pixel for every sample.
Try this: With the default cube set the noise threshold to 0.1, minimum samples to 200, and the render samples to 10,000,000. It'll render the noisy tile and then spend minutes not changing the image at all but counting up to the 10,000,000 samples for no reason. Even for tiles that are entirely background. It seems this algorithm doesn't actually stop when the noise threshhold is reached.
Edit: This is for GPU rendering. CPU rendering doesn't do this.
Cooperative groups in CUDA 9+ should allow GPUs with SM 6.0 and newer to do adaptive sampling at the same granularity as the CPU.
Added subscriber: @Alaska
Added subscriber: @lsscpp
Added subscriber: @BeckersC
Added subscriber: @moisessalvador
Yes, it's weird. I've been wondering the same. In other software, adaptative sampling is supposed to give you an uniform noise all around, by stopping sampling on areas that otherwise would come out clean. But blender's one does almost like the opposite? It's hard to understand how it works. Yes, it saves some rendertime with the default settings but I couldn't tell you why
Added subscriber: @Harvester
Added subscriber: @Defka
Added subscriber: @Raimund58
Adaptive Sampling Improvementsto Cycles: adaptive sampling improvementsAdded subscriber: @slowburn
Added subscriber: @melak47
Added subscriber: @IHaveThatPower
Added subscriber: @intracube
Added subscriber: @JamesBarrie
Added subscriber: @lichtwerk
If this is still considered at this point in time,
BF Blender 2.90
seems to be off...Added subscriber: @3di
Removed subscriber: @moisessalvador
This issue was referenced by
857bb1b5ec