Commit Graph

1191 Commits

Author SHA1 Message Date
Brecht Van Lommel
b9227da2db Cleanup: rename sse2 specific functions to avoid accidentally using them
Ref #115098

Pull Request: https://projects.blender.org/blender/blender/pulls/115098
2023-11-22 19:45:58 +01:00
Leon Marz
ea1de499b3 Fix: Increase thread stack size for musl libc
Manually set the stack size to 2mb, same as with Apple

Co-authored-by: Damian Kurek <starfire24680@gmail.com>

Pull Request: https://projects.blender.org/blender/blender/pulls/115094
2023-11-22 19:37:13 +01:00
Brecht Van Lommel
ed619559ce Fix #113942: Cycles discontinuities in bump mapping
Revert "Cycles: implement faster #make_orthonormals()"

This reverts commit 51923c09e2.

Ref #106053
2023-10-20 17:29:31 +02:00
Campbell Barton
e38ff7c06d Cleanup: use C++ comments for disabled code 2023-09-25 17:06:04 +10:00
Campbell Barton
2721b937fb Cleanup: use braces in headers 2023-09-24 14:52:38 +10:00
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
Weizhen Huang
fedeaab30f Fix #112005: increase ray_sphere_intersect() precision
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.
2023-09-06 16:23:39 +02:00
Sergey Sharybin
71b4a97cbc Refactor: De-duplicate Metal RT self intersection checks
Use the common BVH utilities header for this.

Added a special type qualifier ccl_ray_data which is defined to ccl_private
for all platforms but Metal. On Metal it is defined to ray_data.

The tricky part is that the BVH utilities are wrapped into the Metal context
class. In some of the BVH functions the context has been already constructed,
but it wasn't done in all the callbacks.

From a quick render tests of the Junkshop benchmark scene there is no render
time difference,

No functional changes are expected.

Pull Request: https://projects.blender.org/blender/blender/pulls/111967
2023-09-05 17:21:49 +02:00
Sergey Sharybin
b3e73ac733 Cycles: Improve compilation error logs for Metal kernels
The Metal backend combines all kernel sources into a single string
and passes it to the compiler. Doing so natively has a disadvantage
of making it hard to find sources of mistakes in code when working
on the kernel source as the source file name and line number info
is lost. For example, the error would look like:

```
program_source:187004:3: error: use of undeclared identifier 'metalrt_intersection_point_shadow_force_error'
  metalrt_intersection_point_shadow_force_error(launch_params_metal,
  ^
```

This patch makes it so the #line pragmas are inserted into the
combined source source code, so that the compiler errors are easier
to find immediately. For example the error from above becomes

```
source/kernel/device/metal/kernel.metal:809:3: error: use of undeclared identifier 'metalrt_intersection_point_shadow_force_error'
  metalrt_intersection_point_shadow_force_error(launch_params_metal,
  ^
```

The code is a slightly modified functionality from the source
processing used for OpenCL in Blender 2.80.

Pull Request: https://projects.blender.org/blender/blender/pulls/111959
2023-09-05 17:21:20 +02:00
Weizhen Huang
1284e98ab8 Cycles: use low-distortion mapping when sampling cone and hemisphere
based on concentric disk mapping.
Concentric disk mapping was already present, but not used everywhere.
Now `sample_cos_hemisphere()`, `sample_uniform_hemisphere()`, and
`sample_uniform_cone()` use concentric disk mapping.
This changes the noise in many test images.

Pull Request: https://projects.blender.org/blender/blender/pulls/109774
2023-08-23 17:25:27 +02:00
Brian Savery (AMD)
e90ceefd18 Change packed_float3 to internal float3 for HIP
Remove a workaround for no built in vector type in HIP fixed in ROCM 5.1:
    https://github.com/ROCm-Developer-Tools/HIP/issues/706

Shouldn't have any functional change.  Mainly cleaning up the code.

Co-authored-by: arskell <arskell221@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/111122
2023-08-15 15:40:29 +02:00
Aras Pranckevicius
7875074532 Cleanup: fewer iostreams related includes in Cycles
In the commonly used cycles headers, it's enough to include
much smaller <iosfwd> than the full <iostream>. While looking at it,
removed inclusion of some other headers from commonly used headers,
that seemed to not be needed.

Pull Request: https://projects.blender.org/blender/blender/pulls/111063
2023-08-15 13:55:38 +02:00
Hoshinova
b880485492 Nodes: add Floored Modulo mode to Math nodes
Both the `Math` node and the `Vector Math` currently only explicitly
support modulo using truncated division which is oftentimes not the
type of modulo desired as it behaves differently for negative numbers
and positive numbers.

Floored Modulo can be created by either using the `Wrap` operation or
a combination of multiple `Math` nodes. However both methods obfuscate
the actual intend of the artist and the math operation that is actually
used.

This patch adds modulo using floored division to the scalar `Math` node,
explicitly stating the intended math operation and renames the already
existing `"Modulo"` operation to `"Truncated Modulo"` to avoid confusion.
Only the ui name is changed, so this should not break compatibility.

Pull Request: https://projects.blender.org/blender/blender/pulls/110728
2023-08-08 12:13:00 +02:00
Campbell Barton
530ee6e7fa Cleanup: make class doc-strings directly above classes
In some cases it wasn't clear if a comment before a class was meant
to be it's doc-string. Remove blank lines between the class & it's
doc-string.
2023-07-25 14:11:42 +10:00
Campbell Barton
caf0024463 Cleanup: add degrees UTF8 symbol, prefer ascii over unicode in comments 2023-07-16 21:54:58 +10:00
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
Werner, Stefan
7befc40386 Cycles: Use sycl::bitcast in oneAPI backend
Using sycl::bitcast instead of union hack
2023-07-06 15:06:33 +02:00
Werner, Stefan
d7794f3540 Cycles: Fixed SYCL build with newer compilers 2023-07-06 15:06:33 +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
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
65f99397ec License headers: use SPDX-FileCopyrightText in all sources 2023-06-15 13:35:34 +10:00
Campbell Barton
c12994612b License headers: use SPDX-FileCopyrightText in intern/cycles 2023-06-14 16:53:23 +10:00
Hoshinova
144ad4d20b Nodes: add Fractal Voronoi Noise
Fractal noise is the idea of evaluating the same noise function multiple times with
different input parameters on each layer and then mixing the results. The individual
layers are usually called octaves.
The number of layers is controlled with a "Detail" slider.
The "Lacunarity" input controls a factor by which each successive layer gets scaled.

The existing Noise node already supports fractal noise. Now the Voronoi Noise node
supports it as well. The node also has a new "Normalize" property that ensures that
the output values stay in a [0.0, 1.0] range. That is except for the F2 feature where
in rare cases the output may be outside that range even with "Normalize" turned on.

How the individual octaves are mixed depends on the feature and output socket:
- F1/Smooth F1/F2:
  - Distance/Color output:
    The individual Distance/Color octaves are first multiplied by a factor of
    `Roughness ^ (#layers - 1.0)` then added together to create the final output.
  - Position output:
    Each Position octave gets linearly interpolated with the combined output of the
    previous octaves. The Roughness input serves as an interpolation factor with
    0.0 resutling in only using the combined output of the previous octaves and
    1.0 resulting in only using the current highest octave.
- Distance to Edge:
  - Distance output:
    The Distance octaves are mixed exactly like the Position octaves for F1/Smooth F1/F2.

It should be noted that Voronoi Noise is a relatively slow noise function, especially
at higher dimensions. Increasing the "Detail" makes it even slower. Therefore, when
optimizing a scene one should consider trying to use simpler noise functions instead
of Voronoi if the final result is close enough.

Pull Request: https://projects.blender.org/blender/blender/pulls/106827
2023-06-13 09:18:12 +02:00
Sergey Sharybin
5a44922937 Merge branch 'blender-v3.6-release' 2023-05-30 11:47:35 +02:00
Michael Jones
bdf5649f36 Cycles: Remove redundant MetalRT workaround & add two useful DebugFlags
This patch removes a workaround for an issue that is now understood to be undefined behaviour (and fixed by #108176). It also adds two useful debug flags that we would like to be available in Blender 3.6.

Pull Request: https://projects.blender.org/blender/blender/pulls/108322
2023-05-30 11:12:05 +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
Sebastian Herholz
493856427d Cycles: bumping OpenPGL minimum version to 0.5 and removing version checks 2023-05-23 13:23:09 +02:00
Weizhen Huang
51923c09e2 Cycles: implement faster #make_orthonormals()
Pull Request: #106053
2023-05-19 12:13:39 +02:00
Nikita Sirgienko
bafd82c9c1 Cycles: oneAPI: use local memory for faster shader sorting
Co-authored-by: Stefan Werner <stefan.werner@intel.com>

Pull Request: https://projects.blender.org/blender/blender/pulls/107994
2023-05-17 11:07:57 +02:00
Brecht Van Lommel
f0701bdf73 Refactor: add reduce functions for float2 for consistency
Pull Request: https://projects.blender.org/blender/blender/pulls/107970
2023-05-16 13:56:08 +02:00
Brecht Van Lommel
36e5157693 Cleanup: remove redundant lerp function, mix already does the same 2023-05-12 21:00:52 +02:00
Brad Smith
322dab936f Build: fixes for OpenBSD
Pull Request: https://projects.blender.org/blender/blender/pulls/107666
2023-05-09 13:19:16 +02:00
Weizhen Huang
6a7ca67a98 Fix #107725: ray-offset was incorrectly applied on motion triangles
79f1cc601c introduces a ray-offset to improve ray tracing precision near
triangle edges, but motion triangles still read the static vertices,
causing incorrect intersection detection

Pull Request: https://projects.blender.org/blender/blender/pulls/107748
2023-05-08 19:11:11 +02:00
Campbell Barton
6859bb6e67 Cleanup: format (with BraceWrapping::AfterControlStatement "MultiLine") 2023-05-02 09:37:49 +10:00
Jesse Yurkovich
97222519de Fix #106945: IES file parsing failures
There were two issues here preventing the proper display of the IES
files in question.

The primary one was that these lights are actually vertical. Their
profiles actually point upwards from 90deg to 180deg but our parser was
trying hard to adjust it to start at 0deg incorrectly.

Lastly, the files in question ended with the parser in the `eof`
state - they are "missing" the final carriage return that other IES
files tend to have but other viewers don't seem to mind. Change the
`eof` check instead for a better one that will indicate if any parsing
errors occurred along the way.

Pull Request: https://projects.blender.org/blender/blender/pulls/107320
2023-04-28 23:29:04 +02:00
Xavier Hallade
252b0a023e Cycles: use intrinsics for fast_rint
MSVC can't optimize it out and even keeps an external call to CRT
function rintf: https://godbolt.org/z/Ex9vjf8vj

It does translate to a real speedup on windows on some scenes, here are the ratios I had on my 13900K:
classroom	101.53%
junkshop	100.71%
monster	100.76%
attic	107.98%
bistro	113.00%

Pull Request: https://projects.blender.org/blender/blender/pulls/107371
2023-04-28 18:49:46 +02:00
Sergey Sharybin
7738f93d56 Cycles: Support newer version of sse2neon
Since the version v1.5.0 of sse2neon the functionality for denormals
flushing is implemented in the library. This commit makes it so the
_MM_SET_FLUSH_ZERO_MODE and _MM_SET_DENORMALS_ZERO_MODE are used from
the ss2neon if available.

This solves macro re-definition when a newer sse2neon is used.

The change is implemented in a way that both current and new sse2neon
are supported.
2023-04-28 17:36:02 +02:00
Brecht Van Lommel
63dfbdc187 Fix mistake in Cycles float4 pow
Not currently used anywhere, so should be no user visible change.
2023-04-25 20:19:43 +02:00
Sergey Sharybin
daaed83a32 Fix set but unused variables in Cycles 2023-04-19 10:02:09 +02:00
Nikita Sirgienko
3f8c995109 Cycles: add hardware raytracing support to oneAPI device
Updated Embree 4 library with GPU support is required for it to be
compiled - compatiblity with Embree 3 and Embree 4 without GPU support
is maintained.
Enabling hardware raytracing is an opt-in user setting for now.

Pull Request: https://projects.blender.org/blender/blender/pulls/106266
2023-04-18 22:09:42 +02:00
Brecht Van Lommel
870930bc32 Fix build error using WITH_CYCLES_LOGGING=OFF
Mismatch between glog and stubs. CHECK_NULL does not exist also. Tests
also require logging to be available.
2023-04-17 20:36:18 +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
Brecht Van Lommel
dbf1049d41 Cycles: bump version to 3.6.0 2023-04-03 17:32:35 +02:00
Brecht Van Lommel
861debcb10 Fix Cycles standalone and Hydra build issues in some configurations
Bring the build in sync with the Cycles standalone repo.
2023-04-03 17:32:35 +02:00
Hans Goudey
4bcd59d644 Cycles: Avoid overhead from RNA when extracting mesh data
Use raw Blender structs and mesh data rather than using the RNA API.
There isn't any benefit from using the RNA when Cycles is compiled
with Blender anyway, and a profile showed that the majority of time
was spent in Blender RNA API functions.

This gives a significant improvement in performance when ingesting
meshes. Here are some tests of the runtime of the `create_mesh`
function (in seconds):

|                           | Before | After |
| ------------------------- | ------ | ----- |
| Grid                      | 0.66   | 0.11  |
| Many realized cubes       | 2.60   | 0.48  |
| Large curve to mesh setup | 4.18   | 1.14  |

Also change to resizing the arrays and filling them by index rather
than appending. This makes the parallel aspect of the logic clearer,
and makes the loops easier to parallelize in the future, and makes
it easier to have a performance benefit when an attribute like
`sharp_face` doesn't exist.

Pull Request: https://projects.blender.org/blender/blender/pulls/106275
2023-04-03 17:04:58 +02:00
Sergey Sharybin
d32d787f5f Clang-Format: Allow empty functions to be single-line
For example

```
OIIOOutputDriver::~OIIOOutputDriver()
{
}
```

becomes

```
OIIOOutputDriver::~OIIOOutputDriver() {}
```

Saves quite some vertical space, which is especially handy for
constructors.

Pull Request: https://projects.blender.org/blender/blender/pulls/105594
2023-03-29 16:50:54 +02:00
Weizhen Huang
d9273d8578 Fix Cycles growing BoundBox with empty BoundBox modifies the original BoundBox 2023-03-17 15:28:27 +01:00
Lukas Stockner
5f9b518a8b Cycles: Use per-microfacet Fresnel term for Glass closures
This commit replaces the current Glass approach, where Glass is a virtual closure
that gets replaced with a Glossy and a Refractive closure, with a combined
closure that handles Fresnel after sampling the microfacet. That way, the Fresnel
term is more accurate since it accounts for the microfacet normal, not the
shading normal.

Also updates the BSDF sampling to use a 3D sampler now, since we need two
dimensions to pick the microfacet normal and then a third dimension to pick
reflection/refraction. This can also be used to get rid of the LCG in the
Principled Hair BSDF, which means we can remove it altogether once MultiGGX is
gone.

Also, "sharp" is now supported as a microfacet distribution in OSL, and 2
is supported as the "refract" argument to microfacet() in order to get glass.
2023-03-05 19:52:07 +01:00
Campbell Barton
f240a16037 Cleanup: format 2023-02-27 21:34:53 +11:00
William Leeson
6c03339e48 Cycles: reduce mesh memory usage by unflattening
To improve mesh upload speeds and reduce the size of the scene data which allows larger scenes to be rendered.

The meshes in Cycles are currently stored as flattened meshes, where each triangle is stored as a set of 3 vertices. Unflattening writes out the vertices in a list according to the index buffer. This uses a lot of memory and for current hardware does not provide a noticeable benefit. This change unflattens the mesh by directly using the meshes vertex and index buffers directly and skips the unflattening. This change allows for larger scenes and also a reduction in the sizes of the meshes. Further it results in a decrease the amount of time it takes to upload the data to a GPU. This is especially important for when multiple GPUs are used in a single machine.

Pull Request #105173
2023-02-27 10:39:19 +01:00