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
The intention of this commit it to address issues mentioned in the
reports T43865,T50164 and T50452.
The code is based on Embree code with some extra vectorization
to speed up single ray to single triangle intersection.
Unfortunately, such a fix is not coming for free. There is some
slowdown for AVX2 processors, mainly due to different vectorization
code, which caused different number of instructions to be executed
and different instructions-per-cycle counters. But on another hand
this commit makes pre-AVX2 platforms such as AVX and SSE4.1 a bit
faster. The prerformance goes as following:
2.78c AVX2 2.78c AVX Patch AVX2 Patch AVX
BMW 05:21.09 06:05.34 05:32.97 (+3.5%) 05:34.97 (-8.5%)
Classroom 16:55.36 18:24.51 17:10.41 (+1.4%) 17:15.87 (-6.3%)
Fishy Cat 08:08.49 08:36.26 08:09.19 (+0.2%) 08:12.25 (-4.7%
Koro 11:22.54 11:45.24 11:13.25 (-1.5%) 11:43.81 (-0.3%)
Barcelone 14:18.32 16:09.46 14:15.20 (-0.4%) 14:25.15 (-10.8%)
On GPU the performance is about 1.5-2% slower in my tests on GTX1080
but afraid we can't do much as a part of this chaneg here and
consider it a price to pay for more proper intersection check.
Made in collaboration with Maxym Dmytrychenko, big thanks to him!
Reviewers: brecht, juicyfruit, lukasstockner97, dingto
Differential Revision: https://developer.blender.org/D1574
The title says it all actually. Gives up to 10% speedup on test scenes here
on i7-6800K.
Render times on GPU are unreliable here, but there might be some slowdown
caused by watertight nature of intersections.
This is a preparation work for the followup commit which wil l move
remaining parts of Woop intersection logic to an utility file.
Doing it as a separate commit to keep changes more atomic and easier
to bisect when/if needed.
Decoupled ray marching is not supported yet.
Transparent shadows are always enabled for volume rendering.
Changes in kernel/bvh and kernel/geom are from Sergey.
This simiplifies code significantly, and prepares it for
record-all transparent shadow function in split kernel.
All the changes are mainly giving explicit tips on inlining functions,
so they match how inlining worked with previous toolkit.
This make kernel compiled by CUDA 8 render in average with same speed
as previous kernels. Some scenes are somewhat faster, some of them are
somewhat slower. But slowdown is within 1% so far.
On a positive side it allows us to enable newer generation cards on
buildbots (so GTX 10x0 will be officially supported soon).
Using camel case for variables is something what didn't came from our original
code, but rather from third party libraries. Let's avoid those as much as possible.
BVH traversal is not really that much a geometry and we've got
quite some traversals now. Makes sense to keep them separate in
the name of source structure clarity.