Commit Graph

36 Commits

Author SHA1 Message Date
Thomas Dinges
1f3bf34ccd Cycles :
* Use is_zero(a) rather than dot(a, a) == 0, saves some calculations.
2013-05-14 18:31:55 +00:00
Brecht Van Lommel
48a6fe86ca Fix #34172: cycles BVH build crashing in some rare circumstances on 32 bit linux.
The problem was (again) the x86 extended precision float register being used for
one float value while the other was rounded to lower precision. This caused the
strictly weak order requirement for std::sort to be broken.
2013-04-26 02:18:29 +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
7cb4d78b52 Fix #34921: cycles rendered a specific scene with a small high poly object
contained in a large low poly object very slow, due to failure case of fast
multithread BVH binning. Tweaked parameter now to avoid this.
2013-04-08 20:04:03 +00:00
Brecht Van Lommel
4061f96d94 Fix cycles issue with BVH cache created with 64 bits and used for 32 bits binary,
and vice versa.
2013-02-13 11:02:51 +00:00
Brecht Van Lommel
45c70acd27 Fix some (quite harmless) use of uninitialized memory reported by valgrind. 2013-02-12 13:48:04 +00:00
Stuart Broadfoot
3373b8154b Cycles Hair: Introduction of Cardinal Spline Curve Segments and minor fixes.
The curve segment primitive has been added. This includes an intersection function and changes to the BVH.

A few small errors in the line segment intersection routine are also fixed.
2013-01-15 19:44:41 +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
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
Campbell Barton
f3ece5a108 style cleanup: trailing tabs & expand some non prefix tabs into spaces. 2012-10-21 05:46:41 +00:00
Campbell Barton
536d9fec80 code cleanup:
- move object_iterators.c --> view3d_iterators. (ED_object.h had to include ED_view3d.h which isn't so nice)
- move projection functions from view3d_view.c --> view3d_project.c (view3d_view was becoming a mishmash of utility functions and operators).
- some some cmake includes as system-includes.
2012-10-17 04:13:03 +00:00
Campbell Barton
b0c7c8756f code cleanup: cycles now uses system includes for boost/oiio.. etc, so we dont get warnings from system headers. 2012-09-20 09:04:43 +00:00
Campbell Barton
92a1572102 fix for rare crash in cycles BVH tree packing. 2012-08-22 11:18:37 +00:00
Brecht Van Lommel
fe401712a9 Code tweak removing comment, the fix here is indeed correct. 2012-07-31 15:05:11 +00:00
Campbell Barton
facb1512c0 fix/workaround for cycles crash packing bvh
brecht - when you get time please look into this to see if the fix is ok.
2012-07-09 12:55:16 +00:00
Campbell Barton
2c1abe1f58 style cleanup: assignment & indentation. 2012-06-09 18:56:12 +00:00
Campbell Barton
c6cffe98fa code cleanup: removed/renamed shadow & duplicate variable definitions. 2012-06-09 18:20:40 +00:00
Campbell Barton
43361487ba code cleanup: quiet all warnings about double promotion (either by changing the type or explicitly casting). 2012-06-09 17:45:22 +00:00
Campbell Barton
0fbb6bff27 style cleanup: block comments 2012-06-09 17:22:52 +00:00
Brecht Van Lommel
8103381ded Cycles: threading optimizations
* Multithreaded image loading, each thread can load a separate image.
* Better multithreading for multiple instanced meshes, different threads can now
  build BVH's for different meshes, rather than all cooperating on the same mesh.
  Especially noticeable for dynamic BVH building for the viewport, gave about
  2x faster build on 8 core in fairly complex scene with many objects.
* The main thread waiting for worker threads can now also work itself, so
  (num_cores + 1) threads will be working, this supposedly gives better
  performance on some operating systems, but did not measure performance for
  this very detailed yet.
2012-05-05 19:44:33 +00:00
Brecht Van Lommel
0c318c4a47 Fix (harmless) uninitialized memory usage in BVH binning.
Fix unneeded warnings with c++ guardedalloc, delete NULL is valid.
2012-05-04 16:38:11 +00:00
Brecht Van Lommel
af51b73504 Fix #31202: cycles crash in new BVH builder on Windows, when compiling with
debug info.
2012-05-01 17:17:17 +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
Brecht Van Lommel
92764260d7 Cycles: add option to cache BVH's between subsequent renders, storing the BVH on
disk to be reused by the next render.

This is useful for rendering animations where only the camera or materials change.
Note that saving the BVH to disk only to be removed for the next frame is slower
if this is not the case and the meshes do actually change.

For a render, it will save bvh files to the cache user directory, and remove all
cache files from other renders. The files are named using a MD5 hash based on the
mesh, to verify if the meshes are still the same.
2012-01-16 13:13:37 +00:00
Brecht Van Lommel
f2ae6b1589 Fix #29444: cycles problem building BVH with NaN vertices. 2011-12-03 20:22:21 +00:00
Campbell Barton
33814e0093 edits to cycles cmake files so cmake_consistency_check.py can parse them. 2011-11-08 20:27:37 +00:00
Brecht Van Lommel
1ab9fc59b7 Cycles: fix a few more msvc issues with empty scenes and ustring setting. 2011-10-03 17:42:24 +00:00
Brecht Van Lommel
da8f71bffb Cycles: some tweaks to silence msvc assertions in debug mode. 2011-10-03 15:31:45 +00:00
Brecht Van Lommel
1135875ab1 Cycles:
* Fix crash in light path node
* Fix struct alignment issue for cuda
* Fix issue with instances taking up too much memory
* Fix issue with ray visibility working incorrect on some objects
* Enable OpenCL always and remove option, it has no dependencies so may as well
* Refuse to load kernel if OpenCL version < 1.1, recent drivers are needed
* Better error handling for OpenCL device
* 3D views with rendered draw mode will now revert to wireframe on file load
2011-09-02 14:55:06 +00:00
Brecht Van Lommel
df625253ac Cycles:
* Add max diffuse/glossy/transmission bounces
* Add separate min/max for transparent depth
* Updated/added some presets that use these options
* Add ray visibility options for objects, to hide them from
  camera/diffuse/glossy/transmission/shadow rays
* Is singular ray output for light path node

Details here:
http://wiki.blender.org/index.php/Dev:2.5/Source/Render/Cycles/LightPaths
2011-09-01 15:53:36 +00:00
Brecht Van Lommel
360fcd73fe Cycles:
* add some (disabled) test code for using OpenImageIO in imbuf
* link cycles, openimageio and boost into blender instead of a shared library
* some cmakefile changes to simplify the code and follow conventions better
* this may solve running cycles problems on windows XP, or give a different
  and hopefully more useful error message
2011-08-16 16:15:34 +00:00
Brecht Van Lommel
18d709022e Cycles: clang build fixes. 2011-08-10 19:45:08 +00:00
Brecht Van Lommel
2996f08f84 Cycles: first batch of windows build fixes, not quite there yet. 2011-05-03 18:29:11 +00:00
Brecht Van Lommel
774584d7e8 Cycles: hook up the CMake build system.
New build instructions for Ubuntu Linux in the wiki:
http://wiki.blender.org/index.php/Dev:2.5/Source/Cycles
2011-04-28 13:47:27 +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