Commit Graph

71 Commits

Author SHA1 Message Date
c18712e868 Cycles: change __device and similar qualifiers to ccl_device in kernel code.
This to avoids build conflicts with libc++ on FreeBSD, these __ prefixed values
are reserved for compilers. I apologize to anyone who has patches or branches
and has to go through the pain of merging this change, it may be easiest to do
these same replacements in your code and then apply/merge the patch.

Ref T37477.
2013-11-18 08:48:15 +01:00
Thomas Dinges
b5a5773fa9 Cycles / CUDA:
* Remove support for  CUDA Toolkit 4.x, only Toolkit 5.0 and above are supported now.
* Remove support for sm_1x cards (< Fermi) for good. We didn't officially support those cards for a few releases already, now remove some special code that was still there.
2013-10-08 15:29:28 +00:00
Brecht Van Lommel
edde749850 Fix #36741: cycles AO pass giving values > 1.0 with transparency. 2013-09-17 13:22:42 +00:00
Stuart Broadfoot
3306afac87 Cycles Hair: Two basic bair shaders added
A new hair bsdf node, with two closure options, is added. These closures allow the generation of the reflective and transmission components of hair. The node allows control of the highlight colour, roughness and angular shift.

Llimitations include:
-No glint or fresnel adjustments.
-The 'offset' is un-used when triangle primitives are used.
2013-09-15 23:58:00 +00:00
Brecht Van Lommel
01e22d1b9f Cycles: more code refactoring to rename things internally as well. Also change
property name back so we keep compatibility.
2013-08-23 14:34:34 +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
Brecht Van Lommel
d43682d51b Cycles: Subsurface Scattering
New features:

* Bump mapping now works with SSS
* Texture Blur factor for SSS, see the documentation for details:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Subsurface_Scattering

Work in progress for feedback:

Initial implementation of the "BSSRDF Importance Sampling" paper, which uses
a different importance sampling method. It gives better quality results in
many ways, with the availability of both Cubic and Gaussian falloff functions,
but also tends to be more noisy when using the progressive integrator and does
not give great results with some geometry. It works quite well for the
non-progressive integrator and is often less noisy there.

This code may still change a lot, so unless you're testing it may be best to
stick to the Compatible falloff function.

Skin test render and file that takes advantage of the gaussian falloff:
http://www.pasteall.org/pic/show.php?id=57661
http://www.pasteall.org/pic/show.php?id=57662
http://www.pasteall.org/blend/23501
2013-08-18 14:15:57 +00:00
Thomas Dinges
2c2206a272 Cycles:
* Remove an unneeded return in shader_bsdf_eval(), function is void. 
* if / else if tweak in shader_bsdf_ao().
2013-08-14 19:38:14 +00:00
Thomas Dinges
48ae40ccdf Code cleanup / Cycles:
* Rename "curve_kernel_data" to just "curve", to avoid redundant naming.
2013-08-11 15:27:04 +00:00
Thomas Dinges
a18112249d Cycles / Non-Progressive integrator:
* Non-Progressive integrator is now available on the GPU (CUDA, sm_20 and above). 

Implementation details:
* kernel_path_trace() has been split up into two functions:
kernel_path_trace_non_progressive() and kernel_path_trace_progressive().

* We compile two CUDA kernel entry functions (in kernel.cu) for the two integrators, they are still inside one .cubin file but due to the kernel separation there should be no performance problem. I tested with the BMW file on my Geforce 540M and the render times were the same for 100 samples (1.57 min in my case).

This is part of my GSoC project, SVN merge of r59032 + manual merge of UI changes for this from my branch.
2013-08-09 18:47:25 +00:00
Thomas Dinges
5fc6f04fc8 Cycles / SSS:
* Render Passes are now available for Subsurface Scattering (Direct, Indirect and Color pass). 

This is part of my GSoC project, SVN merge of r58587, r58828 and r58835.
2013-08-03 13:12:09 +00:00
Thomas Dinges
3840e0b234 Cycles / Ray Depth:
* Added a Ray Depth output to the Light Path node, which gives the user access to the current bounce.
This can be used to limit the maximum ray bounce on a per shader basis. Another use case is to restrict light influence with this, to have a lamp only contribute to the direct lighting. 

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Light_Path

This is part of my GSoC 2013 project. SVN merge of r58091 and r58772 from soc-2013-dingto.
2013-07-31 20:30:37 +00:00
Brecht Van Lommel
16204bd647 Cycles: prepare to make CUDA 5.0 the official version we use
* Add CUDA compiler version detection to cmake/scons/runtime
* Remove noinline in kernel_shader.h and reenable --use_fast_math if CUDA 5.x
  is used, these were workarounds for CUDA 4.2 bugs
* Change max number of registers to 32 for sm 2.x (based on performance tests
  from Martijn Berger and confirmed here), and also for NVidia OpenCL.

Overall it seems that with these changes and the latest CUDA 5.0 download, that
performance is as good as or better than the 2.67b release with the scenes and
graphics cards I tested.
2013-06-19 17:54:23 +00:00
Brecht Van Lommel
9131adca9f Cycles: add "Transparent Shadow" option for materials, to disable them per material. 2013-06-18 09:36:00 +00:00
Brecht Van Lommel
c53b20b683 Cycles: window texture coordinates now work with orthographic cameras, this
was an old issue since the first version.
2013-06-08 10:51:33 +00:00
Brecht Van Lommel
d0ffbeec73 Cycles OpenCL: a few fixes to get things compiling after kernel changes,
for Apple OpenCL on OS X 10.8 and simple AO render.

Also environment variable CYCLES_OPENCL_TEST can now be set to CPU, GPU,
ACCELERATOR, DEFAULT or ALL values to test particuler devices.
2013-05-09 14:05:40 +00:00
Brecht Van Lommel
838949c3e7 Fix #35207: addition to previous fix to avoid OSL getting uninitialized
ray differentials for lighting, which could cause bad texture filtering
artifacts or performance.
2013-05-03 21:34:51 +00:00
Stuart Broadfoot
638b084f82 Cycles Hair: Strand Minimum Pixel Size
Code is added to restrict the pixel size of strands in cycles. It works best with ribbon primitives and a preset for these is included. It uses distance dependent expansion of the strands and then stochastic strand removal to give a fading. To prevent a slowdown for triangle mesh objects in the BVH an extra visibility flag has been added. It is also only applied for camera rays.

The strand width settings are also changed, so that the particle size is not included in the width calculation. Instead there is a separate particle system parameter for width scaling.
2013-04-15 21:38:31 +00:00
Brecht Van Lommel
5c74e6dae2 Cycles: small code cleanup + fix SSS closure mixed with other closures doing
a bit too much work.
2013-04-02 16:37:28 +00:00
Brecht Van Lommel
be1a5a2328 Fix 34831: SSS issue with non-progressive render, due to error in closure merging code. 2013-04-02 15:53:24 +00:00
Brecht Van Lommel
de9dffc61e Cycles: initial subsurface multiple scattering support. It's not working as
well as I would like, but it works, just add a subsurface scattering node and
you can use it like any other BSDF.

It is using fully raytraced sampling compatible with progressive rendering
and other more advanced rendering algorithms we might used in the future, and
it uses no extra memory so it's suitable for complex scenes.

Disadvantage is that it can be quite noisy and slow. Two limitations that will
be solved are that it does not work with bump mapping yet, and that the falloff
function used is a simple cubic function, it's not using the real BSSRDF
falloff function yet.

The node has a color input, along with a scattering radius for each RGB color
channel along with an overall scale factor for the radii.

There is also no GPU support yet, will test if I can get that working later.

Node Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#BSSRDF

Implementation notes:
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Subsurface_Scattering
2013-04-01 20:26:52 +00:00
Brecht Van Lommel
9307565269 Attempted fix for issue with latest CUDA kernel for 32 bit windows/linux/mac,
there seems to be some sort of compiler bug in CUDA toolkit 4.2, uninlining a
few functions seems to avoid it.
2013-02-11 22:41:11 +00:00
Sergey Sharybin
36f44c6e02 Change some big functions from __device_inline to __device, which
makes CPU kernel compilation much faster when using MSVC.

Sideeffect of this change is that CPU rendering is few percent
faster now. CUDA rendering is the same speed.
2013-01-14 17:30:20 +00:00
Brecht Van Lommel
bf25f1ea96 Cycles Hair: refactoring to store curves with the index of the first key and the
number of keys in the curve, rather than curve segments with the indices of two
keys. ShaderData.segment now stores the segment number in the curve.
2013-01-03 12:09:09 +00:00
Brecht Van Lommel
57cf48e7c6 Cycles Hair: refactoring to support generic attributes for hair curves. There
should be no functional changes yet. UV, tangent and intercept are now stored
as attributes, with the intention to add more like multiple uv's, vertex
colors, generated coordinates and motion vectors later.

Things got a bit messy due to having both triangle and curve data in the same
mesh data structure, which also gives us two sets of attributes. This will get
cleaned up when we split the mesh class.
2013-01-03 12:08:54 +00:00
Brecht Van Lommel
97c6a55c39 Fix #33706: issue in cycles motion blur rendering after hair commit, my fault
for not finding it in review.

Also removed the hard limits on motion blur shutter time, soft limits are still
the same but it can be useful to set things lower/higher in some cases.
2012-12-31 13:07:06 +00:00
Stuart Broadfoot
e9ba345c46 New feature
Patch [#33445] - Experimental Cycles Hair Rendering (CPU only)

This patch allows hair data to be exported to cycles and introduces a new line segment primitive to render with.

The UI appears under the particle tab and there is a new hair info node available.

It is only available under the experimental feature set and for cpu rendering.
2012-12-28 14:21:30 +00:00
Brecht Van Lommel
caf2324d56 Fix cycles build error with OSL disabled. 2012-12-15 20:43:25 +00:00
Brecht Van Lommel
06888b7beb Cycles OSL minor optimizations: recycle shading context, don't do memory
allocations for trace data, avoid some virtual function calls. Only helps
a few percentages.
2012-12-15 10:18:42 +00:00
Brecht Van Lommel
a9d889cba4 Fix #33405: preview render getting stuck in a particular .blend file, ObjectKey
operator< had wrong brackets, changed it now to be more clear.

Fix #33404: crash GPU rendering with OSL option still enabled. There was a check
to disable OSL in this case, but it shouldn't have modified scene->params because
this is used for comparison in scene->modified().
2012-12-04 07:48:09 +00:00
Brecht Van Lommel
7c0a0bae79 Fix #33375: OSL geom:trianglevertices gave wrong coordinates for static BVH.
Also some simple OSL optimization, passing thread data pointer directly instead
of via thread local storage, and creating ustrings for attribute lookup.
2012-12-01 19:15:05 +00:00
Brecht Van Lommel
c25cfd3044 Fix cycles AO issue, still was missing AO pass for black/non-diffuse objects. 2012-11-23 13:41:25 +00:00
Sergey Sharybin
5c6f6301b0 Image thread safe improvements
This commit makes BKE_image_acquire_ibuf referencing result, which means once
some area requested for image buffer, it'll be guaranteed this buffer wouldn't
be freed by image signal.

To de-reference buffer BKE_image_release_ibuf should now always be used.

To make referencing working correct we can not rely on result of
image_get_ibuf_threadsafe called outside from thread lock. This is so because
we need to guarantee getting image buffer from list of loaded buffers and it's
referencing happens atomic. Without lock here it is possible that between call
of image_get_ibuf_threadsafe and referencing the buffer IMA_SIGNAL_FREE would
be called. Image signal handling too is blocking now to prevent such a
situation.

Threads are locking by spinlock, which are faster than mutexes. There were some
slowdown reports in the past about render slowdown when using OSX on Xeon CPU.
It shouldn't happen with spin locks, but more tests on different hardware would
be really welcome. So far can not see speed regressions on own computers.

This commit also removes BKE_image_get_ibuf, because it was not so intuitive
when get_ibuf and acquire_ibuf should be used.

Thanks to Ton and Brecht for discussion/review :)
2012-11-15 15:59:58 +00:00
Brecht Van Lommel
613cf7ae37 Cycles: ambient occlusion now takes per-BSDF normals into account. 2012-11-15 15:37:58 +00:00
Brecht Van Lommel
27d647dcf8 Cycles: 4 new nodes.
* Tangent: generate a tangent direction for anisotropic shading. Can be either
  radial around X/Y/Z axis, or from a UV map. The default tangent for the
  anisotropic BSDF and geometry node is now always radial Z, for UV tangent use
  this node now.

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Tangent

* Normal Map: generate a perturbed normal from an RGB normal map image. This
  is usually chained with an Image Texture node in the color input, to specify
  the normal map image. For tangent space normal maps, the UV coordinates for
  the image must match, and the image texture should be set to Non-Color mode
  to give correct results.

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Normal_Map

* Refraction BSDF: for best results this node should be considered as a building
  block and not be used on its own, but rather mixed with a glossy node using a
  fresnel type factor. Otherwise it will give quite dark results at the edges for
  glossy refraction.

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Refraction

* Ambient Occlusion: controls the amount of AO a surface receives, rather than
  having just a global factor in the world. Note that this outputs a shader and
  not a color, that's for another time.

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Ambient_Occlusion
2012-11-06 19:59:02 +00:00
Brecht Van Lommel
9a1c1f132d Cycles OSL: most closure code is now shared between OSL and SVM. Also fix
transmission pass and filter glossy option.

The BSDF closure class is now more similar to the SVM closures, and includes
some flags and labels that are needed to properly categorize the BSDF's for
render passes. Phong closure is gone for the moment, needs to be adapated to
the new structure still.
2012-10-20 12:18:00 +00:00
Brecht Van Lommel
6915394a3b Attempts to fix CUDA issues on sm 2.0 cards, still no luck getting motion blur
working, but this should make it not crash.

Also fix for wrong shutter time, should have been shorter.
2012-10-17 22:48:29 +00:00
Brecht Van Lommel
afb75ad2af Cycles: add Tangent input for Anisotropic BSDF.
Also refactor SVM BSDF code, preparing it to be shared with OSL.
2012-10-17 12:17:17 +00:00
Brecht Van Lommel
7680f88f18 Fix object motion blur crash with lamp sampling(?), missed a check.
Motion blur documentation is here:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.65/Cycles#Motion_Blur
2012-10-16 13:20:57 +00:00
Brecht Van Lommel
7521ce083d Cycles: object motion blur enabled, so in addition to camera motion, moving
objects in the scene will also cause motion blur.

This change does come with a bit of a slow down to the CPU rendering kernel even
with motion blur disabled, due to extra overhead in handling of object matrices.
It's a few percentages on simpler scenes, not so noticeable on more complex ones.
With motion blur enabled rendering is of course also slower as would be expected,
though from testing especially GPU rendering handles it quite well.

This does not support motion blur from deforming objects yet, only translation,
scale and rotation. Deformation blur is probably for another release.
2012-10-16 10:48:19 +00:00
Brecht Van Lommel
fe16b26206 Cycles: fix some update issues with camera motion blur, and do some more work
for getting object motion blur ready.
2012-10-15 21:12:58 +00:00
Brecht Van Lommel
f0a9b66469 Cycles: Anisotropic BSDF enabled, with tangents now computed from the active UV map.
It's using the Ward BSDF currently, which has some energy loss so might be a bit
dark. More/better BSDF options can be implemented later.

Patch by Mike Farnsworth, some modifications by me. Currently it's not possible yet
to set a custom tangent, that will follow as part of per-bsdf normals patch.
2012-10-10 13:02:20 +00:00
Brecht Van Lommel
94f869a256 Cycles: camera motion blur enabled.
Still more work needed to get object motion blur ready.
2012-10-09 18:37:14 +00:00
Lukas Toenne
f3a91f461c Fix for OSL memory leak. The context creation for OSL is now done in the shader_setup_* functions, since it should specific to the sample being worked on. The the context release then happens in the kernel_shader functions after shader evaluation is done. Care has to be taken to ensure the shader_release function is also called in cases where the path integration is cancelled early, this was the main cause for unreleased contexts and subsequent new allocations. 2012-09-05 08:12:22 +00:00
Lukas Toenne
95b85a8c37 Revert "Use one context per OSL thread. Not sure if this actually works, but the simple renderer example in OSL does it this way."
This does not actually work: The context must not be shared between threads, but using the same context between different samples actually seems to prevent OSL from switching between shaders. The proper solution would be to ensure memory pooling works correctly.

This reverts commit 69f87e69258d6266dcb20f09f7e3d4021e663432.
2012-09-04 17:28:36 +00:00
Lukas Toenne
6805db676d Use one context per OSL thread. Not sure if this actually works, but the simple renderer example in OSL does it this way. 2012-09-04 08:53:47 +00:00
Lukas Toenne
ad551c1ec6 Enable compilation of the SVM backend for Cycles even when OSL is enabled. The switch between SVM/OSL is decided at runtime, so the SVM code cannot simply be ignored when OSL is enabled.
Currently all shader functions check the OSL/SVM flag to dispatch to the appropriate backend. If this turns out to be a significant overhead (unlikely) this test should be moved out of the inner loop.
2012-09-03 13:56:40 +00:00
Brecht Van Lommel
4ba456d175 Cycles: first step for implementation of non-progressive sampler that handles
direct and indirect lighting differently. Rather than picking one light for each
point on the path, it now loops over all lights for direct lighting. For indirect
lighting it still picks a random light each time.

It gives control over the number of AA samples, and the number of Diffuse, Glossy,
Transmission, AO, Mesh Light, Background and Lamp samples for each AA sample.

This helps tuning render performance/noise and tends to give less noise for renders
dominated by direct lighting.

This sampling mode only works on the CPU, and still needs proper tile rendering
to show progress (will follow tommorrow or so), because each AA sample can be quite
slow now and so the delay between each update wil be too long.
2012-06-13 11:44:48 +00:00
Thomas Dinges
510f98576a Cycles / OSL:
* Compile fixes, missing ShaderClosure argument for eval functions. (r40163)
2012-06-04 19:53:50 +00:00
Brecht Van Lommel
c3e1fce775 Cycles: add Object Info node, with outputs object location, object/material
pass index, and a random number unique to the instance of the object.

This can be useful to give some variation to a single material assigned to
multiple instances, either manually controlled through the object index, based
on the object location, or randomized for each instance. 

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Object_Info
2012-05-21 12:52:28 +00:00