Commit Graph

127 Commits

Author SHA1 Message Date
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
91d88cbdf9 Updated todo. 2016-08-03 20:20:32 -07:00
08576b9934 Cleaned up console output. 2016-07-31 12:27:06 -07:00
c6f6266a38 Added timer output so you can see how long things take. 2016-07-31 12:05:28 -07:00
024437c657 Updated todo. 2016-07-31 11:49:53 -07:00
d12b76a933 Minor tweak to horizontal add and multiply for Float4.
In theory this should make it more pipeline-able.
2016-07-31 11:49:01 -07:00
b4939f88c8 Silence some warnings. 2016-07-31 11:19:30 -07:00
3e7b142cd8 Implemented light tree sampling, for better sampling of many lights. 2016-07-31 11:14:33 -07:00
1f94791b6b Moved SAH splitting code into its own function.
This is in prep for the light tree, where we'll want to use that
code.
2016-07-30 21:20:01 -07:00
2b05f65024 Updated dependencies. 2016-07-30 20:23:20 -07:00
06b76ddb6c Fixed bug in PsychoBlend.
On some systems Python would complain about the "progress"
variable being accessed without it existing yet.  Weird.  But
this fixes it.
2016-07-30 19:41:51 -07:00
7ef5846c89 Got rid of indexing into Float4 and 3d vector elements.
This assures correct semantics for SIMD usage.
2016-07-30 19:36:54 -07:00
378f69dd57 Render progress bar is now updated when rendering in Blender. 2016-07-21 23:45:42 -07:00
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