Commit Graph

165 Commits

Author SHA1 Message Date
Campbell Barton
2721b937fb Cleanup: use braces in headers 2023-09-24 14:52:38 +10:00
Sergey Sharybin
7e4a51329b Fix shadow linking for Cycles Metal RT
The shadow intersection kernels needs to perform extra checks
to see whether object is really considered a blocker.

Pull Request: https://projects.blender.org/blender/blender/pulls/112012
2023-09-06 15:25:30 +02:00
Sergey Sharybin
8e49bc4a05 Refactor: Make Cycles shadow linking primitives receive ray self primitives
No functional changes.

Makes it closer to other self-intersection checks, making it easier to
re-use functions from the HW RT kernels.

Pull Request: https://projects.blender.org/blender/blender/pulls/111971
2023-09-06 09:53:29 +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
Campbell Barton
c12994612b License headers: use SPDX-FileCopyrightText in intern/cycles 2023-06-14 16:53:23 +10:00
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
Campbell Barton
6859bb6e67 Cleanup: format (with BraceWrapping::AfterControlStatement "MultiLine") 2023-05-02 09:37:49 +10:00
Sergey Sharybin
86a14faf69 Fix CUDA/OptiX compilation error in Cycles
Apparently, it does not seem to support hex notation for
floating point values.

Pull Request: https://projects.blender.org/blender/blender/pulls/107424
2023-04-28 10:51:03 +02:00
Sergey Sharybin
02b5c04b2b Fix intersection distance offset in Cycles
The intersection distance offset in Cycles could have returned
a denormal floating point value for the input values of 0 (and
for the denormal input value).

This could lead to a situation when ray is unable to be advanced
when it hits an edge between two triangles: the intersection will
keep bouncing between two adjacent triangles. This is because the
ray->tmin is compared inclusively, and 0 >= <denormal zero>.

The solution is to return the smallest possible normalized floating
point value from the intersection_t_offset if the input is zero
or a denormal value (which is covered by the same t == 0 check).

This fix is hard to measure on the user level. The old code did
not cause any infinite traversal loop because of the way how the
integration is organized (some kernels offset ray.P, others check
for the number of bounces). It is possible that this fixes some
corner cases of noise: i.e. if some shadow rays falsefully were
considered occluded due to reached maximum number of bounces.

The actual problematic case was discovered during working on a
prototype which had an in-lined intersection loop with the ray
tmin offset.

Pull Request: https://projects.blender.org/blender/blender/pulls/107364
2023-04-26 11:36:37 +02:00
Sahar A. Kashi
557a245dd5 Cycles: add HIP RT device, for AMD hardware ray tracing on Windows
HIP RT enables AMD hardware ray tracing on RDNA2 and above, and falls back to a
to shader implementation for older graphics cards. It offers an average 25%
sample rendering rate improvement in Cycles benchmarks, on a W6800 card.

The ray tracing feature functions are accessed through HIP RT SDK, available on
GPUOpen. HIP RT traversal functionality is pre-compiled in bitcode format and
shipped with the SDK.

This is not yet enabled as there are issues to be resolved, but landing the
code now makes testing and further changes easier.

Known limitations:
* Not working yet with current public AMD drivers.
* Visual artifact in motion blur.
* One of the buffers allocated for traversal has a static size. Allocating it
  dynamically would reduce memory usage.
* This is for Windows only currently, no Linux support.

Co-authored-by: Brecht Van Lommel <brecht@blender.org>

Ref #105538
2023-04-25 20:19:43 +02:00
Nikita Sirgienko
4babb7c02e Cycles: oneAPI: Fix volume intersection for Embree GPU execution 2023-04-20 21:20:33 +02:00
Sergey Sharybin
daaed83a32 Fix set but unused variables in Cycles 2023-04-19 10:02:09 +02:00
Campbell Barton
eb2867de90 Cleanup: spelling in comments 2023-04-19 08:02:41 +10:00
Xavier Hallade
70892e82ac Cycles: oneAPI: use specialization constant to compile with/without Embree on GPU 2023-04-18 22:09:42 +02:00
Lukas Stockner
e2a93e9c7c Fix T94136: Cycles: No Hair Shadows with Transparent BSDF 2022-10-20 04:47:21 +02:00
Campbell Barton
6c6a53fad3 Cleanup: spelling in comments, formatting, move comments into headers 2022-09-06 16:25:20 +10:00
Brecht Van Lommel
79f1cc601c Cycles: improve ray tracing precision near triangle edges
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
2022-08-09 18:42:01 +02:00
Brecht Van Lommel
69f2732a13 Cleanup: remove unnecessary bvh_instance_motion_pop 2022-07-27 21:02:21 +02:00
Brecht Van Lommel
cd47d1b2ed Fix broken BVH2 on CPU after recent changes
Runtime switching between Embree and BVH2 got lost.
2022-07-27 20:58:02 +02:00
Campbell Barton
f1f89ca751 Cleanup: spelling in comments 2022-07-26 13:21:21 +10:00
Brecht Van Lommel
f26aa186b2 Cleanup: remove __KERNEL_CPU__
This was tested in some places to check if code was being compiled for the
CPU, however this is only defined in the kernel. Checking __KERNEL_GPU__
always works.
2022-07-25 17:43:35 +02:00
Brecht Van Lommel
7a74d91e32 Cleanup: move device BVH code to kernel/device/*/bvh.h
Having the OptiX/MetalRT/Embree/MetalRT implementations all in one file with
many #ifdefs became too confusing. Instead split it up per device, and also
move it together with device specific hit/filter/intersect functions and
associated data types.
2022-07-25 16:34:22 +02:00
Brecht Van Lommel
484ad31653 Cycles: simplify handling of ray distance in GPU rendering
All our intersections functions now work with unnormalized ray direction,
which means we no longer need to transform ray distance between world and
object space, they can all remain in world space.

There doesn't seem to be any real performance difference one way or the
other, but it does simplify the code.
2022-07-25 13:27:40 +02:00
Campbell Barton
46a2592eef Cleanup: spelling in comments, typos in tool-tips 2022-07-21 13:21:53 +10:00
Brecht Van Lommel
5152c7c152 Cycles: refactor rays to have start and end distance, fix precision issues
For transparency, volume and light intersection rays, adjust these distances
rather than the ray start position. This way we increment the start distance
by the smallest possible float increment to avoid self intersections, and be
sure it works as the distance compared to be will be exactly the same as
before, due to the ray start position and direction remaining the same.

Fix T98764, T96537, hair ray tracing precision issues.

Differential Revision: https://developer.blender.org/D15455
2022-07-15 18:46:24 +02:00
Brecht Van Lommel
79da7f2a8f Cycles: refactor to move part of KernelData definition to template header
To be used for specialization on Metal in a following commit, turning these
members into compile time constants.

Ref D14645
2022-07-15 13:40:04 +02:00
Brecht Van Lommel
ff1883307f Cleanup: renaming and consistency for kernel data
* Rename "texture" to "data array". This has not used textures for a long time,
  there are just global memory arrays now. (On old CUDA GPUs there was a cache
  for textures but not global memory, so we used to put all data in textures.)
* For CUDA and HIP, put globals in KernelParams struct like other devices.
* Drop __ prefix for data array names, no possibility for naming conflict now that
  these are in a struct.
2022-06-20 12:30:48 +02:00
Brecht Van Lommel
24246d9870 Cleanup: replace uint4 by AttributeMap struct 2022-06-17 14:08:14 +02:00
Sergey Sharybin
04e89c5b06 Fix T96165: Incorrect render of barcelone scene with BVH2
Fix T95462: Partly transparent objects appear to glow in the dark

The issue was caused by incorrect check for exceeded number
of transparent bounces: the same maximum distance was used
for picking up N closest intersections and counting overall
intersections count.

Now made it so intersection count is using ray distance which
matches the way how Embree and OptiX implementation works.

Benchmark result:
{F12907888}

There is no big time difference in the pabellon scene. The
Victor scene timing doesn't seem to be very reliable as the
variance in time across different benchmark runs is quite
high.

Differential Revision: https://developer.blender.org/D14280
2022-03-09 10:37:19 +01:00
Brecht Van Lommel
9de720f31a Merge branch 'blender-v3.1-release' 2022-02-24 19:40:42 +01:00
Brecht Van Lommel
6e396e21e6 Cleanup: remove unused ray offset function 2022-02-24 19:35:36 +01:00
Brecht Van Lommel
9cfc7967dd Cycles: use SPDX license headers
* Replace license text in headers with SPDX identifiers.
* Remove specific license info from outdated readme.txt, instead leave details
  to the source files.
* Add list of SPDX license identifiers used, and corresponding license texts.
* Update copyright dates while we're at it.

Ref D14069, T95597
2022-02-11 17:47:34 +01:00
William Leeson
74afc86d4b Cycles: remove ray offsetting
Remove small ray offsets that were used to avoid self intersection, and leave
that to the newly added primitive object/prim comparison. These changes together
significantly reduce artifacts on small, large or far away objects.

The balance here is that overlapping primitives are not handled well and should
be avoided (though this was already an issue). The upside is that this is
something a user has control over, whereas the other artifacts had no good
manual solution in many cases.

There is a known issue where the Blender particle system generates overlapping
objects and in turn leads to render differences between CPU and GPU. This will
be addressed separately.

Differential Revision: https://developer.blender.org/D12954
2022-01-26 17:51:05 +01:00
William Leeson
ae44070341 Cycles: explicitly skip self-intersection
Remember the last intersected primitive and skip any intersections with the
same primitive.

Ref D12954
2022-01-26 17:51:05 +01:00
Brecht Van Lommel
4d10a46e63 Cleanup: refactor BVH2 in preparation of self intersection skip
Move some logic out of triangle intersection functions and into BVH
traversal, so we can share logic between primitives.

Ref D12954
2022-01-17 17:35:23 +01:00
Brecht Van Lommel
e2e7f7ea52 Fix Cycles OptiX crash with 3D curves after point cloud changes
Includes refactoring to reduce the number of bits taken by primitive types,
so they more easily fit in the OptiX limit.
2021-12-20 14:14:43 +01:00
Brecht Van Lommel
35b1e9fc3a Cycles: pointcloud rendering
This add support for rendering of the point cloud object in Blender, as a native
geometry type in Cycles that is more memory and time efficient than instancing
sphere meshes. This can be useful for rendering sand, water splashes, particles,
motion graphics, etc.

Points are currently always rendered as spheres, with backface culling. More
shapes are likely to be added later, but this is the most important one and can
be customized with shaders.

For CPU rendering the Embree primitive is used, for GPU there is our own
intersection code. Motion blur is suppored. Volumes inside points are not
currently supported.

Implemented with help from:
* Kévin Dietrich: Alembic procedural integration
* Patrick Mourse: OptiX integration
* Josh Whelchel: update for cycles-x changes

Ref T92573

Differential Revision: https://developer.blender.org/D9887
2021-12-16 20:54:04 +01:00
Campbell Barton
4e45265dc6 Cleanup: spelling in comments & strings 2021-11-30 10:15:17 +11:00
Michael Jones
f613c4c095 Cycles: MetalRT support (kernel side)
This patch adds MetalRT support to Cycles kernel code. It is mostly additive in nature or confined to Metal-specific code, however there are a few areas where this interacts with other code:

- MetalRT closely follows the Optix implementation, and in some cases (notably handling of transforms) it makes sense to extend Optix special-casing to MetalRT. For these generalisations we now have `__KERNEL_GPU_RAYTRACING__` instead of `__KERNEL_OPTIX__`.
- MetalRT doesn't support primitive offsetting (as with `primitiveIndexOffset` in Optix), so we define and populate a new kernel texture, `__object_prim_offset`, containing per-object primitive / curve-segment offsets. This is referenced and applied in MetalRT intersection handlers.
- Two new BVH layout enum values have been added: `BVH_LAYOUT_METAL` and `BVH_LAYOUT_MULTI_METAL_EMBREE` for XPU mode). Some host-side enum case handling has been updated where it is trivial to do so.

Ref T92212

Reviewed By: brecht

Maniphest Tasks: T92212

Differential Revision: https://developer.blender.org/D13353
2021-11-29 15:20:26 +00:00
Michael Jones
d19e35873f Cycles: several small fixes and additions for MSL
This patch contains many small leftover fixes and additions that are
required for Metal-enablement:

- Address space fixes and a few other small compile fixes
- Addition of missing functionality to the Metal adapter headers
- Addition of various scattered `__KERNEL_METAL__` blocks (e.g. for
  atomic support & maths functions)

Ref T92212

Differential Revision: https://developer.blender.org/D13263
2021-11-18 14:38:02 +01:00
Brecht Van Lommel
fd25e883e2 Cycles: remove prefix from source code file names
Remove prefix of filenames that is the same as the folder name. This used
to help when #includes were using individual files, but now they are always
relative to the cycles root directory and so the prefixes are redundant.

For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.
2021-10-26 15:37:04 +02:00
Sayak Biswas
ba4e227def HIP device code cleanup and fix for high VRAM usage
This patch cleans up code for HIP device and makes it more consistent with the CUDA code.
It also fixes the issue with high VRAM usage on AMD cards using HIP allowing better performance and usage on cards like 6600XT.
Added a check in intern/cycles/kernel/bvh/bvh_util.h to prevent compiler error with hipcc

Reviewed By: brecht, leesonw

Maniphest Tasks: T92124

Differential Revision: https://developer.blender.org/D12834
2021-10-20 14:04:28 +02:00
Brecht Van Lommel
fd77a28031 Cycles: bake transparent shadows for hair
These transparent shadows can be expansive to evaluate. Especially on the
GPU they can lead to poor occupancy when only some pixels require many kernel
launches to trace and evaluate many layers of transparency.

Baked transparency allows tracing a single ray in many cases by accumulating
the throughput directly in the intersection program without recording hits
or evaluating shaders. Transparency is baked at curve vertices and
interpolated, for most shaders this will look practically the same as actual
shader evaluation.

Fixes T91428, performance regression with spring demo file due to transparent
hair, and makes it render significantly faster than Blender 2.93.

Differential Revision: https://developer.blender.org/D12880
2021-10-19 15:11:09 +02:00
Brecht Van Lommel
d06828f0b8 Cycles: avoid intermediate stack array for writing shadow intersections
Helps save one OptiX payload and is a bit more efficient.

Differential Revision: https://developer.blender.org/D12909
2021-10-19 15:10:55 +02:00
Brecht Van Lommel
2430f75279 Cycles: reduce GPU state memory a little
* isect Ng is no longer needed for shadows, for main path needed for SSS only
* Reduce rng_offset and queued_kernel to 16 bits

Ref D12889
2021-10-18 19:02:10 +02:00
Brecht Van Lommel
1df3b51988 Cycles: replace integrator state argument macros
* Rename struct KernelGlobals to struct KernelGlobalsCPU
* Add KernelGlobals, IntegratorState and ConstIntegratorState typedefs
  that every device can define in its own way.
* Remove INTEGRATOR_STATE_ARGS and INTEGRATOR_STATE_PASS macros and
  replace with these new typedefs.
* Add explicit state argument to INTEGRATOR_STATE and similar macros

In preparation for decoupling main and shadow paths.

Differential Revision: https://developer.blender.org/D12888
2021-10-18 19:02:10 +02:00
Brecht Van Lommel
2f36762def Cleanup: refactor BVH2 shadow intersection for upcoming changes 2021-10-15 15:42:44 +02:00
Brecht Van Lommel
5d565062ed Cleanup: refactor OptiX shadow intersection for upcoming changes 2021-10-15 15:42:44 +02:00
Brecht Van Lommel
eb71157e2a Cleanup: add utility functions for packing integers 2021-10-15 15:42:44 +02:00
Brecht Van Lommel
53f25df5bc Fix T92128: Cycles CUDA wrong hair attributes, after recent changes 2021-10-15 15:42:44 +02:00