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
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
This commit updates all defines, compiler flags and cleans up some code for unused CPU capabilities.
There should be no functional change, unless it's run on a CPU that supports sse41 but not sse42. It will fallback to the SSE2 kernel in this case.
In preparation for the new SSE4.2 minimum in Blender 4.2.
Pull Request: https://projects.blender.org/blender/blender/pulls/118043
by doing the subtraction first and then take the dot product. This
offers higher precision than taking the dot product first and then
subtract the result, especially in the cases where the ray origin is
very far away from the sphere center.
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 |
| -------- | -------- | -------- |
|  |  |  |
The behavior stays the same when `radius = 0`.
| This patch | Previous behavior |
| -------- | -------- |
|  |  |
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|
|||||
Pull Request: https://projects.blender.org/blender/blender/pulls/108506
The distinction existed for legacy reasons, to easily port of Embree
intersection code without affecting the main vector types. However we are now
using SIMD for these types as well, so no good reason to keep the distinction.
Also more consistently pass these vector types by value in inline functions.
Previously it was partially changed for functions used by Metal to avoid having
to add address space qualifiers, simple to do it everywhere.
Also removes function declarations for vector math headers, serves no real
purpose.
Differential Revision: https://developer.blender.org/D16146
Detect cases where a ray-intersection would miss the current triangle, which if
the intersection is strictly watertight, implies that a neighboring triangle would
incorrectly be hit instead.
When that is detected, apply a ray-offset. The idea being that we only want to
introduce potential error from ray offsets if we really need to.
This work for BVH2 and Embree, as we are able to match the ray-interesction
bit-for-bit, though doing so for Embree requires ugly hacks. Tiny differences
like fused-multiply-add or dot product intrinstics in matrix inversion and ray
intersection needed to be matched exactly, so this is fragile.
Unfortunately we're not able to do the same for OptiX or MetalRT, since those
implementations are unknown (and possibly impossible to match as hardware
instructions). Still artifacts are much reduced, though not eliminated.
Ref T97259
Differential Revision: https://developer.blender.org/D15559
Caused by 38af5b0501.
Adjust barycentric coordinates used for intersection result in the
ray-to-rectangle intersection check.
Differential Revision: https://developer.blender.org/D15592
Simplifies intersection code a little and slightly improves precision regarding
self intersection.
The parametric texture coordinate in shader nodes is still the same as before
for compatibility.
For transparency, volume and light intersection rays, adjust these distances
rather than the ray start position. This way we increment the start distance
by the smallest possible float increment to avoid self intersections, and be
sure it works as the distance compared to be will be exactly the same as
before, due to the ray start position and direction remaining the same.
Fix T98764, T96537, hair ray tracing precision issues.
Differential Revision: https://developer.blender.org/D15455
* 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
* 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.
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.