Commit Graph

1230 Commits

Author SHA1 Message Date
Jeroen Bakker
a62fa40b58 Merge branch 'blender-v4.3-release' 2024-10-10 11:28:53 +02:00
Anthony Roberts
ef58d4ae26 Windows: Switch to ProcessorNameString for CPU identification on ARM64
This probably should always have been the value used, really.

Now, instead of reporting `Qualcomm Technologies Inc`, it reports the more informative `Snapdragon(R) X Elite - X1E78100 - Qualcomm(R) Oryon(TM) CPU` on a Thinkpad T14s Gen6 device.

Pull Request: https://projects.blender.org/blender/blender/pulls/128808
2024-10-10 10:37:17 +02:00
Lukas Stockner
b8d0bef3b4 Cleanup: Cycles: Consolidate coordinate system conversions
- Deduplicate Fisheye projection code
- Replace spherical/cartesian conversions with shared helpers
- Replace transforms from/to local coordinate systems with shared helpers

The main type of repeated transform that's not covered here is `to/from_coords`, but with separate values for xy and z (e.g. BSDFs that already computed `dot(wi, N)` earlier, so they only need `dot(wi, X)` and `dot(wi, Y)` later). Could also be replaced, but it would feel weirdly specific for a helper function.

Pull Request: https://projects.blender.org/blender/blender/pulls/125999
2024-10-07 02:18:49 +02:00
Campbell Barton
4fa3dc0dd4 Cleanup: spelling in comments, use uppercase tags 2024-10-03 12:11:52 +10:00
Alexandre Cardaillac
0315eae536 Cycles: Add more scattering phase functions
Previously, Cycles only supported the Henyey-Greenstein phase function for volume scattering.
While HG is flexible and works for a wide range of effects, sometimes a more physically accurate
phase function may be needed for realism.

Therefore, this adds three new phase functions to the code:
Rayleigh: For particles with a size below the wavelength of light, mostly athmospheric scattering.
Fournier-Forand: For realistic underwater scattering.
Draine: Fairly specific on its own (mostly for interstellar dust), but useful for the next entry.
Mie: Approximates Mie scattering in water droplets using a mix of Draine and HG phase functions.

These phase functions can be combined using Mix nodes as usual.

Co-authored-by: Lukas Stockner <lukas@lukasstockner.de>
Pull Request: https://projects.blender.org/blender/blender/pulls/123532
2024-10-02 11:12:53 +02:00
Lukas Stockner
de80c24ed4 Cleanup: Cycles: Rename CYCLES_x_KERNEL_FLAGS to CYCLES_x_FLAGS in CMake
Pull Request: https://projects.blender.org/blender/blender/pulls/128342
2024-09-30 15:58:31 +02:00
Weizhen Huang
77035192c9 Fix #126799: undefined behavior of shader node Arctan2 at (0, 0)
`atan2(0, 0)` is undefined on many platforms. To ensure consistent
result across platforms, we return `0` in this case.

Note only the behavior of the shader node `Artan2` is changed here.
During shading, we might still produce `atan2(0, 0)` internally and
cause different results across platforms, but that usually happens with
single samples and is not obvious, plus checking this condition all the
time is costly. If later we find out it's indeed necessary to change all
the invocation of `atan2(0, 0)`, we could change the wrapper functions
in `metal/compat.h` and `mtl_shader_defines.msl`.

Pull Request: https://projects.blender.org/blender/blender/pulls/126951
2024-09-03 11:44:59 +02:00
Campbell Barton
fdd0b93cfa Cleanup: spelling in comments 2024-08-23 10:19:53 +10:00
Sergey Sharybin
f1fe232e89 Cycles: Add parallel_reduce() to the ccl namespace
Currently unused, but is a good utility to have to make code
threaded in the future.
2024-08-14 12:33:40 +02:00
Alaska
ba5d76e7e2 Fix: Shader: Align vector math node reflect mode with OSL
Align Cycles SVM and EEVEE's rendering of the vector math node
in reflect mode with OSL when the normal vector is 0,0,0.

This is done by using safe_normalize rather than normalize on the
normal vector. Which also fixes a NaN in the reflect mode in this
specific configuration.

Pull Request: https://projects.blender.org/blender/blender/pulls/125688
2024-08-02 11:20:57 +02:00
Weizhen Huang
4c5c5e2fd7 Fix: safe_normalize() not defined for float2 on Metal 2024-06-29 07:56:46 +02:00
Alexander Brock
fe54824f24 Fix and test direction_to_fisheye_lens_polynomial
The function direction_to_fisheye_lens_polynomial computes the inverse of
fisheye_lens_polynomial_to_direction.

Previously the function worked almost correctly if all parameters except k_0
and k_1 were zero (in that case it was correct except for flipping the x-axis).

I replaced the fixed-point iteration (?) by Newton's method and implemented a
test to make sure it works correctly with a wider range of parameter sets.

Pull Request: https://projects.blender.org/blender/blender/pulls/123737
2024-06-28 20:33:17 +02:00
Brecht Van Lommel
3072e6f518 Merge branch 'blender-v4.2-release' 2024-06-26 21:30:39 +02:00
Brecht Van Lommel
a060de65a4 Cycles: Sync minor build related changes with standalone repo 2024-06-26 20:39:03 +02:00
Lukas Stockner
4547260bda Merge branch 'blender-v4.2-release' 2024-06-23 01:23:51 +02:00
Lukas Stockner
4bde68cdd6 Cycles: Compress GPU kernels to reduce file size
Precompiled Cycles kernels make up a considerable fraction of the total size of
Blender builds nowadays. As we add more features and support for more
architectures, this will only continue to increase.

However, since these kernels tend to be quite compressible, we can save a lot
of storage by storing them in compressed form and decompressing the required
kernel(s) during loading.

By using Zstandard compression with a high level, we can get decent compression
ratios (~5x for the current kernels) while keeping decompression time low
(about 30ms in the worse case in my tests). And since we already require zstd
for Blender, this doesn't introduce a new dependency.

While the main improvement is to the size of the extracted Blender installation
(which is reduced by ~400-500MB currently), this also shrinks the download on
Windows, since .zip's deflate compression is less effective. It doesn't help on
Linux since we're already using .tar.xz there, but the smaller installed size
is still a good thing.

See #123522 for initial discussion.

Pull Request: https://projects.blender.org/blender/blender/pulls/123557
2024-06-23 00:52:30 +02:00
Omar Emara
4f51033708 Nodes: Implement Gabor noise
This patch implements a new Gabor noise node based on [1] but with the
improvements from [2] and the phasor formulation from [3].

We compare with the most popular existing implementation, that of OSL,
from the user's point of view:

  - This implementation produces C1 continuous noise as opposed to the
    non continuous OSL implementation, so it can be used for bump
    mapping and is generally smother. This is achieved by windowing the
    Gabor kernel using a Hann window.

  - The Bandwidth input of OSL was hard-coded to 1 and was replaced with
    a frequency input, which OSL hard codes to 2, since frequency is
    more natural to control. This is even more true now that that Gabor
    kernel is windowed as opposed to truncated, which means increasing
    the bandwidth will just turn the Gaussian component of the Gabor
    into a Hann window. While decreasing the bandwidth will eliminate
    the harmonic from the Gabor kernel, which is the point of Gabor
    noise.

  - OSL had three discrete modes of operation for orienting the kernel.
    Anisotropic, Isotropic, and a hybrid mode. While this implementation
    provides a continuous Anisotropy parameter which users are already
    familiar with from the Glossy BSDF node.

  - This implementation provides not just the Gabor noise value, but
    also its phase and intensity components. The Gabor noise value is
    basically sin(phase) * intensity, but the phase is arguably more
    useful since it does not suffer from the low contrast issues that
    Gabor suffers from. While the intensity is useful to hide the
    singularities in the phase.

  - This implementation converges faster that OSL's relative to the
    impulse count, so we fix the impulses count to 8 for simplicitly.

  - This implementation does not implement anisotropic filtering.

Future improvements to the node includes implementing surface noise and
filtering. As well as extending the spectral control of the noise,
either by providing specialized kernels as was done in #110802, or by
providing some more procedural control over the frequencies of the
Gabor.

References:

[1]: Lagae, Ares, et al. "Procedural noise using sparse Gabor
convolution." ACM Transactions on Graphics (TOG) 28.3 (2009): 1-10.

[2]: Tavernier, Vincent, et al. "Making gabor noise fast and
normalized." Eurographics 2019-40th Annual Conference of the European
Association for Computer Graphics. 2019.

[3]: Tricard, Thibault, et al. "Procedural phasor noise." ACM
Transactions on Graphics (TOG) 38.4 (2019): 1-13.

Pull Request: https://projects.blender.org/blender/blender/pulls/121820
2024-06-19 09:33:32 +02:00
Alaska
08cc73a9bb Fix #123249: Orthographic DOF is influenced by near clip
Fix an issue where the DOF distance in orthographic mode is
specified distance + near clip distance, which can lead to
unpredicable results.

Pull Request: https://projects.blender.org/blender/blender/pulls/123267
2024-06-17 17:45:55 +02:00
Fabian-Herb
1dfdf098d2 Fix #122933: Enable Cycles OpenImageDenoise on Linux ARM64
_M_ARM64 is defined on Visual Studio only, but OpenImageDenoise 2.2 works on
ARM64 Linux, too. ARM64 always has NEON, so that remark was a no-op.

Pull Request: https://projects.blender.org/blender/blender/pulls/122948
2024-06-11 19:28:59 +02:00
Campbell Barton
7f7648c6ed Cleanup: spelling in code comments & minor edits
- Use uppercase NOTE: tags.
- Correct bNote -> bNode.
- Use colon after parameters.
- Use doxy-style doc-strings.
2024-06-06 09:55:13 +10:00
Weizhen Huang
2ddc936cbb Cleanup: simplify computation in Cycles area light sampling
`diff` in numerator and denominator cancels out, except for the signs,
which we know beforehand since `x1 > x0`, `y1 > y0`

Pull Request: https://projects.blender.org/blender/blender/pulls/122740
2024-06-04 23:37:48 +02:00
Xavier Hallade
a7171e0391 Cycles: oneAPI: Cleanup: Change packed_float3 to float3
float3 is already packed in oneAPI.
No functional change is expected.
2024-06-04 19:42:52 +02:00
Lukas Stockner
fbc770d58b Cycles: Fallback to area PDF when spherical rectangles are too small
This fixes #69535 and #98930.

We use a equi-solid-angle sampling algorithm for rectangular area lights,
but it is not particularly robust for small area lights (either small
in general and/or small because it's being viewed from grazing angles).

The actual sampling part is fine since it just gets clamped into the
valid area anyways, and the difference isn't notable for small lights.

However, we also need to compute the solid angle to get the sampling PDF,
and that computation is quite sensitive to numerical issues for small
values.

Therefore, this commit adds a fallback path for small values, which instead
uses the classic equi-area sampling PDF term times the area-to-solid-angle
Jacobian term. This approximation assumes that all points on the light have
the same distance and angle to the sampling point, which is of course not
strictly the case, but it's close enough for small area lights and better
than failing altogether.

Pull Request: https://projects.blender.org/blender/blender/pulls/122323
2024-06-04 01:55:26 +02:00
Lukas Stockner
12bf5ff7d4 Cycles: Cleanup: Remove unused hash function
Also move the remaining one to util/hash.h.
2024-05-13 02:48:54 +02:00
Lukas Stockner
17f2cdd104 Cycles: Add thin film iridescence to Principled BSDF
This is an implementation of thin film iridescence in the Principled BSDF based on "A Practical Extension to Microfacet Theory for the Modeling of Varying Iridescence".

There are still several open topics that are left for future work:
- Currently, the thin film only affects dielectric Fresnel, not metallic. Properly specifying thin films on metals requires a proper conductive Fresnel term with complex IOR inputs, any attempt of trying to hack it into the F82 model we currently use for the Principled BSDF is fundamentally flawed. In the future, we'll add a node for proper conductive Fresnel, including thin films.
- The F0/F90 control is not very elegantly implemented right now. It fundamentally works, but enabling thin film while using a Specular Tint causes a jump in appearance since the models integrate it differently. Then again, thin film interference is a physical effect, so of course a non-physical tweak doesn't play nicely with it.
- The white point handling is currently quite crude. In short: The code computes XYZ values of the reflectance spectrum, but we'd need the XYZ values of the product of the reflectance spectrum and the neutral illuminant of the working color space. Currently, this is addressed by just dividing by the XYZ values of the illuminant, but it would be better to do a proper chromatic adaptation transform or to use the proper reference curves for the working space instead of the XYZ curves from the paper.

Pull Request: https://projects.blender.org/blender/blender/pulls/118477
2024-05-02 14:28:44 +02:00
Campbell Barton
2be407fc82 Cleanup: spelling in comments 2024-04-01 16:47:57 +11:00
Hoshinova
c78c6b0bdf Fix #119797: Noise Texture Precision Issues
The Perlin noise algorithms suffer from precision issues when a coordinate
is greater than about 250000.

To fix this the Perlin noise texture is repeated every 100000 on each axis.
This causes discontinuities every 100000, however at such scales this
usually shouldn't be noticeable.

Pull Request: https://projects.blender.org/blender/blender/pulls/119884
2024-03-29 16:12:23 +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
Anthony Roberts
3d5fa7698f Cycles: Add Windows ARM64 support
Ref #119126

Pull Request: https://projects.blender.org/blender/blender/pulls/117036
2024-03-06 16:14:34 +01:00
Thomas Dinges
2b095c97fa Cycles: Increase minimum target on x86 to SSE4.2
* Compile regular host code with SSE4.2
* Remove the SSE2 kernel, only the SSE4.2 and AVX2 kernel remain

Pull Request: https://projects.blender.org/blender/blender/pulls/118471
2024-02-26 14:49:19 +01:00
Thomas Dinges
30a22b92ca Cycles: Rename SSE4.1 kernel to SSE4.2
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
2024-02-09 17:25:58 +01:00
Campbell Barton
8b827a5bb5 Cleanup: spelling in comments 2024-02-02 10:48:22 +11:00
Lukas Stockner
82811cf489 Cycles: Support Type-A IES files
Seems to be a fairly niche type, but some people (apparently mostly in the automotive space) use it.

Also improves the handling of IES files in general and lets Cycles accept IES files that are technically violating the spec - which seems to be most of them...

Pull Request: https://projects.blender.org/blender/blender/pulls/114689
2024-01-29 01:03:47 +01:00
Michael Jones
31001b67fd Cycles: Enable floating point atomic support in Metal
Utilises native floating point atomic operations if available. Supported in Metal 3.0+ onwards.
Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/116786
2024-01-04 17:08:29 +01:00
Sergey Sharybin
d86d86f729 Fix heap buffer overflow in Cycles IES parser
The IES parser in Cycles would lead to heap buffer overflow error
when non-supported or invalid data is provided to it.

The error was caused by the way how stirng is copied to vector
skipping the last null-terminator. Later C-style string utilities
are used for parsing, and they expect the data to be null-terminated.

It is unclear why data needs to be stored as vector: storing it as
string simplifies initialization.

Easiest to reproduce the issue is to use Blender build with address
sanitizer enabled.

Pull Request: https://projects.blender.org/blender/blender/pulls/116752
2024-01-03 18:00:41 +01:00
Brecht Van Lommel
d377ef2543 Clang Format: bump to version 17
Along with the 4.1 libraries upgrade, we are bumping the clang-format
version from 8-12 to 17. This affects quite a few files.

If not already the case, you may consider pointing your IDE to the
clang-format binary bundled with the Blender precompiled libraries.
2024-01-03 13:38:14 +01:00
Alaska
9b3699db67 Fix: Cycles invalid normals in various situations
Fix issues related to NaN normals in some situations by trying
to detect when these cases might occur and just reverting back
to default normals.

As a side effect of these changes, OSL now behaves correctly
when given a non-normalized normal.

Pull Request: https://projects.blender.org/blender/blender/pulls/114960
2024-01-02 16:24:04 +01:00
Campbell Barton
482ba7806d Cleanup: spelling correction: "adjacent" & spelling in comments 2023-12-19 09:54:53 +11:00
Brecht Van Lommel
6cdb43195e Refactor: replace NanoVDB kernel side implementation by own code
The NanoVDB headers are not compatible with Metal due to missing address
space qualifiers. We currently have a big patch for NanoVDB header
files, which is difficult to update for OpenVDB 11. Instead extract a
few hundred lines of code from NanoVDB to do just what we need.

Pull Request: https://projects.blender.org/blender/blender/pulls/115992
2023-12-10 19:37:36 +01:00
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