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blender-archive/intern/cycles/kernel/integrator/subsurface_disk.h
Lukas Stockner c41601becd Fix T89037: Cycles: Backfacing node can be wrong for lights with negative scale
When rendering in the viewport (or probably on instanced objects, but I didn't
test that), emissive objects whose scale is negative give the wrong value on the
"backfacing" input when multiple sampling is enabled.

The underlying problem was a corner case in how normal transformation is handled,
which is generally a bit messy.

From what I can tell, the pattern appears to be:
- If you first transform vertices to world space and then compute the normal from
  them (as triangle light samping, MNEE and light tree do), you need to flip
  whenever the transform has negative scale regardless of whether the transform
  has been applied
- If you compute the normal in object space and then transform it to world space
  (as the regular shader_setup_from_ray path does), you only need to flip if the
  transform was already applied and was negative
- If you get the normal from a local intersection result (as bevel and SSS do),
  you only need to flip if the transform was already applied and was negative
- If you get the normal from vertex normals, you don't need to do anything since
  the host-side code does the flip for you (arguably it'd be more consistent to
  do this in the kernel as well, but meh, not worth the potential slowdown)

So, this patch fixes the logic in the triangle emission code.

Also, turns out that the MNEE code had the same problem and was also having
problems in the viewport on negative-scale objects, this is also fixed now.

Differential Revision: https://developer.blender.org/D16952
2023-01-10 02:55:23 +01:00

200 lines
6.4 KiB
C++

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#include "kernel/integrator/guiding.h"
CCL_NAMESPACE_BEGIN
/* BSSRDF using disk based importance sampling.
*
* BSSRDF Importance Sampling, SIGGRAPH 2013
* http://library.imageworks.com/pdfs/imageworks-library-BSSRDF-sampling.pdf
*/
ccl_device_inline Spectrum subsurface_disk_eval(const Spectrum radius, float disk_r, float r)
{
const Spectrum eval = bssrdf_eval(radius, r);
const float pdf = bssrdf_pdf(radius, disk_r);
return (pdf > 0.0f) ? eval / pdf : zero_spectrum();
}
/* Subsurface scattering step, from a point on the surface to other
* nearby points on the same object. */
ccl_device_inline bool subsurface_disk(KernelGlobals kg,
IntegratorState state,
RNGState rng_state,
ccl_private Ray &ray,
ccl_private LocalIntersection &ss_isect)
{
float2 rand_disk = path_state_rng_2D(kg, &rng_state, PRNG_SUBSURFACE_DISK);
/* Read shading point info from integrator state. */
const float3 P = INTEGRATOR_STATE(state, ray, P);
const float ray_dP = INTEGRATOR_STATE(state, ray, dP);
const float time = INTEGRATOR_STATE(state, ray, time);
const float3 Ng = INTEGRATOR_STATE(state, subsurface, Ng);
const int object = INTEGRATOR_STATE(state, isect, object);
const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
/* Read subsurface scattering parameters. */
const Spectrum radius = INTEGRATOR_STATE(state, subsurface, radius);
/* Pick random axis in local frame and point on disk. */
float3 disk_N, disk_T, disk_B;
float pick_pdf_N, pick_pdf_T, pick_pdf_B;
disk_N = Ng;
make_orthonormals(disk_N, &disk_T, &disk_B);
if (rand_disk.y < 0.5f) {
pick_pdf_N = 0.5f;
pick_pdf_T = 0.25f;
pick_pdf_B = 0.25f;
rand_disk.y *= 2.0f;
}
else if (rand_disk.y < 0.75f) {
float3 tmp = disk_N;
disk_N = disk_T;
disk_T = tmp;
pick_pdf_N = 0.25f;
pick_pdf_T = 0.5f;
pick_pdf_B = 0.25f;
rand_disk.y = (rand_disk.y - 0.5f) * 4.0f;
}
else {
float3 tmp = disk_N;
disk_N = disk_B;
disk_B = tmp;
pick_pdf_N = 0.25f;
pick_pdf_T = 0.25f;
pick_pdf_B = 0.5f;
rand_disk.y = (rand_disk.y - 0.75f) * 4.0f;
}
/* Sample point on disk. */
float phi = M_2PI_F * rand_disk.y;
float disk_height, disk_r;
bssrdf_sample(radius, rand_disk.x, &disk_r, &disk_height);
float3 disk_P = (disk_r * cosf(phi)) * disk_T + (disk_r * sinf(phi)) * disk_B;
/* Create ray. */
ray.P = P + disk_N * disk_height + disk_P;
ray.D = -disk_N;
ray.tmin = 0.0f;
ray.tmax = 2.0f * disk_height;
ray.dP = ray_dP;
ray.dD = differential_zero_compact();
ray.time = time;
ray.self.object = OBJECT_NONE;
ray.self.prim = PRIM_NONE;
ray.self.light_object = OBJECT_NONE;
ray.self.light_prim = OBJECT_NONE;
/* Intersect with the same object. if multiple intersections are found it
* will use at most BSSRDF_MAX_HITS hits, a random subset of all hits. */
uint lcg_state = lcg_state_init(
rng_state.rng_hash, rng_state.rng_offset, rng_state.sample, 0x68bc21eb);
const int max_hits = BSSRDF_MAX_HITS;
scene_intersect_local(kg, &ray, &ss_isect, object, &lcg_state, max_hits);
const int num_eval_hits = min(ss_isect.num_hits, max_hits);
if (num_eval_hits == 0) {
return false;
}
/* Sort for consistent renders between CPU and GPU, independent of the BVH
* traversal algorithm. */
sort_intersections_and_normals(ss_isect.hits, ss_isect.Ng, num_eval_hits);
Spectrum weights[BSSRDF_MAX_HITS]; /* TODO: zero? */
float sum_weights = 0.0f;
for (int hit = 0; hit < num_eval_hits; hit++) {
/* Get geometric normal. */
const int object = ss_isect.hits[hit].object;
const int object_flag = kernel_data_fetch(object_flag, object);
float3 hit_Ng = ss_isect.Ng[hit];
if (path_flag & PATH_RAY_SUBSURFACE_BACKFACING) {
hit_Ng = -hit_Ng;
}
if (object_negative_scale_applied(object_flag)) {
hit_Ng = -hit_Ng;
}
if (!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
/* Transform normal to world space. */
Transform itfm;
object_fetch_transform_motion_test(kg, object, time, &itfm);
hit_Ng = normalize(transform_direction_transposed(&itfm, hit_Ng));
}
/* Quickly retrieve P and Ng without setting up ShaderData. */
const float3 hit_P = ray.P + ray.D * ss_isect.hits[hit].t;
/* Probability densities for local frame axes. */
const float pdf_N = pick_pdf_N * fabsf(dot(disk_N, hit_Ng));
const float pdf_T = pick_pdf_T * fabsf(dot(disk_T, hit_Ng));
const float pdf_B = pick_pdf_B * fabsf(dot(disk_B, hit_Ng));
/* Multiple importance sample between 3 axes, power heuristic
* found to be slightly better than balance heuristic. pdf_N
* in the MIS weight and denominator cancelled out. */
float w = pdf_N / (sqr(pdf_N) + sqr(pdf_T) + sqr(pdf_B));
if (ss_isect.num_hits > max_hits) {
w *= ss_isect.num_hits / (float)max_hits;
}
/* Real distance to sampled point. */
const float r = len(hit_P - P);
/* Evaluate profiles. */
const Spectrum weight = subsurface_disk_eval(radius, disk_r, r) * w;
/* Store result. */
ss_isect.Ng[hit] = hit_Ng;
weights[hit] = weight;
sum_weights += average(fabs(weight));
}
if (sum_weights == 0.0f) {
return false;
}
/* Use importance resampling, sampling one of the hits proportional to weight. */
const float rand_resample = path_state_rng_1D(kg, &rng_state, PRNG_SUBSURFACE_DISK_RESAMPLE);
const float r = rand_resample * sum_weights;
float partial_sum = 0.0f;
for (int hit = 0; hit < num_eval_hits; hit++) {
const Spectrum weight = weights[hit];
const float sample_weight = average(fabs(weight));
float next_sum = partial_sum + sample_weight;
if (r < next_sum) {
/* Return exit point. */
const Spectrum resampled_weight = weight * sum_weights / sample_weight;
INTEGRATOR_STATE_WRITE(state, path, throughput) *= resampled_weight;
ss_isect.hits[0] = ss_isect.hits[hit];
ss_isect.Ng[0] = ss_isect.Ng[hit];
ray.P = ray.P + ray.D * ss_isect.hits[hit].t;
ray.D = ss_isect.Ng[hit];
ray.tmin = 0.0f;
ray.tmax = 1.0f;
guiding_record_bssrdf_bounce(
kg, state, 1.0f, Ng, -Ng, resampled_weight, INTEGRATOR_STATE(state, subsurface, albedo));
return true;
}
partial_sum = next_sum;
}
return false;
}
CCL_NAMESPACE_END