Files
test2/intern/cycles/scene/integrator.h
Alaska f09fd9bdef Fix #132935: Add sample subset feature to Cycles
Cycles has a sample offset feature allowing users to render X samples
in a single frame on one device, then the remaining Y samples later or
on a different device and combine them back together at the end.

However in most situations the result from using this method was
different, and usually lower quality than rendering all the samples in
one go.

This was because Cycles tunes it's random number sequence for the
number of samples being rendered. And the random number sequence was
being tuned for the wrong number of samples in the case that a user
was using the sample offset.

This commit fixes this issue by adding a "sample subset" feature.
The user specifies the total sample count being rendered across all
devices in the existing `Max Samples` parameter, then specifies per
device which subset of samples will be rendered (E.g. Render samples
0-1024 out of a 0-2048 range).

This commit also contains some additional clean up work
inside Cycles related to the area being changed.

Co-authored-by: Brecht Van Lommel <brecht@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/132961
2025-01-15 07:41:16 +01:00

132 lines
3.9 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "kernel/types.h"
#include "device/denoise.h" /* For the parameters and type enum. */
#include "graph/node.h"
#include "integrator/adaptive_sampling.h"
#include "integrator/guiding.h"
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class Scene;
class Integrator : public Node {
public:
NODE_DECLARE
NODE_SOCKET_API(int, min_bounce)
NODE_SOCKET_API(int, max_bounce)
NODE_SOCKET_API(int, max_diffuse_bounce)
NODE_SOCKET_API(int, max_glossy_bounce)
NODE_SOCKET_API(int, max_transmission_bounce)
NODE_SOCKET_API(int, max_volume_bounce)
#ifdef WITH_CYCLES_DEBUG
NODE_SOCKET_API(DirectLightSamplingType, direct_light_sampling_type)
#endif
NODE_SOCKET_API(int, transparent_min_bounce)
NODE_SOCKET_API(int, transparent_max_bounce)
NODE_SOCKET_API(int, ao_bounces)
NODE_SOCKET_API(float, ao_factor)
NODE_SOCKET_API(float, ao_distance)
NODE_SOCKET_API(float, ao_additive_factor)
NODE_SOCKET_API(int, volume_max_steps)
NODE_SOCKET_API(float, volume_step_rate)
NODE_SOCKET_API(bool, use_guiding);
NODE_SOCKET_API(bool, deterministic_guiding);
NODE_SOCKET_API(bool, use_surface_guiding);
NODE_SOCKET_API(float, surface_guiding_probability);
NODE_SOCKET_API(bool, use_volume_guiding);
NODE_SOCKET_API(float, volume_guiding_probability);
NODE_SOCKET_API(int, guiding_training_samples);
NODE_SOCKET_API(bool, use_guiding_direct_light);
NODE_SOCKET_API(bool, use_guiding_mis_weights);
NODE_SOCKET_API(GuidingDistributionType, guiding_distribution_type);
NODE_SOCKET_API(GuidingDirectionalSamplingType, guiding_directional_sampling_type);
NODE_SOCKET_API(float, guiding_roughness_threshold);
NODE_SOCKET_API(bool, caustics_reflective)
NODE_SOCKET_API(bool, caustics_refractive)
NODE_SOCKET_API(float, filter_glossy)
NODE_SOCKET_API(bool, use_direct_light);
NODE_SOCKET_API(bool, use_indirect_light);
NODE_SOCKET_API(bool, use_diffuse);
NODE_SOCKET_API(bool, use_glossy);
NODE_SOCKET_API(bool, use_transmission);
NODE_SOCKET_API(bool, use_emission);
NODE_SOCKET_API(int, seed)
NODE_SOCKET_API(float, sample_clamp_direct)
NODE_SOCKET_API(float, sample_clamp_indirect)
NODE_SOCKET_API(bool, motion_blur)
/* Maximum number of samples, beyond which we are likely to run into
* precision issues for sampling patterns. */
static const int MAX_SAMPLES = (1 << 24);
NODE_SOCKET_API(int, aa_samples)
NODE_SOCKET_API(bool, use_sample_subset)
NODE_SOCKET_API(int, sample_subset_offset)
NODE_SOCKET_API(int, sample_subset_length)
NODE_SOCKET_API(bool, use_light_tree)
NODE_SOCKET_API(float, light_sampling_threshold)
NODE_SOCKET_API(bool, use_adaptive_sampling)
NODE_SOCKET_API(int, adaptive_min_samples)
NODE_SOCKET_API(float, adaptive_threshold)
NODE_SOCKET_API(SamplingPattern, sampling_pattern)
NODE_SOCKET_API(float, scrambling_distance)
NODE_SOCKET_API(bool, use_denoise);
NODE_SOCKET_API(DenoiserType, denoiser_type);
NODE_SOCKET_API(int, denoise_start_sample);
NODE_SOCKET_API(bool, use_denoise_pass_albedo);
NODE_SOCKET_API(bool, use_denoise_pass_normal);
NODE_SOCKET_API(DenoiserPrefilter, denoiser_prefilter);
NODE_SOCKET_API(bool, denoise_use_gpu);
NODE_SOCKET_API(DenoiserQuality, denoiser_quality);
enum : uint32_t {
AO_PASS_MODIFIED = (1 << 0),
OBJECT_MANAGER = (1 << 1),
/* tag everything in the manager for an update */
UPDATE_ALL = ~0u,
UPDATE_NONE = 0u,
};
Integrator();
~Integrator() override;
void device_update(Device *device, DeviceScene *dscene, Scene *scene);
void device_free(Device *device, DeviceScene *dscene, bool force_free = false);
void tag_update(Scene *scene, const uint32_t flag);
uint get_kernel_features() const;
AdaptiveSampling get_adaptive_sampling() const;
DenoiseParams get_denoise_params() const;
GuidingParams get_guiding_params(const Device *device) const;
};
CCL_NAMESPACE_END