blender/intern/cycles/render/integrator.h
Stefan Werner 51e898324d Adaptive Sampling for Cycles.
This feature takes some inspiration from
"RenderMan: An Advanced Path Tracing Architecture for Movie Rendering" and
"A Hierarchical Automatic Stopping Condition for Monte Carlo Global Illumination"

The basic principle is as follows:
While samples are being added to a pixel, the adaptive sampler writes half
of the samples to a separate buffer. This gives it two separate estimates
of the same pixel, and by comparing their difference it estimates convergence.
Once convergence drops below a given threshold, the pixel is considered done.

When a pixel has not converged yet and needs more samples than the minimum,
its immediate neighbors are also set to take more samples. This is done in order
to more reliably detect sharp features such as caustics. A 3x3 box filter that
is run periodically over the tile buffer is used for that purpose.

After a tile has finished rendering, the values of all passes are scaled as if
they were rendered with the full number of samples. This way, any code operating
on these buffers, for example the denoiser, does not need to be changed for
per-pixel sample counts.

Reviewed By: brecht, #cycles

Differential Revision: https://developer.blender.org/D4686
2020-03-05 12:21:38 +01:00

107 lines
2.2 KiB
C++

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef __INTEGRATOR_H__
#define __INTEGRATOR_H__
#include "kernel/kernel_types.h"
#include "graph/node.h"
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class Scene;
class Integrator : public Node {
public:
NODE_DECLARE
int min_bounce;
int max_bounce;
int max_diffuse_bounce;
int max_glossy_bounce;
int max_transmission_bounce;
int max_volume_bounce;
int transparent_min_bounce;
int transparent_max_bounce;
int ao_bounces;
int volume_max_steps;
float volume_step_size;
bool caustics_reflective;
bool caustics_refractive;
float filter_glossy;
int seed;
float sample_clamp_direct;
float sample_clamp_indirect;
bool motion_blur;
/* Maximum number of samples, beyond which we are likely to run into
* precision issues for sampling patterns. */
static const int MAX_SAMPLES = (1 << 24);
int aa_samples;
int diffuse_samples;
int glossy_samples;
int transmission_samples;
int ao_samples;
int mesh_light_samples;
int subsurface_samples;
int volume_samples;
int start_sample;
bool sample_all_lights_direct;
bool sample_all_lights_indirect;
float light_sampling_threshold;
int adaptive_min_samples;
float adaptive_threshold;
enum Method {
BRANCHED_PATH = 0,
PATH = 1,
NUM_METHODS,
};
Method method;
SamplingPattern sampling_pattern;
bool need_update;
Integrator();
~Integrator();
void device_update(Device *device, DeviceScene *dscene, Scene *scene);
void device_free(Device *device, DeviceScene *dscene);
bool modified(const Integrator &integrator);
void tag_update(Scene *scene);
};
CCL_NAMESPACE_END
#endif /* __INTEGRATOR_H__ */