Cycles: perform clamping per light contribution instead of whole path
With upcoming light group passes, for them to sum up correctly to the combined pass the clamping must be more fine grained. This also has the advantage that if one light is particularly noisy, it does not diminish the contribution from other lights which do not need as much clamping. Clamp values on existing scenes will need to be tweaked to get similar results, there is no automatic conversion possible which would give the same results as before. Implemented by Lukas, with tweaks by Brecht. Part of D4837
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@@ -104,10 +104,7 @@ ccl_device_forceinline void kernel_path_lamp_emission(KernelGlobals *kg,
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light_ray.dP = ray->dP;
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/* intersect with lamp */
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float3 emission = make_float3(0.0f, 0.0f, 0.0f);
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if (indirect_lamp_emission(kg, emission_sd, state, &light_ray, &emission))
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path_radiance_accum_emission(L, state, throughput, emission);
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indirect_lamp_emission(kg, emission_sd, state, L, &light_ray, throughput);
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}
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#endif /* __LAMP_MIS__ */
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}
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@@ -139,7 +136,7 @@ ccl_device_forceinline void kernel_path_background(KernelGlobals *kg,
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#ifdef __BACKGROUND__
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/* sample background shader */
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float3 L_background = indirect_background(kg, sd, state, buffer, ray);
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path_radiance_accum_background(L, state, throughput, L_background);
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path_radiance_accum_background(kg, L, state, throughput, L_background);
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#endif /* __BACKGROUND__ */
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}
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@@ -189,7 +186,7 @@ ccl_device_forceinline VolumeIntegrateResult kernel_path_volume(KernelGlobals *k
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/* emission */
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if (volume_segment.closure_flag & SD_EMISSION)
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path_radiance_accum_emission(L, state, *throughput, volume_segment.accum_emission);
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path_radiance_accum_emission(kg, L, state, *throughput, volume_segment.accum_emission);
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/* scattering */
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VolumeIntegrateResult result = VOLUME_PATH_ATTENUATED;
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@@ -321,7 +318,7 @@ ccl_device_forceinline bool kernel_path_shader_apply(KernelGlobals *kg,
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if (sd->flag & SD_EMISSION) {
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float3 emission = indirect_primitive_emission(
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kg, sd, sd->ray_length, state->flag, state->ray_pdf);
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path_radiance_accum_emission(L, state, throughput, emission);
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path_radiance_accum_emission(kg, L, state, throughput, emission);
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}
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#endif /* __EMISSION__ */
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@@ -369,7 +366,7 @@ ccl_device_noinline
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light_ray.dD = differential3_zero();
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if (!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &ao_shadow)) {
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path_radiance_accum_ao(L, state, throughput, ao_alpha, ao_bsdf, ao_shadow);
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path_radiance_accum_ao(kg, L, state, throughput, ao_alpha, ao_bsdf, ao_shadow);
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}
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else {
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path_radiance_accum_total_ao(L, state, throughput, ao_bsdf);
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@@ -675,7 +672,7 @@ ccl_device void kernel_path_trace(
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float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
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PathRadiance L;
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path_radiance_init(&L, kernel_data.film.use_light_pass);
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path_radiance_init(kg, &L);
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ShaderDataTinyStorage emission_sd_storage;
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ShaderData *emission_sd = AS_SHADER_DATA(&emission_sd_storage);
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