Commit Graph

13 Commits

Author SHA1 Message Date
Brecht Van Lommel
a8654a1dbe Refactor: Cycles: Make CPU kernel globals storage more sane
Pull Request: https://projects.blender.org/blender/blender/pulls/132361
2025-01-03 10:23:27 +01:00
Brecht Van Lommel
57ff24cb99 Refactor: Cycles: Add const keyword to more function parameters
Pull Request: https://projects.blender.org/blender/blender/pulls/132361
2025-01-03 10:23:24 +01:00
Brecht Van Lommel
dd51c8660b Refactor: Cycles: Add const keyword where possible, using clang-tidy
Check was misc-const-correctness, combined with readability-isolate-declaration
as suggested by the docs.

Temporarily clang-format "QualifierAlignment: Left" was used to get consistency
with the prevailing order of keywords.

Pull Request: https://projects.blender.org/blender/blender/pulls/132361
2025-01-03 10:23:20 +01:00
Brecht Van Lommel
d0c2e68e5f Refactor: Cycles: Automated clang-tidy fixups in Cycles
* Use .empty() and .data()
* Use nullptr instead of 0
* No else after return
* Simple class member initialization
* Add override for virtual methods
* Include C++ instead of C headers
* Remove some unused includes
* Use default constructors
* Always use braces
* Consistent names in definition and declaration
* Change typedef to using

Pull Request: https://projects.blender.org/blender/blender/pulls/132361
2025-01-03 10:22:55 +01:00
Brecht Van Lommel
5c46063607 Refactor: Cycles: Make kernel headers work by themselves
Shuffle around some code and add more includes so that individual
header files compile without errors.

Pull Request: https://projects.blender.org/blender/blender/pulls/132361
2025-01-03 10:22:50 +01:00
Brecht Van Lommel
7db0bc2e64 Refactor: Cycles: Make math and type headers work by themselves
Remove separate impl.h headers, shuffle around some code and add more
includes so that individual header files compile without errors.

Pull Request: https://projects.blender.org/blender/blender/pulls/132361
2025-01-03 10:22:47 +01:00
Brecht Van Lommel
4453ca25b4 Fix: Cycles table precompute app build failure 2024-12-31 00:50:44 +01:00
Thomas Dinges
1be75e86aa Cleanup: replace floatX_to_floatY() with make_floatY()
Now that function overloads are usable on all GPUs, replace the former explicit functions.

Pull Request: https://projects.blender.org/blender/blender/pulls/132067
2024-12-19 09:41:55 +01:00
Lukas Stockner
825cc14e74 Cleanup: Cycles: Remove unused argument 2023-09-10 18:58:43 +02:00
Lukas Stockner
e20f86547a Cycles: Fix compilation of the shader table precomputing tool 2023-09-10 18:58:43 +02:00
Lukas Stockner
2ac0b36e4e Cycles: Rework component layering in Principled BSDF
Overall, this commit reworks the component layering in the Principled BSDF
in order to ensure that energy is preserved and conserved.

This includes:
- Implementing support for the OSL `layer()` function
- Implementing albedo estimation for some of the closures for layering purposes
  - The specular layer that the Principled BSDF uses has a proper tabulated
    albedo lookup, the others are still approximations
- Removing the custom "Principled Diffuse" and replacing it with the classic
  lambertian Diffuse, since the layering logic takes care of energy now
- Making the merallic component independent of the IOR

Note that this changes the look of the Principled BSDF noticeably in some
cases, but that's needed, since the cases where it looks different are the
ones that strongly violate energy conservation (mostly grazing reflections
with strong Specular).

Pull Request: https://projects.blender.org/blender/blender/pulls/110864
2023-08-10 23:53:37 +02:00
Campbell Barton
4b8434fabd License headers: add missing header 2023-06-14 16:51:35 +10:00
Lukas Stockner
888bdc1419 Cycles: Remove MultiGGX code, replace with albedo scaling
While the multiscattering GGX code is cool and solves the darkening problem at higher roughnesses, it's also currently buggy, hard to maintain and often impractical to use due to the higher noise and render time.

In practice, though, having the exact correct directional distribution is not that important as long as the overall albedo is correct and we a) don't get the darkening effect and b) do get the saturation effect at higher roughnesses.

This can simply be achieved by adding a second lobe (https://blog.selfshadow.com/publications/s2017-shading-course/imageworks/s2017_pbs_imageworks_slides_v2.pdf) or scaling the single-scattering GGX lobe (https://blog.selfshadow.com/publications/turquin/ms_comp_final.pdf). Both approaches require the same precomputation and produce outputs of comparable quality, so I went for the simple albedo scaling since it's easier to implement and more efficient.

Overall, the results are pretty good: All scenarios that I tested (Glossy BSDF, Glass BSDF, Principled BSDF with metallic or transmissive = 1) pass the white furnace test (a material with pure-white color in front of a pure-white background should be indistinguishable from the background if it preserves energy), and the overall albedo for non-white materials matches that produced by the real multi-scattering code (with the expected saturation increase as the roughness increases).

In order to produce the precomputed tables, the PR also includes a utility that computes them. This is not built by default, since there's no reason for a user to run it (it only makes sense for documentation/reproducibility purposes and when making changes to the microfacet models).

Pull Request: https://projects.blender.org/blender/blender/pulls/107958
2023-06-05 02:20:57 +02:00