* Remove some unnecessary SSE emulation defines.
* Use full precision float division so we can enable it.
* Add sqrt(), sqr(), fabs(), shuffle variations, mask().
* Optimize reduce_add(), select().
Differential Revision: https://developer.blender.org/D2764
I need to use some macros defined in util_simd.h for float3/float4, to emulate
SSE4 instructions on SSE2. But due to issues with order of header includes this
was not possible, this does some refactoring to make it work.
Differential Revision: https://developer.blender.org/D2764
This commit contains the first part of the new Cycles denoising option,
which filters the resulting image using information gathered during rendering
to get rid of noise while preserving visual features as well as possible.
To use the option, enable it in the render layer options. The default settings
fit a wide range of scenes, but the user can tweak individual settings to
control the tradeoff between a noise-free image, image details, and calculation
time.
Note that the denoiser may still change in the future and that some features
are not implemented yet. The most important missing feature is animation
denoising, which uses information from multiple frames at once to produce a
flicker-free and smoother result. These features will be added in the future.
Finally, thanks to all the people who supported this project:
- Google (through the GSoC) and Theory Studios for sponsoring the development
- The authors of the papers I used for implementing the denoiser (more details
on them will be included in the technical docs)
- The other Cycles devs for feedback on the code, especially Sergey for
mentoring the GSoC project and Brecht for the code review!
- And of course the users who helped with testing, reported bugs and things
that could and/or should work better!
The idea is to make include statements more explicit and obvious where the
file is coming from, additionally reducing chance of wrong header being
picked up.
For example, it was not obvious whether bvh.h was refferring to builder
or traversal, whenter node.h is a generic graph node or a shader node
and cases like that.
Surely this might look obvious for the active developers, but after some
time of not touching the code it becomes less obvious where file is coming
from.
This was briefly mentioned in T50824 and seems @brecht is fine with such
explicitness, but need to agree with all active developers before committing
this.
Please note that this patch is lacking changes related on GPU/OpenCL
support. This will be solved if/when we all agree this is a good idea to move
forward.
Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner
Reviewed By: lukasstockner97, maiself, nirved, dingto
Subscribers: brecht
Differential Revision: https://developer.blender.org/D2586
Based on existing ssef data type and to my knowledge it's also what happens in
Embree nowadays.
Inspired by Maxym Dmytrychenko and required for the upcoming triangle
intersection commit.
Hopefully the copyright message is correct.
This inconsistency drove me totally crazy, it's really confusing
when it's inconsistent especially when you work on both Cycles and
Blender sides.
Shouldn;t cause merge PITA, it's whitespace changes only, Git should
be able to merge it nicely.
This way util_simd.cpp would not require modifications
if/when SSE2 is suddenly supported on 32bit platforms.
This also allowed to unleash some issues with util_simd.h
related on the fact that there size_t and int are actually
the same types.
This makes the code a bit easier to understand, and might come in handy
if we want to reuse more Embree code.
Differential Revision: https://developer.blender.org/D482
Code by Brecht, with fixes by Lockal, Sergey and myself.
Gives ~11% speedup for hair.blend, ~10% for koro_final.blend
Also extract few common subexpressions in hair calculation.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D318
MSVC 2008 ignores alignement attribute when assigning from unaligned
float4 vector, returned from other function. Now Cycles uses unaligned
loads instead of casts for win32 in x86 mode.
Gives up to 15% speedup scenes with voronoi-based textures (up to 25% with volumes) on Haswell. The performance change for other CPUs is much smaller: 1-2%.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D203