Commit Graph

83 Commits

Author SHA1 Message Date
Brecht Van Lommel
a428815716 Fix: Cycles light tree poor when light normalize is off
This option was not exposed in the Blender UI, so no user visible effect.
Take into account light area when building light tree.

Ref #136958
2025-05-22 16:32:44 +02:00
Weizhen Huang
f9692e10fc Fix #136531: Cycles: missing light update when Emission Sampling is None
When Emission Sampling in None, we loop through
kernel_data.integrator.num_lights to find the light intersection.

If the light shader changes, the number of lights might change, so we
need to tag the light manager for update to recount the lights.

Pull Request: https://projects.blender.org/blender/blender/pulls/137605
2025-04-17 19:12:20 +02:00
Weizhen Huang
c2ec66a75b Fix #136726: Cycles: Area light visible when size is 0
Area light with a size of zero should not contribute to the scene, so
set the light as disabled.

This does not only fix the reported bug where such light is visible to
the camera, but also a regression in 4.2 where the light contributes to
the scene when light tree is off.

Pull Request: https://projects.blender.org/blender/blender/pulls/136763
2025-03-31 16:17:59 +02:00
Sergey Sharybin
d853d994ae Merge branch 'blender-v4.4-release' 2025-02-28 10:42:54 +01:00
Sergey Sharybin
b9c727e255 Fix #135200: Linking linking artifacts with light trees
Ensure that the light tree flattening code does not try to
share node in cases when we need to modify its bit trail.

Pull Request: https://projects.blender.org/blender/blender/pulls/135249
2025-02-28 10:42:29 +01:00
Brecht Van Lommel
655ccf1d7a Fix #135086: Light ray visibility not taken into account without light tree
Re-enable tests that were temporarily disabled for this.

Caused by #134846, e813e46327
2025-02-25 17:24:04 +01:00
Brecht Van Lommel
e813e46327 Cycles: Refactor lights to be objects
This is an intermediate steps towards making lights actual geometry.
Light is now a subclass of Geometry, which simplifies some code.

The geometry is not added to the BVH yet, which would be the next
step and improve light intersection performance with many lights.

This makes object attributes work on lights.

Co-authored-by: Lukas Stockner <lukas@lukasstockner.de>
Pull Request: https://projects.blender.org/blender/blender/pulls/134846
2025-02-24 23:44:14 +01:00
Brecht Van Lommel
9971648783 Refactor: Cycles: Replace new/delete by unique_ptr, in simple cases
Pull Request: https://projects.blender.org/blender/blender/pulls/132361
2025-01-03 10:23:30 +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
60bec183cb Refactor: Cycles: Replace foreach() by range based for loops
Pull Request: https://projects.blender.org/blender/blender/pulls/132361
2025-01-03 10:23:05 +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
3c2a6fbb9c Refactor: Cycles: Use nullptr instead of NULL
Pull Request: https://projects.blender.org/blender/blender/pulls/132361
2025-01-03 10:22:43 +01:00
Brecht Van Lommel
3eeacfeb57 Fix: ASAN warnings in light and light tree build
Avoid division by zero and NaN. Should be no functional changes.

Pull Request: https://projects.blender.org/blender/blender/pulls/132471
2024-12-31 15:22:22 +01:00
Thomas Dinges
22e16ca096 Cycles: add make_float4(float3 a, float b) type
This resolves a todo from the code. Part of the Quality Project.

Pull Request: https://projects.blender.org/blender/blender/pulls/131915
2024-12-17 09:11:08 +01:00
Alaska
c8340cf754 Cycles: Remove AMD and Intel GPU support from Metal backend
This is because with the addition of new features to Cycles, these GPUs
experienced significant performance regressions and bugs, all stemming
from bugs in the Metal GPU driver/compiler. The only reasonable way to
work around these issues was to disable parts of Cycles code on
these GPUs to avoid the driver/compiler bugs.

This resulted in increased development time maintaining these platforms
while being unable to deliver feature parity with other
GPU backends.

It has been decided that this development time is better spent
maintaining platforms that are still actively maintained by
hardware/software vendors, and so AMD and Intel GPU support will be
removed from the Metal backend for Cycles.

Pull Request: https://projects.blender.org/blender/blender/pulls/123551
2024-06-26 17:16:20 +02:00
Weizhen Huang
e639c3d6e2 Fix #74816: crash in Cycles light distribution due to integer overflow
`num_distribution` in `KernelIntegrator` has type `int`, which holds a
maximal value of 2147483647. However, when computing the distribution,
`size_t` is used, which can go beyond this value and result in a
negative value when converted to `int`.

This PR handles this case as an error, stops rendering and suggests
alternative solutions.

Also early return when `use_light_tree`. The block was there because
`num_distribution` was needed for light tree before bfd1836861.

Pull Request: https://projects.blender.org/blender/blender/pulls/123177
2024-06-13 15:57:11 +02:00
Weizhen Huang
8e5840359f Refactor: deduplicate assignment of background light group
by ensuring `KernelLight.lightgroup` is properly assigned in
`device_update_light()`. The value is later retrieved via
`lamp_lightgroup(kg, lamp)`.

`light_manager->device_update()` is called after
`background->device_update()`, so the background light group should
already been assigned when `device_update_lights()` is called.

Pull Request: https://projects.blender.org/blender/blender/pulls/120714
2024-04-17 18:49:03 +02:00
Weizhen Huang
c16fd219a8 Fix #70210: Cycles environment map sampling not accounting for negative values
Cycles samples environment map with a PDF proportional to the luminance.
This computation was assuming positive values, but generated texture
coordinates from world could have negative values, so the resulted CDF
was almost zero in the bug report scene.
Fixed by taking the absolute value when computing luminance in CDF.

Pull Request: https://projects.blender.org/blender/blender/pulls/119896
2024-03-26 16:24:36 +01:00
Weizhen Huang
082b68fcb9 Cycles: improve equiangular sampling in volume
By restricting the sample range along the ray to the valid segment.

Supports

**Mesh Light**
- [x] restrict the ray segment to the side with MIS

**Area Light**
- [x] when the spread is zero, find the intersection of the ray and the bounding box/cylinder of the rectangle/ellipse area light beam
- [x] when the spread is non-zero, find the intersection of the ray and the minimal enclosing cone of the area light beam
*note the result is also unbiased when we just consider the cone from the sampled point in volume segment. Far away from the light source it's less noisy than the current solution, but near the light source it's much noisier. We have to restrict the sample region on the area light to the part that lits the ray then, I haven't tried yet to see if it would be less noisy.*

**Point Light**
- [x] the complete ray segment should be valid.

**Spot Light**
- [x] intersect the ray with the spot light cone
- [x] support non-zero radius

Pull Request: https://projects.blender.org/blender/blender/pulls/119438
2024-03-25 13:02:02 +01:00
Weizhen Huang
a2bb547b9a Fix: Cycles spot light spread sampling not considering non-uniform scaling
For spherical spot light, when the shading point is close to the light
source, we switch to sampling the light spread instead of the visible
cone from the shading point. This has the benefit of less noise when the
spread is small.
However, the light spread sampling was not considering non-uniform
object scaling, where the actual spread might be different.
This patch switches sampling method only when the smallest enclosing
spread cone is smaller than the visible cone from the shading point.

An alternative method would be to compute the actual solid angle of the
scaled cone, and sample from the scaled cone. However, that involves
ray transformation and modifying the sampling pdf and angle. Since
non-uniform scaling is rather a niche case, it's probably not worth the
computation effort.

Pull Request: https://projects.blender.org/blender/blender/pulls/119661
2024-03-19 18:55:35 +01:00
Weizhen Huang
a6fba7b59d Cleanup: Cycles: remove unnecessary storage of the spot light axes 2024-03-19 18:55:34 +01:00
Weizhen Huang
1d8ec32473 Fix Cycles area light using MIS when the spread is zero
area light with zero spread was introduced in bf18032977. Such paths can
only be sampled with NEE, so MIS should not be used.
This fixes the discrepancy when Direct Light Sampling is set to MIS or NEE.

Pull Request: https://projects.blender.org/blender/blender/pulls/118584
2024-02-22 17:10:46 +01:00
Brecht Van Lommel
bd8a44e169 Lights: Option to use old point light falloff
Add new "Soft Falloff" option on point and spot light that uses
the old light behavior from Blender versions before 4.0. Blend
files saved with those older versions will use the option.

This option is enabled by default on new lights.

Fix #114241

Co-authored-by: Weizhen Huang <weizhen@blender.org>
Co-authored-by: Clément Foucault <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/117832
2024-02-07 19:07:11 +01:00
Campbell Barton
5b9740c913 Cleanup: use braces for sources in intern/
Omitted intern/itasc as some of these sources are from KDL:
https://www.orocos.org/kdl.html
2023-09-17 09:05:40 +10:00
Brecht Van Lommel
6fa4519b98 Cycles: remove unnecessary transform parameters from lights
The transform matrix already specifies everything, no need to duplicate
this which can lead to mistakes.

Ref #110689
2023-08-11 17:41:06 +02:00
Alaska
18575e411b Cleanup: Cycles device_update_lights
Rearrange and remove some unnecessary lines of code
to improve readability.

Pull Request: https://projects.blender.org/blender/blender/pulls/110377
2023-07-31 10:46:31 +02:00
Brecht Van Lommel
7f04df62e4 Fix Cycles division by zero in recent distant light texture coordinates 2023-07-12 18:14:11 +02:00
Weizhen Huang
ab12d2836b Cycles: add texture to sun light
Using area-preserving mapping from cone to disk. Has somewhat distortion
near 90°.
The texture rotates with the transformation of the light object, can
have negative and non-uniform scaling.

Pull Request: https://projects.blender.org/blender/blender/pulls/109842
2023-07-10 12:20:47 +02:00
Brecht Van Lommel
05c97df2de USD: improve light units conversion
* Use pi factor to convert between radiant flux and intensity
* Mark lights as normalized on export
* Add spot light export support
* Add treatAsPoint support for import and export
* Empirically match normalized distant light
* Fix wrong unnormalized point/sphere/disk light unit in Cycles

Overall it should be much closer now for all light types. Point and distant
light units are inconsistent between renderers, so not possible to match
everything there.

Ref #109404

Pull Request: https://projects.blender.org/blender/blender/pulls/109795
2023-07-07 18:20:39 +02:00
Lukas Stockner
213204c229 Cycles: Change sun lamp to have uniform intensity at high angles
This fixes the issue described in https://projects.blender.org/blender/blender/issues/108957.

Instead of modeling distant lights like a disk light at infinity, it models them as cones. This way, the radiance is constant across the entire range of directions that it covers.

For smaller angles, the difference is very subtle, but for very large angles it becomes obvious (here's the file from #108957, the angle is 179°):
| Old | New |
| - | - |
| ![old_bigsun.png](/attachments/4ef8e7a7-1a29-4bdf-a74c-3cfa103bf1e7) | ![new_bigsun.png](/attachments/d53c7749-2672-40b6-9048-ccf2fffceeb7) |

One notable detail is the sampling method: Using `sample_uniform_cone` can increase noise, since the sampling method no longer preserves the stratification of the samples. This is visible in the "light tree multi distant" test scene.
Turns out we can do better, and after a bit of testing I found a way to adapt the concentric Shirley mapping to uniform cone sampling. I hope the comment explains the logic behind it reasonably well.

Here's the result, note that even the noise distribution is the same when using the new sampling:
| Method | Old | New, basic sampling | New, concentric sampling |
| - | - |- | - |
| Image | ![old.png](/attachments/b3258a70-f015-4065-a774-193974cce439) | ![new_basic.png](/attachments/a9008576-0af6-4152-a687-c800fd958bbd) | ![new_concentric.png](/attachments/769b6c43-34bc-434e-a4fd-ce69addd1ba5) |
| Render time (at higher spp)| 9.03sec | 8.79sec | 8.96sec |

I'm not sure if I got the `light->normalized` handling right, since I don't really know what the expectation from Hydra is here.

Co-authored-by: Weizhen Huang <weizhen@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/108996
2023-07-07 17:20:19 +02:00
Weizhen Huang
9fe87646d5 Cycles: replace spot light disk sampling with sphere sampling
The spotlight is now treated as a sphere instead of a view-aligned disk.
The implementation remains almost identical to that of a point light,
except for the spotlight attenuation and spot blend. There is no
attenuation inside the sphere. Ref #108505

Other changes include:
## Sampling
Instead of sampling the disk area, the new implementation samples either
the cone of the visible portion on the sphere or the spread cone, based
on which cone has a smaller solid angle. This reduces noise when the
spotlight has a large radius and a small spread angle.
| Before | After  |
|   --   |   --   |
|![spot_size_before.png](/attachments/04ea864a-6bf9-40fe-b11b-61c838ae70cf)|![spot_size_after.png](/attachments/7077eaf9-b7a8-41b1-a8b6-aabf1eadb4f4)
## Texture
Spot light can now project texture using UV coordinates.
<video src="/attachments/6db989d2-7a3c-4b41-9340-f5690d48c4fb"
title="spot_light_texture.mp4" controls></video>
## Normalization
Previously, the normalization factor for the spotlight was \(\pi r^2\),
the area of a disk. This factor has been adjusted to \(4\pi r^2\) to
account for the surface area of a sphere. This change also affects point
light since they share the same kernel type.
## Versioning
Some pipeline uses the `Normal` socket of the Texture Coordinate node for
projection, because `ls->Ng` was set to the incoming direction at the
current shading point. Now that `ls->Ng` corresponds to the normal
direction of a point on the sphere (except when the radius is zero),
we replace these nodes with a combination of the Geometry shader node
and the Vector Transform node, which gives the same result as before.
![versioning.png](/attachments/5bbfcacc-26c5-4f7f-8360-c42bcd851f68)
Example file see https://archive.blender.org/developer/T93676

Pull Request: https://projects.blender.org/blender/blender/pulls/109329
2023-07-07 17:15:18 +02:00
Weizhen Huang
fcbf66d51f Cleanup: pre-scale spot light axes to avoid unnecessary division
`spot.dir` is kept normalized because it is used in the light tree.
2023-06-23 15:45:45 +02:00
Weizhen Huang
37d3daaea6 Cycles: remove clamping of area lights at small spread angles
there is still artifacts at extremely small angles, but should be
unnoticeable due to improved accuracy.
2023-06-22 17:52:41 +02:00
Weizhen Huang
9aaf28954b Cleanup: avoid division in #spot_light_attenuation 2023-06-22 17:19:01 +02:00
Weizhen Huang
a4d792a3ad Cycles/EEVEE: change point light to double-sided sphere light
for energy preservation and better compatibility with other renderes. Ref: #108505

Point light now behaves the same as a spherical mesh light with the same overall energy (scaling from emission strength to power is \(4\pi^2R^2\)).
# Cycles
## Comparison
| Mesh Light | This patch | Previous behavior |
| -------- | -------- | -------- |
| ![mesh_1024](attachments/2900954c-57f8-49c2-b6f3-8fb559b820ac)     | ![sphere_1024](attachments/148241ca-9350-48b6-be04-3933e015424c)     | ![point_1024](attachments/d9b19d54-2b00-4986-ba8c-c4b28f687f09)  |

The behavior stays the same when `radius = 0`.

| This patch | Previous behavior |
| -------- | -------- |
| ![sphere_64](attachments/aa05d59a-146a-4f69-b257-5d09a7f41d4e)     | ![point_64](attachments/69a743be-bc15-454b-92d8-af02f4e8ab07)    |

No obvious performance change observed.

## Sampling
When shading point lies outside the sphere, sample the spanned solid angle uniformly.
When shading point lies inside the sphere, sample spherical direction uniformly when inside volume or the surface is transmissive, otherwise sample cosine-weighted upper hemisphere.
## Light Tree
When shading point lies outside the sphere, treat as a disk light spanning the same solid angle.
When shading point lies inside the sphere, it behaves like a background light, with estimated outgoing radiance
\[L_o=\int f_aL_i\cos\theta_i\mathrm{d}\omega_i=\int f_a\frac{E}{\pi r^2}\cos\theta_i\mathrm{d}\omega_i\approx f_a \frac{E}{r^2}\],
with \(f_a\) being the BSDF and \(E\) `measure.energy` in `light_tree.cpp`.
The importance calculation for `LIGHT_POINT` is
\[L_o=f_a E\cos\theta_i\frac{\cos\theta}{d^2}\].
Consider `min_importance = 0` because maximal incidence angle is \(\pi\), we could substitute \(d^2\) with \(\frac{r^2}{2}\) so the averaged outgoing radiance is \(f_a \frac{E}{r^2}\).
This only holds for non-transmissive surface, but should be fine to use in volume.
# EEVEE
When shading point lies outside the sphere, the sphere light is equivalent to a disk light spanning the same solid angle. The sine of the new half-angle is the tangent of the previous half-angle.
When shading point lies inside the sphere, integrating over the cosine-weighted hemisphere gives 1.0.
## Comparison with Cycles
The plane is diffuse, the blue sphere has specular component.
| Before | |After ||
|---|--|--|--|
|Cycles|EEVEE|Cycles|EEVEE|
|![](attachments/5824c494-0645-461a-b193-d74e02f353b8)|![](attachments/d2e85b53-3c2a-4a9f-a3b2-6e11c6083ce0)|![](attachments/a8dcdd8b-c13c-4fdc-808c-2563624549be)|![](attachments/8c3618ef-1ab4-4210-9535-c85e873f1e45)|

Pull Request: https://projects.blender.org/blender/blender/pulls/108506
2023-06-20 12:23:05 +02:00
Campbell Barton
c12994612b License headers: use SPDX-FileCopyrightText in intern/cycles 2023-06-14 16:53:23 +10:00
Sergey Sharybin
5c25277f6c Fix #108374: Sun light linking issue on direct sampling
This is a continuation of a fix from the last week in #108311.
The issue was not fully fixed due to a mistake in the regression
test file.

There are two major things which left to be fixed since the
previous patch:

1. Root nodes can not be shared, even if the local and distant
lights belong to the same light set. If the root node is shared
then the flattening will use the same node index for specialized
trees, which is not a desired behavior.

2. The node type needs to be preserved when a new node is
created for a subset of emitters. This is because tree sampling
in kernel will handle distant and local lights differently for
nodes where there are multiple emitters.

Pull Request: https://projects.blender.org/blender/blender/pulls/108427
2023-05-30 17:39:50 +02:00
Sergey Sharybin
5e971e8d7f Fix hiding receiver disabling light/shadow linking
Turns out it is not enough to check for the receiver/blocker set,
as the object might be hidden. This should not change the light
behavior.

Pull Request: https://projects.blender.org/blender/blender/pulls/108307
2023-05-26 12:21:44 +02:00
Sergey Sharybin
ba3f26fac5 Cycles: light and shadow linking
With light linking, lights can be set to affect only specific objects in the
scene. Shadow linking additionally gives control over which objects acts a
shadow blockers for a light.

Usage:
https://wiki.blender.org/wiki/Reference/Release_Notes/4.0/Cycles

Implementation:
https://wiki.blender.org/wiki/Source/Render/Cycles/LightLinking

Ref #104972
Co-authored-by: Brecht Van Lommel <brecht@blender.org>
2023-05-24 14:11:47 +02:00
Brecht Van Lommel
0ffde36fe7 Refactor: flatten light tree in recursive function
This will make further changes for light linking easier, where we want to
build multiple trees specialized for each light linking set.

It's also easier to understand than the stack used previously.

Pull Request: https://projects.blender.org/blender/blender/pulls/107560
2023-05-05 16:32:59 +02:00
Campbell Barton
6859bb6e67 Cleanup: format (with BraceWrapping::AfterControlStatement "MultiLine") 2023-05-02 09:37:49 +10:00
Weizhen Huang
4d7a7ce67c Fix #107050: accessing nullptr after progress is canceled 2023-04-18 11:58:07 +02:00
Brecht Van Lommel
92919864a0 Fix #106293: Cycles importance sampling with multiple suns works poorly
Keep sun in importance map in this case, as we do not use special sun
importance sampling in this case.
2023-04-17 17:30:47 +02:00
Alaska
cff94a808e Fix #106706: fireflies with Nishita sky sun sampling at certain angles
Due to floating point differences between importance sampling and
texture evaluation, disagreeing on whether or not a ray lies within
the sun disc.

* Use the same input values for geographical_to_direction() in
  sky_radiance_nishita() and kernel_data.background.sun.
* The mathematical operations in pdf_uniform_cone() were adjusted to
  match sky_radiance_nishita().

Pull Request: https://projects.blender.org/blender/blender/pulls/106764
2023-04-17 17:29:27 +02:00
Weizhen Huang
bfd1836861 Cycles: add instancing support in light tree
Build a subtree for each unique mesh light.

Pull Request: #106683
2023-04-14 19:12:16 +02:00
Brecht Van Lommel
b288c4004e Cleanup: fix various Cycles compilar warnings
Mainly for the build configuration of the Hydra render delegate and
standalone repo.
2023-04-05 19:48:19 +02:00
Weizhen Huang
87cbdcbe7c Refactor: move part of light tree logic from #LightManager to #LightTree 2023-04-04 16:24:21 +02:00
Weizhen Huang
e58a05ca68 Refactor: renaming a few light-tree-related variables
primitives -> emitters, `index` -> `node_index`
2023-04-04 16:24:21 +02:00
Alex Fuller
4f0092c1ff Refactor: add native Cycles Normalize option on lights for Hydra
Make it a native Cycles light option instead of counter-acting the inverse
area calculation in Hydra.

Differential Revision: https://developer.blender.org/D16838
2023-04-03 17:23:46 +02:00