Revision 9215848 by Kévin Dietrich / Sergey Sharybin (blender-v2.78c-release, fracture_modifier, fracture_modifier-master, temp-fracture-modifier-2.8) February 22, 2017, 14:25 (GMT) |
Fix T50550: GPUShader: compile error - Background image not showing in viewport. Caused by rBd6cf28c5e15739f864fbf04614c2a50708b4b152, which forgot to update the GLSL code for the "Light Path" node. |
Revision b3b4084 by Sergey Sharybin (blender-v2.78c-release, fracture_modifier, fracture_modifier-master, temp-fracture-modifier-2.8) February 22, 2017, 14:08 (GMT) |
Blender 2.78c: Fix wrong cycles hair render results when using BVH motion steps This commit contains all commits required to get proper hair rendering with BVH motion steps enabled. The issue here was mainly coming from minimal pixel width feature which is quite commonly enabled in production shots. This feature will use some probabilistic heuristic in the curve intersection function to check whether we need to return intersection or not. This probability is calculated for every intersection check. Now, when we use multiple BVH nodes for curve primitives we increase probability of that primitive to be considered a good intersection for us. This is similar to increasing minimal width of curve. What is worst here is that change in the intersection probability fully depends on exact layout of BVH, meaning probability might change differently depending on a view angle, the way how builder binned the primitives and such. This makes it impossible to do simple check like dividing probability by number of BVH steps. Other solution might have been to split BVH into fully independent trees, but that will increase memory usage of all the static objects in the scenes, which is also not something desirable. For now used most simple but robust approach: store BVH primitives time and test it in curve intersection functions. This solves the regression, but has two downsides: - Uses more memory. which isn't surprising, and ANY solution to this problem will use more memory. What we still have to do is to avoid this memory increase for cases when we don't use BVH motion steps. - Reduces number of maximum available textures on pre-kepler cards. There is not much we can do here, hardware gets old but we need to move forward on more modern hardware.. |
Revision c6e4a81 by Sergey Sharybin (blender-v2.78c-release, fracture_modifier, fracture_modifier-master, temp-fracture-modifier-2.8) February 22, 2017, 14:07 (GMT) |
Blender 2.78c: Port all commits related on new Cycles regression tests |
February 22, 2017, 12:17 (GMT) |
Cycles: Round global size down rather than up to avoid setting too large |
February 22, 2017, 11:56 (GMT) |
Cycles: Get passes size in more robust way |
February 22, 2017, 11:10 (GMT) |
Cycles: Use correct index for sd_dl_shadow after removing ccl_fetch |
February 22, 2017, 10:19 (GMT) |
Revert "Cycles: Faster version of driver workaround for OpenCL" Was getting infrequent hangs, unfortunately we have to take the performance hit of clFinish for now. This reverts commit 122743e7f23f8df908bcd10322d39f951ebc83e2. |
February 22, 2017, 10:19 (GMT) |
Cycles: Fix buffer offsets in split kernel Was getting wrong renders with multiple devices. |
February 22, 2017, 10:19 (GMT) |
Cycles: Remove ccl_fetch and SOA |
February 22, 2017, 10:00 (GMT) |
Cycles: Remove all split kernel stuff from opencl.h |
February 21, 2017, 08:12 (GMT) |
Cycles: Reenable debug tile size for viewport rendering Not a problem now that split kernel global size is decoupled from tile size. |
February 20, 2017, 23:04 (GMT) |
manta script cleanup |
February 20, 2017, 12:02 (GMT) |
Cycles: Report device maximum allocation and detected global size |
February 20, 2017, 09:39 (GMT) |
updated manta vec3 extrapolation now using inside mode as well - similar to extrapolateLsSimple() |
February 19, 2017, 08:31 (GMT) |
updated mesh distance function now using raycast in inverted direction as well. if this is not done, there are cases with wrong phi grid (swapped inside and outside) |
February 18, 2017, 12:07 (GMT) |
Cycles: Update tiles less frequently for split kernel Increases the time between tile updates exponentially until theres 10 seconds between updates. By having more time between updates we can push more samples to the device at once and keep the number of threads doing actual work higher. This gives a nice speed up. |
February 18, 2017, 10:53 (GMT) |
Cycles: Add changes that somehow got left out of previous commit |
February 18, 2017, 10:39 (GMT) |
Cycles: Remove remnants of tile splitting |
February 18, 2017, 10:33 (GMT) |
Cycles: Faster version of driver workaround for OpenCL |
February 18, 2017, 06:12 (GMT) |
Fix typo and change `.enabled` to `.active` |
|
|
|


Master Commits
MiikaHweb | 2003-2021