Commit Graph

407 Commits

Author SHA1 Message Date
Campbell Barton
cccc2c77c5 Cleanup: consistent for C-style comment blocks 2025-08-08 07:37:33 +10:00
Patrick Mours
6487395fa5 Cycles: Add linear curve shape
Add new "Linear 3D Curves" option in the Curves panel in the render
properties. This renders curves as linear segments rather than smooth
curves, for faster render time at the cost of accuracy.

On NVIDIA Blackwell GPUs, this can give a 6x speedup compared to smooth
curves, due to hardware acceleration. On NVIDIA Ada there is still
a 3x speedup, and CPU and other GPU backends will also render this
faster.

A difference with smooth curves is that these have end caps, as this
was simpler to implement and they are usually helpful anyway.

In the future this functionality will also be used to properly support
the CURVE_TYPE_POLY on the new curves object.

Pull Request: https://projects.blender.org/blender/blender/pulls/139735
2025-07-29 17:05:01 +02:00
Weizhen Huang
ea45c776fd Cycles: introduce dual types
to replace some uses of dfdx/dfdy/differentials.
No functional change expected.

Pull Request: https://projects.blender.org/blender/blender/pulls/143178
2025-07-28 17:34:24 +02:00
Brecht Van Lommel
646dc7fe4d Cycles: Use stochastic sampling to speed up tricubic volume filter
Stochastically turn a tricubic filter into a trilinear one. This
reduces the number of taps from 64 to 8. It combines ideas from
the "Stochastic Texture Filtering" paper and our previous GPU
sampling of 3D textures.

This is currently only used in a few places where we know stochastic
interpolation is valid or close enough in practice.
* Principled volume density, color and temperature
* Motion blur velocity

On an Macbook Pro M3 with the openvdb_smoke.blend regression test
and cubic sampling, this gives a ~2x speedup for CPU and ~4x speedup
for GPU. However it also increases noise, usually only a little. Equal
time renders for this scene show a clear reduction in noise for both
CPU and GPU.

Note we can probably get a bigger speedup with acceptable noise trade-off
using full stochastic sampling, but will investigate that separately.

Pull Request: https://projects.blender.org/blender/blender/pulls/132908
2025-07-09 21:04:38 +02:00
Brecht Van Lommel
4c25b49875 Refactor: Cycles: Deduplicate 3D texture sampling between devices
Pull Request: https://projects.blender.org/blender/blender/pulls/132908
2025-07-09 21:04:38 +02:00
Brecht Van Lommel
0e7a696819 Cleanup: Unused arguments in Cycles kernel
And add back the compiler flag that hid them.

Pull Request: https://projects.blender.org/blender/blender/pulls/139497
2025-05-27 21:30:45 +02:00
Lukas Stockner
bf412ed9dd Cycles: Support for custom OSL cameras
This allows users to implement arbitrary camera models using OSL by writing
shaders that take an image position as input and compute ray origin and
direction.

The obvious applications for this are e.g. panorama modes, lens distortion
models and realistic lens simulation, but the possibilities are endless.

Currently, this is only supported on devices with OSL support, so CPU and
OptiX. However, it is independent from the shading model used, so custom
cameras can be used without getting the performance hit of OSL shading.

A few samples are provided as Text Editor templates.

One notable current limitation (in addition to the limited device support)
is that inverse mapping is not supported, so Window texture coordinates and
the Vector pass will not work with custom cameras.

Pull Request: https://projects.blender.org/blender/blender/pulls/129495
2025-04-25 19:27:30 +02:00
Weizhen Huang
23c762e388 Fix: Cycles: Do not count volume bounds bounce as transparent
In forward path tracing, when we pass volume bounding meshes, we
accumulate `volume_bounds_bounce`. We should match this behaviour in NEE
instead of accumulating `transparent_bounce`.

Pull Request: https://projects.blender.org/blender/blender/pulls/137556
2025-04-24 13:10:33 +02:00
Brecht Van Lommel
f987ef7b6e Shaders: Add Filter Width input to Bump node
This makes it possible to restore previous Blender 4.3 behavior of bump
mapping, where the large filter width was sometimes (ab)used to get a bevel
like effect on stepwise textures.

For bump from the displacement socket, filter width remains fixed at 0.1.

Ref #133991, #135841

Pull Request: https://projects.blender.org/blender/blender/pulls/136465
2025-03-25 16:29:13 +01:00
Sergey Sharybin
bf65b64708 Refactor: De-duplicate local intersection reservoir sampling logic
The code which was checking whether local intersection is to be
recorded, and under which index was duplicated for triangles,
motion triangles, and HIP-RT triangle filter function.

This change moves the common logic to an utility function which
is reused from all the places mentioned above.

Pull Request: https://projects.blender.org/blender/blender/pulls/136244
2025-03-20 17:19:31 +01:00
Brecht Van Lommel
07b60c189b Cycles: Perform attribute subdivision on the host side
* Add SubdAttributeInterpolation class for linear attribute interpolation.
* Dicing computes ptex UV and face ID for interpolation.
* Simplify mesh storage of subd primitive counts
* Remove kernel code for subd attribute interpolation
* Remove patch table packing and upload

The old optimization adds a fair amount of complexity to the kernel, affecting
performance even when not using the feature. It's also not that useful as it
does not work for UVs that needs special interpolation. With this simpler code
it should be easier to make it feature complete.

Pull Request: https://projects.blender.org/blender/blender/pulls/135681
2025-03-11 20:58:07 +01:00
Brecht Van Lommel
48398b223b Cleanup: Fix various divisions by zero reported by ASAN
Pull Request: https://projects.blender.org/blender/blender/pulls/135326
2025-03-06 22:34:23 +01:00
Brecht Van Lommel
e813e46327 Cycles: Refactor lights to be objects
This is an intermediate steps towards making lights actual geometry.
Light is now a subclass of Geometry, which simplifies some code.

The geometry is not added to the BVH yet, which would be the next
step and improve light intersection performance with many lights.

This makes object attributes work on lights.

Co-authored-by: Lukas Stockner <lukas@lukasstockner.de>
Pull Request: https://projects.blender.org/blender/blender/pulls/134846
2025-02-24 23:44:14 +01:00
Lukas Stockner
8cb5e05c48 Cleanup: Cycles: Deduplicate kernel attribute code using templating
The attribute handling code in the kernel is currently highly duplicated since
it needs to handle five different data types and we couldn't use templates
back then.
We can now, so might as well make use of it and get rid of ~1000 lines.

There are also some small fixes for the GPU OSL code:
- Wrong derivative for .w component when converting float2/float3->float4
- Different conversion for float2->float (CPU averages, GPU used to take .x)
- Removed useless code for converting to float2, not used by OSL

Pull Request: https://projects.blender.org/blender/blender/pulls/134694
2025-02-20 19:28:45 +01:00
Alaska
bcec81c4be Fix: Overflow when using light falloff node on distant lights
In Cycles lights can be given a light falloff node to control their
light falloff.

This worked by multiplying the light's strength by different
combinations of the ray length, which would be FLT_MAX for
distant lights. This resulting in almost every configuration of the
light falloff node overflowing when used on distant lights, which is
undesirable.

This commit fixes this issue by ignoring most of the functions of the
light falloff node when used on a distant light.

And in the process fixes a small discrepancy between SVM and OSL when
using the light falloff node on distant lights.

Pull Request: https://projects.blender.org/blender/blender/pulls/134539
2025-02-15 01:23:12 +01:00
Weizhen Huang
b26221a06a Fix #74979: Cycles: Support Normal texture for bump mapping on triangles
The derivatives of the normal were simply not computed.

The offsetted normals are computed by perturbating the barycentric
coordinates. At triangle boundaries, the normals are extrapolated,
so discontinuities might be visible.

Currently only supported on triangles.

Pull Request: https://projects.blender.org/blender/blender/pulls/133769
2025-02-06 16:22:19 +01:00
Weizhen Huang
f4e4f19af2 Cleanup: Cycles: improve comments and variable names of bump-related functions
- Rename dx/dy -> dfdx/dfdy to match the actual computed quantity
- Add template functions to compute dfdx/dfdy on triangles for sharing
  among different data types
- Add documentation to some functions
- Some code shuffling that makes it easier to scale dfdx/dfdy in the
  future
- Some other trivial changes
2025-02-05 13:39:27 +01:00
Brecht Van Lommel
f80f97ca0d Refactor: Cycles: Rename rcp to reciprocal
To avoid symbol conflicts with upcoming HIP changes. Also remove
unused implementations for float4 and float8.

Pull Request: https://projects.blender.org/blender/blender/pulls/134045
2025-02-04 18:59:24 +01:00
Weizhen Huang
1b2ed045c1 Fix: Cycles: Wrong differentials of curve attributes
The barycentric coordinates u/v are aligned with the curve, but the
local coordinate system is created from the geometry normal and can
differ from uv.

Pull Request: https://projects.blender.org/blender/blender/pulls/133882
2025-02-03 10:58:25 +01:00
Lukas Stockner
0677e19fa0 Fix: Cycles: Wrong motion transform interpolation when using velocity
The issue here is that originally, the step count for the geometry's
motion and the object transform's motion were tied together, so a
single variable is used to store that step count.
However, when using the velocity attribute, it's possible for the step
counts to differ, which will lead to an incorrect interpolated object
transform in the kernel.

Pull Request: https://projects.blender.org/blender/blender/pulls/133788
2025-01-31 00:47:55 +01:00
Brecht Van Lommel
57ff24cb99 Refactor: Cycles: Add const keyword to more function parameters
Pull Request: https://projects.blender.org/blender/blender/pulls/132361
2025-01-03 10:23:24 +01:00
Brecht Van Lommel
dd51c8660b Refactor: Cycles: Add const keyword where possible, using clang-tidy
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
2025-01-03 10:23:20 +01:00
Brecht Van Lommel
d0c2e68e5f Refactor: Cycles: Automated clang-tidy fixups in Cycles
* Use .empty() and .data()
* Use nullptr instead of 0
* No else after return
* Simple class member initialization
* Add override for virtual methods
* Include C++ instead of C headers
* Remove some unused includes
* Use default constructors
* Always use braces
* Consistent names in definition and declaration
* Change typedef to using

Pull Request: https://projects.blender.org/blender/blender/pulls/132361
2025-01-03 10:22:55 +01:00
Brecht Van Lommel
5c46063607 Refactor: Cycles: Make kernel headers work by themselves
Shuffle around some code and add more includes so that individual
header files compile without errors.

Pull Request: https://projects.blender.org/blender/blender/pulls/132361
2025-01-03 10:22:50 +01:00
Brecht Van Lommel
3c2a6fbb9c Refactor: Cycles: Use nullptr instead of NULL
Pull Request: https://projects.blender.org/blender/blender/pulls/132361
2025-01-03 10:22:43 +01:00
Thomas Dinges
1be75e86aa Cleanup: replace floatX_to_floatY() with make_floatY()
Now that function overloads are usable on all GPUs, replace the former explicit functions.

Pull Request: https://projects.blender.org/blender/blender/pulls/132067
2024-12-19 09:41:55 +01:00
Thomas Dinges
22e16ca096 Cycles: add make_float4(float3 a, float b) type
This resolves a todo from the code. Part of the Quality Project.

Pull Request: https://projects.blender.org/blender/blender/pulls/131915
2024-12-17 09:11:08 +01:00
Sergey Sharybin
c5008d2de9 Fix #124679: Certain OSL scripts have artifacts in the world shader on Windows
Pull Request: https://projects.blender.org/blender/blender/pulls/126374
2024-08-16 10:35:32 +02:00
Alaska
a3b0c68ca9 Fix #123634: Missing 3D curve intersections with Metal BVH2
Fixes missing intersections on straight 3D curves with the
Metal backend, with BVH2.

This issue could of manifested on other devices, but didn't seem to
in practice.

Pull Request: https://projects.blender.org/blender/blender/pulls/126197
2024-08-13 16:49:28 +02:00
Lukas Stockner
b119e1a497 Cycles: Fix potential NaN in normal mapping
I ran into this in a test scene - somehow the normalization here can result
in NaN (so presumably a zero vector). I don't think this has a notable
performance impact from some basic tests.

Pull Request: https://projects.blender.org/blender/blender/pulls/125930
2024-08-07 02:07:19 +02:00
Campbell Barton
8fdb190278 Cleanup: typos in comments (duplicate words) 2024-07-14 18:55:43 +10:00
Weizhen Huang
f9a75d1e40 Fix #122976: Cycles light linking broken for volumes with light tree
Light linking was never working correctly in volume segment with light
tree, because `sd->object` was not assigned, thus
`light_link_receiver_nee(kg, sd)` always returned `OBJECT_NONE`, causing
the light tree sample to fail. This problem was revealed by fdc2962beb
since now the same light is used for volume segment and volume.

Also ensure we don't sample position on the light if sampling from
volume segment is failed, by setting `emitter_id` to `EMITTER_NONE` in
such cases.

Pull Request: https://projects.blender.org/blender/blender/pulls/122999
2024-06-10 16:11:12 +02:00
Michael Jones
99f5433445 Cycles: Dormant fixes for adaptive feature compilation
This PR fixes the (currently unused) scene-based selective feature compilation macros. These feature based macros haven't been used for a few years, and enabling them currently results in compilation errors.

The only functional change in this PR is in geom/primitive.h where undef-ing `__HAIR__` had exposed an inconsistency in how pointcloud attributes were being fetched. Using the more general `primitive_surface_attribute_float4` (instead of `curve_attribute_float4`) fixed a compilation error that occurred when rendering pointcloud unit test scenes with adaptive compilation enabled.

Pull Request: https://projects.blender.org/blender/blender/pulls/121216
2024-04-30 12:56:22 +02:00
Weizhen Huang
a6330cad7f Refactor: wrap block of codes into a function 2024-04-17 18:49:00 +02:00
Weizhen Huang
418acfe8bb Cleanup: remove unused function parameters
This is not a complete list of all the unused parameters in kernel, but
those I touch often, so I am more confident that it's safe to delete them.
2024-04-17 18:49:00 +02:00
Brecht Van Lommel
898187cfab Fix #118466: Cycles renders black on Metal + AMD
Global built-ins appear to not work on AMD cards.

Also add a tweak to avoid a performance regression, similar
to what was done before. Disable adaptive subdivision kernel
code if not used.

Pull Request: https://projects.blender.org/blender/blender/pulls/119175
2024-03-08 16:41:27 +01:00
Brecht Van Lommel
8087dd9e96 Cleanup: Cycles: use one fewer object struct member for motion data 2024-01-24 20:17:13 +01:00
Brecht Van Lommel
ac70bc3611 Fix: temporarily disable Cycles patch map assert to avoid failing test
After recent 4.1 libraries update update for macOS ARM.
2024-01-04 04:06:19 +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
Campbell Barton
2721b937fb Cleanup: use braces in headers 2023-09-24 14:52:38 +10:00
Campbell Barton
785bd13b9a Cleanup: spelling in comments 2023-07-05 14:09:33 +10:00
Campbell Barton
c12994612b License headers: use SPDX-FileCopyrightText in intern/cycles 2023-06-14 16:53:23 +10:00
Weizhen Huang
84863dae89 Fix light texture invisible when looking at a light
`sd->type` was set to `PRIMITIVE_TRIANGLE` when it should be
`PRIMITIVE_LAMP`.

Function #lights_intersect_impl sets `isect->prim` to `lamp`, which is
passed to function #shader_setup_from_sample. There `prim != PRIM_NONE`
is evaluated to `true`, thus setting `sd->type` to `PRIMITIVE_TRIANGLE`
erroneously. This fix checks `lamp != LAMP_NONE` first, as in all other
usages of #shader_setup_from_sample `LAMP_NONE` is passed as the value
of `lamp`.

Pull Request: https://projects.blender.org/blender/blender/pulls/108769
2023-06-08 18:05:30 +02:00
Weizhen Huang
2ab020cc3c Cycles: enable normal transformation of lights in Vector Transform node
This is added so that some texture pipeline with point light and spot
light could work as before. Some people use the Normal socket from
Texture Coordinate node for texturing light, however the Normal there is
actually the incoming light direction and should be corrected. Using the
Parametric socket from Geometry node + normal transform from world to
object with Vector Transform node delivers the same result as using the
Normal socket from Texture Coordinate node.

Currently for lights only normal transformation works, because only
there we fetch light transform properly. This is a confusing behaviour,
but testing if it's a lamp in all relevant functions could have bad
impact on the performance. A more proper solution would be to change
lights to real objects, which is planned for the future.

![Geometry_Vector_Transform](attachments/fe38895e-85b3-4e7a-873f-12068237f790)

Pull Request: https://projects.blender.org/blender/blender/pulls/108666
2023-06-06 19:07:43 +02:00
Campbell Barton
12d91d4e60 Cleanup: spelling in comments 2023-05-27 15:24:52 +10:00
Campbell Barton
6859bb6e67 Cleanup: format (with BraceWrapping::AfterControlStatement "MultiLine") 2023-05-02 09:37:49 +10:00
Weizhen Huang
390a63b264 Refactor: de-duplicate motion triangle vertices and normals computation
Barycentric coordinate convention was changed at some point, which is
reflected in `motion_triangle_shader.h` (1c2c468abc) but not in
`motion_triangle.h`, this is also fixed by sharing functions between the
two header files.

Pull Request: https://projects.blender.org/blender/blender/pulls/106629
2023-04-06 17:28:41 +02:00
Weizhen Huang
792da15d53 Fix #106394: motion triangles could have unnormalized normals 2023-04-06 13:48:45 +02:00
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