Cycles: Add sample offset option

This patch exposes the sampling offset option to Blender. It is located in the "Sampling > Advanced" panel.
For example, this can be useful to parallelize rendering and distribute different chunks of samples for each computer to render.

---

I also had to add this option to `RenderWork` and `RenderScheduler` classes so that the sample count in the status string can be calculated correctly.

Reviewed By: leesonw

Differential Revision: https://developer.blender.org/D13086
This commit is contained in:
Andrii 2021-11-11 08:57:35 +01:00 committed by William Leeson
parent b8d53b703a
commit c63e735f6b
19 changed files with 79 additions and 17 deletions

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@ -325,6 +325,13 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
default=1024,
)
sample_offset: IntProperty(
name="Sample Offset",
description="Number of samples to skip when starting render",
min=0, max=(1 << 24),
default=0,
)
time_limit: FloatProperty(
name="Time Limit",
description="Limit the render time (excluding synchronization time)."

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@ -290,6 +290,9 @@ class CYCLES_RENDER_PT_sampling_advanced(CyclesButtonsPanel, Panel):
col.active = not (cscene.use_adaptive_sampling and cscene.use_preview_adaptive_sampling)
col.prop(cscene, "sampling_pattern", text="Pattern")
col = layout.column(align=True)
col.prop(cscene, "sample_offset")
layout.separator()
col = layout.column(align=True)

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@ -835,18 +835,25 @@ SessionParams BlenderSync::get_session_params(BL::RenderEngine &b_engine,
/* samples */
int samples = get_int(cscene, "samples");
int preview_samples = get_int(cscene, "preview_samples");
int sample_offset = get_int(cscene, "sample_offset");
if (background) {
params.samples = samples;
params.sample_offset = sample_offset;
}
else {
params.samples = preview_samples;
if (params.samples == 0)
if (params.samples == 0) {
params.samples = INT_MAX;
}
params.sample_offset = 0;
}
/* Clamp sample offset. */
params.sample_offset = clamp(params.sample_offset, 0, Integrator::MAX_SAMPLES);
/* Clamp samples. */
params.samples = min(params.samples, Integrator::MAX_SAMPLES);
params.samples = clamp(params.samples, 0, Integrator::MAX_SAMPLES - params.sample_offset);
/* Viewport Performance */
params.pixel_size = b_engine.get_preview_pixel_size(b_scene);

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@ -380,7 +380,10 @@ void PathTrace::path_trace(RenderWork &render_work)
PathTraceWork *path_trace_work = path_trace_works_[i].get();
PathTraceWork::RenderStatistics statistics;
path_trace_work->render_samples(statistics, render_work.path_trace.start_sample, num_samples);
path_trace_work->render_samples(statistics,
render_work.path_trace.start_sample,
num_samples,
render_work.path_trace.sample_offset);
const double work_time = time_dt() - work_start_time;
work_balance_infos_[i].time_spent += work_time;
@ -849,7 +852,8 @@ void PathTrace::progress_update_if_needed(const RenderWork &render_work)
const int2 tile_size = get_render_tile_size();
const int num_samples_added = tile_size.x * tile_size.y * render_work.path_trace.num_samples;
const int current_sample = render_work.path_trace.start_sample +
render_work.path_trace.num_samples;
render_work.path_trace.num_samples -
render_work.path_trace.sample_offset;
progress_->add_samples(num_samples_added, current_sample);
}

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@ -75,7 +75,10 @@ class PathTraceWork {
/* Render given number of samples as a synchronous blocking call.
* The samples are added to the render buffer associated with this work. */
virtual void render_samples(RenderStatistics &statistics, int start_sample, int samples_num) = 0;
virtual void render_samples(RenderStatistics &statistics,
int start_sample,
int samples_num,
int sample_offset) = 0;
/* Copy render result from this work to the corresponding place of the GPU display.
*

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@ -71,7 +71,8 @@ void PathTraceWorkCPU::init_execution()
void PathTraceWorkCPU::render_samples(RenderStatistics &statistics,
int start_sample,
int samples_num)
int samples_num,
int sample_offset)
{
const int64_t image_width = effective_buffer_params_.width;
const int64_t image_height = effective_buffer_params_.height;
@ -97,6 +98,7 @@ void PathTraceWorkCPU::render_samples(RenderStatistics &statistics,
work_tile.w = 1;
work_tile.h = 1;
work_tile.start_sample = start_sample;
work_tile.sample_offset = sample_offset;
work_tile.num_samples = 1;
work_tile.offset = effective_buffer_params_.offset;
work_tile.stride = effective_buffer_params_.stride;

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@ -48,7 +48,8 @@ class PathTraceWorkCPU : public PathTraceWork {
virtual void render_samples(RenderStatistics &statistics,
int start_sample,
int samples_num) override;
int samples_num,
int sample_offset) override;
virtual void copy_to_display(PathTraceDisplay *display,
PassMode pass_mode,

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@ -250,7 +250,8 @@ void PathTraceWorkGPU::init_execution()
void PathTraceWorkGPU::render_samples(RenderStatistics &statistics,
int start_sample,
int samples_num)
int samples_num,
int sample_offset)
{
/* Limit number of states for the tile and rely on a greedy scheduling of tiles. This allows to
* add more work (because tiles are smaller, so there is higher chance that more paths will
@ -261,6 +262,7 @@ void PathTraceWorkGPU::render_samples(RenderStatistics &statistics,
work_tile_scheduler_.reset(effective_buffer_params_,
start_sample,
samples_num,
sample_offset,
device_scene_->data.integrator.scrambling_distance);
enqueue_reset();

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@ -46,7 +46,8 @@ class PathTraceWorkGPU : public PathTraceWork {
virtual void render_samples(RenderStatistics &statistics,
int start_sample,
int samples_num) override;
int samples_num,
int sample_offset) override;
virtual void copy_to_display(PathTraceDisplay *display,
PassMode pass_mode,

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@ -88,6 +88,16 @@ int RenderScheduler::get_num_samples() const
return num_samples_;
}
void RenderScheduler::set_sample_offset(int sample_offset)
{
sample_offset_ = sample_offset;
}
int RenderScheduler::get_sample_offset() const
{
return sample_offset_;
}
void RenderScheduler::set_time_limit(double time_limit)
{
time_limit_ = time_limit;
@ -110,13 +120,15 @@ int RenderScheduler::get_num_rendered_samples() const
return state_.num_rendered_samples;
}
void RenderScheduler::reset(const BufferParams &buffer_params, int num_samples)
void RenderScheduler::reset(const BufferParams &buffer_params, int num_samples, int sample_offset)
{
buffer_params_ = buffer_params;
update_start_resolution_divider();
set_num_samples(num_samples);
set_start_sample(sample_offset);
set_sample_offset(sample_offset);
/* In background mode never do lower resolution render preview, as it is not really supported
* by the software. */
@ -171,7 +183,7 @@ void RenderScheduler::reset(const BufferParams &buffer_params, int num_samples)
void RenderScheduler::reset_for_next_tile()
{
reset(buffer_params_, num_samples_);
reset(buffer_params_, num_samples_, sample_offset_);
}
bool RenderScheduler::render_work_reschedule_on_converge(RenderWork &render_work)
@ -317,6 +329,7 @@ RenderWork RenderScheduler::get_render_work()
render_work.path_trace.start_sample = get_start_sample_to_path_trace();
render_work.path_trace.num_samples = get_num_samples_to_path_trace();
render_work.path_trace.sample_offset = get_sample_offset();
render_work.init_render_buffers = (render_work.path_trace.start_sample == get_start_sample());

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@ -39,6 +39,7 @@ class RenderWork {
struct {
int start_sample = 0;
int num_samples = 0;
int sample_offset = 0;
} path_trace;
struct {
@ -125,6 +126,9 @@ class RenderScheduler {
void set_num_samples(int num_samples);
int get_num_samples() const;
void set_sample_offset(int sample_offset);
int get_sample_offset() const;
/* Time limit for the path tracing tasks, in minutes.
* Zero disables the limit. */
void set_time_limit(double time_limit);
@ -150,7 +154,7 @@ class RenderScheduler {
/* Reset scheduler, indicating that rendering will happen from scratch.
* Resets current rendered state, as well as scheduling information. */
void reset(const BufferParams &buffer_params, int num_samples);
void reset(const BufferParams &buffer_params, int num_samples, int sample_offset);
/* Reset scheduler upon switching to a next tile.
* Will keep the same number of samples and full-frame render parameters, but will reset progress
@ -419,6 +423,8 @@ class RenderScheduler {
int start_sample_ = 0;
int num_samples_ = 0;
int sample_offset_ = 0;
/* Limit in seconds for how long path tracing is allowed to happen.
* Zero means no limit is applied. */
double time_limit_ = 0.0;

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@ -36,6 +36,7 @@ void WorkTileScheduler::set_max_num_path_states(int max_num_path_states)
void WorkTileScheduler::reset(const BufferParams &buffer_params,
int sample_start,
int samples_num,
int sample_offset,
float scrambling_distance)
{
/* Image buffer parameters. */
@ -51,6 +52,7 @@ void WorkTileScheduler::reset(const BufferParams &buffer_params,
/* Samples parameters. */
sample_start_ = sample_start;
samples_num_ = samples_num;
sample_offset_ = sample_offset;
/* Initialize new scheduling. */
reset_scheduler_state();
@ -111,6 +113,7 @@ bool WorkTileScheduler::get_work(KernelWorkTile *work_tile_, const int max_work_
work_tile.h = tile_size_.height;
work_tile.start_sample = sample_start_ + start_sample;
work_tile.num_samples = min(tile_size_.num_samples, samples_num_ - start_sample);
work_tile.sample_offset = sample_offset_;
work_tile.offset = offset_;
work_tile.stride = stride_;

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@ -41,6 +41,7 @@ class WorkTileScheduler {
void reset(const BufferParams &buffer_params,
int sample_start,
int samples_num,
int sample_offset,
float scrambling_distance);
/* Get work for a device.
@ -79,6 +80,7 @@ class WorkTileScheduler {
* (splitting into a smaller work tiles). */
int sample_start_ = 0;
int samples_num_ = 0;
int sample_offset_ = 0;
/* Tile size which be scheduled for rendering. */
TileSize tile_size_;

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@ -141,7 +141,8 @@ ccl_device_forceinline ccl_global float *kernel_accum_pixel_render_buffer(
ccl_device_inline int kernel_accum_sample(KernelGlobals kg,
ConstIntegratorState state,
ccl_global float *ccl_restrict render_buffer,
int sample)
int sample,
int sample_offset)
{
if (kernel_data.film.pass_sample_count == PASS_UNUSED) {
return sample;
@ -149,7 +150,8 @@ ccl_device_inline int kernel_accum_sample(KernelGlobals kg,
ccl_global float *buffer = kernel_accum_pixel_render_buffer(kg, state, render_buffer);
return atomic_fetch_and_add_uint32((uint *)(buffer) + kernel_data.film.pass_sample_count, 1);
return atomic_fetch_and_add_uint32((uint *)(buffer) + kernel_data.film.pass_sample_count, 1) +
sample_offset;
}
ccl_device void kernel_accum_adaptive_buffer(KernelGlobals kg,

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@ -65,7 +65,8 @@ ccl_device bool integrator_init_from_bake(KernelGlobals kg,
}
/* Always count the sample, even if the camera sample will reject the ray. */
const int sample = kernel_accum_sample(kg, state, render_buffer, scheduled_sample);
const int sample = kernel_accum_sample(
kg, state, render_buffer, scheduled_sample, tile->sample_offset);
/* Setup render buffers. */
const int index = INTEGRATOR_STATE(state, path, render_pixel_index);

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@ -89,7 +89,8 @@ ccl_device bool integrator_init_from_camera(KernelGlobals kg,
* This logic allows to both count actual number of samples per pixel, and to add samples to this
* pixel after it was converged and samples were added somewhere else (in which case the
* `scheduled_sample` will be different from actual number of samples in this pixel). */
const int sample = kernel_accum_sample(kg, state, render_buffer, scheduled_sample);
const int sample = kernel_accum_sample(
kg, state, render_buffer, scheduled_sample, tile->sample_offset);
/* Initialize random number seed for path. */
const uint rng_hash = path_rng_hash_init(kg, sample, x, y);

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@ -1410,6 +1410,7 @@ typedef struct KernelWorkTile {
uint start_sample;
uint num_samples;
uint sample_offset;
int offset;
uint stride;

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@ -262,6 +262,7 @@ RenderWork Session::run_update_for_next_iteration()
}
render_scheduler_.set_num_samples(params.samples);
render_scheduler_.set_start_sample(params.sample_offset);
render_scheduler_.set_time_limit(params.time_limit);
while (have_tiles) {
@ -397,7 +398,7 @@ void Session::do_delayed_reset()
/* Tile and work scheduling. */
tile_manager_.reset_scheduling(buffer_params_, get_effective_tile_size());
render_scheduler_.reset(buffer_params_, params.samples);
render_scheduler_.reset(buffer_params_, params.samples, params.sample_offset);
/* Passes. */
/* When multiple tiles are used SAMPLE_COUNT pass is used to keep track of possible partial

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@ -54,6 +54,7 @@ class SessionParams {
bool experimental;
int samples;
int sample_offset;
int pixel_size;
int threads;
@ -75,6 +76,7 @@ class SessionParams {
experimental = false;
samples = 1024;
sample_offset = 0;
pixel_size = 1;
threads = 0;
time_limit = 0.0;