Commit Graph

25 Commits

Author SHA1 Message Date
Brecht Van Lommel
543e06ce0e Fix #33915: tweak self intersection epsilon for motion blur a bit further, still
had some cases where there were artifacts. Also fix rendering error with shutter
time set to 0.
2013-01-23 16:56:02 +00:00
Stuart Broadfoot
4c67b23c8d Cycles Hair: Fix of cardinal curve intersection routine
Fixed some of my own mistakes in the cardinal curve intersection routine.
2013-01-21 00:58:14 +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
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
Stuart Broadfoot
ec33cacc62 Added vertex color attributes (currently limited to one) and UVs included for triangle mesh hair.
I have also included a small speedup for the intersection test.
2013-01-04 12:44:38 +00:00
Brecht Van Lommel
e1004eb139 Fix CUDA build error after last commit, and remove some comments. 2013-01-03 13:18:35 +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
Brecht Van Lommel
779662aff7 Fix #33641: cycles self intersection artifacts with motion blur and one of the
X/Y/Z coordinates close to 0.
2012-12-23 12:52:10 +00:00
Brecht Van Lommel
e287c97fea Cycles: disable motion blur for CUDA entirely now, also goes wrong on other
architectures. Still did not find a good solution.
2012-10-20 15:09:27 +00:00
Brecht Van Lommel
95963289c8 More fixes related to #32900, motion blur with cuda sm 2.0 still disabled. 2012-10-18 12:45:27 +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
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
94f869a256 Cycles: camera motion blur enabled.
Still more work needed to get object motion blur ready.
2012-10-09 18:37:14 +00:00
Campbell Barton
0fbb6bff27 style cleanup: block comments 2012-06-09 17:22:52 +00:00
Brecht Van Lommel
131de4352b Cycles: fixes to make CUDA 4.2 work, compiling gave errors in shadows and
other places, was mainly due to instancing not working, but also found
issues in procedural textures.

The problem was with --use_fast_math, this seems to now have way lower
precision for some operations. Disabled this flag and selectively use
fast math functions. Did not find performance regression on GTX 460 after
doing this.
2012-05-28 19:21:13 +00:00
Brecht Van Lommel
1d8c798188 Cycles: support for motion vector and UV passes.
Most of the changes are related to adding support for motion data throughout
the code. There's some code for actual camera/object motion blur raytracing
but it's unfinished (it badly slows down the raytracing kernel even when the
option is turned off), so that code it disabled still.

Motion vector export from Blender tries to avoid computing derived meshes
when the mesh does not have a deforming modifier, and it also won't store
motion vectors for every vertex if only the object or camera is moving.
2012-04-30 12:49:26 +00:00
Brecht Van Lommel
93df58160e Fix #30966: cycles nan mesh vertices got set to (0, 0, 0), now remove them instead. 2012-04-16 08:35:21 +00:00
Brecht Van Lommel
efe4ea284a Cycles:
* Fix broken compile of test app.
* Fix some warnings compiling with gcc for 32 bit.
* More tweaks to avoid extended precision issue from #29301.
2011-12-02 14:26:28 +00:00
Brecht Van Lommel
b6021462a8 Another possible fix for #29301: issue with BVH intersection, reorder code a
bit so that it's more symmetric and resulting float ops are compiled the same
way. Otherwise extended float precision being used in one place and not the
other can make comparisons fail.
2011-11-30 16:29:26 +00:00
Brecht Van Lommel
6f73e351ee Cycles:
* Fix #29354: crash on branch file. Note that for best compatibility, you need
  to save your files with one of the latest branch builds, since not all version
  patching code was moved to trunk.
* Rename "Cycles" to "Cycles Render" in info header menu.
* Code tweaks to try to fix #29301. It's not a real solution though, I'm thinking
  cause is extended precision for floats on some cpu's, used in one case but not
  in the other, leading to bounding box intersection issue...
2011-11-21 16:28:19 +00:00
Brecht Van Lommel
e5f544dd92 Cycles: add transparent shadow support, i.e. shadows through Transparent BSDF
shaders, enabled by default.
2011-10-16 17:54:43 +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
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