Cycles: optimization for hair BVH build, allow max 2 hair curves per leaf.

This gives me 14% reduction in render time for koro_final.blend.
This commit is contained in:
Brecht Van Lommel 2014-04-22 16:54:02 +02:00
parent 2108a61691
commit 6974b69c61
Notes: blender-bot 2023-02-14 05:53:42 +01:00
Referenced by commit 0421ae056d, Cycles: Change confusing logic of max leaf size check
5 changed files with 55 additions and 24 deletions

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@ -298,18 +298,41 @@ void BVHBuild::thread_build_node(InnerNode *inner, int child, BVHObjectBinning *
}
}
bool BVHBuild::range_within_max_leaf_size(const BVHRange& range)
{
size_t size = range.size();
size_t max_leaf_size = max(params.max_triangle_leaf_size, params.max_curve_leaf_size);
if(size > max_leaf_size)
return false;
size_t num_triangles = 0;
size_t num_curves = 0;
for(int i = 0; i < size; i++) {
BVHReference& ref = references[range.start() + i];
if(ref.prim_type() & PRIMITIVE_ALL_CURVE)
num_curves++;
else if(ref.prim_type() & PRIMITIVE_ALL_TRIANGLE)
num_triangles++;
}
return (num_triangles < params.max_triangle_leaf_size) && (num_curves < params.max_curve_leaf_size);
}
/* multithreaded binning builder */
BVHNode* BVHBuild::build_node(const BVHObjectBinning& range, int level)
{
size_t size = range.size();
float leafSAH = params.sah_triangle_cost * range.leafSAH;
float splitSAH = params.sah_node_cost * range.bounds().half_area() + params.sah_triangle_cost * range.splitSAH;
float leafSAH = params.sah_primitive_cost * range.leafSAH;
float splitSAH = params.sah_node_cost * range.bounds().half_area() + params.sah_primitive_cost * range.splitSAH;
/* have at least one inner node on top level, for performance and correct
* visibility tests, since object instances do not check visibility flag */
if(!(range.size() > 0 && params.top_level && level == 0)) {
/* make leaf node when threshold reached or SAH tells us */
if(params.small_enough_for_leaf(size, level) || (size <= params.max_leaf_size && leafSAH < splitSAH))
if(params.small_enough_for_leaf(size, level) || (range_within_max_leaf_size(range) && leafSAH < splitSAH))
return create_leaf_node(range);
}

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@ -70,6 +70,8 @@ protected:
BVHNode *create_leaf_node(const BVHRange& range);
BVHNode *create_object_leaf_nodes(const BVHReference *ref, int start, int num);
bool range_within_max_leaf_size(const BVHRange& range);
/* threads */
enum { THREAD_TASK_SIZE = 4096 };
void thread_build_node(InnerNode *node, int child, BVHObjectBinning *range, int level);

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@ -33,11 +33,12 @@ public:
/* SAH costs */
float sah_node_cost;
float sah_triangle_cost;
float sah_primitive_cost;
/* number of triangles in leaf */
/* number of primitives in leaf */
int min_leaf_size;
int max_leaf_size;
int max_triangle_leaf_size;
int max_curve_leaf_size;
/* object or mesh level bvh */
int top_level;
@ -62,11 +63,14 @@ public:
use_spatial_split = true;
spatial_split_alpha = 1e-5f;
/* todo: see if splitting up primitive cost to be separate for triangles
* and curves can help. so far in tests it doesn't help, but why? */
sah_node_cost = 1.0f;
sah_triangle_cost = 1.0f;
sah_primitive_cost = 1.0f;
min_leaf_size = 1;
max_leaf_size = 8;
max_triangle_leaf_size = 8;
max_curve_leaf_size = 2;
top_level = false;
use_cache = false;
@ -75,11 +79,11 @@ public:
}
/* SAH costs */
__forceinline float cost(int num_nodes, int num_tris) const
{ return node_cost(num_nodes) + triangle_cost(num_tris); }
__forceinline float cost(int num_nodes, int num_primitives) const
{ return node_cost(num_nodes) + primitive_cost(num_primitives); }
__forceinline float triangle_cost(int n) const
{ return n*sah_triangle_cost; }
__forceinline float primitive_cost(int n) const
{ return n*sah_primitive_cost; }
__forceinline float node_cost(int n) const
{ return n*sah_node_cost; }

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@ -54,8 +54,8 @@ BVHObjectSplit::BVHObjectSplit(BVHBuild *builder, const BVHRange& range, float n
right_bounds = builder->spatial_right_bounds[i - 1];
float sah = nodeSAH +
left_bounds.safe_area() * builder->params.triangle_cost(i) +
right_bounds.safe_area() * builder->params.triangle_cost(range.size() - i);
left_bounds.safe_area() * builder->params.primitive_cost(i) +
right_bounds.safe_area() * builder->params.primitive_cost(range.size() - i);
if(sah < min_sah) {
min_sah = sah;
@ -150,8 +150,8 @@ BVHSpatialSplit::BVHSpatialSplit(BVHBuild *builder, const BVHRange& range, float
rightNum -= builder->spatial_bins[dim][i - 1].exit;
float sah = nodeSAH +
left_bounds.safe_area() * builder->params.triangle_cost(leftNum) +
builder->spatial_right_bounds[i - 1].safe_area() * builder->params.triangle_cost(rightNum);
left_bounds.safe_area() * builder->params.primitive_cost(leftNum) +
builder->spatial_right_bounds[i - 1].safe_area() * builder->params.primitive_cost(rightNum);
if(sah < this->sah) {
this->sah = sah;
@ -209,10 +209,10 @@ void BVHSpatialSplit::split(BVHBuild *builder, BVHRange& left, BVHRange& right,
ldb.grow(lref.bounds());
rdb.grow(rref.bounds());
float lac = builder->params.triangle_cost(left_end - left_start);
float rac = builder->params.triangle_cost(right_end - right_start);
float lbc = builder->params.triangle_cost(left_end - left_start + 1);
float rbc = builder->params.triangle_cost(right_end - right_start + 1);
float lac = builder->params.primitive_cost(left_end - left_start);
float rac = builder->params.primitive_cost(right_end - right_start);
float lbc = builder->params.primitive_cost(left_end - left_start + 1);
float rbc = builder->params.primitive_cost(right_end - right_start + 1);
float unsplitLeftSAH = lub.safe_area() * lbc + right_bounds.safe_area() * rac;
float unsplitRightSAH = left_bounds.safe_area() * lac + rub.safe_area() * rbc;
@ -284,8 +284,10 @@ void BVHSpatialSplit::split_reference(BVHBuild *builder, BVHReference& left, BVH
/* curve split: NOTE - Currently ignores curve width and needs to be fixed.*/
const int k0 = mesh->curves[ref.prim_index()].first_key + PRIMITIVE_UNPACK_SEGMENT(ref.prim_type());
const int k1 = k0 + 1;
const float3 v0 = float4_to_float3(mesh->curve_keys[k0]);
const float3 v1 = float4_to_float3(mesh->curve_keys[k1]);
const float4 key0 = mesh->curve_keys[k0];
const float4 key1 = mesh->curve_keys[k1];
const float3 v0 = float4_to_float3(key0);
const float3 v1 = float4_to_float3(key1);
float v0p = v0[dim];
float v1p = v1[dim];

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@ -77,7 +77,7 @@ public:
/* find split candidates. */
float area = range.bounds().safe_area();
leafSAH = area * builder->params.triangle_cost(range.size());
leafSAH = area * builder->params.primitive_cost(range.size());
nodeSAH = area * builder->params.node_cost(2);
object = BVHObjectSplit(builder, range, nodeSAH);
@ -92,7 +92,7 @@ public:
/* leaf SAH is the lowest => create leaf. */
minSAH = min(min(leafSAH, object.sah), spatial.sah);
no_split = (minSAH == leafSAH && range.size() <= builder->params.max_leaf_size);
no_split = (minSAH == leafSAH && builder->range_within_max_leaf_size(range));
}
__forceinline void split(BVHBuild *builder, BVHRange& left, BVHRange& right, const BVHRange& range)