Commit Graph

4 Commits

Author SHA1 Message Date
Weizhen Huang
e378bd70ed Cleanup: remove code duplication in cycles light sampling
There has been an attempt to reorganize this part, however, it seems that didn't compile on HIP, and is reverted in
rBc2dc65dfa4ae60fa5d2c3b0cfe86f99dcb5bf16f. This is another attempt of refactoring. as I have no idea why some things don't work on HIP, it's
best to check whether this compiles on other platforms.
The main changes are creating a new struct named `MeshLight` that is shared between `KernelLightDistribution` and `KernelLightTreeEmitter`,
and a bit of renaming, so that light sampling with or without light tree could call the same function.
Also, I noticed a patch D16714 referring to HIP compilation error. Not sure if it's related, but browsing
https://builder.blender.org/admin/#/builders/30/builds/7826/steps/7/logs/stdio, it didn't work on gfx1102, not gfx9*.

Differential Revision: https://developer.blender.org/D16722
2022-12-12 21:25:09 +01:00
Brecht Van Lommel
5270610b29 Fix Cycles uninitialized variables in mesh light sampling
Causing wrong renders and differences between platforms.
2022-12-05 20:20:51 +01:00
Weizhen Huang
ee89f213de Cycles: improve many lights sampling using light tree
Uses a light tree to more effectively sample scenes with many lights. This can
significantly reduce noise, at the cost of a somewhat longer render time per
sample.

Light tree sampling is enabled by default. It can be disabled in the Sampling >
Lights panel. Scenes using light clamping or ray visibility tricks may render
different as these are biased techniques that depend on the sampling strategy.

The implementation is currently disabled on AMD HIP. This is planned to be fixed
before the release.

Implementation by Jeffrey Liu, Weizhen Huang, Alaska and Brecht Van Lommel.

Ref T77889
2022-12-05 16:09:03 +01:00
Brecht Van Lommel
ac51d331df Refactor: Cycles light sampling code reorganization
* Split light types into own files, move light type specific code from
  light tree and MNEE.
* Move flat light distribution code into own kernel file and host side
  building function, in preparation of light tree addition. Add light/sample.h
  as main entry point to kernel light sampling.
* Better separate calculation of pdf for selecting a light, and pdf for
  sampling a point on the light. The selection pdf is now also stored in
  LightSampling for MNEE to correctly recalculate the full pdf when the
  shading position changes but the point on the light remains fixed.
* Improvement to kernel light storage, using packed_float3, better variable
  names, etc.

Includes contributions by Brecht Van Lommel and Weizhen Huang.

Ref T77889
2022-11-30 21:19:51 +01:00