Cycles: add build option to enable a debugging feature for MIS

This patch adds a CMake option "WITH_CYCLES_DEBUG" which builds cycles with
a feature that allows debugging/selecting the direct-light sampling strategy.
The same option may later be used to add other debugging features that could
affect performance in release builds.

The three options are:
* Forward path tracing (e.g., via BSDF or phase function)
* Next-event estimation
* Multiple importance sampling combination of the previous two methods

Such a feature is useful for debugging light different sampling, evaluation,
and pdf methods (e.g., for light sources and BSDFs).

Differential Revision: https://developer.blender.org/D13152
This commit is contained in:
Sebastian Herholz 2021-11-17 17:26:46 +01:00 committed by Brecht Van Lommel
parent 063ad8635e
commit d9bc8f189c
14 changed files with 111 additions and 25 deletions

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@ -411,6 +411,7 @@ option(WITH_CYCLES "Enable Cycles Render Engine" ON)
option(WITH_CYCLES_OSL "Build Cycles with OpenShadingLanguage support" ON)
option(WITH_CYCLES_EMBREE "Build Cycles with Embree support" ON)
option(WITH_CYCLES_LOGGING "Build Cycles with logging support" ON)
option(WITH_CYCLES_DEBUG "Build Cycles with options useful for debugging (e.g., MIS)" OFF)
option(WITH_CYCLES_STANDALONE "Build Cycles standalone application" OFF)
option(WITH_CYCLES_STANDALONE_GUI "Build Cycles standalone with GUI" OFF)

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@ -226,6 +226,9 @@ add_definitions(
-DCCL_NAMESPACE_END=}
)
if(WITH_CYCLES_DEBUG)
add_definitions(-DWITH_CYCLES_DEBUG)
endif()
if(WITH_CYCLES_STANDALONE_GUI)
add_definitions(-DWITH_CYCLES_STANDALONE_GUI)
endif()

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@ -218,6 +218,12 @@ enum_denoising_prefilter = (
('ACCURATE', "Accurate", "Prefilter noisy guiding passes before denoising color. Improves quality when guiding passes are noisy using extra processing time", 3),
)
enum_direct_light_sampling_type = (
('MULTIPLE_IMPORTANCE_SAMPLING', "Multiple Importance Sampling", "Multiple importance sampling is used to combine direct light contributions from next-event estimation and forward path tracing", 0),
('FORWARD_PATH_TRACING', "Forward Path Tracing", "Direct light contributions are only sampled using forward path tracing", 1),
('NEXT_EVENT_ESTIMATION', "Next-Event Estimation", "Direct light contributions are only sampled using next-event estimation", 2),
)
def update_render_passes(self, context):
scene = context.scene
view_layer = context.view_layer
@ -422,6 +428,13 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
default=0,
)
direct_light_sampling_type: EnumProperty(
name="Direct Light Sampling Type",
description="The type of strategy used for sampling direct light contributions",
items=enum_direct_light_sampling_type,
default='MULTIPLE_IMPORTANCE_SAMPLING',
)
min_light_bounces: IntProperty(
name="Min Light Bounces",
description="Minimum number of light bounces. Setting this higher reduces noise in the first bounces, "

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@ -392,6 +392,12 @@ void BlenderSync::sync_integrator(BL::ViewLayer &b_view_layer, bool background)
integrator->set_ao_bounces(0);
}
#ifdef WITH_CYCLES_DEBUG
DirectLightSamplingType direct_light_sampling_type = (DirectLightSamplingType)get_enum(
cscene, "direct_light_sampling_type", DIRECT_LIGHT_SAMPLING_NUM, DIRECT_LIGHT_SAMPLING_MIS);
integrator->set_direct_light_sampling_type(direct_light_sampling_type);
#endif
const DenoiseParams denoise_params = get_denoise_params(b_scene, b_view_layer, background);
integrator->set_use_denoise(denoise_params.use);

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@ -236,6 +236,10 @@ string CUDADevice::compile_kernel_get_common_cflags(const uint kernel_features)
cflags += " -DWITH_NANOVDB";
# endif
# ifdef WITH_CYCLES_DEBUG
cflags += " -DWITH_CYCLES_DEBUG";
# endif
return cflags;
}

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@ -412,17 +412,16 @@ if(WITH_CYCLES_CUDA_BINARIES)
--use_fast_math
-o ${CMAKE_CURRENT_BINARY_DIR}/${cuda_file})
if(${experimental})
set(cuda_flags ${cuda_flags} -D __KERNEL_EXPERIMENTAL__)
set(name ${name}_experimental)
endif()
if(WITH_NANOVDB)
set(cuda_flags ${cuda_flags}
-D WITH_NANOVDB
-I "${NANOVDB_INCLUDE_DIR}")
endif()
if(WITH_CYCLES_DEBUG)
set(cuda_flags ${cuda_flags} -D WITH_CYCLES_DEBUG)
endif()
if(WITH_CYCLES_CUBIN_COMPILER)
string(SUBSTRING ${arch} 3 -1 CUDA_ARCH)
@ -571,13 +570,8 @@ if(WITH_CYCLES_HIP_BINARIES AND WITH_CYCLES_DEVICE_HIP)
-ffast-math
-o ${CMAKE_CURRENT_BINARY_DIR}/${hip_file})
if(${experimental})
set(hip_flags ${hip_flags} -D __KERNEL_EXPERIMENTAL__)
set(name ${name}_experimental)
endif()
if(WITH_CYCLES_DEBUG)
set(hip_flags ${hip_flags} -D __KERNEL_DEBUG__)
set(hip_flags ${hip_flags} -D WITH_CYCLES_DEBUG)
endif()
add_custom_command(
@ -618,6 +612,10 @@ if(WITH_CYCLES_DEVICE_OPTIX AND WITH_CYCLES_CUDA_BINARIES)
-I "${NANOVDB_INCLUDE_DIR}")
endif()
if(WITH_CYCLES_DEBUG)
set(cuda_flags ${cuda_flags} -D WITH_CYCLES_DEBUG)
endif()
if(WITH_CYCLES_CUBIN_COMPILER)
# Needed to find libnvrtc-builtins.so. Can't do it from inside
# cycles_cubin_cc since the env variable is read before main()

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@ -20,7 +20,6 @@
#include "kernel/integrator/shader_eval.h"
#include "kernel/light/light.h"
#include "kernel/light/sample.h"
#include "kernel/sample/mis.h"
CCL_NAMESPACE_BEGIN
@ -81,8 +80,7 @@ ccl_device float3 integrator_eval_background_shader(KernelGlobals kg,
/* multiple importance sampling, get background light pdf for ray
* direction, and compute weight with respect to BSDF pdf */
const float pdf = background_light_pdf(kg, ray_P - ray_D * mis_ray_t, ray_D);
const float mis_weight = power_heuristic(mis_ray_pdf, pdf);
const float mis_weight = light_sample_mis_weight_forward(kg, mis_ray_pdf, pdf);
L *= mis_weight;
}
# endif
@ -169,7 +167,7 @@ ccl_device_inline void integrate_distant_lights(KernelGlobals kg,
/* multiple importance sampling, get regular light pdf,
* and compute weight with respect to BSDF pdf */
const float mis_ray_pdf = INTEGRATOR_STATE(state, path, mis_ray_pdf);
const float mis_weight = power_heuristic(mis_ray_pdf, ls.pdf);
const float mis_weight = light_sample_mis_weight_forward(kg, mis_ray_pdf, ls.pdf);
light_eval *= mis_weight;
}

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@ -84,7 +84,7 @@ ccl_device_inline void integrate_light(KernelGlobals kg,
/* multiple importance sampling, get regular light pdf,
* and compute weight with respect to BSDF pdf */
const float mis_ray_pdf = INTEGRATOR_STATE(state, path, mis_ray_pdf);
const float mis_weight = power_heuristic(mis_ray_pdf, ls.pdf);
const float mis_weight = light_sample_mis_weight_forward(kg, mis_ray_pdf, ls.pdf);
light_eval *= mis_weight;
}

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@ -27,8 +27,6 @@
#include "kernel/light/light.h"
#include "kernel/light/sample.h"
#include "kernel/sample/mis.h"
CCL_NAMESPACE_BEGIN
ccl_device_forceinline void integrate_surface_shader_setup(KernelGlobals kg,
@ -95,8 +93,7 @@ ccl_device_forceinline void integrate_surface_emission(KernelGlobals kg,
/* Multiple importance sampling, get triangle light pdf,
* and compute weight with respect to BSDF pdf. */
float pdf = triangle_light_pdf(kg, sd, t);
float mis_weight = power_heuristic(bsdf_pdf, pdf);
float mis_weight = light_sample_mis_weight_forward(kg, bsdf_pdf, pdf);
L *= mis_weight;
}
@ -155,7 +152,7 @@ ccl_device_forceinline void integrate_surface_direct_light(KernelGlobals kg,
bsdf_eval_mul3(&bsdf_eval, light_eval / ls.pdf);
if (ls.shader & SHADER_USE_MIS) {
const float mis_weight = power_heuristic(ls.pdf, bsdf_pdf);
const float mis_weight = light_sample_mis_weight_nee(kg, ls.pdf, bsdf_pdf);
bsdf_eval_mul(&bsdf_eval, mis_weight);
}

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@ -27,8 +27,6 @@
#include "kernel/light/light.h"
#include "kernel/light/sample.h"
#include "kernel/sample/mis.h"
CCL_NAMESPACE_BEGIN
#ifdef __VOLUME__
@ -759,7 +757,7 @@ ccl_device_forceinline void integrate_volume_direct_light(
const float phase_pdf = shader_volume_phase_eval(kg, sd, phases, ls->D, &phase_eval);
if (ls->shader & SHADER_USE_MIS) {
float mis_weight = power_heuristic(ls->pdf, phase_pdf);
float mis_weight = light_sample_mis_weight_nee(kg, ls->pdf, phase_pdf);
bsdf_eval_mul(&phase_eval, mis_weight);
}

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@ -22,6 +22,7 @@
#include "kernel/light/light.h"
#include "kernel/sample/mapping.h"
#include "kernel/sample/mis.h"
CCL_NAMESPACE_BEGIN
@ -268,4 +269,36 @@ ccl_device_inline void light_sample_to_volume_shadow_ray(
shadow_ray_setup(sd, ls, P, ray);
}
ccl_device_inline float light_sample_mis_weight_forward(KernelGlobals kg,
const float forward_pdf,
const float nee_pdf)
{
#ifdef WITH_CYCLES_DEBUG
if (kernel_data.integrator.direct_light_sampling_type == DIRECT_LIGHT_SAMPLING_FORWARD) {
return 1.0f;
}
else if (kernel_data.integrator.direct_light_sampling_type == DIRECT_LIGHT_SAMPLING_NEE) {
return 0.0f;
}
else
#endif
return power_heuristic(forward_pdf, nee_pdf);
}
ccl_device_inline float light_sample_mis_weight_nee(KernelGlobals kg,
const float nee_pdf,
const float forward_pdf)
{
#ifdef WITH_CYCLES_DEBUG
if (kernel_data.integrator.direct_light_sampling_type == DIRECT_LIGHT_SAMPLING_FORWARD) {
return 0.0f;
}
else if (kernel_data.integrator.direct_light_sampling_type == DIRECT_LIGHT_SAMPLING_NEE) {
return 1.0f;
}
else
#endif
return power_heuristic(nee_pdf, forward_pdf);
}
CCL_NAMESPACE_END

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@ -481,6 +481,16 @@ enum PanoramaType {
PANORAMA_NUM_TYPES,
};
/* Direct Light Sampling */
enum DirectLightSamplingType {
DIRECT_LIGHT_SAMPLING_MIS = 0,
DIRECT_LIGHT_SAMPLING_FORWARD = 1,
DIRECT_LIGHT_SAMPLING_NEE = 2,
DIRECT_LIGHT_SAMPLING_NUM,
};
/* Differential */
typedef struct differential3 {
@ -1193,8 +1203,11 @@ typedef struct KernelIntegrator {
/* Closure filter. */
int filter_closures;
/* MIS debuging */
int direct_light_sampling_type;
/* padding */
int pad1, pad2, pad3;
int pad1, pad2;
} KernelIntegrator;
static_assert_align(KernelIntegrator, 16);

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@ -52,6 +52,18 @@ NODE_DEFINE(Integrator)
SOCKET_INT(transparent_min_bounce, "Transparent Min Bounce", 0);
SOCKET_INT(transparent_max_bounce, "Transparent Max Bounce", 7);
#ifdef WITH_CYCLES_DEBUG
static NodeEnum direct_light_sampling_type_enum;
direct_light_sampling_type_enum.insert("multiple_importance_sampling",
DIRECT_LIGHT_SAMPLING_MIS);
direct_light_sampling_type_enum.insert("forward_path_tracing", DIRECT_LIGHT_SAMPLING_FORWARD);
direct_light_sampling_type_enum.insert("next_event_estimation", DIRECT_LIGHT_SAMPLING_NEE);
SOCKET_ENUM(direct_light_sampling_type,
"Direct Light Sampling Type",
direct_light_sampling_type_enum,
DIRECT_LIGHT_SAMPLING_MIS);
#endif
SOCKET_INT(ao_bounces, "AO Bounces", 0);
SOCKET_FLOAT(ao_factor, "AO Factor", 0.0f);
SOCKET_FLOAT(ao_distance, "AO Distance", FLT_MAX);
@ -171,6 +183,12 @@ void Integrator::device_update(Device *device, DeviceScene *dscene, Scene *scene
kintegrator->ao_bounces_factor = ao_factor;
kintegrator->ao_additive_factor = ao_additive_factor;
#ifdef WITH_CYCLES_DEBUG
kintegrator->direct_light_sampling_type = direct_light_sampling_type;
#else
kintegrator->direct_light_sampling_type = DIRECT_LIGHT_SAMPLING_MIS;
#endif
/* Transparent Shadows
* We only need to enable transparent shadows, if we actually have
* transparent shaders in the scene. Otherwise we can disable it

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@ -41,6 +41,10 @@ class Integrator : public Node {
NODE_SOCKET_API(int, max_transmission_bounce)
NODE_SOCKET_API(int, max_volume_bounce)
#ifdef WITH_CYCLES_DEBUG
NODE_SOCKET_API(DirectLightSamplingType, direct_light_sampling_type)
#endif
NODE_SOCKET_API(int, transparent_min_bounce)
NODE_SOCKET_API(int, transparent_max_bounce)