July 28, 2021, 16:26 (GMT) |
Fix Cycles X wrong OptiX denoising with normal pass |
July 28, 2021, 15:40 (GMT) |
Cleanup: compiler warning |
July 28, 2021, 14:41 (GMT) |
Fix Cycles X shadow catcher pass possible buffer overrun Split the sample count part of the shadow catcher into a separate pass, which avoids exceptions in how to treat a pass. Would be nice to avoid this pass entirely, but not yet sure how. Differential Revision: https://developer.blender.org/D12058 |
July 28, 2021, 10:30 (GMT) |
Fix missing render passes with constant time rendering |
July 27, 2021, 16:08 (GMT) |
Fix missing guiding pass for OIDN in Cycles X Got lost in the previous memory optimization changes. |
July 27, 2021, 12:51 (GMT) |
Cleanup: Cycles X viewport drawing functions Call them explicitly view_draw() while it is expected the code operates within a 3d viewport context. No functional changes. Is an internal Cycles change, which has no affect on other engines. Differential Revision: https://developer.blender.org/D12038 |
July 27, 2021, 10:25 (GMT) |
Cleanup: Remove commented out code in Cycles X GPU display |
July 27, 2021, 10:13 (GMT) |
Merge branch 'master' into cycles-x |
July 26, 2021, 17:09 (GMT) |
Fix misaligned address error in adaptive sampling Due to recent alignment changes, can no longer assume float4 is aligned in render buffer in the convergence check. |
July 26, 2021, 16:53 (GMT) |
Fix uninitialized variable in work balancer |
July 26, 2021, 14:33 (GMT) |
Fix shadow catcher casting unnecessary shadows in some cases When both the render with and without synthetic objects results in a black pixel and we get 0/0, we previously would assume that area is fully shadowed. Now assume there is no shadow. The correct result is unknown in this case. But for the case where an adjacent pixel has 0.001/0.001, this avoids a discontinuity. |
July 26, 2021, 14:32 (GMT) |
Fix shadow catcher self-shadowing with instanced geometry |
July 26, 2021, 13:16 (GMT) |
Fix synchronization time included into constant time render in Cycles X The first work is scheduled prior to scene update, and the scene update might take a while first time (loading kernels, building all the internal structures and so on). Made it so the path tracer reports explicitly when it actually starts to work, so that the scheduler can take proper decision about when to stop, |
July 26, 2021, 12:50 (GMT) |
Fix missing denoise at the end of constant time render in Cycles X A mistake since previous fix in the area, the denoiser is not always scheduled: it can be deferred for later. So do proper state tracking based on actual scheduled work. |
July 26, 2021, 12:35 (GMT) |
Merge branch 'master' into cycles-x |
July 23, 2021, 18:10 (GMT) |
Cycles X: restore support for rendering SSS inside volumes I found no GPU rendering performance difference in the two benchmark scenes with SSS: junkshop and monster. In scenes with overlap between SSS and volumes there will of course be a slowdown. There is test reports/T39823 for this, which now seems to work correctly. Differential Revision: https://developer.blender.org/D12017 |
July 23, 2021, 17:28 (GMT) |
Cycles X: don't use ray position when sampling light for volume segment Area light solid importance sampling can introduce a lot of noise otherwise if the ray start position happens to be close to the light, but the volume segment also passes closely to other parts of the area light. Ref D11845 |
July 23, 2021, 17:28 (GMT) |
July 23, 2021, 17:28 (GMT) |
Cycles X: add equiangular volume sampling for direct light Indirect always uses distance sampling. Ref D11845 |
July 23, 2021, 17:28 (GMT) |
Cycles X: refactor to separately track direct and indirect in volumes So that we can scatter at two different positions. Ref D11845 |
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