Commit Graph

21 Commits

Author SHA1 Message Date
Sergey Sharybin
f8b9f4e9bb Cycles: Resumable render implementation for Cycles
This feature is also known by the name Samples Offset, which allows
artists to render animation with given amount of samples N, but then
render more samples, starting from N and ending with M (where M > N)
and merge renders together as if they rendered exactly M samples.

Surely such effect could be achieved by changing Seed variable, but
that has possible issues with correlation artifacts and requiring to
manually deal with per render layer samples and such.

While we can't support all possible renderfarm-related features in
Cycles it's nice to support really commonly used stuff.

Here's a command how to run Blender with the new feature enabled:

  blender -- --cycles-resumable-num-chunks 24 --cycles-resumable-current-chunk 2

This command will divide samples range in 24 parts and render
range #2 (chunk number is 1-based).

This feature might be changed a bit after we'll do some tests here
in the studio with it.
2016-03-30 16:02:27 +02:00
Lukas Stockner
6995b4d8d9 Cycles: Adding Hilbert Spiral as a tile order for rendering
This patch adds the "Hilbert Spiral", a custom-designed continuous space-filling curve, as a tile order for rendering in Cycles.
It essentially works by dividing the tiles into tile blocks which are processed in a spiral outwards from the center. Inside each
block, the tiles are processed in a regular Hilbert curve pattern. By rotating that pattern according to the spiral direction,
a continuous curve is obtained, which helps with cache coherency and therefore rendering speed.

The curve is a compromise between the faster-rendering Bottom-to-Top etc. orders and the Center order, which is a bit slower,
but starts with the more important areas. The Hilbert Spiral also starts in the center (unless huge tiles are used) and is still
marginally slower than Bottom-to-Top, but noticeably faster than Center.

Reviewers: sergey, #cycles, dingto

Reviewed By: #cycles, dingto

Subscribers: iscream, gregzaal, sergey, mib2berlin

Differential Revision: https://developer.blender.org/D1166
2016-01-10 00:13:53 +01:00
Lukas Stockner
548eb9eb4b Cycles: Sort tiles in rendering order at construction time
This commit modifies the TileManager to sort render tiles once after tiling the image,
instead of searching the next tile every time a new tile is acquired by a device.

This makes acquiring a tile run in constant time, therefore the render time is linear
w.r.t. the amount of tiles, instead of the quadratic dependency before.

Furthermore, each (logical) device now has its own Tile list, which makes acquiring
a tile for a specific device easier.
Also, some code in the TileManager was deduplicated.

Reviewers: dingto, sergey

Differential Revision: https://developer.blender.org/D1684
2015-12-23 13:14:36 +01:00
Thomas Dinges
ee36e75b85 Cleanup: Fix Cycles Apache header.
This was already mixed a bit, but the dot belongs there.
2014-12-25 02:50:24 +01:00
Brecht Van Lommel
60e5abe71f Fix a few issues reported by coverity scan. 2013-09-03 22:39:21 +00:00
Brecht Van Lommel
b9ce231060 Cycles: relicense GNU GPL source code to Apache version 2.0.
More information in this post:
http://code.blender.org/

Thanks to all contributes for giving their permission!
2013-08-18 14:16:15 +00:00
Thomas Dinges
01dc4b034f Cycles / Tile Rendering:
* Code refactor of tile ordering to simplify the code and avoid some branching. 
* Changed the Center method, so it really follows center -> corners, instead of the BI method, which was confusing sometimes.
2013-05-08 19:49:09 +00:00
Brecht Van Lommel
7404c1a553 Fix another part of #34877: cycles progress status text not showing correct with
per render layer samples in addition to the progress bar.

Also fixed job progress bar not working at all on high DPI / retina, was so small
the actual progress was not visible.
2013-04-05 17:57:26 +00:00
Sergey Sharybin
fd35b0aa66 Fix for recent tile_order feature not working properly with persistent data 2013-01-08 16:56:04 +00:00
Thomas Dinges
41c588256b Cycles / Tile Rendering:
* Added new option to chose the tile order.
In addition to the "Center" method, 4 new methods are available now, like Top -> Bottom and Right -> Left. 

Thanks to Sergey for code review and some tweaks!
2013-01-07 19:55:49 +00:00
Sergey Sharybin
2505984b52 Cycles: use simplier strategy in next_tile for viewport rendering
No need to find tile closest to rendered center in this case, just
return first possible tile. Saves some computation power.
2012-10-25 12:03:36 +00:00
Sergey Sharybin
d4ee07537e Fix #32951: Progressive refine crashing Blender when used with multiple cuda devices
This time issue was caused by Save Buffers enabled and the reason blender
crashed was tiles generated by cycles didn't match tiles generated by
openexr.

Currently solved it in a way that background rendering will allocate tiles
in the same way render parts are generated in blender. Viewport rendering
will still be using sliced image, but it's more tricky to change and it's
no so big deal for now.
2012-10-24 14:43:29 +00:00
Sergey Sharybin
933864da18 Fix #32951: Progressive refine crashing Blender when used with multiple cuda
Issue was caused by offline rendering could have been allocated the same tile
to different devices and in this case buffers would become invalid.

Made it more clear in the code, so now it's  flag for tile manager to indicate
whether tiles should always be allocated for the same device or not.

Also cleaned a way how tile index for progressive refine is calculating,
which is now avoids tricky computation based on tile coordinate and it's
dimensions.
2012-10-23 16:36:53 +00:00
Sergey Sharybin
3b88a29abf Cycles: progressive refine option
Just makes progressive refine :)

This means the whole image would be refined gradually using as much
threads as it's set in performance settings. Having enough tiles is
required to have this option working as it's expected.

Technically it's implemented by repeatedly computing next sample for
all the tiles before switching to next sample.

This works around 7-12% slower than regular tile-based rendering, so
use this option only if you really need it.

This commit also fixes progressive update of image when Save Buffers
option is enabled.

And one more thing this commit fixes is handling display buffer with
Save Buffers option enabled. If this option is enabled image buffer
wouldn't have neither byte nor float buffer until image is fully
rendered which could backfire in missing image while rendering in
cases color management cache became full.

This issue solved by allocating byte buffer for image buffer from
tile update callback.

Patch was reviewed by Brecht. He also made some minor edits to
original version to patch. Thanks, man!
2012-10-13 12:38:32 +00:00
Brecht Van Lommel
89eeae955b Cycles: change preview "resolution divider" that gave the number of lower
resolutions to render, to a "start resolution" which gives the resolution
to start at.

This avoids unnecessary rendering of small resolutions in small viewports,
and avoids long waiting on big viewports.
2012-09-17 10:55:18 +00:00
Brecht Van Lommel
adea12cb01 Cycles: merge of changes from tomato branch.
Regular rendering now works tiled, and supports save buffers to save memory
during render and cache render results.

Brick texture node by Thomas.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Brick_Texture

Image texture Blended Box Mapping.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Image_Texture
http://mango.blender.org/production/blended_box/

Various bug fixes by Sergey and Campbell.
* Fix for reading freed memory in some node setups.
* Fix incorrect memory read when synchronizing mesh motion.
* Fix crash appearing when direct light usage is different on different layers.
* Fix for vector pass gives wrong result in some circumstances.
* Fix for wrong resolution used for rendering Render Layer node.
* Option to cancel rendering when doing initial synchronization.
* No more texture limit when using CPU render.
* Many fixes for new tiled rendering.
2012-09-04 13:29:07 +00:00
Brecht Van Lommel
34909c64e5 Cycles: some small code refactoring related to buffer parameters. 2011-12-21 13:48:35 +00:00
Brecht Van Lommel
72d2d05770 Cycles: border rendering support, includes some refactoring in how pixels are
accessed on devices.
2011-12-20 12:25:37 +00:00
Brecht Van Lommel
66b1dfae89 Cycles: tweaks to properties and nodes
* Passes renamed to samples
* Camera lens radius renamed to aperature size/blades/rotation
* Glass and fresnel nodes input is now index of refraction
* Glossy and velvet fresnel socket removed
* Mix/add closure node renamed to mix/add shader node
* Blend weight node added for shader mixing weights

There is some version patching code for reading existing files, but it's not
perfect, so shaders may work a bit different.
2011-09-16 13:14:02 +00:00
Brecht Van Lommel
bae896691a Cycles:
* Add alpha pass output, to use set Transparent option in Film panel.
* Add Holdout closure (OSL terminology), this is like the Sky option in the
  internal renderer, objects with this closure show the background / zero
  alpha.
* Add option to use Gaussian instead of Box pixel filter in the UI.
* Remove camera response curves for now, they don't really belong here in
  the pipeline, should be moved to compositor.

* Output full float values for rendering now, previously was only byte precision.
* Add a patch from Thomas to get a preview passes option, but still disabled
  because it isn't quite working right yet.
* CUDA: don't compile shader graph evaluation inline.
* Convert tabs to spaces in python files.
2011-08-28 13:55:59 +00:00
Ton Roosendaal
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