This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/intern/cycles/kernel/light/area.h

496 lines
18 KiB
C++

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#pragma once
#include "kernel/light/common.h"
CCL_NAMESPACE_BEGIN
/* Importance sampling.
*
* An Area-Preserving Parametrization for Spherical Rectangles.
* Carlos Urena et al.
*
* NOTE: light_p is modified when sample_coord is true. */
ccl_device_inline float area_light_rect_sample(float3 P,
ccl_private float3 *light_p,
const float3 axis_u,
const float len_u,
const float3 axis_v,
const float len_v,
float randu,
float randv,
bool sample_coord)
{
/* In our name system we're using P for the center, which is o in the paper. */
float3 corner = *light_p - axis_u * len_u * 0.5f - axis_v * len_v * 0.5f;
/* Compute local reference system R. */
float3 x = axis_u;
float3 y = axis_v;
float3 z = cross(x, y);
/* Compute rectangle coords in local reference system. */
float3 dir = corner - P;
float z0 = dot(dir, z);
/* Flip 'z' to make it point against Q. */
if (z0 > 0.0f) {
z *= -1.0f;
z0 *= -1.0f;
}
float x0 = dot(dir, x);
float y0 = dot(dir, y);
float x1 = x0 + len_u;
float y1 = y0 + len_v;
/* Compute internal angles (gamma_i). */
float4 diff = make_float4(x0, y1, x1, y0) - make_float4(x1, y0, x0, y1);
float4 nz = make_float4(y0, x1, y1, x0) * diff;
nz = nz / sqrt(z0 * z0 * diff * diff + nz * nz);
float g0 = safe_acosf(-nz.x * nz.y);
float g1 = safe_acosf(-nz.y * nz.z);
float g2 = safe_acosf(-nz.z * nz.w);
float g3 = safe_acosf(-nz.w * nz.x);
/* Compute predefined constants. */
float b0 = nz.x;
float b1 = nz.z;
float b0sq = b0 * b0;
float k = M_2PI_F - g2 - g3;
/* Compute solid angle from internal angles. */
float S = g0 + g1 - k;
if (sample_coord) {
/* Compute cu. */
float au = randu * S + k;
float fu = (cosf(au) * b0 - b1) / sinf(au);
float cu = 1.0f / sqrtf(fu * fu + b0sq) * (fu > 0.0f ? 1.0f : -1.0f);
cu = clamp(cu, -1.0f, 1.0f);
/* Compute xu. */
float xu = -(cu * z0) / max(sqrtf(1.0f - cu * cu), 1e-7f);
xu = clamp(xu, x0, x1);
/* Compute yv. */
float z0sq = z0 * z0;
float y0sq = y0 * y0;
float y1sq = y1 * y1;
float d = sqrtf(xu * xu + z0sq);
float h0 = y0 / sqrtf(d * d + y0sq);
float h1 = y1 / sqrtf(d * d + y1sq);
float hv = h0 + randv * (h1 - h0), hv2 = hv * hv;
float yv = (hv2 < 1.0f - 1e-6f) ? (hv * d) / sqrtf(1.0f - hv2) : y1;
/* Transform (xu, yv, z0) to world coords. */
*light_p = P + xu * x + yv * y + z0 * z;
}
/* return pdf */
if (S != 0.0f)
return 1.0f / S;
else
return 0.0f;
}
/* Light spread. */
ccl_device float area_light_spread_attenuation(const float3 D,
const float3 lightNg,
const float tan_half_spread,
const float normalize_spread)
{
/* Model a soft-box grid, computing the ratio of light not hidden by the
* slats of the grid at a given angle. (see D10594). */
const float cos_a = -dot(D, lightNg);
if (tan_half_spread == 0.0f) {
/* cos(0.05°) ≈ 0.9999997 */
/* The factor M_PI_F comes from integrating the radiance over the hemisphere */
return (cos_a > 0.9999997f) ? M_PI_F : 0.0f;
}
const float sin_a = sin_from_cos(cos_a);
const float tan_a = sin_a / cos_a;
return max((tan_half_spread - tan_a) * normalize_spread, 0.0f);
}
/* Compute the minimal rectangle, circle or ellipse that covers the valid sample region, to reduce
* noise with low spread. */
ccl_device bool area_light_spread_clamp_light(const float3 P,
const float3 lightNg,
ccl_private float3 *lightP,
ccl_private float3 *axis_u,
ccl_private float *len_u,
ccl_private float3 *axis_v,
ccl_private float *len_v,
const float tan_half_spread,
ccl_private bool *sample_rectangle)
{
/* Closest point in area light plane and distance to that plane. */
const float3 closest_P = P - dot(lightNg, P - *lightP) * lightNg;
const float t = len(closest_P - P);
/* Radius of circle on area light that actually affects the shading point. */
const float r_spread = t * tan_half_spread;
/* Local uv coordinates of closest point. */
const float spread_u = dot(*axis_u, closest_P - *lightP);
const float spread_v = dot(*axis_v, closest_P - *lightP);
const bool is_round = !(*sample_rectangle) && (*len_u == *len_v);
/* Whether we should sample the spread circle. */
bool sample_spread = (r_spread == 0.0f);
if (is_round && !sample_spread) {
/* Distance between the centers of the disk light and the valid region circle. */
const float dist = len(make_float2(spread_u, spread_v));
/* Radius of the disk light. */
const float r = *len_u * 0.5f;
if (dist >= r + r_spread) {
/* Two circles are outside each other or touch externally. */
return false;
}
sample_spread = (dist <= fabsf(r - r_spread)) && (r_spread < r);
if (dist > fabsf(r - r_spread)) {
/* Two circles intersect. Find the smallest rectangle that covers the intersection */
const float len_u_ = r + r_spread - dist;
const float len_v_ = (fabsf(sqr(r) - sqr(r_spread)) >= sqr(dist)) ?
2.0f * fminf(r, r_spread) :
sqrtf(sqr(2.0f * r_spread) -
sqr(dist + (sqr(r_spread) - sqr(r)) / dist));
const float rect_area = len_u_ * len_v_;
const float circle_area = M_PI_F * sqr(r);
const float spread_area = M_PI_F * sqr(r_spread);
/* Sample the shape with minimal area. */
if (rect_area < fminf(circle_area, spread_area)) {
*sample_rectangle = true;
*axis_u = normalize(*lightP - closest_P);
*axis_v = rotate_around_axis(*axis_u, lightNg, M_PI_2_F);
*len_u = len_u_;
*len_v = len_v_;
*lightP = 0.5f * (*lightP + closest_P + *axis_u * (r_spread - r));
return true;
}
sample_spread = (spread_area < circle_area);
}
}
else if (!is_round && !sample_spread) {
/* Compute rectangle encompassing the circle that affects the shading point,
* clamped to the bounds of the area light. */
const float min_u = max(spread_u - r_spread, -*len_u * 0.5f);
const float max_u = min(spread_u + r_spread, *len_u * 0.5f);
const float min_v = max(spread_v - r_spread, -*len_v * 0.5f);
const float max_v = min(spread_v + r_spread, *len_v * 0.5f);
/* Skip if rectangle is empty. */
if (min_u >= max_u || min_v >= max_v) {
return false;
}
const float rect_len_u = max_u - min_u;
const float rect_len_v = max_v - min_v;
const float rect_area = rect_len_u * rect_len_v;
const float ellipse_area = (*sample_rectangle) ? FLT_MAX : M_PI_4_F * (*len_u) * (*len_v);
const float spread_area = M_PI_F * sqr(r_spread);
/* Sample the shape with minimal area. */
/* NOTE: we don't switch to spread circle sampling for rectangle light because rectangle light
* supports solid angle sampling, which has less variance than sampling the area. If ellipse
* area light also supports solid angle sampling, `*sample_rectangle ||` could be deleted. */
if (*sample_rectangle || rect_area < fminf(ellipse_area, spread_area)) {
*sample_rectangle = true;
/* Compute new area light center position and axes from rectangle in local
* uv coordinates. */
const float new_center_u = 0.5f * (min_u + max_u);
const float new_center_v = 0.5f * (min_v + max_v);
*len_u = rect_len_u;
*len_v = rect_len_v;
*lightP = *lightP + *axis_u * new_center_u + *axis_v * new_center_v;
return true;
}
*sample_rectangle = false;
sample_spread = (spread_area < ellipse_area);
}
if (sample_spread) {
*sample_rectangle = false;
*lightP = *lightP + *axis_u * spread_u + *axis_v * spread_v;
*len_u = r_spread * 2.0f;
*len_v = r_spread * 2.0f;
return true;
}
/* Don't clamp. */
return true;
}
/* Common API. */
template<bool in_volume_segment>
ccl_device_inline bool area_light_sample(const ccl_global KernelLight *klight,
const float randu,
const float randv,
const float3 P,
ccl_private LightSample *ls)
{
ls->P = klight->co;
float3 Ng = klight->area.dir;
if (!in_volume_segment) {
if (dot(ls->P - P, Ng) > 0.0f) {
return false;
}
}
const float3 axis_u = klight->area.axis_u;
const float3 axis_v = klight->area.axis_v;
const float len_u = klight->area.len_u;
const float len_v = klight->area.len_v;
float invarea = fabsf(klight->area.invarea);
bool is_ellipse = (klight->area.invarea < 0.0f);
bool sample_rectangle = !is_ellipse;
float3 inplane;
if (in_volume_segment) {
inplane = sample_rectangle ?
rectangle_sample(axis_u * len_u * 0.5f, axis_v * len_v * 0.5f, randu, randv) :
ellipse_sample(axis_u * len_u * 0.5f, axis_v * len_v * 0.5f, randu, randv);
ls->P += inplane;
ls->pdf = invarea;
}
else {
float3 old_P = ls->P;
float3 sample_axis_u = axis_u;
float3 sample_axis_v = axis_v;
float sample_len_u = len_u;
float sample_len_v = len_v;
if (klight->area.normalize_spread > 0) {
if (!area_light_spread_clamp_light(P,
Ng,
&ls->P,
&sample_axis_u,
&sample_len_u,
&sample_axis_v,
&sample_len_v,
klight->area.tan_half_spread,
&sample_rectangle)) {
return false;
}
}
if (sample_rectangle) {
ls->pdf = area_light_rect_sample(
P, &ls->P, sample_axis_u, sample_len_u, sample_axis_v, sample_len_v, randu, randv, true);
}
else {
if (klight->area.tan_half_spread == 0.0f) {
ls->pdf = 1.0f;
}
else {
ls->P += ellipse_sample(sample_axis_u * sample_len_u * 0.5f,
sample_axis_v * sample_len_v * 0.5f,
randu,
randv);
ls->pdf = 4.0f * M_1_PI_F / (sample_len_u * sample_len_v);
}
}
inplane = ls->P - old_P;
}
const float light_u = dot(inplane, axis_u) / len_u;
const float light_v = dot(inplane, axis_v) / len_v;
/* Sampled point lies outside of the area light. */
if (is_ellipse && (sqr(light_u) + sqr(light_v) > 0.25f)) {
return false;
}
if (!is_ellipse && (fabsf(light_u) > 0.5f || fabsf(light_v) > 0.5f)) {
return false;
}
/* NOTE: Return barycentric coordinates in the same notation as Embree and OptiX. */
ls->u = light_v + 0.5f;
ls->v = -light_u - light_v;
ls->Ng = Ng;
ls->D = normalize_len(ls->P - P, &ls->t);
ls->eval_fac = 0.25f * invarea;
if (klight->area.normalize_spread > 0) {
/* Area Light spread angle attenuation */
ls->eval_fac *= area_light_spread_attenuation(
ls->D, ls->Ng, klight->area.tan_half_spread, klight->area.normalize_spread);
}
if (!sample_rectangle && klight->area.tan_half_spread > 0) {
ls->pdf *= lamp_light_pdf(Ng, -ls->D, ls->t);
}
return true;
}
ccl_device_forceinline void area_light_update_position(const ccl_global KernelLight *klight,
ccl_private LightSample *ls,
const float3 P)
{
const float invarea = fabsf(klight->area.invarea);
ls->D = normalize_len(ls->P - P, &ls->t);
ls->pdf = invarea;
if (klight->area.tan_half_spread > 0) {
ls->eval_fac = 0.25f * invarea;
ls->eval_fac *= area_light_spread_attenuation(
ls->D, ls->Ng, klight->area.tan_half_spread, klight->area.normalize_spread);
}
}
ccl_device_inline bool area_light_intersect(const ccl_global KernelLight *klight,
const ccl_private Ray *ccl_restrict ray,
ccl_private float *t,
ccl_private float *u,
ccl_private float *v)
{
/* Area light. */
const float invarea = fabsf(klight->area.invarea);
const bool is_ellipse = (klight->area.invarea < 0.0f);
if (invarea == 0.0f) {
return false;
}
const float3 inv_extent_u = klight->area.axis_u / klight->area.len_u;
const float3 inv_extent_v = klight->area.axis_v / klight->area.len_v;
const float3 Ng = klight->area.dir;
/* One sided. */
if (dot(ray->D, Ng) >= 0.0f) {
return false;
}
const float3 light_P = klight->co;
float3 P;
return ray_quad_intersect(ray->P,
ray->D,
ray->tmin,
ray->tmax,
light_P,
inv_extent_u,
inv_extent_v,
Ng,
&P,
t,
u,
v,
is_ellipse);
}
ccl_device_inline bool area_light_sample_from_intersection(
const ccl_global KernelLight *klight,
ccl_private const Intersection *ccl_restrict isect,
const float3 ray_P,
const float3 ray_D,
ccl_private LightSample *ccl_restrict ls)
{
/* area light */
float invarea = fabsf(klight->area.invarea);
float3 Ng = klight->area.dir;
float3 light_P = klight->co;
ls->u = isect->u;
ls->v = isect->v;
ls->D = ray_D;
ls->Ng = Ng;
float3 sample_axis_u = klight->area.axis_u;
float3 sample_axis_v = klight->area.axis_v;
float sample_len_u = klight->area.len_u;
float sample_len_v = klight->area.len_v;
bool is_ellipse = (klight->area.invarea < 0.0f);
bool sample_rectangle = !is_ellipse;
if (klight->area.normalize_spread > 0) {
if (!area_light_spread_clamp_light(ray_P,
Ng,
&light_P,
&sample_axis_u,
&sample_len_u,
&sample_axis_v,
&sample_len_v,
klight->area.tan_half_spread,
&sample_rectangle)) {
return false;
}
}
if (sample_rectangle) {
ls->pdf = area_light_rect_sample(
ray_P, &light_P, sample_axis_u, sample_len_u, sample_axis_v, sample_len_v, 0, 0, false);
}
else {
ls->pdf = klight->area.tan_half_spread == 0.0f ?
1.0f :
4.0f * M_1_PI_F / (sample_len_u * sample_len_v) *
lamp_light_pdf(Ng, -ray_D, ls->t);
}
ls->eval_fac = 0.25f * invarea;
if (klight->area.normalize_spread > 0) {
/* Area Light spread angle attenuation */
ls->eval_fac *= area_light_spread_attenuation(
ls->D, ls->Ng, klight->area.tan_half_spread, klight->area.normalize_spread);
}
return ls->eval_fac > 0;
}
template<bool in_volume_segment>
ccl_device_forceinline bool area_light_tree_parameters(const ccl_global KernelLight *klight,
const float3 centroid,
const float3 P,
const float3 N,
const float3 bcone_axis,
ccl_private float &cos_theta_u,
ccl_private float2 &distance,
ccl_private float3 &point_to_centroid)
{
if (!in_volume_segment) {
/* TODO: a cheap substitute for minimal distance between point and primitive. Does it
* worth the overhead to compute the accurate minimal distance? */
float min_distance;
point_to_centroid = safe_normalize_len(centroid - P, &min_distance);
distance = make_float2(min_distance, min_distance);
}
cos_theta_u = FLT_MAX;
const float3 extentu = klight->area.axis_u * klight->area.len_u;
const float3 extentv = klight->area.axis_v * klight->area.len_v;
for (int i = 0; i < 4; i++) {
const float3 corner = ((i & 1) - 0.5f) * extentu + 0.5f * ((i & 2) - 1) * extentv + centroid;
float distance_point_to_corner;
const float3 point_to_corner = safe_normalize_len(corner - P, &distance_point_to_corner);
cos_theta_u = fminf(cos_theta_u, dot(point_to_centroid, point_to_corner));
if (!in_volume_segment) {
distance.x = fmaxf(distance.x, distance_point_to_corner);
}
}
const bool front_facing = dot(bcone_axis, point_to_centroid) < 0;
const bool shape_above_surface = dot(N, centroid - P) + fabsf(dot(N, extentu)) +
fabsf(dot(N, extentv)) >
0;
const bool in_volume = is_zero(N);
return (front_facing && shape_above_surface) || in_volume;
}
CCL_NAMESPACE_END