Blender Git Loki

Blender Git "cycles-x" branch commits.

Page: 11 / 44

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)
Cycles X: add volume multiple importance between equiangular and distance

Ref D11845
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
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021