Circular/radial bands in this hair scene (most noticeable in CPU) #48684
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Reference: blender/blender#48684
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System Information
Kubuntu Linux 14.04 64 bits, GTX 960 nvidia 352, i7-3770
Blender Version
Broken: 2.77a, buildbot
Short description of error
In this scene:
test file.blend
circular/radial bands appear. I do not know if they should be there, but the point is that GPU/CPU render result do not match, and the bands are most noticeable with CPU:
Exact steps for others to reproduce the error
Open the scene, configure for CPU or GPU and render.
Changed status to: 'Open'
Added subscriber: @YAFU
Added subscriber: @mib2berlin
Can verify on Blender 2.77a.
Opensuse Leap 42.1 x86_64
Intel i5 3570K
RAM 16 GB
GTX 760 4 GB /Display card
GTX 670 2 GB
Driver 367.27
opencl_runtime_16.1_x64_sles_5.2.0.10002
Added subscriber: @NikoLeopold
Have no graphics card, but can confirm identical strong circular bands on i5-2557M with 4 GB RAM running Blender 2.77a on Arch Linux.
Added subscriber: @Sergey
Developer note: After quite some investigation nailed this down to
c45c472
which happened between 2.70 and 2.71. Unfortunately, from a quick experiment with disabling SSE2 branches in current code the issue was not solved, so need to doublecheck all changed parts of non-SSE2 code in that commit. Currently looks like it's a distance cutoff which is not working very well. More investigation tomorrow.Did much deeper investigation here, and unfortunately seems there's no simple solution here.
Root of the issue goes to the precision issues, which sometimes leads to a missing intersections. It kinda worked before, but some optimizations re-formulated some equations which introduced some machine precision issues. Internally it's all about
td < 0.0f
check. Currently in some cases it'll be really small negative value which leads to a missing intersection while old code was recording this intersection.For non-SSE code this seems to be relatively easily worked around by going back to old equation for
tc
:But unfortunately, i didn't find source of precision issue for SSE code, it might be a bit more tricky since it uses different math on CPU.
In any case, it's something we should look into (maybe investigate other ways of checking for intersections -- i.e. a while ago i've started playing around with 2D-projection based code similar to watertight triangle intersection, but didn't quite finish that yet). But it's not strictly speaking a bug.
Added subscriber: @skororu
macOS 10.12.5, MacBook Air, NVIDIA GeForce 320M 256 MB
Daily build 2017-07-18 02:14, Hash:
66383ea206
With the above configuration, the CPU render looks clean with no obvious banding.
Regarding the comment above, I'm not sure how this could be OS dependent. But I can still reproduce the problem in Linux, blender from buildbot
11a9434c2d
We are switching to an entirely new (Embree based) ray intersection. It will have different intersection code for curves, hopefully which will be free from this artifact.
So under the current state of the code this is considered a known issue.
Added subscriber: @Alaska
Changed status from 'Confirmed' to: 'Resolved'
Testing with Embree shows this issue as resolved. @Sergey I'm marking this report as "resolved". Feel free to re-open it if you or others experience issues.
Just for the completeness: there might still be artefacts on GPU. The BVH builder is still old own implementation, as well as the node intersection. However, the hair primitive intersection has changed to match Embree.
Don't have machine with GPU handy at this moment, so can not double-check this.
There is some planned work to bring Embree builder for GPU as well, until then even if there are still artifacts there is not much we can do.