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bundled-assets
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temp-sculpt-dyntopo
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overlay-next
gpencil-new-data-proposal
sculpt-dev
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cycles_path_guiding
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asset-shelf
brush-assets-project
tmp-workbench-rewrite2
temp-T101739-fix-seam-bleeding-non-manifold
tmp-mak-012623
temp-bundled-assets
asset-lite-greasepencil
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temp-pbvh-texpaint-automasking
microfacet_hair
tmp-worbench-rewrite2-optimizations
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blender-projects-basics
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temp-nodes-group-declarations
refactor-mesh-sharp-edge-generic
temp-asset-library-all
refactor-mesh-uv-map-generic
refactor-mesh-position-generic
temp-T102440
temp-rbf-pose-blender
geometry-nodes-tetrahedralization
nodes-matrix-types
temp-xr-painting
blender-v3.4-release
geometry-nodes-simulation
bli-matrix-template
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bevelv2
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arcpatch-D16436
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tracking_tools
nla-scale-fix
principled-v2
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tmp-libs-2.93-lts
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gpencil-next
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asset-browser-grid-view
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tmp_libs_34
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node-add-asset-menu
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tmp-workbench-perf-experiment
tmp_usd_import_unbound_mtls
tmp-drw-split-matrix
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refactor-mesh-selection-generic
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feature-imformat
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drw-manager-next
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blender-v3.2-release
sculpt_curve_collisions
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retopo_transform
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geometry-nodes-rigid-body-integration
file-browser-grid-view
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arcpatch-D14645
soc-2022-waveform-drawing
temp-T95933-object-mode-curve-selection
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cycles_oneapi
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asset-greasepencil
temp-T99046-render-test-increase-fail-threshold
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lineart-shadow
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cleanup-id-override-const
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wintab
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lineart-cas-2
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tmp-usd-mak-c87f6242
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lineart-object-load
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soc-2021-porting-modifiers-to-nodes-remesh-voxel
blender-v2.83-release
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devirtualizer
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soc-2021-curves
blender-v3.1-release
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eevee-rewrite
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cycles_hydra
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tmp-transform-navigate
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soc-2021-porting-modifiers-to-nodes-remesh-blocks
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viewport-compositor
bli-math-basic-types
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greasepencil-object
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KTX_support
gsoc-2021-porting-modifiers-to-nodes-solidify
2d
gltf_vtree
soc-2021-porting-modifiers-to-nodes-decimate
temp-T95279-remap-referenced-data
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draw-viewport-data
temp-T94900-b
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tmp-workbench-shader-create-infos
blender-v3.0-release
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tmp-T95052
tmp-gpu-polyline-shaders
tmp-gpu-shader-descriptor-2
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tmp-core-id-remap-test-cases
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tmp-vector-template
drw-gpu-wrapper
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nurbs-opencascade
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T93558
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gpu-shader-descriptor
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node-tree-update-refactor
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studio-sprite-fright
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asset-browser-snap-dragging
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xr-controller-support
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cycles-x
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fluid-mantaflow-gpu
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T90952
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grab_walk_fix
soc-2021-adaptive-cloth
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refactor-idprop-ui-data
compositor-full-frame
temp-runtime-node-def
temp-geometry-nodes-fields-prototype-visualization
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temp-multi-function-procedure
soc-2021-porting-modifiers-to-nodes_all
cycles_texture_cache
experimental-build
cycles_procedural_api
soc-2021-porting-modifiers-to-nodes-extrude-and-move
soc-2021-porting-modifiers-to-nodes-extrude
temp-geometry-nodes-expandable-geometry-socket-prototype
fluid-mantaflow-2d
windows_make_docpy
usd-importer-T81257-merge
nodes-update-readonly-tag
geometry-nodes-closest-points
tmp-buildbot-gcc-10
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node-group-single-socket-nodes
curve-nodes-modifier
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tmp_arcpath-D11868
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wintab_fallback_walknav
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fixed_width_integers
lineart-bvh
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wintab-logging
fix-tablet-walk
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lineart-fn-cached
temp-compact-node-prototype
asset-browser
geometry-nodes-curve-to-points-node
node-editor-edge-pan
eevee-gpencil
asset-system-filelist
temp-geometry-nodes-viewer-node
lineart-fn-thread-loading
tmp-buildbot-cleanup
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temp-ffmpeg-4.4
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profiler-editor
FixT87160_DSE_Channel_Selection
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geometry-nodes-curve-support
info-editor-cpp
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virtual-array-attributes
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spreadsheet-active-node
ui-asset-view-template
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override-outliner-view
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blender-v2.92-release
usd-importer-T81257
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override-refactor-tmp-2
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T85799
tracking_scopes
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eevee-ggx-lut-fix
df0bce3f7d0
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blender-v2.91-release
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fracture_modifier
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vfx-clip-ui-update
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soc-2020-testing-frameworks
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asset-metadata
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attribute-accessor
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greasepencil-edit-curve
codesign_error_tracker
outliner-cpp-refactor
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blender-v2.90-release
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property-search-ui-v2
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fail-on-memleak
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property-search-ui
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particle-solver-dev
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mac_arm64
tmp-eevee-glsl-cleanup
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buildbot-lts
asset-engine--archived
asset-uuid--archived
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modifier-panels-ui
temp-cycles-tbb
wm-drag-drop-rewrite
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gsoc-2018-many-light-sampling
tmp-eevee-material-refactor
tmp-widget-opti
tmp-texture-sampler
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blender-v2.82-release
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functions
builtin-simulation-nodes
performance-test
obj-import-experiments
soc-2019-openxr
vr_scene_inspection
blenloader-api
tmp-workbench-rewrite
id-ensure-unique-memory-address
simulation-tree
greasepencil-refactor
draw-colormanagement
temp-gizmo-decoupled-redraws
fluid-mantaflow
blender-v2.81-release
tmp-overlay-engine
soc-2019-bevel-profiles
temp-npr-gpencil-modifiers
soc-2019-npr
temp-gpencil-drw-engine
soc-2019-embree-gpu
temp-npr-smooth-contour
temp-lanpr-staging
filebrowser_redesign
tmp-eevee-shadowmap-refactor
vamr-openxr-module
sculpt-mode-features
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tmp-drw-callbatching
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blender-v2.80-release
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blender2.7
collada
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temp-keymap-industry-compat
temp-fracture-modifier-2.8
temp-dna-rename
userpref_redesign
hair_object
motion_curve_fix
collada2.8
cycles_embree
interactive_physics
temp-ui-layout-2.8
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hair_guides_grooming
hair_guides
benchmark
soc-2018-bevel
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cycles_cryptomatte
temp-eeveelightcache
temp-tab_drag_drop
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fracture_modifier-master
ui_layout_gridflow
temp-keymap-changes
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tmp-b28-motionpath-drawing
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blender-v2.79b-release
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tmp-TimelineHeaderButtonsStretching
blender2.8-workbench
soc-2017-normal-tools
cycles_bvh8
blender-v2.79a-release
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blender-v2.79-release
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openvdb
custom-manipulators
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strand_editmode
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id_copy_refactor
gsoc2016-improved_extrusion
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ge_2df_textures
HMD_viewport
soc-2016-multiview
transform-manipulators
datablock_idprops
cycles_disney_brdf
temp_cycles_split_kernel
cycles_split_kernel
unlock_task_scheduler
uv_unwrapping_slim_and_ceres
surface-deform-modifier
cycles-tiles-rework
soc-2016-cycles_denoising
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uiTable
render-layers
clay-engine
multi_previews_id
cycles_disney_bsdf_transmittance
layers
pbr-viewport
temp_display_optimization
viewport_bvh_select
temp-cycles-microdisplacement
soc-2016-cycles_images
strand_nodes
object_nodes
asset-experiments
soc-2016-sculpt_tools
temp_viewport_fx_merge
custom-normals-bmesh
temp-decklink
compositor-2016
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BendyBones
cycles_panorama_experiments
temp_remove_pointcache
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temp_bge_moto
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missing-libs
free-refcount-ids
cycles_camera_nodes
epic-navigation
temp-ui-widget-refactor
gooseberry_farm
gooseberry
temp-ghash-experiments
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fcurves-simplify
soc-2014-fluid
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depsgraph_refactor
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vertex_paint_pbvh
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texture_nodes_refactor
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blender2.4
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Under development in
soc-2022-many-lights-samplingbranch, implementing this paper .Feedback thread with various bug reports and tests.blend files.
Tasks
Testing
Implementation
Avoid computing importance for emitters twice for distant lights, use reservoir sampling instead
Better balancing with distant/background lights (see D16179, D16149 for some approaches)
Cleanup distance lights implementation to unify more with light tree
Support for light sampling inside of volumes
Make distant and background lights part of tree?
Fix zero radius distant light (mesh/shadow_terminator.blend test renders black)
Barbeshop light falloff shader node leads to noise, do better constant folding to avoid it
Add mesh light option for auto/none/front/back/both sides emission sampling
Auto exclude low emission strength triangles from tree for performance/memory?
Fix crash in spring (out of memory, avoided for now by excluding low emission)
Fix CUDA crash in wdas_cloud scene
Remove broken shadow pass with light tree (may restore later if there is a need)
Workaround HIP internal compiler error
Future
Abandoned Ideas
light_tree_sample, taking into account effective contribution of lights instead of uniform using the same weight for allHistory
Previous attempts in GSoC 2020 and 2018.
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#68916 was marked as duplicate of this issue
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Not sure if this is still relevant?
In any case, will set its subtype to TODO to get it out of the #triaging queue.
Changed status from 'Needs Triage' to: 'Confirmed'
Added subscriber: @Jebbly
Added subscriber: @Yuro
I have decided to bring a bunch of the test scenes reported in the Many Lights Sampling feedback thread here so it's all organised into one place.
Extra notes:
The Bistro Scene is a modified version of the "Amazon Lumberyard Bistro" scene from here: https://developer.nvidia.com/orca/amazon-lumberyard-bistro
The Nvidia Attic Scene is a modified version of the Nvidia Attic scene from here: https://developer.nvidia.com/attic-nvidia
The Ladder scene is a modified version of the "DLSC Example Scene" from here: https://luxcorerender.org/example-scenes/
Checking the licenses of these scenes, Bistro and Attic are CC-BY 4.0. So we can potentially add those to our benchmark scenes as long as we add proper attribution. The ladder scene doesn't seem to specify a license.
For the regression test scenes, we are looking to gather various small .blend files that render 128x128 pixel images, sample count typically is between 16 and 64 samples so they render quickly. These should test the basic functioning as well as various corner cases. We'll then commit in them in the
lib/tests/render/light/folder, or maybe a new one.Here's a few ideas:
0when sampling the opaque ground plane (when using D16097)And some high quality renders of each scene.
This issue was referenced by None@63053
Added subscriber: @Nurb2Kea
I just thought I would write down some of my thoughts related to improving the balance with distant/background lights:
What's causing the issue?
When deciding whether to sample a distant light or a light from the light tree, we take the importance of an approximate distant light and comparing it to the importance of the root node of the light tree. Then we use a random number to determine which light type we sample. This is an issue because we are approximating the importance of the distance lights and lights in the light tree off of approximate representations of these lights, and these can be inaccurate.
Another issue related to this is that the importance calculations for distant lights end up with relatively low importance compared to other light types for the same lighting contribution. I have provided a simple fix for this here: D16148
Here are some ideas on how we could fix it:
Calculate the sum of importance of all distant lights and the sum of importance of all lights in the light tree before making the decision on which to follow. - This is probably the best solution in terms of accuracy, but it's expensive and thus probably not worth pursuing for the final release.
Evenly split samples between distant lights and the light tree when the distant lights have an importance greater than 0. - It's simple and fast. It's just not that great in terms of image quality for certain scenes. An alternative approach could be taken. Split samples between the light tree and distant lights based on the number of each light. However, this doesn't work well in scenes with lots of lights and few distant lights. This is probably not worth pursuing.
Calculate the importance for a distant light and the importance for a light in the light tree make a decision on which light to sample based on those. - If I understand correctly, this will introduce complexity into our PDF calculations when considering MIS, similar to how splitting introduces complexity. However this approach can lead to some good results. I have created a prototype for this here: D16179
Use weighted reservoir sampling to pick a sample from the distant light group and compare it to the sample from the light tree. - Similar to the approach above, just done in a different manner resulting in potentially different/better results.
Maybe some other method.
Another thing related to distant light is that they'd benefit from something like splitting in certain situations. Like when different distant lights have different colours and brightnesses. This is a similar situation to the one described in the links below.
Added subscriber: @Memento
I updated the remaining tasks. We now have an approach that no longer uses splitting, see D16315: Compute upper and lower bounds of emitter importance. Splitting is disabled due to increased noise. So splitting related improvements have been crossed out, assuming we can get the new approach working well enough for the benchmark scenes.
Added subscriber: @Xianyao-Zhang
@brecht I understand the changes made to switch to a non-splitting based Many Lights Sampling approach happened relatively recently and there may still be some work planned to further improve it. But in the meantime, splitting can still be useful for some scenes (like the scene I attached below). So with my limited understanding of the future improvements of Many Lights Sampling, I believe splitting is a feature worth while keeping until it can confidently be removed.
Simple scene that benefits from splitting.blend
I'm also not sure whether or not you want to add a test scene for the PDF calculations of rough glass when a light is in front and behind the surface and Cycles took the glossy path off the glass. I bring this up as you had to make specific changes to fix the PDF calculations for this situation and I'm not sure whether or not you want to test for it.
many_lights_sampling_test_glass_reflection_pdf.blend
Another thing that was discovered when LazyDodo tried to build the Many Lights Sampling branch on the build bot was that the HIP GPU kernel for Vega fails to build.
Edit: This error appears to only occur on Linux.
Added subscriber: @weizhen
We let the
should_split()function return false instead of deleting all splitting-related stuff because we are not 100% confident yet that the current approach is better, but splitting is inefficient without the support of multiple lights per shading point as in the paper & has more variance in many scenes without adjusting the reservoir weights, so we are trying other strategies. The improved weights (min + max) are only applied on leaf nodes now because it already works better on most test scenes we have, I suppose it will work fine on your scene if also applied on interior nodes. Tbh everything is heuristic and there is no optimal weight, it could take us forever just finding better weights. So currently I'd like to focus on bringing full functionality (eg. adding volume support), after that we could look into better weights & strategies for difficult scenes.I ran some tests on my computer to see if I could reproduce the issues and identify the cause. I was personally unable to reproduce a crash in wdas_cloud. But on Spring I got a
Out of Memoryerror after consuming all my RAM and swap (My computer has 64GB of RAM and only a few GB of swap).The Spring out of memory error comes from large number of light emitting triangles in the scene. These triangles come from the
flowerassets that are distributed over the foreground objects.Yes, the light tree data structure does not support instancing (and neither did the old distribution), but it now quite a bit of memory per triangle. It should be possible to significantly reduce this with some optimization.
At the same time I'm working on some changes that will make those flowers not part of the light tree by default, because they are just emitting a little bit and not worth the overhead to samples as a light source.
I have a few proposals to help with this:
auto emission sampling heuristicto be even more conservative. At the moment if you have a mesh light with an emission strength of 1.0 and a pure colour (E.G. 100% red, 0% Green, 0% Blue), it will be excluded from direct light sampling. I have created two different versions of working around this. D16554, D16553Then there's some other ideas that I think may be useful, but probably aren't useful for most people:
emission samplingsetting for all materials.auto emission sampling cutoffuser controllable?I don't think a view layer option for emission sampling makes much sense, this seems to me really some per material or object, using the same setting for all objects in the scene doesn't seem right.
Maybe a there could be a scene wide cut-off, though I prefer not to add more obscure options.
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396b407c7dI've merged code refactoring and the new emission sampling option into master, leaving just the light tree itself in the branch.
I'm still trying to isolate the CUDA wdas_cloud error and issue with HIP compilation on Vega. Verifying that these other changes work correctly by themselves helps isolate the problems a bit more.
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0731d78d00I tried to get the shadow pass working, but found it was already working poorly in most scenes. I removed it for now, as some of the use cases have been replaced by the shadow catcher passes. We may restore it, but that would be with a different implementation, and it's not clear what even the correct way to do this is.
I haven't been able to fix the HIP internal compile error so far, I may disable the light tree on HIP for now if I can't get it fixed tomorrow. I don't want this to block the merge to master.
@weizhen, I noticed the mesh/shadow_terminator.blend test renders completely black. It has a distant light with angle zero, making it a bit smaller works again. I guess there is some issues with
theta_e == 0in the light tree, but not immediately spot the problem.Strange, I didn't encounter this problem in all_light_types.blend with angle = 0. Anyway, fixed that now
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Would it be a good idea to switch the light tree over from a binary tree to a four wide tree? The original paper (http://www.aconty.com/pdf/many-lights-hpg2018.pdf) states that they switched to a four wide tree for these reasons:
I took a look into improving how IES lights are handled, but couldn't figure out how to get it to work so I'll just document my findings.
From my understanding, the way we want to improve IES lights sampling with the light tree is by doing this:
Other ideas may be better pursuing.
Now, onto the information I found.