Commit Graph

257 Commits

Author SHA1 Message Date
e4c94d0c58 Optional use of SIMD intrinsics, via feature in cargo.
This is disabled by default right now, because it only builds on
nightly.
2016-07-16 19:58:39 -07:00
4db96bc758 Use simple if-statement-based min/max functions in hot code.
Again, for whatever reason this is notably faster than the stdlib
min/max functions.
2016-07-16 17:55:18 -07:00
7401c6fb99 Use fast approximate exp functions for XYZ color curves.
This brings a significant performance improvement, and doesn't
appear to have any visual impact.
2016-07-16 17:53:50 -07:00
177bb95eff Got rid of UnsafeCell in Tracer.
To do this, I moved the accel rays into an outer struct, which
then calls the main tracing code as an inner struct.
2016-07-16 16:26:34 -07:00
1571c1634e Sped up min and max functions in Float4.
Turns out that the standard min/max functions were slow for
some reason, and simple if statements are much faster.  This
simple change improves render times by over 30%.  Crazy.
2016-07-16 15:56:14 -07:00
76f074f866 Added a TODO comment. 2016-07-16 15:10:07 -07:00
ec75f11206 Render buckets in hilbert curve order.
Provides a slight speed-up.
2016-07-16 14:53:03 -07:00
5bc97f69b8 Actually use the background color from the scene file. 2016-07-16 13:54:41 -07:00
8cd445813a Removed some dead code. 2016-07-16 13:36:34 -07:00
9d47dfdeb2 Forgot one place where bounds need to be merged for motion blur. 2016-07-16 12:28:08 -07:00
2e3851837d Implemented SAH splitting for the BVH. Also fixed crash bug.
The bug was in the previous commit, where I thought I was
preventing out-of-bounds access during traversal by limiting
the tree depth.  While the idea was correct, I forgot that the
traversal stack needs _2_ extra slots on top of the tree depth,
not just 1.  Fixed.
2016-07-16 03:21:57 -07:00
35ef58b09c Special case BVH building when we get too close to max depth.
This avoids exceeding max BVH depth even in pathological cases.
Still need improve non-worst case building, but this at least
prevents crashes in worst case.
2016-07-16 00:05:23 -07:00
c372d485e2 Fix bug in PsychoBlend where render hangs.
This was because it was taking the standard input from Psychopath,
but was buffering it and not reading it.  The percentage complete
printouts would fill the buffer in some cases, and cause the
process to not exit since not all stdout had been handled.
2016-07-10 19:31:26 -07:00
e2ef44f666 Finished implementing motion blur. 2016-07-10 19:20:37 -07:00
c2eb421fd8 Actually use seed in renders.
This is important for animations, where you don't want the same
noise pattern every frame.
2016-07-10 17:56:42 -07:00
e4f9a54e48 Leave console output on a newline. 2016-07-10 17:47:28 -07:00
c466e46138 Make BVH traversal stack bigger.
This is a stop-gap for a less-than ideal BVH construction.  It
should be reduced again once the BVH building is made less stupid.
2016-07-10 17:45:10 -07:00
5b461220a5 PsychoBlend now exports meshes as meshes, and Psychopath renders to PNGs. 2016-07-10 17:42:28 -07:00
43f2a77264 Added PsychoBlend exporter to repo. 2016-07-10 17:03:50 -07:00
e8ee371423 Silence some warnings. 2016-07-10 16:46:14 -07:00
da46878243 Print render progress and auto-determine bucket size.
The bucket size is automatically determined based on a target
number of samples per bucket.
2016-07-10 16:40:30 -07:00
5df583c2d0 Multiple light sources are now handled. 2016-07-10 00:10:49 -07:00
9c8797ffd8 Forgot to do top-level ray splitting. 2016-07-07 23:47:44 -07:00
00f8056bdb Updated todo.txt 2016-07-07 23:40:00 -07:00
aff8d24f55 Fixed some bugs where instances without transforms would crash. 2016-07-07 23:32:19 -07:00
3ef84f9f5f Split rays by direction so they can follow their ideal traversal order. 2016-07-07 21:50:03 -07:00
0880a0f19d Make renderer actually use the material system properly.
The intersection code still isn't using any kind of shading,
and materials aren't parsed by the parser, but the renderer
class itself is using them.
2016-07-07 19:51:19 -07:00
543f2719e4 Fixed bugs in global illumination.
It was a stupid thing in the Lambert closure.  It was returning
the wrong direction vector.
2016-07-04 11:54:46 -07:00
a8324669cc Fixed possible out-of-bounds panic in XYZ -> Spectrum code. 2016-07-04 01:26:28 -07:00
e56ac418da Beginnings of global illumination.
There are still some obvious bugs in it that I haven't tracked down,
so the renders aren't correct yet.
2016-07-03 01:18:50 -07:00
6e8f0894fd Image struct can now dole out buckets in a thread-safe way.
This avoids the whole-image locking that was being done before,
which was causing a lot of thread contention.
2016-07-02 16:27:19 -07:00
02a0740cac More proper use of light sources. 2016-07-01 00:00:38 -07:00
24cbdb5ab9 Fixed bug in ray/triangle intersection code.
It was counting intersections behind the ray.
2016-06-30 19:33:44 -07:00
f927dd0d46 Silencing a bunch of compiler warnings. 2016-06-29 15:23:07 -07:00
f1df7a3b1a Slight tweak to how ray offsets are done. 2016-06-29 15:00:44 -07:00
52acee33af Implemented rectangular area lights.
Also added Cornell Box test scene.
2016-06-29 14:30:42 -07:00
fd195576d1 First renders with lighting. Yay!
The lighting is super crappy, and pretty much hacked in.  Will
need to redo this properly soon.  However, this verifies that
certain other parts of the code are (mostly) working properly.
2016-06-27 23:16:39 -07:00
3b85b60a62 Implemented occlusion rays.
This is prep for lighting support: occlusion rays are useful for
speedier shadow tests.
2016-06-27 21:01:18 -07:00
6f6807009b Prepping for adding lighting.
The part of the renderer responsible for light transport has been
split out into a LightPath struct.  Also moving over to spectral
rendering, although it's a bit silly at the moment.
2016-06-26 23:08:24 -07:00
f7e57f2aee Scenes with lights now get parsed correctly. 2016-06-25 22:49:40 -07:00
c2d36e0d14 Beginnings of parsing sphere lights. 2016-06-23 20:46:57 -07:00
1cbf20e67f Beginnings of light sources. Yay! 2016-06-19 14:32:13 -07:00
d14e2c93b7 Converted Image over to store renders in XYZ colorspace. 2016-06-18 18:08:35 -07:00
18245b725c All final intersections are now done in world space.
BVH traversal still happens in local space, but final actual
surface intersection calculations are done in world space by
transforming the triangle into world space.  This is to improve
numerical consistency between intersections.
2016-06-09 01:04:12 -07:00
e2954ba5b0 Added more code for handling XYZ color and spectral samples. 2016-06-08 23:00:09 -07:00
61e3d47f56 Changed BBox/Ray intersection code to use more simd ops.
This, of course, depends on the simd ops being there, which
currently they are not.  But in the future, hopefully this will
make things speedy.  Will need to test, of course.
2016-06-08 22:57:22 -07:00
890c04c44a Added XYZ color spectrum sampling code.
This will be critical for spectral rendering, whenever I get
around to it.
2016-06-07 08:14:19 -07:00
0b5a3de2dd Added command line flag to set number of render threads. 2016-06-05 10:08:27 -07:00
5ec1f534cf Implemented bucketed rendering. 2016-06-05 01:27:55 -07:00
4493afd85b Updated todo.txt 2016-06-03 21:05:52 -07:00