* Replace license text in headers with SPDX identifiers.
* Remove specific license info from outdated readme.txt, instead leave details
to the source files.
* Add list of SPDX license identifiers used, and corresponding license texts.
* Update copyright dates while we're at it.
Ref D14069, T95597
This patch reverts the normal behavior of the spotlights. In the last fix,
the returned normal of a spot light was equal to its direction. This broke
some texturing methods used by artists.
Differential Revision: https://developer.blender.org/D13991
Remove small ray offsets that were used to avoid self intersection, and leave
that to the newly added primitive object/prim comparison. These changes together
significantly reduce artifacts on small, large or far away objects.
The balance here is that overlapping primitives are not handled well and should
be avoided (though this was already an issue). The upside is that this is
something a user has control over, whereas the other artifacts had no good
manual solution in many cases.
There is a known issue where the Blender particle system generates overlapping
objects and in turn leads to render differences between CPU and GPU. This will
be addressed separately.
Differential Revision: https://developer.blender.org/D12954
Must take into account SD_OBJECT_TRANSFORM_APPLIED to determine if the normal
was already in world space.
Differential Revision: https://developer.blender.org/D13639
* Spot lights are now handled as disks aligned with the direction of the
spotlight instead of view aligned disks.
* Point light is now handled separately from the spot light, to fix a case
where multiple lights are intersected in a row. Before the origin of the
ray was the previously intersected light and not the origin of the initial
ray traced from the last surface/volume interaction.
This makes both strategies in multiple importance sampling converge to the same
result. It changes the render results in some scenes, for example the junkshop
scene where there are large point lights overlapping scene geometry and each
other.
Differential Revision: https://developer.blender.org/D13233
BVH2 triangle intersection was broken on the GPU since packed floats can't
be loaded directly into SSE. The better long term solution for performance
would be to build a BVH2 for GPU and Embree for CPU, similar to what we do
for OptiX.
This patch adds a CMake option "WITH_CYCLES_DEBUG" which builds cycles with
a feature that allows debugging/selecting the direct-light sampling strategy.
The same option may later be used to add other debugging features that could
affect performance in release builds.
The three options are:
* Forward path tracing (e.g., via BSDF or phase function)
* Next-event estimation
* Multiple importance sampling combination of the previous two methods
Such a feature is useful for debugging light different sampling, evaluation,
and pdf methods (e.g., for light sources and BSDFs).
Differential Revision: https://developer.blender.org/D13152
Remove prefix of filenames that is the same as the folder name. This used
to help when #includes were using individual files, but now they are always
relative to the cycles root directory and so the prefixes are redundant.
For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.
* Split render/ into scene/ and session/. The scene/ folder now contains the
scene and its nodes. The session/ folder contains the render session and
associated data structures like drivers and render buffers.
* Move top level kernel headers into new folders kernel/camera/, kernel/film/,
kernel/light/, kernel/sample/, kernel/util/
* Move integrator related kernel headers into kernel/integrator/
* Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/
For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.