tornavis/intern/cycles/scene/scene.cpp

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/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#include <stdlib.h>
#include "bvh/bvh.h"
#include "device/device.h"
#include "scene/alembic.h"
#include "scene/background.h"
#include "scene/bake.h"
#include "scene/camera.h"
#include "scene/curves.h"
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#include "scene/devicescene.h"
#include "scene/film.h"
#include "scene/integrator.h"
#include "scene/light.h"
#include "scene/mesh.h"
#include "scene/object.h"
#include "scene/osl.h"
#include "scene/particles.h"
#include "scene/pointcloud.h"
#include "scene/procedural.h"
#include "scene/scene.h"
#include "scene/shader.h"
#include "scene/svm.h"
#include "scene/tables.h"
#include "scene/volume.h"
#include "session/session.h"
#include "util/foreach.h"
#include "util/guarded_allocator.h"
#include "util/log.h"
#include "util/progress.h"
CCL_NAMESPACE_BEGIN
Scene::Scene(const SceneParams &params_, Device *device)
: name("Scene"),
bvh(NULL),
default_surface(NULL),
default_volume(NULL),
default_light(NULL),
default_background(NULL),
default_empty(NULL),
device(device),
dscene(device),
params(params_),
update_stats(NULL),
kernels_loaded(false),
/* TODO(sergey): Check if it's indeed optimal value for the split kernel. */
max_closure_global(1)
{
memset((void *)&dscene.data, 0, sizeof(dscene.data));
shader_manager = ShaderManager::create(
device->info.has_osl ? params.shadingsystem : SHADINGSYSTEM_SVM, device);
light_manager = new LightManager();
geometry_manager = new GeometryManager();
object_manager = new ObjectManager();
image_manager = new ImageManager(device->info);
particle_system_manager = new ParticleSystemManager();
bake_manager = new BakeManager();
procedural_manager = new ProceduralManager();
/* Create nodes after managers, since create_node() can tag the managers. */
camera = create_node<Camera>();
dicing_camera = create_node<Camera>();
lookup_tables = new LookupTables();
film = create_node<Film>();
background = create_node<Background>();
integrator = create_node<Integrator>();
film->add_default(this);
shader_manager->add_default(this);
}
Scene::~Scene()
{
free_memory(true);
}
void Scene::free_memory(bool final)
{
delete bvh;
bvh = NULL;
/* The order of deletion is important to make sure data is freed based on possible dependencies
* as the Nodes' reference counts are decremented in the destructors:
*
* - Procedurals can create and hold pointers to any other types.
* - Objects can hold pointers to Geometries and ParticleSystems
* - Lights and Geometries can hold pointers to Shaders.
*
* Similarly, we first delete all nodes and their associated device data, and then the managers
* and their associated device data.
*/
foreach (Procedural *p, procedurals)
delete p;
foreach (Object *o, objects)
delete o;
foreach (Geometry *g, geometry)
delete g;
foreach (ParticleSystem *p, particle_systems)
delete p;
foreach (Light *l, lights)
delete l;
foreach (Pass *p, passes)
delete p;
geometry.clear();
objects.clear();
lights.clear();
particle_systems.clear();
procedurals.clear();
passes.clear();
if (device) {
camera->device_free(device, &dscene, this);
film->device_free(device, &dscene, this);
background->device_free(device, &dscene);
integrator->device_free(device, &dscene, true);
}
if (final) {
delete camera;
delete dicing_camera;
delete film;
delete background;
delete integrator;
}
/* Delete Shaders after every other nodes to ensure that we do not try to decrement the reference
* count on some dangling pointer. */
foreach (Shader *s, shaders)
delete s;
shaders.clear();
/* Now that all nodes have been deleted, we can safely delete managers and device data. */
if (device) {
object_manager->device_free(device, &dscene, true);
geometry_manager->device_free(device, &dscene, true);
shader_manager->device_free(device, &dscene, this);
light_manager->device_free(device, &dscene);
particle_system_manager->device_free(device, &dscene);
bake_manager->device_free(device, &dscene);
if (final) {
image_manager->device_free(device);
}
else {
image_manager->device_free_builtin(device);
}
lookup_tables->device_free(device, &dscene);
}
if (final) {
delete lookup_tables;
delete object_manager;
delete geometry_manager;
delete shader_manager;
delete light_manager;
delete particle_system_manager;
delete image_manager;
delete bake_manager;
delete update_stats;
delete procedural_manager;
}
}
void Scene::device_update(Device *device_, Progress &progress)
{
if (!device) {
device = device_;
}
bool print_stats = need_data_update();
if (update_stats) {
update_stats->clear();
}
scoped_callback_timer timer([this, print_stats](double time) {
if (update_stats) {
update_stats->scene.times.add_entry({"device_update", time});
if (print_stats) {
printf("Update statistics:\n%s\n", update_stats->full_report().c_str());
}
}
});
/* The order of updates is important, because there's dependencies between
* the different managers, using data computed by previous managers.
*
* - Image manager uploads images used by shaders.
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* - Camera may be used for adaptive subdivision.
* - Displacement shader must have all shader data available.
* - Light manager needs lookup tables and final mesh data to compute emission CDF.
* - Lookup tables are done a second time to handle film tables
*/
if (film->update_lightgroups(this)) {
light_manager->tag_update(this, ccl::LightManager::LIGHT_MODIFIED);
object_manager->tag_update(this, ccl::ObjectManager::OBJECT_MODIFIED);
background->tag_modified();
}
if (film->exposure_is_modified()) {
integrator->tag_modified();
}
progress.set_status("Updating Shaders");
shader_manager->device_update(device, &dscene, this, progress);
if (progress.get_cancel() || device->have_error()) {
return;
}
procedural_manager->update(this, progress);
if (progress.get_cancel()) {
return;
}
progress.set_status("Updating Background");
background->device_update(device, &dscene, this);
if (progress.get_cancel() || device->have_error()) {
return;
}
progress.set_status("Updating Camera");
camera->device_update(device, &dscene, this);
if (progress.get_cancel() || device->have_error()) {
return;
}
geometry_manager->device_update_preprocess(device, this, progress);
if (progress.get_cancel() || device->have_error()) {
return;
}
progress.set_status("Updating Objects");
object_manager->device_update(device, &dscene, this, progress);
if (progress.get_cancel() || device->have_error()) {
return;
}
progress.set_status("Updating Particle Systems");
particle_system_manager->device_update(device, &dscene, this, progress);
if (progress.get_cancel() || device->have_error()) {
return;
}
progress.set_status("Updating Meshes");
geometry_manager->device_update(device, &dscene, this, progress);
if (progress.get_cancel() || device->have_error()) {
return;
}
progress.set_status("Updating Objects Flags");
object_manager->device_update_flags(device, &dscene, this, progress);
if (progress.get_cancel() || device->have_error()) {
return;
}
progress.set_status("Updating Primitive Offsets");
object_manager->device_update_prim_offsets(device, &dscene, this);
if (progress.get_cancel() || device->have_error()) {
return;
}
progress.set_status("Updating Images");
image_manager->device_update(device, this, progress);
if (progress.get_cancel() || device->have_error()) {
return;
}
progress.set_status("Updating Camera Volume");
camera->device_update_volume(device, &dscene, this);
if (progress.get_cancel() || device->have_error()) {
return;
}
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progress.set_status("Updating Lookup Tables");
lookup_tables->device_update(device, &dscene, this);
if (progress.get_cancel() || device->have_error()) {
return;
}
progress.set_status("Updating Lights");
light_manager->device_update(device, &dscene, this, progress);
if (progress.get_cancel() || device->have_error()) {
return;
}
progress.set_status("Updating Integrator");
integrator->device_update(device, &dscene, this);
if (progress.get_cancel() || device->have_error()) {
return;
}
progress.set_status("Updating Film");
film->device_update(device, &dscene, this);
if (progress.get_cancel() || device->have_error()) {
return;
}
progress.set_status("Updating Lookup Tables");
lookup_tables->device_update(device, &dscene, this);
if (progress.get_cancel() || device->have_error()) {
return;
}
progress.set_status("Updating Baking");
bake_manager->device_update(device, &dscene, this, progress);
if (progress.get_cancel() || device->have_error()) {
return;
}
if (device->have_error() == false) {
dscene.data.volume_stack_size = get_volume_stack_size();
progress.set_status("Updating Device", "Writing constant memory");
device->const_copy_to("data", &dscene.data, sizeof(dscene.data));
}
device->optimize_for_scene(this);
if (print_stats) {
size_t mem_used = util_guarded_get_mem_used();
size_t mem_peak = util_guarded_get_mem_peak();
VLOG_INFO << "System memory statistics after full device sync:\n"
<< " Usage: " << string_human_readable_number(mem_used) << " ("
<< string_human_readable_size(mem_used) << ")\n"
<< " Peak: " << string_human_readable_number(mem_peak) << " ("
<< string_human_readable_size(mem_peak) << ")";
}
}
Scene::MotionType Scene::need_motion() const
{
if (integrator->get_motion_blur()) {
return MOTION_BLUR;
}
else if (Pass::contains(passes, PASS_MOTION)) {
return MOTION_PASS;
}
else {
return MOTION_NONE;
}
}
float Scene::motion_shutter_time()
{
if (need_motion() == Scene::MOTION_PASS) {
return 2.0f;
}
else {
return camera->get_shuttertime();
}
}
bool Scene::need_global_attribute(AttributeStandard std)
{
if (std == ATTR_STD_UV) {
return Pass::contains(passes, PASS_UV);
}
else if (std == ATTR_STD_MOTION_VERTEX_POSITION) {
return need_motion() != MOTION_NONE;
}
else if (std == ATTR_STD_MOTION_VERTEX_NORMAL) {
return need_motion() == MOTION_BLUR;
}
else if (std == ATTR_STD_VOLUME_VELOCITY || std == ATTR_STD_VOLUME_VELOCITY_X ||
std == ATTR_STD_VOLUME_VELOCITY_Y || std == ATTR_STD_VOLUME_VELOCITY_Z)
{
return need_motion() != MOTION_NONE;
}
return false;
}
void Scene::need_global_attributes(AttributeRequestSet &attributes)
{
for (int std = ATTR_STD_NONE; std < ATTR_STD_NUM; std++) {
if (need_global_attribute((AttributeStandard)std)) {
attributes.add((AttributeStandard)std);
}
}
}
bool Scene::need_update()
{
return (need_reset() || film->is_modified());
}
bool Scene::need_data_update()
{
return (background->is_modified() || image_manager->need_update() ||
object_manager->need_update() || geometry_manager->need_update() ||
light_manager->need_update() || lookup_tables->need_update() ||
integrator->is_modified() || shader_manager->need_update() ||
particle_system_manager->need_update() || bake_manager->need_update() ||
film->is_modified() || procedural_manager->need_update());
}
bool Scene::need_reset(const bool check_camera)
{
return need_data_update() || (check_camera && camera->is_modified());
}
void Scene::reset()
{
shader_manager->reset(this);
shader_manager->add_default(this);
/* ensure all objects are updated */
camera->tag_modified();
dicing_camera->tag_modified();
film->tag_modified();
background->tag_modified();
background->tag_update(this);
integrator->tag_update(this, Integrator::UPDATE_ALL);
object_manager->tag_update(this, ObjectManager::UPDATE_ALL);
geometry_manager->tag_update(this, GeometryManager::UPDATE_ALL);
light_manager->tag_update(this, LightManager::UPDATE_ALL);
particle_system_manager->tag_update(this);
procedural_manager->tag_update();
}
void Scene::device_free()
{
free_memory(false);
}
void Scene::collect_statistics(RenderStats *stats)
{
geometry_manager->collect_statistics(this, stats);
image_manager->collect_statistics(stats);
}
void Scene::enable_update_stats()
{
if (!update_stats) {
update_stats = new SceneUpdateStats();
}
}
void Scene::update_kernel_features()
{
if (!need_update()) {
return;
}
thread_scoped_lock scene_lock(mutex);
/* These features are not being tweaked as often as shaders,
* so could be done selective magic for the viewport as well. */
uint kernel_features = shader_manager->get_kernel_features(this);
bool use_motion = need_motion() == Scene::MotionType::MOTION_BLUR;
kernel_features |= KERNEL_FEATURE_PATH_TRACING;
if (params.hair_shape == CURVE_THICK) {
kernel_features |= KERNEL_FEATURE_HAIR_THICK;
}
Cycles: approximate shadow caustics using manifold next event estimation This adds support for selective rendering of caustics in shadows of refractive objects. Example uses are rendering of underwater caustics and eye caustics. This is based on "Manifold Next Event Estimation", a method developed for production rendering. The idea is to selectively enable shadow caustics on a few objects in the scene where they have a big visual impact, without impacting render performance for the rest of the scene. The Shadow Caustic option must be manually enabled on light, caustic receiver and caster objects. For such light paths, the Filter Glossy option will be ignored and replaced by sharp caustics. Currently this method has a various limitations: * Only caustics in shadows of refractive objects work, which means no caustics from reflection or caustics that outside shadows. Only up to 4 refractive caustic bounces are supported. * Caustic caster objects should have smooth normals. * Not currently support for Metal GPU rendering. In the future this method may be extended for more general caustics. TECHNICAL DETAILS This code adds manifold next event estimation through refractive surface(s) as a new sampling technique for direct lighting, i.e. finding the point on the refractive surface(s) along the path to a light sample, which satisfies Fermat's principle for a given microfacet normal and the path's end points. This technique involves walking on the "specular manifold" using a pseudo newton solver. Such a manifold is defined by the specular constraint matrix from the manifold exploration framework [2]. For each refractive interface, this constraint is defined by enforcing that the generalized half-vector projection onto the interface local tangent plane is null. The newton solver guides the walk by linearizing the manifold locally before reprojecting the linear solution onto the refractive surface. See paper [1] for more details about the technique itself and [3] for the half-vector light transport formulation, from which it is derived. [1] Manifold Next Event Estimation Johannes Hanika, Marc Droske, and Luca Fascione. 2015. Comput. Graph. Forum 34, 4 (July 2015), 87–97. https://jo.dreggn.org/home/2015_mnee.pdf [2] Manifold exploration: a Markov Chain Monte Carlo technique for rendering scenes with difficult specular transport Wenzel Jakob and Steve Marschner. 2012. ACM Trans. Graph. 31, 4, Article 58 (July 2012), 13 pages. https://www.cs.cornell.edu/projects/manifolds-sg12/ [3] The Natural-Constraint Representation of the Path Space for Efficient Light Transport Simulation. Anton S. Kaplanyan, Johannes Hanika, and Carsten Dachsbacher. 2014. ACM Trans. Graph. 33, 4, Article 102 (July 2014), 13 pages. https://cg.ivd.kit.edu/english/HSLT.php The code for this samping technique was inserted at the light sampling stage (direct lighting). If the walk is successful, it turns off path regularization using a specialized flag in the path state (PATH_MNEE_SUCCESS). This flag tells the integrator not to blur the brdf roughness further down the path (in a child ray created from BSDF sampling). In addition, using a cascading mechanism of flag values, we cull connections to caustic lights for this and children rays, which should be resolved through MNEE. This mechanism also cancels the MIS bsdf counter part at the casutic receiver depth, in essence leaving MNEE as the only sampling technique from receivers through refractive casters to caustic lights. This choice might not be optimal when the light gets large wrt to the receiver, though this is usually not when you want to use MNEE. This connection culling strategy removes a fair amount of fireflies, at the cost of introducing a slight bias. Because of the selective nature of the culling mechanism, reflective caustics still benefit from the native path regularization, which further removes fireflies on other surfaces (bouncing light off casters). Differential Revision: https://developer.blender.org/D13533
2022-04-01 15:44:24 +02:00
2022-06-30 04:14:22 +02:00
/* Figure out whether the scene will use shader ray-trace we need at least
Cycles: approximate shadow caustics using manifold next event estimation This adds support for selective rendering of caustics in shadows of refractive objects. Example uses are rendering of underwater caustics and eye caustics. This is based on "Manifold Next Event Estimation", a method developed for production rendering. The idea is to selectively enable shadow caustics on a few objects in the scene where they have a big visual impact, without impacting render performance for the rest of the scene. The Shadow Caustic option must be manually enabled on light, caustic receiver and caster objects. For such light paths, the Filter Glossy option will be ignored and replaced by sharp caustics. Currently this method has a various limitations: * Only caustics in shadows of refractive objects work, which means no caustics from reflection or caustics that outside shadows. Only up to 4 refractive caustic bounces are supported. * Caustic caster objects should have smooth normals. * Not currently support for Metal GPU rendering. In the future this method may be extended for more general caustics. TECHNICAL DETAILS This code adds manifold next event estimation through refractive surface(s) as a new sampling technique for direct lighting, i.e. finding the point on the refractive surface(s) along the path to a light sample, which satisfies Fermat's principle for a given microfacet normal and the path's end points. This technique involves walking on the "specular manifold" using a pseudo newton solver. Such a manifold is defined by the specular constraint matrix from the manifold exploration framework [2]. For each refractive interface, this constraint is defined by enforcing that the generalized half-vector projection onto the interface local tangent plane is null. The newton solver guides the walk by linearizing the manifold locally before reprojecting the linear solution onto the refractive surface. See paper [1] for more details about the technique itself and [3] for the half-vector light transport formulation, from which it is derived. [1] Manifold Next Event Estimation Johannes Hanika, Marc Droske, and Luca Fascione. 2015. Comput. Graph. Forum 34, 4 (July 2015), 87–97. https://jo.dreggn.org/home/2015_mnee.pdf [2] Manifold exploration: a Markov Chain Monte Carlo technique for rendering scenes with difficult specular transport Wenzel Jakob and Steve Marschner. 2012. ACM Trans. Graph. 31, 4, Article 58 (July 2012), 13 pages. https://www.cs.cornell.edu/projects/manifolds-sg12/ [3] The Natural-Constraint Representation of the Path Space for Efficient Light Transport Simulation. Anton S. Kaplanyan, Johannes Hanika, and Carsten Dachsbacher. 2014. ACM Trans. Graph. 33, 4, Article 102 (July 2014), 13 pages. https://cg.ivd.kit.edu/english/HSLT.php The code for this samping technique was inserted at the light sampling stage (direct lighting). If the walk is successful, it turns off path regularization using a specialized flag in the path state (PATH_MNEE_SUCCESS). This flag tells the integrator not to blur the brdf roughness further down the path (in a child ray created from BSDF sampling). In addition, using a cascading mechanism of flag values, we cull connections to caustic lights for this and children rays, which should be resolved through MNEE. This mechanism also cancels the MIS bsdf counter part at the casutic receiver depth, in essence leaving MNEE as the only sampling technique from receivers through refractive casters to caustic lights. This choice might not be optimal when the light gets large wrt to the receiver, though this is usually not when you want to use MNEE. This connection culling strategy removes a fair amount of fireflies, at the cost of introducing a slight bias. Because of the selective nature of the culling mechanism, reflective caustics still benefit from the native path regularization, which further removes fireflies on other surfaces (bouncing light off casters). Differential Revision: https://developer.blender.org/D13533
2022-04-01 15:44:24 +02:00
* one caustic light, one caustic caster and one caustic receiver to use
2022-06-30 04:14:22 +02:00
* and enable the MNEE code path. */
Cycles: approximate shadow caustics using manifold next event estimation This adds support for selective rendering of caustics in shadows of refractive objects. Example uses are rendering of underwater caustics and eye caustics. This is based on "Manifold Next Event Estimation", a method developed for production rendering. The idea is to selectively enable shadow caustics on a few objects in the scene where they have a big visual impact, without impacting render performance for the rest of the scene. The Shadow Caustic option must be manually enabled on light, caustic receiver and caster objects. For such light paths, the Filter Glossy option will be ignored and replaced by sharp caustics. Currently this method has a various limitations: * Only caustics in shadows of refractive objects work, which means no caustics from reflection or caustics that outside shadows. Only up to 4 refractive caustic bounces are supported. * Caustic caster objects should have smooth normals. * Not currently support for Metal GPU rendering. In the future this method may be extended for more general caustics. TECHNICAL DETAILS This code adds manifold next event estimation through refractive surface(s) as a new sampling technique for direct lighting, i.e. finding the point on the refractive surface(s) along the path to a light sample, which satisfies Fermat's principle for a given microfacet normal and the path's end points. This technique involves walking on the "specular manifold" using a pseudo newton solver. Such a manifold is defined by the specular constraint matrix from the manifold exploration framework [2]. For each refractive interface, this constraint is defined by enforcing that the generalized half-vector projection onto the interface local tangent plane is null. The newton solver guides the walk by linearizing the manifold locally before reprojecting the linear solution onto the refractive surface. See paper [1] for more details about the technique itself and [3] for the half-vector light transport formulation, from which it is derived. [1] Manifold Next Event Estimation Johannes Hanika, Marc Droske, and Luca Fascione. 2015. Comput. Graph. Forum 34, 4 (July 2015), 87–97. https://jo.dreggn.org/home/2015_mnee.pdf [2] Manifold exploration: a Markov Chain Monte Carlo technique for rendering scenes with difficult specular transport Wenzel Jakob and Steve Marschner. 2012. ACM Trans. Graph. 31, 4, Article 58 (July 2012), 13 pages. https://www.cs.cornell.edu/projects/manifolds-sg12/ [3] The Natural-Constraint Representation of the Path Space for Efficient Light Transport Simulation. Anton S. Kaplanyan, Johannes Hanika, and Carsten Dachsbacher. 2014. ACM Trans. Graph. 33, 4, Article 102 (July 2014), 13 pages. https://cg.ivd.kit.edu/english/HSLT.php The code for this samping technique was inserted at the light sampling stage (direct lighting). If the walk is successful, it turns off path regularization using a specialized flag in the path state (PATH_MNEE_SUCCESS). This flag tells the integrator not to blur the brdf roughness further down the path (in a child ray created from BSDF sampling). In addition, using a cascading mechanism of flag values, we cull connections to caustic lights for this and children rays, which should be resolved through MNEE. This mechanism also cancels the MIS bsdf counter part at the casutic receiver depth, in essence leaving MNEE as the only sampling technique from receivers through refractive casters to caustic lights. This choice might not be optimal when the light gets large wrt to the receiver, though this is usually not when you want to use MNEE. This connection culling strategy removes a fair amount of fireflies, at the cost of introducing a slight bias. Because of the selective nature of the culling mechanism, reflective caustics still benefit from the native path regularization, which further removes fireflies on other surfaces (bouncing light off casters). Differential Revision: https://developer.blender.org/D13533
2022-04-01 15:44:24 +02:00
bool has_caustics_receiver = false;
bool has_caustics_caster = false;
bool has_caustics_light = false;
foreach (Object *object, objects) {
Cycles: approximate shadow caustics using manifold next event estimation This adds support for selective rendering of caustics in shadows of refractive objects. Example uses are rendering of underwater caustics and eye caustics. This is based on "Manifold Next Event Estimation", a method developed for production rendering. The idea is to selectively enable shadow caustics on a few objects in the scene where they have a big visual impact, without impacting render performance for the rest of the scene. The Shadow Caustic option must be manually enabled on light, caustic receiver and caster objects. For such light paths, the Filter Glossy option will be ignored and replaced by sharp caustics. Currently this method has a various limitations: * Only caustics in shadows of refractive objects work, which means no caustics from reflection or caustics that outside shadows. Only up to 4 refractive caustic bounces are supported. * Caustic caster objects should have smooth normals. * Not currently support for Metal GPU rendering. In the future this method may be extended for more general caustics. TECHNICAL DETAILS This code adds manifold next event estimation through refractive surface(s) as a new sampling technique for direct lighting, i.e. finding the point on the refractive surface(s) along the path to a light sample, which satisfies Fermat's principle for a given microfacet normal and the path's end points. This technique involves walking on the "specular manifold" using a pseudo newton solver. Such a manifold is defined by the specular constraint matrix from the manifold exploration framework [2]. For each refractive interface, this constraint is defined by enforcing that the generalized half-vector projection onto the interface local tangent plane is null. The newton solver guides the walk by linearizing the manifold locally before reprojecting the linear solution onto the refractive surface. See paper [1] for more details about the technique itself and [3] for the half-vector light transport formulation, from which it is derived. [1] Manifold Next Event Estimation Johannes Hanika, Marc Droske, and Luca Fascione. 2015. Comput. Graph. Forum 34, 4 (July 2015), 87–97. https://jo.dreggn.org/home/2015_mnee.pdf [2] Manifold exploration: a Markov Chain Monte Carlo technique for rendering scenes with difficult specular transport Wenzel Jakob and Steve Marschner. 2012. ACM Trans. Graph. 31, 4, Article 58 (July 2012), 13 pages. https://www.cs.cornell.edu/projects/manifolds-sg12/ [3] The Natural-Constraint Representation of the Path Space for Efficient Light Transport Simulation. Anton S. Kaplanyan, Johannes Hanika, and Carsten Dachsbacher. 2014. ACM Trans. Graph. 33, 4, Article 102 (July 2014), 13 pages. https://cg.ivd.kit.edu/english/HSLT.php The code for this samping technique was inserted at the light sampling stage (direct lighting). If the walk is successful, it turns off path regularization using a specialized flag in the path state (PATH_MNEE_SUCCESS). This flag tells the integrator not to blur the brdf roughness further down the path (in a child ray created from BSDF sampling). In addition, using a cascading mechanism of flag values, we cull connections to caustic lights for this and children rays, which should be resolved through MNEE. This mechanism also cancels the MIS bsdf counter part at the casutic receiver depth, in essence leaving MNEE as the only sampling technique from receivers through refractive casters to caustic lights. This choice might not be optimal when the light gets large wrt to the receiver, though this is usually not when you want to use MNEE. This connection culling strategy removes a fair amount of fireflies, at the cost of introducing a slight bias. Because of the selective nature of the culling mechanism, reflective caustics still benefit from the native path regularization, which further removes fireflies on other surfaces (bouncing light off casters). Differential Revision: https://developer.blender.org/D13533
2022-04-01 15:44:24 +02:00
if (object->get_is_caustics_caster()) {
has_caustics_caster = true;
}
else if (object->get_is_caustics_receiver()) {
has_caustics_receiver = true;
}
Geometry *geom = object->get_geometry();
if (use_motion) {
if (object->use_motion() || geom->get_use_motion_blur()) {
kernel_features |= KERNEL_FEATURE_OBJECT_MOTION;
}
}
if (object->get_is_shadow_catcher()) {
kernel_features |= KERNEL_FEATURE_SHADOW_CATCHER;
}
if (geom->is_mesh()) {
#ifdef WITH_OPENSUBDIV
Mesh *mesh = static_cast<Mesh *>(geom);
if (mesh->get_subdivision_type() != Mesh::SUBDIVISION_NONE) {
kernel_features |= KERNEL_FEATURE_PATCH_EVALUATION;
}
#endif
}
else if (geom->is_hair()) {
kernel_features |= KERNEL_FEATURE_HAIR;
}
else if (geom->is_pointcloud()) {
kernel_features |= KERNEL_FEATURE_POINTCLOUD;
}
if (object->has_light_linking()) {
kernel_features |= KERNEL_FEATURE_LIGHT_LINKING;
}
if (object->has_shadow_linking()) {
kernel_features |= KERNEL_FEATURE_SHADOW_LINKING;
}
}
Cycles: approximate shadow caustics using manifold next event estimation This adds support for selective rendering of caustics in shadows of refractive objects. Example uses are rendering of underwater caustics and eye caustics. This is based on "Manifold Next Event Estimation", a method developed for production rendering. The idea is to selectively enable shadow caustics on a few objects in the scene where they have a big visual impact, without impacting render performance for the rest of the scene. The Shadow Caustic option must be manually enabled on light, caustic receiver and caster objects. For such light paths, the Filter Glossy option will be ignored and replaced by sharp caustics. Currently this method has a various limitations: * Only caustics in shadows of refractive objects work, which means no caustics from reflection or caustics that outside shadows. Only up to 4 refractive caustic bounces are supported. * Caustic caster objects should have smooth normals. * Not currently support for Metal GPU rendering. In the future this method may be extended for more general caustics. TECHNICAL DETAILS This code adds manifold next event estimation through refractive surface(s) as a new sampling technique for direct lighting, i.e. finding the point on the refractive surface(s) along the path to a light sample, which satisfies Fermat's principle for a given microfacet normal and the path's end points. This technique involves walking on the "specular manifold" using a pseudo newton solver. Such a manifold is defined by the specular constraint matrix from the manifold exploration framework [2]. For each refractive interface, this constraint is defined by enforcing that the generalized half-vector projection onto the interface local tangent plane is null. The newton solver guides the walk by linearizing the manifold locally before reprojecting the linear solution onto the refractive surface. See paper [1] for more details about the technique itself and [3] for the half-vector light transport formulation, from which it is derived. [1] Manifold Next Event Estimation Johannes Hanika, Marc Droske, and Luca Fascione. 2015. Comput. Graph. Forum 34, 4 (July 2015), 87–97. https://jo.dreggn.org/home/2015_mnee.pdf [2] Manifold exploration: a Markov Chain Monte Carlo technique for rendering scenes with difficult specular transport Wenzel Jakob and Steve Marschner. 2012. ACM Trans. Graph. 31, 4, Article 58 (July 2012), 13 pages. https://www.cs.cornell.edu/projects/manifolds-sg12/ [3] The Natural-Constraint Representation of the Path Space for Efficient Light Transport Simulation. Anton S. Kaplanyan, Johannes Hanika, and Carsten Dachsbacher. 2014. ACM Trans. Graph. 33, 4, Article 102 (July 2014), 13 pages. https://cg.ivd.kit.edu/english/HSLT.php The code for this samping technique was inserted at the light sampling stage (direct lighting). If the walk is successful, it turns off path regularization using a specialized flag in the path state (PATH_MNEE_SUCCESS). This flag tells the integrator not to blur the brdf roughness further down the path (in a child ray created from BSDF sampling). In addition, using a cascading mechanism of flag values, we cull connections to caustic lights for this and children rays, which should be resolved through MNEE. This mechanism also cancels the MIS bsdf counter part at the casutic receiver depth, in essence leaving MNEE as the only sampling technique from receivers through refractive casters to caustic lights. This choice might not be optimal when the light gets large wrt to the receiver, though this is usually not when you want to use MNEE. This connection culling strategy removes a fair amount of fireflies, at the cost of introducing a slight bias. Because of the selective nature of the culling mechanism, reflective caustics still benefit from the native path regularization, which further removes fireflies on other surfaces (bouncing light off casters). Differential Revision: https://developer.blender.org/D13533
2022-04-01 15:44:24 +02:00
foreach (Light *light, lights) {
if (light->get_use_caustics()) {
has_caustics_light = true;
}
if (light->has_light_linking()) {
kernel_features |= KERNEL_FEATURE_LIGHT_LINKING;
}
if (light->has_shadow_linking()) {
kernel_features |= KERNEL_FEATURE_SHADOW_LINKING;
}
Cycles: approximate shadow caustics using manifold next event estimation This adds support for selective rendering of caustics in shadows of refractive objects. Example uses are rendering of underwater caustics and eye caustics. This is based on "Manifold Next Event Estimation", a method developed for production rendering. The idea is to selectively enable shadow caustics on a few objects in the scene where they have a big visual impact, without impacting render performance for the rest of the scene. The Shadow Caustic option must be manually enabled on light, caustic receiver and caster objects. For such light paths, the Filter Glossy option will be ignored and replaced by sharp caustics. Currently this method has a various limitations: * Only caustics in shadows of refractive objects work, which means no caustics from reflection or caustics that outside shadows. Only up to 4 refractive caustic bounces are supported. * Caustic caster objects should have smooth normals. * Not currently support for Metal GPU rendering. In the future this method may be extended for more general caustics. TECHNICAL DETAILS This code adds manifold next event estimation through refractive surface(s) as a new sampling technique for direct lighting, i.e. finding the point on the refractive surface(s) along the path to a light sample, which satisfies Fermat's principle for a given microfacet normal and the path's end points. This technique involves walking on the "specular manifold" using a pseudo newton solver. Such a manifold is defined by the specular constraint matrix from the manifold exploration framework [2]. For each refractive interface, this constraint is defined by enforcing that the generalized half-vector projection onto the interface local tangent plane is null. The newton solver guides the walk by linearizing the manifold locally before reprojecting the linear solution onto the refractive surface. See paper [1] for more details about the technique itself and [3] for the half-vector light transport formulation, from which it is derived. [1] Manifold Next Event Estimation Johannes Hanika, Marc Droske, and Luca Fascione. 2015. Comput. Graph. Forum 34, 4 (July 2015), 87–97. https://jo.dreggn.org/home/2015_mnee.pdf [2] Manifold exploration: a Markov Chain Monte Carlo technique for rendering scenes with difficult specular transport Wenzel Jakob and Steve Marschner. 2012. ACM Trans. Graph. 31, 4, Article 58 (July 2012), 13 pages. https://www.cs.cornell.edu/projects/manifolds-sg12/ [3] The Natural-Constraint Representation of the Path Space for Efficient Light Transport Simulation. Anton S. Kaplanyan, Johannes Hanika, and Carsten Dachsbacher. 2014. ACM Trans. Graph. 33, 4, Article 102 (July 2014), 13 pages. https://cg.ivd.kit.edu/english/HSLT.php The code for this samping technique was inserted at the light sampling stage (direct lighting). If the walk is successful, it turns off path regularization using a specialized flag in the path state (PATH_MNEE_SUCCESS). This flag tells the integrator not to blur the brdf roughness further down the path (in a child ray created from BSDF sampling). In addition, using a cascading mechanism of flag values, we cull connections to caustic lights for this and children rays, which should be resolved through MNEE. This mechanism also cancels the MIS bsdf counter part at the casutic receiver depth, in essence leaving MNEE as the only sampling technique from receivers through refractive casters to caustic lights. This choice might not be optimal when the light gets large wrt to the receiver, though this is usually not when you want to use MNEE. This connection culling strategy removes a fair amount of fireflies, at the cost of introducing a slight bias. Because of the selective nature of the culling mechanism, reflective caustics still benefit from the native path regularization, which further removes fireflies on other surfaces (bouncing light off casters). Differential Revision: https://developer.blender.org/D13533
2022-04-01 15:44:24 +02:00
}
dscene.data.integrator.use_caustics = false;
if (has_caustics_caster && has_caustics_receiver && has_caustics_light) {
dscene.data.integrator.use_caustics = true;
kernel_features |= KERNEL_FEATURE_MNEE;
Cycles: approximate shadow caustics using manifold next event estimation This adds support for selective rendering of caustics in shadows of refractive objects. Example uses are rendering of underwater caustics and eye caustics. This is based on "Manifold Next Event Estimation", a method developed for production rendering. The idea is to selectively enable shadow caustics on a few objects in the scene where they have a big visual impact, without impacting render performance for the rest of the scene. The Shadow Caustic option must be manually enabled on light, caustic receiver and caster objects. For such light paths, the Filter Glossy option will be ignored and replaced by sharp caustics. Currently this method has a various limitations: * Only caustics in shadows of refractive objects work, which means no caustics from reflection or caustics that outside shadows. Only up to 4 refractive caustic bounces are supported. * Caustic caster objects should have smooth normals. * Not currently support for Metal GPU rendering. In the future this method may be extended for more general caustics. TECHNICAL DETAILS This code adds manifold next event estimation through refractive surface(s) as a new sampling technique for direct lighting, i.e. finding the point on the refractive surface(s) along the path to a light sample, which satisfies Fermat's principle for a given microfacet normal and the path's end points. This technique involves walking on the "specular manifold" using a pseudo newton solver. Such a manifold is defined by the specular constraint matrix from the manifold exploration framework [2]. For each refractive interface, this constraint is defined by enforcing that the generalized half-vector projection onto the interface local tangent plane is null. The newton solver guides the walk by linearizing the manifold locally before reprojecting the linear solution onto the refractive surface. See paper [1] for more details about the technique itself and [3] for the half-vector light transport formulation, from which it is derived. [1] Manifold Next Event Estimation Johannes Hanika, Marc Droske, and Luca Fascione. 2015. Comput. Graph. Forum 34, 4 (July 2015), 87–97. https://jo.dreggn.org/home/2015_mnee.pdf [2] Manifold exploration: a Markov Chain Monte Carlo technique for rendering scenes with difficult specular transport Wenzel Jakob and Steve Marschner. 2012. ACM Trans. Graph. 31, 4, Article 58 (July 2012), 13 pages. https://www.cs.cornell.edu/projects/manifolds-sg12/ [3] The Natural-Constraint Representation of the Path Space for Efficient Light Transport Simulation. Anton S. Kaplanyan, Johannes Hanika, and Carsten Dachsbacher. 2014. ACM Trans. Graph. 33, 4, Article 102 (July 2014), 13 pages. https://cg.ivd.kit.edu/english/HSLT.php The code for this samping technique was inserted at the light sampling stage (direct lighting). If the walk is successful, it turns off path regularization using a specialized flag in the path state (PATH_MNEE_SUCCESS). This flag tells the integrator not to blur the brdf roughness further down the path (in a child ray created from BSDF sampling). In addition, using a cascading mechanism of flag values, we cull connections to caustic lights for this and children rays, which should be resolved through MNEE. This mechanism also cancels the MIS bsdf counter part at the casutic receiver depth, in essence leaving MNEE as the only sampling technique from receivers through refractive casters to caustic lights. This choice might not be optimal when the light gets large wrt to the receiver, though this is usually not when you want to use MNEE. This connection culling strategy removes a fair amount of fireflies, at the cost of introducing a slight bias. Because of the selective nature of the culling mechanism, reflective caustics still benefit from the native path regularization, which further removes fireflies on other surfaces (bouncing light off casters). Differential Revision: https://developer.blender.org/D13533
2022-04-01 15:44:24 +02:00
}
if (integrator->get_guiding_params(device).use) {
kernel_features |= KERNEL_FEATURE_PATH_GUIDING;
}
if (bake_manager->get_baking()) {
kernel_features |= KERNEL_FEATURE_BAKING;
}
kernel_features |= film->get_kernel_features(this);
2021-10-26 15:30:12 +02:00
kernel_features |= integrator->get_kernel_features();
dscene.data.kernel_features = kernel_features;
/* Currently viewport render is faster with higher max_closures, needs investigating. */
const uint max_closures = (params.background) ? get_max_closure_count() : MAX_CLOSURE;
dscene.data.max_closures = max_closures;
dscene.data.max_shaders = shaders.size();
}
bool Scene::update(Progress &progress)
{
if (!need_update()) {
return false;
}
/* Upload scene data to the GPU. */
progress.set_status("Updating Scene");
MEM_GUARDED_CALL(&progress, device_update, device, progress);
return true;
}
static void log_kernel_features(const uint features)
{
VLOG_INFO << "Requested features:\n";
VLOG_INFO << "Use BSDF " << string_from_bool(features & KERNEL_FEATURE_NODE_BSDF) << "\n";
VLOG_INFO << "Use Emission " << string_from_bool(features & KERNEL_FEATURE_NODE_EMISSION)
<< "\n";
VLOG_INFO << "Use Volume " << string_from_bool(features & KERNEL_FEATURE_NODE_VOLUME) << "\n";
VLOG_INFO << "Use Bump " << string_from_bool(features & KERNEL_FEATURE_NODE_BUMP) << "\n";
VLOG_INFO << "Use Voronoi " << string_from_bool(features & KERNEL_FEATURE_NODE_VORONOI_EXTRA)
<< "\n";
VLOG_INFO << "Use Shader Raytrace " << string_from_bool(features & KERNEL_FEATURE_NODE_RAYTRACE)
<< "\n";
VLOG_INFO << "Use MNEE " << string_from_bool(features & KERNEL_FEATURE_MNEE) << "\n";
VLOG_INFO << "Use Transparent " << string_from_bool(features & KERNEL_FEATURE_TRANSPARENT)
<< "\n";
VLOG_INFO << "Use Denoising " << string_from_bool(features & KERNEL_FEATURE_DENOISING) << "\n";
VLOG_INFO << "Use Path Tracing " << string_from_bool(features & KERNEL_FEATURE_PATH_TRACING)
<< "\n";
VLOG_INFO << "Use Hair " << string_from_bool(features & KERNEL_FEATURE_HAIR) << "\n";
VLOG_INFO << "Use Pointclouds " << string_from_bool(features & KERNEL_FEATURE_POINTCLOUD)
<< "\n";
VLOG_INFO << "Use Object Motion " << string_from_bool(features & KERNEL_FEATURE_OBJECT_MOTION)
<< "\n";
VLOG_INFO << "Use Baking " << string_from_bool(features & KERNEL_FEATURE_BAKING) << "\n";
VLOG_INFO << "Use Subsurface " << string_from_bool(features & KERNEL_FEATURE_SUBSURFACE) << "\n";
VLOG_INFO << "Use Volume " << string_from_bool(features & KERNEL_FEATURE_VOLUME) << "\n";
VLOG_INFO << "Use Patch Evaluation "
<< string_from_bool(features & KERNEL_FEATURE_PATCH_EVALUATION) << "\n";
VLOG_INFO << "Use Shadow Catcher " << string_from_bool(features & KERNEL_FEATURE_SHADOW_CATCHER)
<< "\n";
}
bool Scene::load_kernels(Progress &progress)
{
update_kernel_features();
const uint kernel_features = dscene.data.kernel_features;
if (!kernels_loaded || loaded_kernel_features != kernel_features) {
progress.set_status("Loading render kernels (may take a few minutes the first time)");
scoped_timer timer;
log_kernel_features(kernel_features);
if (!device->load_kernels(kernel_features)) {
string message = device->error_message();
if (message.empty()) {
message = "Failed loading render kernel, see console for errors";
}
progress.set_error(message);
progress.set_status(message);
progress.set_update();
return false;
}
kernels_loaded = true;
loaded_kernel_features = kernel_features;
return true;
}
return false;
}
int Scene::get_max_closure_count()
{
if (shader_manager->use_osl()) {
/* OSL always needs the maximum as we can't predict the
* number of closures a shader might generate. */
return MAX_CLOSURE;
}
int max_closures = 0;
for (int i = 0; i < shaders.size(); i++) {
Shader *shader = shaders[i];
if (shader->reference_count()) {
int num_closures = shader->graph->get_num_closures();
max_closures = max(max_closures, num_closures);
}
}
max_closure_global = max(max_closure_global, max_closures);
if (max_closure_global > MAX_CLOSURE) {
/* This is usually harmless as more complex shader tend to get many
* closures discarded due to mixing or low weights. We need to limit
* to MAX_CLOSURE as this is hardcoded in CPU/mega kernels, and it
* avoids excessive memory usage for split kernels. */
VLOG_WARNING << "Maximum number of closures exceeded: " << max_closure_global << " > "
<< MAX_CLOSURE;
max_closure_global = MAX_CLOSURE;
}
return max_closure_global;
}
int Scene::get_volume_stack_size() const
{
int volume_stack_size = 0;
/* Space for background volume and terminator.
* Don't do optional here because camera ray initialization expects that there is space for
* at least those elements (avoiding extra condition to check if there is actual volume or not).
*/
volume_stack_size += 2;
/* Quick non-expensive check. Can over-estimate maximum possible nested level, but does not
* require expensive calculation during pre-processing. */
bool has_volume_object = false;
for (const Object *object : objects) {
if (!object->get_geometry()->has_volume) {
continue;
}
if (object->intersects_volume) {
/* Object intersects another volume, assume it's possible to go deeper in the stack. */
/* TODO(sergey): This might count nesting twice (A intersects B and B intersects A), but
2021-10-25 13:25:50 +02:00
* can't think of a computationally cheap algorithm. Dividing my 2 doesn't work because of
* Venn diagram example with 3 circles. */
++volume_stack_size;
}
else if (!has_volume_object) {
/* Allocate space for at least one volume object. */
++volume_stack_size;
}
has_volume_object = true;
if (volume_stack_size == MAX_VOLUME_STACK_SIZE) {
break;
}
}
volume_stack_size = min(volume_stack_size, MAX_VOLUME_STACK_SIZE);
VLOG_WORK << "Detected required volume stack size " << volume_stack_size;
return volume_stack_size;
}
bool Scene::has_shadow_catcher()
{
if (shadow_catcher_modified_) {
has_shadow_catcher_ = false;
for (Object *object : objects) {
if (object->get_is_shadow_catcher()) {
has_shadow_catcher_ = true;
break;
}
}
shadow_catcher_modified_ = false;
}
return has_shadow_catcher_;
}
void Scene::tag_shadow_catcher_modified()
{
shadow_catcher_modified_ = true;
}
template<> Light *Scene::create_node<Light>()
{
Light *node = new Light();
node->set_owner(this);
lights.push_back(node);
light_manager->tag_update(this, LightManager::LIGHT_ADDED);
return node;
}
template<> Mesh *Scene::create_node<Mesh>()
{
Mesh *node = new Mesh();
node->set_owner(this);
geometry.push_back(node);
geometry_manager->tag_update(this, GeometryManager::MESH_ADDED);
return node;
}
template<> Hair *Scene::create_node<Hair>()
{
Hair *node = new Hair();
node->set_owner(this);
geometry.push_back(node);
geometry_manager->tag_update(this, GeometryManager::HAIR_ADDED);
return node;
}
template<> Volume *Scene::create_node<Volume>()
{
Volume *node = new Volume();
node->set_owner(this);
geometry.push_back(node);
geometry_manager->tag_update(this, GeometryManager::MESH_ADDED);
return node;
}
template<> PointCloud *Scene::create_node<PointCloud>()
{
PointCloud *node = new PointCloud();
node->set_owner(this);
geometry.push_back(node);
geometry_manager->tag_update(this, GeometryManager::POINT_ADDED);
return node;
}
template<> Object *Scene::create_node<Object>()
{
Object *node = new Object();
node->set_owner(this);
objects.push_back(node);
object_manager->tag_update(this, ObjectManager::OBJECT_ADDED);
return node;
}
template<> ParticleSystem *Scene::create_node<ParticleSystem>()
{
ParticleSystem *node = new ParticleSystem();
node->set_owner(this);
particle_systems.push_back(node);
particle_system_manager->tag_update(this);
return node;
}
template<> Shader *Scene::create_node<Shader>()
{
Shader *node = new Shader();
node->set_owner(this);
shaders.push_back(node);
shader_manager->tag_update(this, ShaderManager::SHADER_ADDED);
return node;
}
template<> AlembicProcedural *Scene::create_node<AlembicProcedural>()
{
#ifdef WITH_ALEMBIC
AlembicProcedural *node = new AlembicProcedural();
node->set_owner(this);
procedurals.push_back(node);
procedural_manager->tag_update();
return node;
#else
return nullptr;
#endif
}
template<> Pass *Scene::create_node<Pass>()
{
Pass *node = new Pass();
node->set_owner(this);
passes.push_back(node);
film->tag_modified();
return node;
}
template<typename T> void delete_node_from_array(vector<T> &nodes, T node)
{
for (size_t i = 0; i < nodes.size(); ++i) {
if (nodes[i] == node) {
std::swap(nodes[i], nodes[nodes.size() - 1]);
break;
}
}
nodes.resize(nodes.size() - 1);
delete node;
}
template<> void Scene::delete_node_impl(Light *node)
{
delete_node_from_array(lights, node);
light_manager->tag_update(this, LightManager::LIGHT_REMOVED);
}
template<> void Scene::delete_node_impl(Mesh *node)
{
delete_node_from_array(geometry, static_cast<Geometry *>(node));
geometry_manager->tag_update(this, GeometryManager::MESH_REMOVED);
}
template<> void Scene::delete_node_impl(Hair *node)
{
delete_node_from_array(geometry, static_cast<Geometry *>(node));
geometry_manager->tag_update(this, GeometryManager::HAIR_REMOVED);
}
template<> void Scene::delete_node_impl(Volume *node)
{
delete_node_from_array(geometry, static_cast<Geometry *>(node));
geometry_manager->tag_update(this, GeometryManager::MESH_REMOVED);
}
template<> void Scene::delete_node_impl(PointCloud *node)
{
delete_node_from_array(geometry, static_cast<Geometry *>(node));
geometry_manager->tag_update(this, GeometryManager::POINT_REMOVED);
}
template<> void Scene::delete_node_impl(Geometry *node)
{
uint flag;
if (node->is_hair()) {
flag = GeometryManager::HAIR_REMOVED;
}
else {
flag = GeometryManager::MESH_REMOVED;
}
delete_node_from_array(geometry, node);
geometry_manager->tag_update(this, flag);
}
template<> void Scene::delete_node_impl(Object *node)
{
delete_node_from_array(objects, node);
object_manager->tag_update(this, ObjectManager::OBJECT_REMOVED);
}
template<> void Scene::delete_node_impl(ParticleSystem *node)
{
delete_node_from_array(particle_systems, node);
particle_system_manager->tag_update(this);
}
template<> void Scene::delete_node_impl(Shader *shader)
{
/* don't delete unused shaders, not supported */
shader->clear_reference_count();
}
template<> void Scene::delete_node_impl(Procedural *node)
{
delete_node_from_array(procedurals, node);
procedural_manager->tag_update();
}
template<> void Scene::delete_node_impl(AlembicProcedural *node)
{
#ifdef WITH_ALEMBIC
delete_node_impl(static_cast<Procedural *>(node));
#else
(void)node;
#endif
}
template<> void Scene::delete_node_impl(Pass *node)
{
delete_node_from_array(passes, node);
film->tag_modified();
}
template<typename T>
static void remove_nodes_in_set(const set<T *> &nodes_set,
vector<T *> &nodes_array,
const NodeOwner *owner)
{
size_t new_size = nodes_array.size();
for (size_t i = 0; i < new_size; ++i) {
T *node = nodes_array[i];
if (nodes_set.find(node) != nodes_set.end()) {
std::swap(nodes_array[i], nodes_array[new_size - 1]);
assert(node->get_owner() == owner);
delete node;
i -= 1;
new_size -= 1;
}
}
nodes_array.resize(new_size);
(void)owner;
}
template<> void Scene::delete_nodes(const set<Light *> &nodes, const NodeOwner *owner)
{
remove_nodes_in_set(nodes, lights, owner);
light_manager->tag_update(this, LightManager::LIGHT_REMOVED);
}
template<> void Scene::delete_nodes(const set<Geometry *> &nodes, const NodeOwner *owner)
{
remove_nodes_in_set(nodes, geometry, owner);
geometry_manager->tag_update(this, GeometryManager::GEOMETRY_REMOVED);
}
template<> void Scene::delete_nodes(const set<Object *> &nodes, const NodeOwner *owner)
{
remove_nodes_in_set(nodes, objects, owner);
object_manager->tag_update(this, ObjectManager::OBJECT_REMOVED);
}
template<> void Scene::delete_nodes(const set<ParticleSystem *> &nodes, const NodeOwner *owner)
{
remove_nodes_in_set(nodes, particle_systems, owner);
particle_system_manager->tag_update(this);
}
template<> void Scene::delete_nodes(const set<Shader *> &nodes, const NodeOwner * /*owner*/)
{
/* don't delete unused shaders, not supported */
for (Shader *shader : nodes) {
shader->clear_reference_count();
}
}
template<> void Scene::delete_nodes(const set<Procedural *> &nodes, const NodeOwner *owner)
{
remove_nodes_in_set(nodes, procedurals, owner);
procedural_manager->tag_update();
}
template<> void Scene::delete_nodes(const set<Pass *> &nodes, const NodeOwner *owner)
{
remove_nodes_in_set(nodes, passes, owner);
film->tag_modified();
}
CCL_NAMESPACE_END