Commit Graph

44 Commits

Author SHA1 Message Date
a3abb020e3 Fix Cycles CUDA performance on CUDA 8.0.
Mostly this is making inlining match CUDA 7.5 in a few performance critical
places. The end result is that performance is now better than before, possibly
due to less register spilling or other CUDA 8.0 compiler improvements.

On benchmarks scenes, there are 3% to 35% render time reductions. Stack memory
usage is reduced a little too.

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D2269
2016-10-03 22:15:25 +02:00
Lukas Stockner
b9d1852c5a Cycles: Deduplicate light pass code 2016-09-14 20:09:37 +02:00
20ec6bc166 Fix Cycles kernel build without render passes support. 2016-07-18 22:40:08 +02:00
Lukas Stockner
a8fe3a1cee Fix T47461: Different results on CPU and GPU when using Branched Path Tracing
The issue here was actually somewhere else - the attached scene from the report used a light falloff node in a sunlamp (aka distant light).
However, since distant lamps set the ray length to FLT_MAX and the light falloff node squares this value, it overflows and produces a NaN
weight, which propagates and leads to a NaN intensity, which is then clamped to zero and produces the black pixels.

To fix that issue, the smoothing part of the light falloff is just ignored if the smoothing term isn't finite (which makes sense since
the term should converge to 1 as the distance increases).
The reason for the different results on CPUs and GPUs is not perfectly clear, but probably can be explained with different handling of
Inf/NaN edge cases.

Also, to notice issues like these faster in the future, kernel_asserts were added that evaluate as false as soon as a non-finite intensity is produced.
2016-02-18 01:23:38 +01:00
Sergey Sharybin
480b814e02 Cycles: Remove back some tweaks for inline policies
While kernel compiles fine, it seems generated binary is not really correct.
2016-02-16 17:25:58 +01:00
Sergey Sharybin
c93069083e Cycles: Tweaks for 32bit CUDA binaries
Tweak some inline policies. Not totally crazy yet, and in fact we now
have one less ifdef statement now.
2016-02-15 19:11:02 +01:00
Sergey Sharybin
d0a9ec5efc Cycles: Fix SSS object not properly reflected in glossy object with indirect clamping
This fixes remained issues reported in T46908.
2015-12-02 16:00:01 +05:00
Sergey Sharybin
41d5ff6fe9 Cycles: Avoid compilation warnings when building without passes support 2015-06-13 19:07:48 +02:00
George Kyriazis
7f4479da42 Cycles: OpenCL kernel split
This commit contains all the work related on the AMD megakernel split work
which was mainly done by Varun Sundar, George Kyriazis and Lenny Wang, plus
some help from Sergey Sharybin, Martijn Berger, Thomas Dinges and likely
someone else which we're forgetting to mention.

Currently only AMD cards are enabled for the new split kernel, but it is
possible to force split opencl kernel to be used by setting the following
environment variable: CYCLES_OPENCL_SPLIT_KERNEL_TEST=1.

Not all the features are supported yet, and that being said no motion blur,
camera blur, SSS and volumetrics for now. Also transparent shadows are
disabled on AMD device because of some compiler bug.

This kernel is also only implements regular path tracing and supporting
branched one will take a bit. Branched path tracing is exposed to the
interface still, which is a bit misleading and will be hidden there soon.

More feature will be enabled once they're ported to the split kernel and
tested.

Neither regular CPU nor CUDA has any difference, they're generating the
same exact code, which means no regressions/improvements there.

Based on the research paper:

  https://research.nvidia.com/sites/default/files/publications/laine2013hpg_paper.pdf

Here's the documentation:

  https://docs.google.com/document/d/1LuXW-CV-sVJkQaEGZlMJ86jZ8FmoPfecaMdR-oiWbUY/edit

Design discussion of the patch:

  https://developer.blender.org/T44197

Differential Revision: https://developer.blender.org/D1200
2015-05-09 19:52:40 +05:00
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
Sergey Sharybin
1b319669d0 Cycles: Workaround cuda 6.5 compiler bug with sm_50 2014-09-06 15:10:17 +06:00
Sergey Sharybin
769ba42899 Cycles: Fix for the BSDF evaluation init 2014-09-06 14:30:58 +06:00
Thomas Dinges
cdd1d5a93c Cycles: Initial support for volume ray visibility.
This adds a new "Volume Scatter" option to the "Ray Visibility" panels and can be used to e.g. exclude lamps from having an influence on the volume. See release logs for an example: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Cycles

Differential revision: https://developer.blender.org/D771
2014-09-05 16:17:39 +02:00
Campbell Barton
9c3025cd26 Spelling 2014-08-02 16:53:52 +10:00
df74230c5e Fix cycles baking code build errors with OpenCL on some platforms. 2014-05-11 16:36:51 +02:00
Dalai Felinto
eec3eaba08 Cycles Bake
Expand Cycles to use the new baking API in Blender.

It works on the selected object, and the panel can be accessed in the Render panel (similar to where it is for the Blender Internal).

It bakes for the active texture of each material of the object. The active texture is currently defined as the active Image Texture node present in the material nodetree. If you don't want the baking to override an existent material, make sure the active Image Texture node is not connected to the nodetree. The active texture is also the texture shown in the viewport in the rendered mode.

Remember to save your images after the baking is complete.

Note: Bake currently only works in the CPU
Note: This is not supported by Cycles standalone because a lot of the work is done in Blender as part of the operator only, not the engine (Cycles).

Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Bake

Supported Passes:
-----------------
Data Passes
 * Normal
 * UV
 * Diffuse/Glossy/Transmission/Subsurface/Emit Color

Light Passes
 * AO
 * Combined
 * Shadow
 * Diffuse/Glossy/Transmission/Subsurface/Emit Direct/Indirect
 * Environment

Review: D421
Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge

Original design by Brecht van Lommel.

The entire commit history can be found on the branch: bake-cycles
2014-05-02 21:19:09 -03:00
Thomas Dinges
842a66b07c Cycles: Code refactor for Clamping/Inf Rejection, combined into 1 function. Also avoid some conditionals.
Reviewed by: brecht
Differential Revision: https://developer.blender.org/D310
2014-02-11 17:44:41 +01:00
Thomas Dinges
0203c5f2a2 Cycles: Clamp Direct now affects the Background too.
Reviewed by: brecht
Differential Revision: https://developer.blender.org/D306
2014-02-11 12:18:47 +01:00
Thomas Dinges
e29a45b396 Cycles: Separation of Indirect and Direct clamping.
Indirect and Direct samples can now be clamped individually. This way we can clamp the indirect samples (fireflies), while keeping the direct highlights.
Example render: http://www.pasteall.org/pic/show.php?id=66586

WARNING: This breaks backwards compatibility. If you had Clamping enabled in an old file, you must re-enable either Direct/Indirect clamping or both again.

Reviewed by: brecht
Differential Revision: https://developer.blender.org/D303
2014-02-10 21:46:02 +01:00
01df756bd1 Cycles Volume Render: scattering support.
This is done by adding a Volume Scatter node. In many cases you will want to
add together a Volume Absorption and Volume Scatter node with the same color
and density to get the expected results.

This should work with branched path tracing, mixing closures, overlapping
volumes, etc. However there's still various optimizations needed for sampling.
The main missing thing from the volume branch is the equiangular sampling for
homogeneous volumes.

The heterogeneous scattering code was arranged such that we can use a single
stratified random number for distance sampling, which gives less noise than
pseudo random numbers for each step. For volumes where the color is textured
there still seems to be something off, needs to be investigated.
2014-01-07 15:03:41 +01:00
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
Brecht Van Lommel
edde749850 Fix #36741: cycles AO pass giving values > 1.0 with transparency. 2013-09-17 13:22:42 +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
02ec0b9431 Cycles:
* Forgot to rename some SSS pass strings.
* Some typo fixes.
2013-08-03 21:45:57 +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
Brecht Van Lommel
58a290234b Cycles: ray visibility options now work for lamps and mesh lights, with and without
multiple importance sampling, so you can disable them for diffuse/glossy/transmission.

The Light Path node here is still weak and does not give this info. To make that
work we'd need to evaluate the shader multiple times which is slow and we can't
detect well enough when it is actually needed.
2013-06-07 18:59:23 +00:00
Brecht Van Lommel
a604fb730d Cycles: mist pass added, with start/depth/falloff control. If the pass is
enabled in a render layer a Mist Pass panel will be shown in the world
properties.
2013-06-07 12:45:26 +00:00
Brecht Van Lommel
7ecc9cfdf4 Fix non-progressive lamps with multiple samples not giving correct intensity after
recent fix.
2013-02-05 13:33:24 +00:00
Brecht Van Lommel
486abf01c6 Fix CUDA compile after last commit. 2013-01-15 20:13:19 +00:00
Brecht Van Lommel
0967b39be1 Fix #33838: light render passes for non-progressive integrator were not correct. 2013-01-15 19:17:51 +00:00
Brecht Van Lommel
71389d4d74 Cycles OSL: windows build fixes. 2012-11-14 17:18:47 +00:00
Lukas Toenne
ab4b74f1ed Cycles compiler fixes related to OSL changes:
* reverted r50430
* removed 2 util_params.h includes from r50428, these were causing trouble with OIIO in CUDA compilation. The purpose of these was to define the ustring type, but can just use the standard string type from util_string as well.
2012-09-06 07:44:49 +00:00
Lukas Toenne
d490277194 Quick fix for compiler error. Somehow the isfinite symbol got lost for SVM too now, no idea how this happened or where it actually came from. This will likely also cause trouble with CUDA/OpenCL compilers, will have to be fixed properly later. 2012-09-05 18:12:17 +00:00
Lukas Toenne
c9cd150f43 Cycles compile fix: only use std::isfinite when OSL is enabled. 2012-09-02 18:11:28 +00:00
Lukas Toenne
092f6344c3 Fixed remaining syntax errors in OSL files. node_sepcomb_rgb.osl is split into 2 parts, since OSL only allows one shader per file. 2012-09-02 15:07:51 +00:00
Campbell Barton
0fbb6bff27 style cleanup: block comments 2012-06-09 17:22:52 +00:00
Brecht Van Lommel
07b2241fb1 Cycles: merging features from tomato branch.
=== BVH build time optimizations ===

* BVH building was multithreaded. Not all building is multithreaded, packing
  and the initial bounding/splitting is still single threaded, but recursive
  splitting is, which was the main bottleneck.

* Object splitting now uses binning rather than sorting of all elements, using
  code from the Embree raytracer from Intel.
  http://software.intel.com/en-us/articles/embree-photo-realistic-ray-tracing-kernels/

* Other small changes to avoid allocations, pack memory more tightly, avoid
  some unnecessary operations, ...

These optimizations do not work yet when Spatial Splits are enabled, for that
more work is needed. There's also other optimizations still needed, in
particular for the case of many low poly objects, the packing step and node
memory allocation.

BVH raytracing time should remain about the same, but BVH build time should be
significantly reduced, test here show speedup of about 5x to 10x on a dual core
and 5x to 25x on an 8-core machine, depending on the scene.

=== Threads ===

Centralized task scheduler for multithreading, which is basically the
CPU device threading code wrapped into something reusable.

Basic idea is that there is a single TaskScheduler that keeps a pool of threads,
one for each core. Other places in the code can then create a TaskPool that they
can drop Tasks in to be executed by the scheduler, and wait for them to complete
or cancel them early.

=== Normal ====

Added a Normal output to the texture coordinate node. This currently
gives the object space normal, which is the same under object animation.

In the future this might become a "generated" normal so it's also stable for
deforming objects, but for now it's already useful for non-deforming objects.

=== Render Layers ===

Per render layer Samples control, leaving it to 0 will use the common scene
setting.

Environment pass will now render environment even if film is set to transparent.

Exclude Layers" added. Scene layers (all object that influence the render,
directly or indirectly) are shared between all render layers. However sometimes
it's useful to leave out some object influence for a particular render layer.
That's what this option allows you to do.

=== Filter Glossy ===

When using a value higher than 0.0, this will blur glossy reflections after
blurry bounces, to reduce noise at the cost of accuracy. 1.0 is a good
starting value to tweak.

Some light paths have a low probability of being found while contributing much
light to the pixel. As a result these light paths will be found in some pixels
and not in others, causing fireflies. An example of such a difficult path might
be a small light that is causing a small specular highlight on a sharp glossy
material, which we are seeing through a rough glossy material. With path tracing
it is difficult to find the specular highlight, but if we increase the roughness
on the material the highlight gets bigger and softer, and so easier to find.

Often this blurring will be hardly noticeable, because we are seeing it through
a blurry material anyway, but there are also cases where this will lead to a
loss of detail in lighting.
2012-04-28 08:53:59 +00:00
Daniel Genrich
2e08b763c5 Bugfix [#30835]: Cycles doesn't work with AMD Juniper GPU, compiller throws errors. Thanks for reporting!
Problem: AMD does not like something like this.
float3 *a;
flaot b = a->x;

You need to circumvent this by using:
float3 *a;
float b = (*a).x;
2012-04-09 15:31:31 +00:00
Brecht Van Lommel
6e93e33294 Cycles: add rejection of inf/nan samples, in principle these should not happen
but this makes it more reliable for now.

Also add an integrator "Clamp" option, to clamp very light samples to a maximum
value. This will reduce accuracy but may help reducing noise and speed up
convergence.
2012-04-05 15:17:45 +00:00
Brecht Van Lommel
e12adeb8c9 Fix #30551: cycles passes combining did not always give identical result combined
with antialiasing/defocus, now divide out color at the very end instead of for each
sample.
2012-03-28 12:18:12 +00:00
Brecht Van Lommel
755f018324 Cycles: shadow pass support. Note that this only takes into account lamps,
emitting objects or world lighting do not contribute to the shadow pass.

Consider this more as a pass useful for some compositing tricks, unlike
other lighting passes this pass can't be used to exactly reconstruct the
combined pass.
2012-03-28 10:39:21 +00:00
Brecht Van Lommel
8b4c1f729b Cycles: fix issue reported in IRC, rendering a material that mixes a transparent
and glass BSDF would give a different result with/without using light passes.
2012-03-20 16:16:17 +00:00
Brecht Van Lommel
22abc63f67 Cycles: ambient occlusion support, with AO factor and distance, and a render pass.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/World#Ambient_Occlusion
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes#Lighting_Passes
2012-02-28 16:45:08 +00:00
Brecht Van Lommel
f99343d3b8 Cycles: Render Passes
Currently supported passes:
* Combined, Z, Normal, Object Index, Material Index, Emission, Environment,
  Diffuse/Glossy/Transmission x Direct/Indirect/Color

Not supported yet:
* UV, Vector, Mist

Only enabled for CPU devices at the moment, will do GPU tweaks tommorrow,
also for environment importance sampling.

Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes
2012-01-25 17:23:52 +00:00