On the BMW scene, this gives roughly a 10% speedup overall with clang/gcc, and 30%
speedup with visual studio (2008). It turns out visual studio was optimizing the
existing code quite poorly compared to pretty good autovectorization by clang/gcc,
but hand written SSE code also gives a smaller speed boost there.
This code isn't enabled when using the hair minimum width feature yet, need to
make that work with the SSE code still.
* Revert r57203 (len() renaming)
There seems to be a problem with nVidia OpenCL after this and I haven't figured out the real cause yet.
Better to selectively enable native length() later, after figuring out what's wrong.
This fixes [#35612].
* Rename some math functions:
len -> length
len_squared -> length_squared
normalize_len -> normalize_length
* This way OpenCL uses its inbuilt length() function, rather than our own. The other two functions have been renamed for consistency.
* Tested CPU, CUDA and OpenCL compile, should be no functional changes.
Now there is a single BVH traversal code with #ifdefs for various features.
At runtime it will then select the appropriate variation to use depending if
instancing, hair or motion blur is in use.
This makes scenes without hair render a bit faster, especially after the
minimum width feature was added. It's not the most beautiful code, but we can't
use c++ templates and there were already 4 copies, adding 4 more to handle the
hair case separately would be too much.
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.
well as I would like, but it works, just add a subsurface scattering node and
you can use it like any other BSDF.
It is using fully raytraced sampling compatible with progressive rendering
and other more advanced rendering algorithms we might used in the future, and
it uses no extra memory so it's suitable for complex scenes.
Disadvantage is that it can be quite noisy and slow. Two limitations that will
be solved are that it does not work with bump mapping yet, and that the falloff
function used is a simple cubic function, it's not using the real BSSRDF
falloff function yet.
The node has a color input, along with a scattering radius for each RGB color
channel along with an overall scale factor for the radii.
There is also no GPU support yet, will test if I can get that working later.
Node Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#BSSRDF
Implementation notes:
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Subsurface_Scattering
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.
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.
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.
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.
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.
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.
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.
* 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...
* 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