Cycles: ambient occlusion now takes per-BSDF normals into account.
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@@ -331,12 +331,15 @@ __device float4 kernel_path_progressive(KernelGlobals *kg, RNG *rng, int sample,
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float bsdf_u = path_rng(kg, rng, sample, rng_offset + PRNG_BSDF_U);
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float bsdf_v = path_rng(kg, rng, sample, rng_offset + PRNG_BSDF_V);
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float ao_factor = kernel_data.background.ao_factor;
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float3 ao_N;
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float3 ao_bsdf = shader_bsdf_ao(kg, &sd, ao_factor, &ao_N);
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float3 ao_D;
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float ao_pdf;
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sample_cos_hemisphere(sd.N, bsdf_u, bsdf_v, &ao_D, &ao_pdf);
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sample_cos_hemisphere(ao_N, bsdf_u, bsdf_v, &ao_D, &ao_pdf);
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if(dot(sd.Ng, ao_D) > 0.0f && ao_pdf != 0.0f) {
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if(dot(sd.Ng, ao_D) > 0.0f && ao_pdf != 0.0f && average(ao_bsdf) != 0.0f) {
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Ray light_ray;
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float3 ao_shadow;
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@@ -347,11 +350,8 @@ __device float4 kernel_path_progressive(KernelGlobals *kg, RNG *rng, int sample,
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light_ray.time = sd.time;
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#endif
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if(!shadow_blocked(kg, &state, &light_ray, &ao_shadow)) {
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float3 ao_bsdf = shader_bsdf_diffuse(kg, &sd)*kernel_data.background.ao_factor;
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ao_bsdf += shader_bsdf_ao(kg, &sd);
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if(!shadow_blocked(kg, &state, &light_ray, &ao_shadow))
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path_radiance_accum_ao(&L, throughput, ao_bsdf, ao_shadow, state.bounce);
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}
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}
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}
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#endif
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@@ -509,12 +509,15 @@ __device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, int sample, Ray
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float bsdf_u = path_rng(kg, rng, sample, rng_offset + PRNG_BSDF_U);
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float bsdf_v = path_rng(kg, rng, sample, rng_offset + PRNG_BSDF_V);
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float ao_factor = kernel_data.background.ao_factor;
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float3 ao_N;
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float3 ao_bsdf = shader_bsdf_ao(kg, &sd, ao_factor, &ao_N);
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float3 ao_D;
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float ao_pdf;
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sample_cos_hemisphere(sd.N, bsdf_u, bsdf_v, &ao_D, &ao_pdf);
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sample_cos_hemisphere(ao_N, bsdf_u, bsdf_v, &ao_D, &ao_pdf);
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if(dot(sd.Ng, ao_D) > 0.0f && ao_pdf != 0.0f) {
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if(dot(sd.Ng, ao_D) > 0.0f && ao_pdf != 0.0f && average(ao_bsdf) != 0.0f) {
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Ray light_ray;
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float3 ao_shadow;
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@@ -525,11 +528,8 @@ __device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, int sample, Ray
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light_ray.time = sd.time;
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#endif
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if(!shadow_blocked(kg, &state, &light_ray, &ao_shadow)) {
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float3 ao_bsdf = shader_bsdf_diffuse(kg, &sd)*kernel_data.background.ao_factor;
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ao_bsdf += shader_bsdf_ao(kg, &sd);
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if(!shadow_blocked(kg, &state, &light_ray, &ao_shadow))
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path_radiance_accum_ao(L, throughput, ao_bsdf, ao_shadow, state.bounce);
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}
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}
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}
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#endif
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@@ -712,6 +712,8 @@ __device float4 kernel_path_non_progressive(KernelGlobals *kg, RNG *rng, int sam
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int num_samples = kernel_data.integrator.ao_samples;
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float num_samples_inv = 1.0f/num_samples;
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float ao_factor = kernel_data.background.ao_factor;
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float3 ao_N;
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float3 ao_bsdf = shader_bsdf_ao(kg, &sd, ao_factor, &ao_N);
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for(int j = 0; j < num_samples; j++) {
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/* todo: solve correlation */
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@@ -721,9 +723,9 @@ __device float4 kernel_path_non_progressive(KernelGlobals *kg, RNG *rng, int sam
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float3 ao_D;
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float ao_pdf;
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sample_cos_hemisphere(sd.N, bsdf_u, bsdf_v, &ao_D, &ao_pdf);
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sample_cos_hemisphere(ao_N, bsdf_u, bsdf_v, &ao_D, &ao_pdf);
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if(dot(sd.Ng, ao_D) > 0.0f && ao_pdf != 0.0f) {
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if(dot(sd.Ng, ao_D) > 0.0f && ao_pdf != 0.0f && average(ao_bsdf) != 0.0f) {
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Ray light_ray;
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float3 ao_shadow;
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@@ -734,11 +736,8 @@ __device float4 kernel_path_non_progressive(KernelGlobals *kg, RNG *rng, int sam
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light_ray.time = sd.time;
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#endif
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if(!shadow_blocked(kg, &state, &light_ray, &ao_shadow)) {
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float3 ao_bsdf = shader_bsdf_diffuse(kg, &sd)*ao_factor;
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ao_bsdf += shader_bsdf_ao(kg, &sd);
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if(!shadow_blocked(kg, &state, &light_ray, &ao_shadow))
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path_radiance_accum_ao(&L, throughput*num_samples_inv, ao_bsdf, ao_shadow, state.bounce);
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}
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}
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}
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}
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