Commit Graph

255 Commits

Author SHA1 Message Date
2dcba3aca4 Speed up ray/mesh intersection for cases with no transform motion blur. 2017-07-12 01:32:44 -07:00
972c2a90a7 Further work on accurate ray/triangle intersections.
The previous commit dealt with triangles self-shadowing.  This
commit deals with avoiding intersections with _other_ objects
very near a triangle ending up being erroneously shadowed by
it.
2017-07-10 23:37:50 -07:00
b315be0913 Fixed self-intersection bug for coordinates near zero.
This turned out to be a rather interesting one.  The water-tight
ray/triangle intersection algorithm, while very accurate for
finding if there is an intersection with a line segment, is
not as remarkably accurate for determining if that intersection
is within the interval of the ray.

This is because of the coordinate transformation it does
depending on ray direction: for triangles laying flat on one of
the axis planes near zero, that near-zero coordinate can get
transformed to a much less accurate space for testing.  In fact,
generally speaking, beause of the coordinate transform, you can
only rely on the test being as accurate as the least accurate
axis.

The ray-origin offset code was doing offsets based on the
assumption that the error on the major axes are independent, but
as this triangle intersection algorithm shows, you can't actually
depend on that being the case.  So rather than handling triangle
intersection as a special case, I've changed the intersection
position error to be a single float, representing the maximum
possible error on any axis.  This should be robust for any
geometry type added in the future, and also solves the immediate
issue in a correct way.
2017-07-10 00:52:28 -07:00
a1840ec408 Cleaned up implementation of ray/triangle intersection test. 2017-07-10 00:39:09 -07:00
f371e0643a Instrument code to count ray/node tests during BVH traversal. 2017-07-06 22:17:36 -07:00
649a6a0869 Rearrnging the operations in ray/bbox test for slight perf improvement.
The difference is extremely small, but consistent.  I'm guessing
due to better pipelining of instructions.
2017-07-06 22:10:37 -07:00
09daf617ef Implemented a non-SIMD BVH4. Perf appears to be identical to BVH. 2017-07-01 15:08:05 -07:00
554f73eacb Tighter memory layout for LightTree. 2017-06-29 21:11:00 -07:00
e48bff3011 Finished light tree arity configurability.
Turns out going higher arity makes a huge positive difference
is sampling quality.  Currently have 32-arity set as the default,
as it seems to be worth it for the better sampling.
2017-06-29 02:28:30 -07:00
47c2bf4ed9 Almost have configurable arity for light tree building.
Just need to fill in a couple of functions with non-temp code.
2017-06-29 00:29:23 -07:00
b891cc943b Light tree can now be traversed with arbitrary arity.
Next up is building with configurable arity.
2017-06-28 23:20:03 -07:00
27c635982e Adjusting light tree implementation in prep for configurable arity. 2017-06-28 22:51:20 -07:00
4e9bfd6e79 Fix for ray origin offsets when intersection point is at 0.0.
For some reason the ulp incrementing is unreliable when starting
at zero.  It creates subnormal numbers, and that seems to be an
issue somewhere in the pipeline, ultimately leading to weird
render artifacts.  Not entirely sure why.

This fixes it by avoiding subnormal numbers in the final offset
ray origin.  Left a note suggesting investigating in more detail
at some point.
2017-06-21 01:36:08 -07:00
927a86c1fc Update LightArray to work with current code.
It's useful for checking correctness.
2017-06-20 23:28:49 -07:00
011405e131 Implemented robust ray origin calculation for bounced rays.
We take a small performance hit for this, but given that it's
making things meaningfully more correct I feel like it's more
than worth it.
2017-06-19 22:28:44 -07:00
71bdf203aa Fixed bug in mesh intersection code.
Very small triangles were being missed because of the
not-so-robust ray-triangle intersection algorithm I was using.

Switched to the algorithm from the paper "Watertight
Ray/Triangle Intersection" by Woop et al.  Happily, the new
algorithm doesn't seem to measurably slow down renders at all.
2017-06-18 20:51:53 -07:00
2c0e57341c XYZ color curve functions need more accurate exp function. 2017-06-15 22:50:27 -07:00
f649bec585 Reformat code with rustfmt 0.9 2017-06-15 22:00:31 -07:00
Guillaume Gomez
ae11be1397 Improve messages for imge creation 2017-06-14 10:46:28 +02:00
851989f6a6 Added a license and licensing notes.
Also replaced some code I'm not sure where it came from or what
the license was.
2017-06-11 21:29:51 -07:00
b8321beaad Split colorspace transform functions out into their own crate.
They are now generated by a build.rs script from nothing but the
colorspace's primaries, which makes it super easy to add more
colorspaces.  So easy that I added three more: ACES AP0, ACES AP1
and Rec.2020.

This lays the foundation for supporting output to different
colorspaces.
2017-06-11 03:03:23 -07:00
2a66485595 Supress information output when doing serialized ouput for PsychoBlend. 2017-06-10 22:34:14 -07:00
71c320d87c Added command-line argument to render an image cropped. 2017-06-06 21:11:35 -07:00
59555f67f9 PsychoBlend: use stdin/out to transfer scene data by default.
This eliminates writing temp files to disk for any part of the
Blender/Psychopath integration.

The option to export to a file still exists, however, by
specifying an export output path.
2017-06-04 23:24:45 -07:00
a3332d4f6a Fixed a PsychoBlend bug that resulted in render not being fully displayed.
Getting the interplay between the reading the process output and
polling to see if it's finished is a tad tricky.  I think I got
it right this time.
2017-06-03 01:12:21 -07:00
f84d093f66 PsychoBlend now updates render in realtime within Blender.
Also, cancelling renders is much more responsive now, especially
during long exports.
2017-06-03 00:00:19 -07:00
3beffab507 Update to latest openexr-rs, and switch to pure Rust PNG output crate. 2017-05-28 17:51:01 -07:00
f0604a69ae Updated to latest openexr crate, and switched to 16-bit float EXR's. 2017-05-20 23:48:01 -07:00
4e2d3e64c0 Switched to using the openexr crate on crates.io. 2017-05-17 00:36:35 -07:00
edb71864e8 LDS sampling falls back on random sampling at higher dimensions.
This is more a piece-of-mind thing than anything else.  But it
also lets us make the number of LDS dimensions lower without
worrying, which in turn makes the code smaller.
2017-05-14 16:06:54 -07:00
322627641a Broke render job out into its own method.
The left-drift of having it inline was getting cumbersome.
2017-05-14 14:51:55 -07:00
922e33ec3f Reformat code with latest rustfmt and custom config. 2017-05-14 13:43:51 -07:00
993ba719d7 Fixed bug that was causing spurious NaN pixels.
It was because sometimes the PDF's for a sample could be zero,
leading to a divide by zero.  PDF = 0.0 is now checked for.
2017-05-14 12:45:43 -07:00
567b658b6c Removed blue noise dithered sampling. 2017-05-14 12:37:01 -07:00
d71fd3b5c8 Implemented blue noise dithered sampling. Temporary.
After implementation, it does appear to make rendering slower
by a noticable bit compared to what I was doing before.  At very
low sampling rates it does provide a bit of visual improvement,
but by the time you get to even just 16 samples per pixel its
benefits seem to disappear.

Due to the slow down and the minimal gains, I'll be removing
this in the next commit.  But I want to commit it so I don't
lose the code, since it was an interesting experiment with
some promising results.
2017-05-14 12:25:01 -07:00
d8a33c7bfa Added a blue noise mask generator as a sub-crate. 2017-05-13 03:23:55 -07:00
172e2f19ef Removed BVH4 and the related bitstack from AccelRay.
I couldn't make the BVH4 faster than the BVH, and the bitstack
was bloating the AccelRay struct.  Removing the bitstack gives
a small but noticable speedup in rendering.
2017-05-12 21:07:40 -07:00
88578b9eae Moved Float4 and Matrix and Vector math into their own sub-crates. 2017-05-12 21:01:54 -07:00
04e8a6ca73 Added a Rust port of Leonhard Grünschloß's Sobol sampler.
The Halton sampler appears to be better, but it was fun to add
this anyway!
2017-05-11 23:56:12 -07:00
b698a52f6c Split some more things out into sub-crates.
Also translated the Halton generator to rust and made it a crate
where the code is generated by a build.rs file.
2017-05-11 22:57:59 -07:00
96db00b10a Refactored some parts of Renderer to take up less memory and be faster.
Specifically, LightPath is now significantly smaller, and
resultingly faster to process.

Also finally fixed the bug where without light sources the light
from the sky wouldn't affect surfaces.
2017-05-11 20:23:19 -07:00
a3a19e53ef Some misc small optimizations. 2017-05-11 01:22:37 -07:00
dcf25b92af Fiddled with BVHNode to make it 32 bytes instead of 40 bytes.
This helps reduce the total size of BVHs since both BBoxes and
and BVHNodes are now 32 bytes and can be properly packed together.
2017-05-08 19:47:10 -07:00
d8e31750a8 Small optimization in BVH traversal. 2017-04-26 01:03:16 -07:00
8b0c422630 Small optimization in BBox intersection and bugfix in BBox4 intersection. 2017-04-26 00:28:43 -07:00
c92a8c4da0 During BVH construction, merge BBox time samples based on a threshold.
If the average surface area of all the time samples is close enough
to the surface area of their union, just take the union and use that.
This both makes the BVH smaller in memory (time samples don't
propigate up the tree beyond their usefulness) and makes it
faster since traversal can avoid interpolating BBoxes when there's
only one BBox for a node.
2017-04-23 23:15:31 -07:00
b135e8beb8 Fixed bug in new BVH4 traversal code. 2017-04-22 22:32:36 -07:00
a940630a27 Reduced max bvh tree depth.
Reduced from 64 to 42.  This still allows each BVH to hold 4.4
trillion elements, but it guarantees that the accel ray's
traversal bitstack can accommodate at least two nested max-depth
trees.
2017-04-22 12:51:35 -07:00
0cbf851451 Fixed a commandline argument that was broken.
Also removed a redundant statistics printout.
2017-04-22 12:50:28 -07:00
fdf2b4babf Print stats for BVH and BVH4 traversal, and working on speeding up BVH4 traversal. 2017-04-22 11:18:29 -07:00
597bcf0518 Sped up splitting rays by direction.
Turns out the is_sign_positive() method is slower than a simple
comparison.
2017-04-22 11:15:17 -07:00
8b14e46bc1 Added more detailed render stats. 2017-04-22 10:31:27 -07:00
7884cff604 Added unit tests for BitStack128. 2017-04-16 23:13:34 -07:00
725bbca6a1 Eliminated some unnecessary left drift in BVH4 code.
IMO this is much easier to read.
2017-04-16 17:27:29 -07:00
92fd83a766 Actually using the None match arm in BVH4 traversal now.
It seems to maybe be just a hair faster.  But, also, it sets the
code up to try some more optimizations.
2017-04-16 17:22:51 -07:00
f93dde1810 Changed the BBox4 data layout to give a small speed boost. 2017-04-16 15:54:02 -07:00
2c4f103db5 Factored some calculations into the outer loop of BVH4 traversal.
Provides a small but noticable speed boost.
2017-04-16 00:51:13 -07:00
7d5bda2a3b Print newline before exit.
Makes it easier to scan commandline history for multiple renders.
2017-04-14 23:22:38 -07:00
a6d8de43d7 Make BVH4 calculate and store its node count.
Useful for debugging.
2017-04-14 22:14:52 -07:00
0296fd2d34 Fixed a bunch of problems that came up when running debug build.
The worst offender was an obvious and nasty bug in the bitstack
implementation.  Hooray for debug asserts!
2017-04-14 21:37:29 -07:00
44e3ee8b4b Fixed nasty bug in BVH4 building.
In practice it worked fine, but only by accident.  NaN's were
being passed to the lerp_slice function, which led to the
correct result in this case but is icky and dependant
on how lerp_slice is implemented.
2017-04-14 20:25:12 -07:00
f8d47dc24a Fixed some things for building with SIMD support. 2017-04-13 23:28:26 -07:00
7f761a9489 Added custom aligned allocations to MemArena.
Used in BVH4.
2017-04-13 23:06:56 -07:00
8b1e3a3cdb Added some dev printing info. 2017-04-13 22:50:47 -07:00
573c5da5ab Got BVH4 working. Woo hoo! 2017-04-13 22:44:34 -07:00
53a14996c9 Completed first attempt at implementing BVH4.
Completely untested, so almost certainly non-functional.  But it
compiles!
2017-04-12 23:33:34 -07:00
e0c6dfbd76 Beginnings of BVH4 implementation.
- Created a traversal-order table.
- Created a function to help index into that table.
2017-04-11 23:10:54 -07:00
a2d7f9e149 Added BBox4 and BVH4 types.
BVH4 is just a skeleton (duplicated BVH) right now.  But BBox4
is complete (pending testing).
2017-04-11 14:22:11 -07:00
c05bae2636 Created a BitStack128 type and added it to Ray.
This will be used for BVH4 traversal.
2017-04-11 11:13:23 -07:00
f5ba119562 Switched to clap for command line argument parsing. 2017-04-11 10:15:32 -07:00
d9564bc005 Refactor and rework of BVH.
The BVH building code is now largely split out into a separate
type, BVHBase.  The intent is that this will also be used by
the BVH4 when I get around to it.

The BVH itself now uses references instead of indexes, allocating
and pointing directly into the MemArena.  This allows the nodes
to all be right next to their bounding boxes in memory.
2017-04-10 23:41:38 -07:00
db3e4ad129 MemArena now slowly increases the size of each subsequent block.
This seems to work more nicely than a fixed block size, because
it adapts to how much memory is being requested over-all.  For
example, a small scene won't allocate large amounts of RAM,
but a large scene with large data won't be penalized with a
lot of tiny allocations.
2017-04-10 20:49:55 -07:00
70f715ec2d MemArena now collects statistics about its usage.
You can print out statistics about the main arena used in
Psychopath by passing the new --stats flag.
2017-04-10 18:34:08 -07:00
6623443e2e Improved .psy file parsing error messages.
Biggest improvement: it gives you line numbers.  But also progress
on better descriptions.
2017-04-10 14:03:01 -07:00
d3b3a50a4d LightTree and Assemblies use MemArena now. 2017-04-10 00:03:49 -07:00
c82c821b31 BVH and objects now use MemArena. 2017-04-09 23:33:36 -07:00
e9e202933f Assembly type now partially uses MemArena. 2017-04-09 18:27:01 -07:00
fc15fa9192 World type uses memory arena now. 2017-04-09 17:56:06 -07:00
57aa9be496 First steps towards using the memory arena allocator.
Changed Camera to us the memory arena allocator, and worked out a
bunch of stuff through doing that.
2017-04-09 17:31:17 -07:00
f6ffd8d30b Fixed a typo in a comment. 2017-03-29 13:20:58 -07:00
7223f69151 Implemented a more efficient orthonormal basis function.
Algorithm taken from the paper "Building an Orthonormal
Basis, Revisited" by Duff et al.
2017-03-29 13:19:51 -07:00
4a86c4122a Laying some groundwork for a simple shading system. 2017-03-14 00:27:25 -07:00
114f11c583 Fixed bug in GTRClosure that was resulting in all NaN outputs. 2017-03-12 00:33:36 -08:00
0b05d364e4 Added GTR surface closure.
Not tested yet, just a straightforward conversion from the C++
Psychopath codebase.  So there are probably bugs in it from the
conversion.  But it compiles!
2017-03-07 08:31:57 -08:00
f4445417dc Reorganizing the module tree.
Enough things had accumulated that it seemed to make sense to
group some stuff together.  So here it is.
2017-02-14 00:14:08 -08:00
d504ca5e6a Got DistantDiscLights working! Yay!
This involved fixing a bug in PsychoBlend.  It was including
translation in how it was transforming the sun lights' direction
vector.
2017-02-13 00:03:34 -08:00
3cbb816d4b Added DistantDiskLight (a.k.a. sun light) parsing and data structures.
Also created a proper World struct in the process, to store all
infinite-extent type stuff.

Note that I goofed and did a new rustfmt pass but forgot to
commit before making these changes, so there's a lot of
formatting changes in this too.  *sigh*
2017-02-12 20:29:08 -08:00
746b3b0c1f Replaced try!() macros with new ? operator. 2017-02-06 16:20:58 -08:00
0e8d708ff0 Made samples per bucket configurable. 2016-10-16 14:55:00 -07:00
bb4e57795f Added support for OpenEXR output. 2016-10-09 20:34:58 -07:00
0d189f763d Changed LightTree traversal to be a bit better in its choices.
After some experimentation, it's pretty clear that the LightTree
performs a lot better with a model of spherical _volume_ light
sources.  This makes sense considering that generally they
represent a distribution of other lights in space.

This is a quick hack to make it behave a bit more like that.  But
the long-term solution will be to adjust how
estimate_eval_over_solid_angle() of surface closures is implemented.
2016-08-21 15:27:15 -07:00
7f1ab59c5e Implemented alternative SAH split that uses off-axis split planes.
It doesn't seem to actually perform better, generally, but I'm
leaving it in for future reference for other things.
2016-08-21 15:26:47 -07:00
c71b00ca31 LightTree now works with lights in hierarchical instancing. 2016-08-21 00:19:43 -07:00
97b5ef77f8 Code cosmetics: organize and alphabetize crate/mod/use statements. 2016-08-20 18:10:55 -07:00
f75c0c78fe Moved TransformStack into its own module.
It's clear at this point that it will be useful outside of Tracer.
2016-08-20 17:43:26 -07:00
c997c55739 Separate timing of rendering and image writing in print out. 2016-08-20 16:25:12 -07:00
cf49cdbb02 Moved int hash functions into own file, and use in quick_select(). 2016-08-14 16:03:17 -07:00
fbeadfce29 Use quick select for balanced BVH building.
This gets rid of a crate dependency, and also is faster.
2016-08-14 00:51:21 -07:00
024ca560af Minor optimization in the transform stack.
Got rid of the scratch space by writing directly into the main
stack vector when merging transforms.  Involves a small bit of
unsafe code.
2016-08-06 01:51:20 -07:00
08576b9934 Cleaned up console output. 2016-07-31 12:27:06 -07:00