Commit Graph

67 Commits

Author SHA1 Message Date
Sergey Sharybin
de3ee3c6e8 Cycles: Fix compilation error of CUDA kernel
Was caused by previous commit.
2018-09-28 15:02:44 +02:00
Sergey Sharybin
b030277e79 Cycles: Fix crash with BVH8 on certain scenes
The crash was caused by BVH traversal stack being overflowed.

That overflow was caused by lots of false-positive intersections
for rays originating on a non-finite location.

Not sure why those rays will be existing in the first place,
this is to be investigated separately.

This commit moves pre-SSE4.1 check to a higher level function
and enables it for all miroarchitectures.
2018-09-28 13:57:50 +02:00
Sergey Sharybin
8f9a6b1bab Cycles: Cleanup 2018-09-27 14:49:37 +02:00
Sergey Sharybin
e51f51d55d Cycles: Cleanup, use explicit comparison with NULL 2018-08-31 12:28:12 +02:00
Sergey Sharybin
8ee76535da Fix T56626: Cycles ambient occlusion only local : crash
Was caused by missing NULL pointer check in BVH8.
2018-08-31 12:14:36 +02:00
Sergey Sharybin
73f2056052 Cycles: Add BVH8 and packeted triangle intersection
This is an initial implementation of BVH8 optimization structure
and packated triangle intersection. The aim is to get faster ray
to scene intersection checks.

    Scene                BVH4      BVH8
barbershop_interior    10:24.94   10:10.74
bmw27                  02:41.25   02:38.83
classroom              08:16.49   07:56.15
fishy_cat              04:24.56   04:17.29
koro                   06:03.06   06:01.45
pavillon_barcelona     09:21.26   09:02.98
victor                 23:39.65   22:53.71

As memory goes, peak usage raises by about 4.7% in a complex
scenes.

Note that BVH8 is disabled when using OSL, this is because OSL
kernel does not get per-microarchitecture optimizations and
hence always considers BVH3 is used.

Original BVH8 patch from Anton Gavrikov.
Batched triangles intersection from Victoria Zhislina.
Extra work and tests and fixes from Maxym Dmytrychenko.
2018-08-29 15:03:09 +02:00
Brecht Van Lommel
5261cd233c Fix Cycles crash rendering mix of instanced and non-instanced volumes. 2018-08-05 12:05:10 +02:00
Lukas Stockner
799779d432 Cycles: change Ambient Occlusion shader to output colors.
This means the shader can now be used for procedural texturing. New
settings on the node are Samples, Inside, Local Only and Distance.

Original patch by Lukas with further changes by Brecht.

Differential Revision: https://developer.blender.org/D3479
2018-06-15 22:16:06 +02:00
Sergey Sharybin
16017178b2 Revert "Cycles: Cleanup: Don't use return on function returning void"
Not sure why exactly it is called a cleanup, the code was much more clear
and robust against possible missing return statements which are MANDATORY.

Missing return statement will:

- Cause two different BVH traversals to be run.

  Not is happening currently, but if more BVH layouts are added, it will
  become a problem.

- It is already causing assert() statements to fail, since functions are
  no longer returning when they are supposed to.

If there is any measurable reason to keep this change, let me know.
Otherwise just stick to reliable/tested/robust code.

This reverts commit ba65f7093b.
2018-06-07 11:57:57 +02:00
Lukas Stockner
ba65f7093b Cycles: Cleanup: Don't use return on function returning void 2018-06-04 00:07:17 +02:00
Brecht Van Lommel
b66efbecf4 Code refactor: make Transform always affine, dropping last row.
This save a little memory and copying in the kernel by storing only a 4x3
matrix instead of a 4x4 matrix. We already did this in a few places, and
those don't need to be special exceptions anymore now.
2018-03-10 04:54:05 +01:00
Stefan Werner
f3010e98c3 Code refactor: use KernelShader and KernelParticle instead of float arrays.
Original patch by Stefan with modifications by Brecht.
2018-03-10 04:54:04 +01:00
Sergey Sharybin
2f79d1c058 Cycles: Replace use_qbvh boolean flag with an enum-based property
This was we can introduce other types of BVH, for example, wider ones, without
causing too much mess around boolean flags.

Thoughs:

- Ideally device info should probably return bitflag of what BVH types it
  supports.

  It is possible to implement based on simple logic in device/ and mesh.cpp,
  rest of the changes will stay the same.

- Not happy with workarounds in util_debug and duplicated enum in kernel.
  Maybe enbum should be stores in kernel, but then it's kind of weird to include
  kernel types from utils. Soudns some cyclkic dependency.

Reviewers: brecht, maxim_d33

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D3011
2018-01-22 17:19:20 +01:00
Brecht Van Lommel
f79f386731 Code refactor: rename subsurface to local traversal, for reuse. 2017-11-07 22:35:12 +01:00
Brecht Van Lommel
ce1f2e271d Cycles: disable fast math flags, only use a subset.
Empty BVH nodes are set to NaN which must be preserved all the way to the
tnear <= tfar test which can then give false for empty nodes. This needs
strict semantices and careful argument ordering for min() and max(), so
the second argument is used if either of the arguments is NaN.

Fixes T52635: crash in BVH traversal with SSE4.1.

Differential Revision: https://developer.blender.org/D2828
2017-09-08 15:12:37 +02:00
Sergey Sharybin
b0bbb5f34f Cycles: Cleanup, style 2017-09-05 12:43:02 +02:00
Brecht Van Lommel
76b74a93a8 Fix Cycles CUDA transparent shadow error after recent fix in c22b52c.
Fishy cat benchmark was rendering with wrong shadows. Cause is unclear,
adding printf or rearranging code seems to avoid this issue, possibly a
compiler bug. This reverts the fix and solves the OSL bug elsewhere.
2017-08-24 03:43:02 +02:00
Brecht Van Lommel
c22b52cd36 Fix T52452: OSL trace broken after shadow catcher recent changes.
We should only early out with any hit in BVH traversal if the only visibility
bits used are opaque shadow. Not when opaque shadow is one of multiple bits.
2017-08-19 18:14:16 +02:00
Sergey Sharybin
95fe9b2617 Cycles: Cleanup, remove bvh prefix from curve functions
Those are nothing to do with BVH, and can be used separately.
2017-08-07 20:53:30 +02:00
Brecht Van Lommel
fc38276d74 Fix Cycles shadow catcher objects influencing each other.
Since all the shadow catchers are already assumed to be in the footage,
the shadows they cast on each other are already in the footage too. So
don't just let shadow catchers skip self, but all shadow catchers.

Another justification is that it should not matter if the shadow catcher
is modeled as one object or multiple separate objects, the resulting
render should be the same.

Differential Revision: https://developer.blender.org/D2763
2017-08-07 17:54:26 +02:00
Sergey Sharybin
be17445714 Cycles: Cleanup, indentation 2017-03-29 15:41:56 +02:00
Sergey Sharybin
30bed91b78 Cycles: Fix compilation error with visibility flag disabled 2017-03-29 14:28:45 +02:00
Sergey Sharybin
0579eaae1f Cycles: Make all #include statements relative to cycles source directory
The idea is to make include statements more explicit and obvious where the
file is coming from, additionally reducing chance of wrong header being
picked up.

For example, it was not obvious whether bvh.h was refferring to builder
or traversal, whenter node.h is a generic graph node or a shader node
and cases like that.

Surely this might look obvious for the active developers, but after some
time of not touching the code it becomes less obvious where file is coming
from.

This was briefly mentioned in T50824 and seems @brecht is fine with such
explicitness, but need to agree with all active developers before committing
this.

Please note that this patch is lacking changes related on GPU/OpenCL
support. This will be solved if/when we all agree this is a good idea to move
forward.

Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner

Reviewed By: lukasstockner97, maiself, nirved, dingto

Subscribers: brecht

Differential Revision: https://developer.blender.org/D2586
2017-03-29 13:41:11 +02:00
Sergey Sharybin
6ea54fe9ff Cycles: Switch to reformulated Pluecker ray/triangle intersection
The intention of this commit it to address issues mentioned in the
reports T43865,T50164 and T50452.

The code is based on Embree code with some extra vectorization
to speed up single ray to single triangle intersection.

Unfortunately, such a fix is not coming for free. There is some
slowdown for AVX2 processors, mainly due to different vectorization
code, which caused different number of instructions to be executed
and different instructions-per-cycle counters. But on another hand
this commit makes pre-AVX2 platforms such as AVX and SSE4.1 a bit
faster. The prerformance goes as following:

              2.78c AVX2   2.78c AVX   Patch AVX2         Patch AVX
BMW            05:21.09     06:05.34    05:32.97 (+3.5%)   05:34.97 (-8.5%)
Classroom      16:55.36     18:24.51    17:10.41 (+1.4%)   17:15.87 (-6.3%)
Fishy Cat      08:08.49     08:36.26    08:09.19 (+0.2%)   08:12.25 (-4.7%
Koro           11:22.54     11:45.24    11:13.25 (-1.5%)   11:43.81 (-0.3%)
Barcelone      14:18.32     16:09.46    14:15.20 (-0.4%)   14:25.15 (-10.8%)

On GPU the performance is about 1.5-2% slower in my tests on GTX1080
but afraid we can't do much as a part of this chaneg here and
consider it a price to pay for more proper intersection check.

Made in collaboration with Maxym Dmytrychenko, big thanks to him!

Reviewers: brecht, juicyfruit, lukasstockner97, dingto

Differential Revision: https://developer.blender.org/D1574
2017-03-28 17:26:47 +02:00
Sergey Sharybin
d14e39622a Cycles: First implementation of shadow catcher
It uses an idea of accumulating all possible light reachable across the
light path (without taking shadow blocked into account) and accumulating
total shaded light across the path. Dividing second figure by first one
seems to be giving good estimate of the shadow.

In fact, to my knowledge, it's something really similar to what is
happening in the denoising branch, so we are aligned here which is good.

The workflow is following:

- Create an object which matches real-life object on which shadow is
  to be catched.

- Create approximate similar material on that object.

  This is needed to make indirect light properly affecting CG objects
  in the scene.

- Mark object as Shadow Catcher in the Object properties.

Ideally, after doing that it will be possible to render the image and
simply alpha-over it on top of real footage.
2017-03-27 10:46:03 +02:00
Sergey Sharybin
85a5fbf2ce Cycles: Workaround incorrect SSS with CUDA toolkit 8.0.61 2017-03-24 10:08:18 +01:00
Sergey Sharybin
ba8c7d2ba1 Cycles: Use SSE-optimized version of triangle intersection for motion triangles
The title says it all actually. Gives up to 10% speedup on test scenes here
on i7-6800K.

Render times on GPU are unreliable here, but there might be some slowdown
caused by watertight nature of intersections.
2017-03-23 17:58:03 +01:00
Sergey Sharybin
f8a999c965 Cycles: Move triangle intersection precalc to an util file
This is a preparation work for the followup commit which wil l move
remaining parts of Woop intersection logic to an utility file.

Doing it as a separate commit to keep changes more atomic and easier
to bisect when/if needed.
2017-03-23 17:45:19 +01:00
Sergey Sharybin
59fd21296a Cycles: Cleanup, extra semicolon and space 2017-03-10 15:38:30 +01:00
Hristo Gueorguiev
57e26627c4 Cycles: SSS and Volume rendering in split kernel
Decoupled ray marching is not supported yet.

Transparent shadows are always enabled for volume rendering.

Changes in kernel/bvh and kernel/geom are from Sergey.
This simiplifies code significantly, and prepares it for
record-all transparent shadow function in split kernel.
2017-03-09 17:09:37 +01:00
Sergey Sharybin
930186d3df Cycles: Optimize sorting of transparent intersections on CUDA 2017-02-13 18:24:45 +01:00
Sergey Sharybin
21dbfb7828 Cycles: Fix wrong transparent shadows with CUDA
Was a bug in recent optimization commit.
2017-02-13 18:22:10 +01:00
Sergey Sharybin
04cf1538b5 Cycles: Fix compilation error on OpenCL 2017-02-08 14:00:48 +01:00
Sergey Sharybin
9830eeb44b Cycles: Implement record-all transparent shadow function for GPU
The idea is to record all possible transparent intersections when
shooting transparent ray on GPU (similar to what we were doing  on
CPU already).

This avoids need of doing whole ray-to-scene intersections queries
for each intersection and speeds up a lot cases like transparent
hair in the cost of extra memory.

This commit is a base ground for now and this feature is kept
disabled for until some further tweaks.
2017-02-08 14:00:48 +01:00
Sergey Sharybin
bc096e1eb8 Cycles: Split ShaderData object and shader flags
We started to run out of bits there, so now we separate flags
which came from __object_flags and which are either runtime or
coming from __shader_flags.

Rule now is: SD_OBJECT_* flags are to be tested against new
object_flags field of ShaderData, all the rest flags are to
be tested against flags field of ShaderData.

There should be no user-visible changes, and time difference
should be minimal. In fact, from tests here can only see hardly
measurable difference and sometimes the new code is somewhat
faster (all within a noise floor, so hard to tell for sure).

Reviewers: brecht, dingto, juicyfruit, lukasstockner97, maiself

Differential Revision: https://developer.blender.org/D2428
2017-01-23 12:56:55 +01:00
Sergey Sharybin
b9311b5e5a Cycles: Make object flag names more obvious that hey are object and not shader 2017-01-23 12:14:17 +01:00
Sergey Sharybin
1ad04c7d65 Cycles: Store time in BVH nodes
This way we can stop traversing BVH node early on.

Gives about 2-2.5x times render time improvement with 3 BVH steps.
Hopefully this gives no measurable performance loss for scenes with
single BVH step.

Traversal is currently only implemented for QBVH, meaning old CPUs
and GPU do not benefit from this change.
2017-01-20 12:46:18 +01:00
Sergey Sharybin
e5a665fe24 Cycles: Fix wrong transparent shadows for motion blur hair
This was a missing bit from b53ce9a.
2017-01-13 16:14:57 +01:00
Sergey Sharybin
b53ce9a1d0 Cycles: Prepare BVH traversal code to work with multiple curve primitives per node 2017-01-12 18:20:19 +01:00
Sergey Sharybin
f12f906dd9 Cycles: Correct assert() for cases when there are multiple curves per BVH node 2017-01-12 17:38:27 +01:00
Sergey Sharybin
53fa389802 Cycles: Use dedicated debug passes for traversed nodes and intersection tests
This way it's more clear whether some issue is caused by lots of geometry in
the node or by lots of "transparent" BVH nodes.
2017-01-12 13:44:35 +01:00
Sergey Sharybin
8c761ff838 Cycles: Use new SSE version of offset calculation for all QBVH flavors
Gives up to ~1% speedup again.

While it seems to be small, still nice since the code now is actually more
clean that it used to be before.
2016-10-25 15:27:50 +02:00
Sergey Sharybin
f7cf2f659a Cycles: Move QBVH near/far offset calculation to an utility function
Just preparing for new optimization to be used in all traversal implementation.

Should be no measurable difference.
2016-10-25 15:08:33 +02:00
Sergey Sharybin
064caae7b2 Cycles: BVH-related SSE optimization
Several ideas here:

- Optimize calculation of near_{x,y,z} in a way that does not require
  3 if() statements per update, which avoids negative effect of wrong
  branch prediction.

- Optimization of direction clamping for BVH.

- Optimization of point/direction transform.

Brings ~1.5% speedup again depending on a scene (unfortunately, this
speedup can't be sum across all previous commits because speedup of
each of the changes varies from scene to scene, but it still seems to
be nice solid speedup of few percent on Linux and bigger speedup was
reported on Windows).

Once again ,thanks Maxym for inspiration!

Still TODO: We have multiple places where we need to calculate near
x,y,z indices in BVH, for now it's only done for main BVH traversal.
Will try to move this calculation to an utility function and see if
that can be easily re-used across all the BVH flavors.
2016-10-25 14:47:34 +02:00
Brecht Van Lommel
a3abb020e3 Fix Cycles CUDA performance on CUDA 8.0.
Mostly this is making inlining match CUDA 7.5 in a few performance critical
places. The end result is that performance is now better than before, possibly
due to less register spilling or other CUDA 8.0 compiler improvements.

On benchmarks scenes, there are 3% to 35% render time reductions. Stack memory
usage is reduced a little too.

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D2269
2016-10-03 22:15:25 +02:00
Sergey Sharybin
94c919349b Cycles: Cleanup file headers
Some of the files were wrongly attributing code to some other
organizations and in few places proper attribution was missing.

This is mainly either a copy-paste error (when new file was
created from an existing one and header wasn't updated) or due
to some refactor which split non-original-BF code with purely
BF code.

Should solve some confusion around.
2016-09-29 10:11:40 +02:00
Sergey Sharybin
a5f14ad1a2 Cycles: Make regular bvh traversal functions close to each other 2016-09-20 16:58:39 +02:00
Sergey Sharybin
a6db95cd42 Cycles: Re-group ifdef so we check for particular feature only once 2016-09-20 16:58:39 +02:00
Sergey Sharybin
386da0cc77 Cycles: Avoid conversion from bool to uint 2016-09-20 13:00:36 +02:00
Sergey Sharybin
5c6a14f4e5 Cycles: More tweaks to make specialized BVH traversal matching 2016-09-19 15:29:37 +02:00