Cycles: don't count volume boundaries as transparent bounces.

This is more important now that we will have tigther volume bounds that
we hit multiple times. It also avoids some noise due to RR previously
affecting these surfaces, which shouldn't have been the case and should
eventually be fixed for transparent BSDFs as well.

For non-volume scenes I found no performance impact on NVIDIA or AMD.
For volume scenes the noise decrease and fixed artifacts are worth the
little extra render time, when there is any.
This commit is contained in:
2018-02-28 23:00:46 +01:00
parent 03d1070378
commit 7f86afec9d
8 changed files with 124 additions and 45 deletions

View File

@@ -53,39 +53,52 @@ ccl_device_inline void kernel_split_branched_indirect_light_init(KernelGlobals *
ADD_RAY_FLAG(kernel_split_state.ray_state, ray_index, RAY_BRANCHED_LIGHT_INDIRECT);
}
ccl_device void kernel_split_branched_indirect_light_end(KernelGlobals *kg, int ray_index)
ccl_device void kernel_split_branched_transparent_bounce(KernelGlobals *kg, int ray_index)
{
kernel_split_branched_path_indirect_loop_end(kg, ray_index);
ccl_global float3 *throughput = &kernel_split_state.throughput[ray_index];
ShaderData *sd = kernel_split_sd(sd, ray_index);
ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
ccl_global Ray *ray = &kernel_split_state.ray[ray_index];
/* continue in case of transparency */
*throughput *= shader_bsdf_transparency(kg, sd);
# ifdef __VOLUME__
if(!(sd->flag & SD_HAS_ONLY_VOLUME)) {
# endif
/* continue in case of transparency */
*throughput *= shader_bsdf_transparency(kg, sd);
if(is_zero(*throughput)) {
kernel_split_path_end(kg, ray_index);
return;
}
if(is_zero(*throughput)) {
kernel_split_path_end(kg, ray_index);
}
else {
/* Update Path State */
path_state_next(kg, state, LABEL_TRANSPARENT);
# ifdef __VOLUME__
}
else {
/* For volume bounding meshes we pass through without counting transparent
* bounces, only sanity check in case self intersection gets us stuck. */
state->volume_bounds_bounce++;
if (state->volume_bounds_bounce > VOLUME_BOUNDS_MAX) {
kernel_split_path_end(kg, ray_index);
return;
}
}
# endif
ray->P = ray_offset(sd->P, -sd->Ng);
ray->t -= sd->ray_length; /* clipping works through transparent */
ray->P = ray_offset(sd->P, -sd->Ng);
ray->t -= sd->ray_length; /* clipping works through transparent */
# ifdef __RAY_DIFFERENTIALS__
ray->dP = sd->dP;
ray->dD.dx = -sd->dI.dx;
ray->dD.dy = -sd->dI.dy;
ray->dP = sd->dP;
ray->dD.dx = -sd->dI.dx;
ray->dD.dy = -sd->dI.dy;
# endif /* __RAY_DIFFERENTIALS__ */
# ifdef __VOLUME__
/* enter/exit volume */
kernel_volume_stack_enter_exit(kg, sd, state->volume_stack);
/* enter/exit volume */
kernel_volume_stack_enter_exit(kg, sd, state->volume_stack);
# endif /* __VOLUME__ */
}
}
#endif /* __BRANCHED_PATH__ */
@@ -121,6 +134,13 @@ ccl_device void kernel_next_iteration_setup(KernelGlobals *kg,
ccl_global char *ray_state = kernel_split_state.ray_state;
# ifdef __VOLUME__
/* Reactivate only volume rays here, most surface work was skipped. */
if(IS_STATE(ray_state, ray_index, RAY_HAS_ONLY_VOLUME)) {
ASSIGN_RAY_STATE(ray_state, ray_index, RAY_ACTIVE);
}
# endif
bool active = IS_STATE(ray_state, ray_index, RAY_ACTIVE);
if(active) {
ccl_global float3 *throughput = &kernel_split_state.throughput[ray_index];
@@ -138,6 +158,9 @@ ccl_device void kernel_next_iteration_setup(KernelGlobals *kg,
}
#ifdef __BRANCHED_PATH__
}
else if(sd->flag & SD_HAS_ONLY_VOLUME) {
kernel_split_branched_transparent_bounce(kg, ray_index);
}
else {
kernel_split_branched_indirect_light_init(kg, ray_index);
@@ -151,7 +174,8 @@ ccl_device void kernel_next_iteration_setup(KernelGlobals *kg,
ASSIGN_RAY_STATE(ray_state, ray_index, RAY_REGENERATED);
}
else {
kernel_split_branched_indirect_light_end(kg, ray_index);
kernel_split_branched_path_indirect_loop_end(kg, ray_index);
kernel_split_branched_transparent_bounce(kg, ray_index);
}
}
#endif /* __BRANCHED_PATH__ */
@@ -196,7 +220,8 @@ ccl_device void kernel_next_iteration_setup(KernelGlobals *kg,
ASSIGN_RAY_STATE(ray_state, ray_index, RAY_REGENERATED);
}
else {
kernel_split_branched_indirect_light_end(kg, ray_index);
kernel_split_branched_path_indirect_loop_end(kg, ray_index);
kernel_split_branched_transparent_bounce(kg, ray_index);
}
}