Based on the paper "Practical Hash-based Owen Scrambling" by Brent Burley,
2020, Journal of Computer Graphics Techniques.
It is distinct from the existing Sobol sampler in two important ways:
* It is Owen scrambled, which gives it a much better convergence rate in many
situations.
* It uses padding for higher dimensions, rather than using higher Sobol
dimensions directly. In practice this is advantagous because high-dimensional
Sobol sequences have holes in their sampling patterns that don't resolve
until an unreasonable number of samples are taken. (See Burley's paper for
details.)
The pattern reduces noise in some benchmark scenes, however it is also slower,
particularly on the CPU. So for now Progressive Multi-Jittered sampling remains
the default.
Differential Revision: https://developer.blender.org/D15679
This gave a 1.1x speedup, however also leads to very long compile times
that make it seems like Blender has stopped working.
This can be brought back in the future behind an option that users can
explicitly enabled.
Fix T100102
Ref D14923, D14763, T92212
With the ultimate goal of simplifying drawing and evaluation,
this patch makes the following changes and removes code:
- Use `Mesh` instead of `DispList` for evaluated basis metaballs.
- Remove all `DispList` drawing code, which is now unused.
- Simplify code that converts evaluated metaballs to meshes.
- Store the evaluated mesh in the evaluated geometry set.
This has the following indirect benefits:
- Evaluated meshes from metaball objects can be used in geometry nodes.
- Renderers can ignore evaluated metaball objects completely
- Cycles rendering no longer has to convert to mesh from `DispList`.
- We get closer to removing `DispList` completely.
- Optimizations to mesh rendering will also apply to metaball objects.
The vertex normals on the evaluated mesh are technically invalid;
the regular calculation wouldn't reproduce them. Metaball objects
don't support modifiers though, so it shouldn't be a problem.
Eventually we can support per-vertex custom normals (T93551).
Differential Revision: https://developer.blender.org/D14593
This cleans up the OpenGL build flags and linking.
It additionally also removes some dead code.
One of these dead code paths is WITH_X11_ALPHA which actually never was
active even with the build flag on. The call to use this was never
called because the default initializer for GHOST was set to have it off
per default. Nothing called this function with a boolean value to enable it.
These cleanups are needed to support true headless OpenGL rendering.
Without these cleanups libepoxy will fail to load the correct OpenGL
Libraries as we have already linked them to the blender binary.
Reviewed By: Brecht, Campbell, Jeroen
Differential Revision: http://developer.blender.org/D15554
With libepoxy we can choose between EGL and GLX at runtime, as well as
dynamically open EGL and GLX libraries without linking to them.
This will make it possible to build with Wayland, EGL, GLVND support while
still running on systems that only have X11, GLX and libGL. It also paves
the way for headless rendering through EGL.
libepoxy is a new library dependency, and is included in the precompiled
libraries. GLEW is no longer a dependency, and WITH_SYSTEM_GLEW was removed.
Includes contributions by Brecht Van Lommel, Ray Molenkamp, Campbell Barton
and Sergey Sharybin.
Ref T76428
Differential Revision: https://developer.blender.org/D15291
* Store compact ray differentials in ShaderData and compute full differentials
on demand. This reduces register pressure on the GPU.
* Remove BSDF differential code that was effectively doing nothing as the
differential orientation was discarded when making it compact.
This gives a 1-5% speedup with RTX A6000 + OptiX in our benchmarks, with the
bigger speedups in simpler scenes.
Renders appear to be identical except for the Both displacement option that
does both displacement and bump.
Differential Revision: https://developer.blender.org/D15677
This patch causes the render buffers to be copied to the denoiser
device only once before denoising and output/display is then fed
from that single buffer on the denoiser device. That way usually all
but one copy (from all the render devices to the denoiser device)
can be eliminated, provided that the denoiser device is also the
display device (in which case interop is used to update the display).
As such this patch also adds some logic that tries to ensure the
chosen denoiser device is the same as the display device.
Differential Revision: https://developer.blender.org/D15657
This change allows the Cycles progress report system to take into conderation
the time limit property. This allows for more accuracte progress reports for
high sample count renders with short time limits.
Contributed by Alaska.
Differential Revision: https://developer.blender.org/D15599
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
The performance of this will be slightly more important for upcoming changes.
Also removed an unused function and changed includes so these system.h can
be included in more places.
These replace float3 and packed_float3 in various places in the kernel where a
spectral color representation will be used in the future. That representation
will require more than 3 channels and conversion to from/RGB. The kernel code
was refactored to remove the assumption that Spectrum and RGB colors are the
same thing.
There are no functional changes, Spectrum is still a float3 and the conversion
functions are no-ops.
Differential Revision: https://developer.blender.org/D15535
Now all the same ones are available on CPU and GPU, which was previously not
possible due to lack of operator overloadng in OpenCL. Print functions are
no-ops on some GPUs.
Ref D15535
Caused by 38af5b0501.
Adjust barycentric coordinates used for intersection result in the
ray-to-rectangle intersection check.
Differential Revision: https://developer.blender.org/D15592
zebin format is critical for the compatibility of AoT graphics binaries
across driver versions. It was previously disabled on Linux due to
runtime issues that are now fixed in
https://github.com/intel/compute-runtime/releases/tag/22.31.23852.
The minimum supported driver version isn't bumped to this one yet as
current codebase with current IGC compiler does actually run fine on
earlier drivers and is not running into these issues anymore.
Copy the improved hair curves sync implementation from D14942. That patch is
not ready as a whole but this part was verified to match the old hair particles
can be used already.
It should consistently use the Cycles pirmitive ID for self intersection detection,
not the one from the OptiX or Embree acceleration structure.
Differential Revision: https://developer.blender.org/D15632
Assume that all faces using the smae material form a closed mesh, so that
joining meshes gives the same result as separate meshes.
It does mean that using different materials on different sides of one
closed mesh do not work, but the meaning of that is poorly defined anyway
if there is a volume interior.
NOTE: This is committed to the 3.3 branch as part of D15606, which we
decided should go to this release still (by Bastien, Dalai and me). That
is because these are important usability fixes/improvements to have for
the LTS release.
Adds `rna_path.cc` and `RNA_path.h`.
`rna_access.c` is a quite big file, which makes it rather hard and
inconvenient to navigate. RNA path functions form a nicely coherent unit
that can stand well on it's own, so it makes sense to split them off to
mitigate the problem. Moreover, I was looking into refactoring the quite
convoluted/overloaded `rna_path_parse()`, and found that some C++
features may help greatly with that. So having that code compile in C++
would be helpful to attempt that.
Differential Revision: https://developer.blender.org/D15540
Reviewed by: Brecht Van Lommel, Campbell Barton, Bastien Montagne
Caused by 38af5b0501.
Adjust barycentric coordinates used for intersection result in the
ray-to-rectangle intersection check.
Differential Revision: https://developer.blender.org/D15592