This includes much improved GPU rendering performance, viewport interactivity, new shadow catcher, revamped sampling settings, subsurface scattering anisotropy, new GPU volume sampling, improved PMJ sampling pattern, and more. Some features have also been removed or changed, breaking backwards compatibility. Including the removal of the OpenCL backend, for which alternatives are under development. Release notes and code docs: https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles https://wiki.blender.org/wiki/Source/Render/Cycles Credits: * Sergey Sharybin * Brecht Van Lommel * Patrick Mours (OptiX backend) * Christophe Hery (subsurface scattering anisotropy) * William Leeson (PMJ sampling pattern) * Alaska (various fixes and tweaks) * Thomas Dinges (various fixes) For the full commit history, see the cycles-x branch. This squashes together all the changes since intermediate changes would often fail building or tests. Ref T87839, T87837, T87836 Fixes T90734, T89353, T80267, T80267, T77185, T69800
878 lines
29 KiB
C++
878 lines
29 KiB
C++
/*
|
|
* Copyright 2011-2013 Blender Foundation
|
|
*
|
|
* Licensed under the Apache License, Version 2.0 (the "License");
|
|
* you may not use this file except in compliance with the License.
|
|
* You may obtain a copy of the License at
|
|
*
|
|
* http://www.apache.org/licenses/LICENSE-2.0
|
|
*
|
|
* Unless required by applicable law or agreed to in writing, software
|
|
* distributed under the License is distributed on an "AS IS" BASIS,
|
|
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
|
* See the License for the specific language governing permissions and
|
|
* limitations under the License.
|
|
*/
|
|
|
|
#pragma once
|
|
|
|
#include "geom/geom.h"
|
|
|
|
#include "kernel_light_background.h"
|
|
#include "kernel_montecarlo.h"
|
|
#include "kernel_projection.h"
|
|
#include "kernel_types.h"
|
|
|
|
CCL_NAMESPACE_BEGIN
|
|
|
|
/* Light Sample result */
|
|
|
|
typedef struct LightSample {
|
|
float3 P; /* position on light, or direction for distant light */
|
|
float3 Ng; /* normal on light */
|
|
float3 D; /* direction from shading point to light */
|
|
float t; /* distance to light (FLT_MAX for distant light) */
|
|
float u, v; /* parametric coordinate on primitive */
|
|
float pdf; /* light sampling probability density function */
|
|
float eval_fac; /* intensity multiplier */
|
|
int object; /* object id for triangle/curve lights */
|
|
int prim; /* primitive id for triangle/curve lights */
|
|
int shader; /* shader id */
|
|
int lamp; /* lamp id */
|
|
LightType type; /* type of light */
|
|
} LightSample;
|
|
|
|
/* Regular Light */
|
|
|
|
template<bool in_volume_segment>
|
|
ccl_device_inline bool light_sample(const KernelGlobals *kg,
|
|
const int lamp,
|
|
const float randu,
|
|
const float randv,
|
|
const float3 P,
|
|
const int path_flag,
|
|
LightSample *ls)
|
|
{
|
|
const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, lamp);
|
|
if (path_flag & PATH_RAY_SHADOW_CATCHER_PASS) {
|
|
if (klight->shader_id & SHADER_EXCLUDE_SHADOW_CATCHER) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
LightType type = (LightType)klight->type;
|
|
ls->type = type;
|
|
ls->shader = klight->shader_id;
|
|
ls->object = PRIM_NONE;
|
|
ls->prim = PRIM_NONE;
|
|
ls->lamp = lamp;
|
|
ls->u = randu;
|
|
ls->v = randv;
|
|
|
|
if (in_volume_segment && (type == LIGHT_DISTANT || type == LIGHT_BACKGROUND)) {
|
|
/* Distant lights in a volume get a dummy sample, position will not actually
|
|
* be used in that case. Only when sampling from a specific scatter position
|
|
* do we actually need to evaluate these. */
|
|
ls->P = zero_float3();
|
|
ls->Ng = zero_float3();
|
|
ls->D = zero_float3();
|
|
ls->pdf = true;
|
|
ls->t = FLT_MAX;
|
|
return true;
|
|
}
|
|
|
|
if (type == LIGHT_DISTANT) {
|
|
/* distant light */
|
|
float3 lightD = make_float3(klight->co[0], klight->co[1], klight->co[2]);
|
|
float3 D = lightD;
|
|
float radius = klight->distant.radius;
|
|
float invarea = klight->distant.invarea;
|
|
|
|
if (radius > 0.0f)
|
|
D = distant_light_sample(D, radius, randu, randv);
|
|
|
|
ls->P = D;
|
|
ls->Ng = D;
|
|
ls->D = -D;
|
|
ls->t = FLT_MAX;
|
|
|
|
float costheta = dot(lightD, D);
|
|
ls->pdf = invarea / (costheta * costheta * costheta);
|
|
ls->eval_fac = ls->pdf;
|
|
}
|
|
#ifdef __BACKGROUND_MIS__
|
|
else if (type == LIGHT_BACKGROUND) {
|
|
/* infinite area light (e.g. light dome or env light) */
|
|
float3 D = -background_light_sample(kg, P, randu, randv, &ls->pdf);
|
|
|
|
ls->P = D;
|
|
ls->Ng = D;
|
|
ls->D = -D;
|
|
ls->t = FLT_MAX;
|
|
ls->eval_fac = 1.0f;
|
|
}
|
|
#endif
|
|
else {
|
|
ls->P = make_float3(klight->co[0], klight->co[1], klight->co[2]);
|
|
|
|
if (type == LIGHT_POINT || type == LIGHT_SPOT) {
|
|
float radius = klight->spot.radius;
|
|
|
|
if (radius > 0.0f)
|
|
/* sphere light */
|
|
ls->P += sphere_light_sample(P, ls->P, radius, randu, randv);
|
|
|
|
ls->D = normalize_len(ls->P - P, &ls->t);
|
|
ls->Ng = -ls->D;
|
|
|
|
float invarea = klight->spot.invarea;
|
|
ls->eval_fac = (0.25f * M_1_PI_F) * invarea;
|
|
ls->pdf = invarea;
|
|
|
|
if (type == LIGHT_SPOT) {
|
|
/* spot light attenuation */
|
|
float3 dir = make_float3(klight->spot.dir[0], klight->spot.dir[1], klight->spot.dir[2]);
|
|
ls->eval_fac *= spot_light_attenuation(
|
|
dir, klight->spot.spot_angle, klight->spot.spot_smooth, ls->Ng);
|
|
if (ls->eval_fac == 0.0f) {
|
|
return false;
|
|
}
|
|
}
|
|
float2 uv = map_to_sphere(ls->Ng);
|
|
ls->u = uv.x;
|
|
ls->v = uv.y;
|
|
|
|
ls->pdf *= lamp_light_pdf(kg, ls->Ng, -ls->D, ls->t);
|
|
}
|
|
else {
|
|
/* area light */
|
|
float3 axisu = make_float3(
|
|
klight->area.axisu[0], klight->area.axisu[1], klight->area.axisu[2]);
|
|
float3 axisv = make_float3(
|
|
klight->area.axisv[0], klight->area.axisv[1], klight->area.axisv[2]);
|
|
float3 Ng = make_float3(klight->area.dir[0], klight->area.dir[1], klight->area.dir[2]);
|
|
float invarea = fabsf(klight->area.invarea);
|
|
bool is_round = (klight->area.invarea < 0.0f);
|
|
|
|
if (!in_volume_segment) {
|
|
if (dot(ls->P - P, Ng) > 0.0f) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
float3 inplane;
|
|
|
|
if (is_round || in_volume_segment) {
|
|
inplane = ellipse_sample(axisu * 0.5f, axisv * 0.5f, randu, randv);
|
|
ls->P += inplane;
|
|
ls->pdf = invarea;
|
|
}
|
|
else {
|
|
inplane = ls->P;
|
|
|
|
float3 sample_axisu = axisu;
|
|
float3 sample_axisv = axisv;
|
|
|
|
if (klight->area.tan_spread > 0.0f) {
|
|
if (!light_spread_clamp_area_light(
|
|
P, Ng, &ls->P, &sample_axisu, &sample_axisv, klight->area.tan_spread)) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
ls->pdf = rect_light_sample(P, &ls->P, sample_axisu, sample_axisv, randu, randv, true);
|
|
inplane = ls->P - inplane;
|
|
}
|
|
|
|
ls->u = dot(inplane, axisu) * (1.0f / dot(axisu, axisu)) + 0.5f;
|
|
ls->v = dot(inplane, axisv) * (1.0f / dot(axisv, axisv)) + 0.5f;
|
|
|
|
ls->Ng = Ng;
|
|
ls->D = normalize_len(ls->P - P, &ls->t);
|
|
|
|
ls->eval_fac = 0.25f * invarea;
|
|
|
|
if (klight->area.tan_spread > 0.0f) {
|
|
/* Area Light spread angle attenuation */
|
|
ls->eval_fac *= light_spread_attenuation(
|
|
ls->D, ls->Ng, klight->area.tan_spread, klight->area.normalize_spread);
|
|
}
|
|
|
|
if (is_round) {
|
|
ls->pdf *= lamp_light_pdf(kg, Ng, -ls->D, ls->t);
|
|
}
|
|
}
|
|
}
|
|
|
|
ls->pdf *= kernel_data.integrator.pdf_lights;
|
|
|
|
return (ls->pdf > 0.0f);
|
|
}
|
|
|
|
ccl_device bool lights_intersect(const KernelGlobals *ccl_restrict kg,
|
|
const Ray *ccl_restrict ray,
|
|
Intersection *ccl_restrict isect,
|
|
const int last_prim,
|
|
const int last_object,
|
|
const int last_type,
|
|
const int path_flag)
|
|
{
|
|
for (int lamp = 0; lamp < kernel_data.integrator.num_all_lights; lamp++) {
|
|
const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, lamp);
|
|
|
|
if (path_flag & PATH_RAY_CAMERA) {
|
|
if (klight->shader_id & SHADER_EXCLUDE_CAMERA) {
|
|
continue;
|
|
}
|
|
}
|
|
else {
|
|
if (!(klight->shader_id & SHADER_USE_MIS)) {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (path_flag & PATH_RAY_SHADOW_CATCHER_PASS) {
|
|
if (klight->shader_id & SHADER_EXCLUDE_SHADOW_CATCHER) {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
LightType type = (LightType)klight->type;
|
|
float t = 0.0f, u = 0.0f, v = 0.0f;
|
|
|
|
if (type == LIGHT_POINT || type == LIGHT_SPOT) {
|
|
/* Sphere light. */
|
|
const float3 lightP = make_float3(klight->co[0], klight->co[1], klight->co[2]);
|
|
const float radius = klight->spot.radius;
|
|
if (radius == 0.0f) {
|
|
continue;
|
|
}
|
|
|
|
float3 P;
|
|
if (!ray_aligned_disk_intersect(ray->P, ray->D, ray->t, lightP, radius, &P, &t)) {
|
|
continue;
|
|
}
|
|
}
|
|
else if (type == LIGHT_AREA) {
|
|
/* Area light. */
|
|
const float invarea = fabsf(klight->area.invarea);
|
|
const bool is_round = (klight->area.invarea < 0.0f);
|
|
if (invarea == 0.0f) {
|
|
continue;
|
|
}
|
|
|
|
const float3 axisu = make_float3(
|
|
klight->area.axisu[0], klight->area.axisu[1], klight->area.axisu[2]);
|
|
const float3 axisv = make_float3(
|
|
klight->area.axisv[0], klight->area.axisv[1], klight->area.axisv[2]);
|
|
const float3 Ng = make_float3(klight->area.dir[0], klight->area.dir[1], klight->area.dir[2]);
|
|
|
|
/* One sided. */
|
|
if (dot(ray->D, Ng) >= 0.0f) {
|
|
continue;
|
|
}
|
|
|
|
const float3 light_P = make_float3(klight->co[0], klight->co[1], klight->co[2]);
|
|
|
|
float3 P;
|
|
if (!ray_quad_intersect(
|
|
ray->P, ray->D, 0.0f, ray->t, light_P, axisu, axisv, Ng, &P, &t, &u, &v, is_round)) {
|
|
continue;
|
|
}
|
|
}
|
|
else {
|
|
continue;
|
|
}
|
|
|
|
if (t < isect->t &&
|
|
!(last_prim == lamp && last_object == OBJECT_NONE && last_type == PRIMITIVE_LAMP)) {
|
|
isect->t = t;
|
|
isect->u = u;
|
|
isect->v = v;
|
|
isect->type = PRIMITIVE_LAMP;
|
|
isect->prim = lamp;
|
|
isect->object = OBJECT_NONE;
|
|
}
|
|
}
|
|
|
|
return isect->prim != PRIM_NONE;
|
|
}
|
|
|
|
ccl_device bool light_sample_from_distant_ray(const KernelGlobals *ccl_restrict kg,
|
|
const float3 ray_D,
|
|
const int lamp,
|
|
LightSample *ccl_restrict ls)
|
|
{
|
|
const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, lamp);
|
|
const int shader = klight->shader_id;
|
|
const float radius = klight->distant.radius;
|
|
const LightType type = (LightType)klight->type;
|
|
|
|
if (type != LIGHT_DISTANT) {
|
|
return false;
|
|
}
|
|
if (!(shader & SHADER_USE_MIS)) {
|
|
return false;
|
|
}
|
|
if (radius == 0.0f) {
|
|
return false;
|
|
}
|
|
|
|
/* a distant light is infinitely far away, but equivalent to a disk
|
|
* shaped light exactly 1 unit away from the current shading point.
|
|
*
|
|
* radius t^2/cos(theta)
|
|
* <----------> t = sqrt(1^2 + tan(theta)^2)
|
|
* tan(th) area = radius*radius*pi
|
|
* <----->
|
|
* \ | (1 + tan(theta)^2)/cos(theta)
|
|
* \ | (1 + tan(acos(cos(theta)))^2)/cos(theta)
|
|
* t \th| 1 simplifies to
|
|
* \-| 1/(cos(theta)^3)
|
|
* \| magic!
|
|
* P
|
|
*/
|
|
|
|
float3 lightD = make_float3(klight->co[0], klight->co[1], klight->co[2]);
|
|
float costheta = dot(-lightD, ray_D);
|
|
float cosangle = klight->distant.cosangle;
|
|
|
|
if (costheta < cosangle)
|
|
return false;
|
|
|
|
ls->type = type;
|
|
ls->shader = klight->shader_id;
|
|
ls->object = PRIM_NONE;
|
|
ls->prim = PRIM_NONE;
|
|
ls->lamp = lamp;
|
|
/* todo: missing texture coordinates */
|
|
ls->u = 0.0f;
|
|
ls->v = 0.0f;
|
|
ls->t = FLT_MAX;
|
|
ls->P = -ray_D;
|
|
ls->Ng = -ray_D;
|
|
ls->D = ray_D;
|
|
|
|
/* compute pdf */
|
|
float invarea = klight->distant.invarea;
|
|
ls->pdf = invarea / (costheta * costheta * costheta);
|
|
ls->pdf *= kernel_data.integrator.pdf_lights;
|
|
ls->eval_fac = ls->pdf;
|
|
|
|
return true;
|
|
}
|
|
|
|
ccl_device bool light_sample_from_intersection(const KernelGlobals *ccl_restrict kg,
|
|
const Intersection *ccl_restrict isect,
|
|
const float3 ray_P,
|
|
const float3 ray_D,
|
|
LightSample *ccl_restrict ls)
|
|
{
|
|
const int lamp = isect->prim;
|
|
const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, lamp);
|
|
LightType type = (LightType)klight->type;
|
|
ls->type = type;
|
|
ls->shader = klight->shader_id;
|
|
ls->object = PRIM_NONE;
|
|
ls->prim = PRIM_NONE;
|
|
ls->lamp = lamp;
|
|
/* todo: missing texture coordinates */
|
|
ls->t = isect->t;
|
|
ls->P = ray_P + ray_D * ls->t;
|
|
ls->D = ray_D;
|
|
|
|
if (type == LIGHT_POINT || type == LIGHT_SPOT) {
|
|
ls->Ng = -ray_D;
|
|
|
|
float invarea = klight->spot.invarea;
|
|
ls->eval_fac = (0.25f * M_1_PI_F) * invarea;
|
|
ls->pdf = invarea;
|
|
|
|
if (type == LIGHT_SPOT) {
|
|
/* spot light attenuation */
|
|
float3 dir = make_float3(klight->spot.dir[0], klight->spot.dir[1], klight->spot.dir[2]);
|
|
ls->eval_fac *= spot_light_attenuation(
|
|
dir, klight->spot.spot_angle, klight->spot.spot_smooth, ls->Ng);
|
|
|
|
if (ls->eval_fac == 0.0f) {
|
|
return false;
|
|
}
|
|
}
|
|
float2 uv = map_to_sphere(ls->Ng);
|
|
ls->u = uv.x;
|
|
ls->v = uv.y;
|
|
|
|
/* compute pdf */
|
|
if (ls->t != FLT_MAX)
|
|
ls->pdf *= lamp_light_pdf(kg, ls->Ng, -ls->D, ls->t);
|
|
}
|
|
else if (type == LIGHT_AREA) {
|
|
/* area light */
|
|
float invarea = fabsf(klight->area.invarea);
|
|
|
|
float3 axisu = make_float3(
|
|
klight->area.axisu[0], klight->area.axisu[1], klight->area.axisu[2]);
|
|
float3 axisv = make_float3(
|
|
klight->area.axisv[0], klight->area.axisv[1], klight->area.axisv[2]);
|
|
float3 Ng = make_float3(klight->area.dir[0], klight->area.dir[1], klight->area.dir[2]);
|
|
float3 light_P = make_float3(klight->co[0], klight->co[1], klight->co[2]);
|
|
|
|
ls->u = isect->u;
|
|
ls->v = isect->v;
|
|
ls->D = ray_D;
|
|
ls->Ng = Ng;
|
|
|
|
const bool is_round = (klight->area.invarea < 0.0f);
|
|
if (is_round) {
|
|
ls->pdf = invarea * lamp_light_pdf(kg, Ng, -ray_D, ls->t);
|
|
}
|
|
else {
|
|
float3 sample_axisu = axisu;
|
|
float3 sample_axisv = axisv;
|
|
|
|
if (klight->area.tan_spread > 0.0f) {
|
|
if (!light_spread_clamp_area_light(
|
|
ray_P, Ng, &light_P, &sample_axisu, &sample_axisv, klight->area.tan_spread)) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
ls->pdf = rect_light_sample(ray_P, &light_P, sample_axisu, sample_axisv, 0, 0, false);
|
|
}
|
|
ls->eval_fac = 0.25f * invarea;
|
|
|
|
if (klight->area.tan_spread > 0.0f) {
|
|
/* Area Light spread angle attenuation */
|
|
ls->eval_fac *= light_spread_attenuation(
|
|
ls->D, ls->Ng, klight->area.tan_spread, klight->area.normalize_spread);
|
|
if (ls->eval_fac == 0.0f) {
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
kernel_assert(!"Invalid lamp type in light_sample_from_intersection");
|
|
return false;
|
|
}
|
|
|
|
ls->pdf *= kernel_data.integrator.pdf_lights;
|
|
|
|
return true;
|
|
}
|
|
|
|
/* Triangle Light */
|
|
|
|
/* returns true if the triangle is has motion blur or an instancing transform applied */
|
|
ccl_device_inline bool triangle_world_space_vertices(
|
|
const KernelGlobals *kg, int object, int prim, float time, float3 V[3])
|
|
{
|
|
bool has_motion = false;
|
|
const int object_flag = kernel_tex_fetch(__object_flag, object);
|
|
|
|
if (object_flag & SD_OBJECT_HAS_VERTEX_MOTION && time >= 0.0f) {
|
|
motion_triangle_vertices(kg, object, prim, time, V);
|
|
has_motion = true;
|
|
}
|
|
else {
|
|
triangle_vertices(kg, prim, V);
|
|
}
|
|
|
|
if (!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
|
|
#ifdef __OBJECT_MOTION__
|
|
float object_time = (time >= 0.0f) ? time : 0.5f;
|
|
Transform tfm = object_fetch_transform_motion_test(kg, object, object_time, NULL);
|
|
#else
|
|
Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
|
|
#endif
|
|
V[0] = transform_point(&tfm, V[0]);
|
|
V[1] = transform_point(&tfm, V[1]);
|
|
V[2] = transform_point(&tfm, V[2]);
|
|
has_motion = true;
|
|
}
|
|
return has_motion;
|
|
}
|
|
|
|
ccl_device_inline float triangle_light_pdf_area(const KernelGlobals *kg,
|
|
const float3 Ng,
|
|
const float3 I,
|
|
float t)
|
|
{
|
|
float pdf = kernel_data.integrator.pdf_triangles;
|
|
float cos_pi = fabsf(dot(Ng, I));
|
|
|
|
if (cos_pi == 0.0f)
|
|
return 0.0f;
|
|
|
|
return t * t * pdf / cos_pi;
|
|
}
|
|
|
|
ccl_device_forceinline float triangle_light_pdf(const KernelGlobals *kg,
|
|
const ShaderData *sd,
|
|
float t)
|
|
{
|
|
/* A naive heuristic to decide between costly solid angle sampling
|
|
* and simple area sampling, comparing the distance to the triangle plane
|
|
* to the length of the edges of the triangle. */
|
|
|
|
float3 V[3];
|
|
bool has_motion = triangle_world_space_vertices(kg, sd->object, sd->prim, sd->time, V);
|
|
|
|
const float3 e0 = V[1] - V[0];
|
|
const float3 e1 = V[2] - V[0];
|
|
const float3 e2 = V[2] - V[1];
|
|
const float longest_edge_squared = max(len_squared(e0), max(len_squared(e1), len_squared(e2)));
|
|
const float3 N = cross(e0, e1);
|
|
const float distance_to_plane = fabsf(dot(N, sd->I * t)) / dot(N, N);
|
|
|
|
if (longest_edge_squared > distance_to_plane * distance_to_plane) {
|
|
/* sd contains the point on the light source
|
|
* calculate Px, the point that we're shading */
|
|
const float3 Px = sd->P + sd->I * t;
|
|
const float3 v0_p = V[0] - Px;
|
|
const float3 v1_p = V[1] - Px;
|
|
const float3 v2_p = V[2] - Px;
|
|
|
|
const float3 u01 = safe_normalize(cross(v0_p, v1_p));
|
|
const float3 u02 = safe_normalize(cross(v0_p, v2_p));
|
|
const float3 u12 = safe_normalize(cross(v1_p, v2_p));
|
|
|
|
const float alpha = fast_acosf(dot(u02, u01));
|
|
const float beta = fast_acosf(-dot(u01, u12));
|
|
const float gamma = fast_acosf(dot(u02, u12));
|
|
const float solid_angle = alpha + beta + gamma - M_PI_F;
|
|
|
|
/* pdf_triangles is calculated over triangle area, but we're not sampling over its area */
|
|
if (UNLIKELY(solid_angle == 0.0f)) {
|
|
return 0.0f;
|
|
}
|
|
else {
|
|
float area = 1.0f;
|
|
if (has_motion) {
|
|
/* get the center frame vertices, this is what the PDF was calculated from */
|
|
triangle_world_space_vertices(kg, sd->object, sd->prim, -1.0f, V);
|
|
area = triangle_area(V[0], V[1], V[2]);
|
|
}
|
|
else {
|
|
area = 0.5f * len(N);
|
|
}
|
|
const float pdf = area * kernel_data.integrator.pdf_triangles;
|
|
return pdf / solid_angle;
|
|
}
|
|
}
|
|
else {
|
|
float pdf = triangle_light_pdf_area(kg, sd->Ng, sd->I, t);
|
|
if (has_motion) {
|
|
const float area = 0.5f * len(N);
|
|
if (UNLIKELY(area == 0.0f)) {
|
|
return 0.0f;
|
|
}
|
|
/* scale the PDF.
|
|
* area = the area the sample was taken from
|
|
* area_pre = the are from which pdf_triangles was calculated from */
|
|
triangle_world_space_vertices(kg, sd->object, sd->prim, -1.0f, V);
|
|
const float area_pre = triangle_area(V[0], V[1], V[2]);
|
|
pdf = pdf * area_pre / area;
|
|
}
|
|
return pdf;
|
|
}
|
|
}
|
|
|
|
template<bool in_volume_segment>
|
|
ccl_device_forceinline void triangle_light_sample(const KernelGlobals *kg,
|
|
int prim,
|
|
int object,
|
|
float randu,
|
|
float randv,
|
|
float time,
|
|
LightSample *ls,
|
|
const float3 P)
|
|
{
|
|
/* A naive heuristic to decide between costly solid angle sampling
|
|
* and simple area sampling, comparing the distance to the triangle plane
|
|
* to the length of the edges of the triangle. */
|
|
|
|
float3 V[3];
|
|
bool has_motion = triangle_world_space_vertices(kg, object, prim, time, V);
|
|
|
|
const float3 e0 = V[1] - V[0];
|
|
const float3 e1 = V[2] - V[0];
|
|
const float3 e2 = V[2] - V[1];
|
|
const float longest_edge_squared = max(len_squared(e0), max(len_squared(e1), len_squared(e2)));
|
|
const float3 N0 = cross(e0, e1);
|
|
float Nl = 0.0f;
|
|
ls->Ng = safe_normalize_len(N0, &Nl);
|
|
float area = 0.5f * Nl;
|
|
|
|
/* flip normal if necessary */
|
|
const int object_flag = kernel_tex_fetch(__object_flag, object);
|
|
if (object_flag & SD_OBJECT_NEGATIVE_SCALE_APPLIED) {
|
|
ls->Ng = -ls->Ng;
|
|
}
|
|
ls->eval_fac = 1.0f;
|
|
ls->shader = kernel_tex_fetch(__tri_shader, prim);
|
|
ls->object = object;
|
|
ls->prim = prim;
|
|
ls->lamp = LAMP_NONE;
|
|
ls->shader |= SHADER_USE_MIS;
|
|
ls->type = LIGHT_TRIANGLE;
|
|
|
|
float distance_to_plane = fabsf(dot(N0, V[0] - P) / dot(N0, N0));
|
|
|
|
if (!in_volume_segment && (longest_edge_squared > distance_to_plane * distance_to_plane)) {
|
|
/* see James Arvo, "Stratified Sampling of Spherical Triangles"
|
|
* http://www.graphics.cornell.edu/pubs/1995/Arv95c.pdf */
|
|
|
|
/* project the triangle to the unit sphere
|
|
* and calculate its edges and angles */
|
|
const float3 v0_p = V[0] - P;
|
|
const float3 v1_p = V[1] - P;
|
|
const float3 v2_p = V[2] - P;
|
|
|
|
const float3 u01 = safe_normalize(cross(v0_p, v1_p));
|
|
const float3 u02 = safe_normalize(cross(v0_p, v2_p));
|
|
const float3 u12 = safe_normalize(cross(v1_p, v2_p));
|
|
|
|
const float3 A = safe_normalize(v0_p);
|
|
const float3 B = safe_normalize(v1_p);
|
|
const float3 C = safe_normalize(v2_p);
|
|
|
|
const float cos_alpha = dot(u02, u01);
|
|
const float cos_beta = -dot(u01, u12);
|
|
const float cos_gamma = dot(u02, u12);
|
|
|
|
/* calculate dihedral angles */
|
|
const float alpha = fast_acosf(cos_alpha);
|
|
const float beta = fast_acosf(cos_beta);
|
|
const float gamma = fast_acosf(cos_gamma);
|
|
/* the area of the unit spherical triangle = solid angle */
|
|
const float solid_angle = alpha + beta + gamma - M_PI_F;
|
|
|
|
/* precompute a few things
|
|
* these could be re-used to take several samples
|
|
* as they are independent of randu/randv */
|
|
const float cos_c = dot(A, B);
|
|
const float sin_alpha = fast_sinf(alpha);
|
|
const float product = sin_alpha * cos_c;
|
|
|
|
/* Select a random sub-area of the spherical triangle
|
|
* and calculate the third vertex C_ of that new triangle */
|
|
const float phi = randu * solid_angle - alpha;
|
|
float s, t;
|
|
fast_sincosf(phi, &s, &t);
|
|
const float u = t - cos_alpha;
|
|
const float v = s + product;
|
|
|
|
const float3 U = safe_normalize(C - dot(C, A) * A);
|
|
|
|
float q = 1.0f;
|
|
const float det = ((v * s + u * t) * sin_alpha);
|
|
if (det != 0.0f) {
|
|
q = ((v * t - u * s) * cos_alpha - v) / det;
|
|
}
|
|
const float temp = max(1.0f - q * q, 0.0f);
|
|
|
|
const float3 C_ = safe_normalize(q * A + sqrtf(temp) * U);
|
|
|
|
/* Finally, select a random point along the edge of the new triangle
|
|
* That point on the spherical triangle is the sampled ray direction */
|
|
const float z = 1.0f - randv * (1.0f - dot(C_, B));
|
|
ls->D = z * B + safe_sqrtf(1.0f - z * z) * safe_normalize(C_ - dot(C_, B) * B);
|
|
|
|
/* calculate intersection with the planar triangle */
|
|
if (!ray_triangle_intersect(P,
|
|
ls->D,
|
|
FLT_MAX,
|
|
#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
|
|
(ssef *)V,
|
|
#else
|
|
V[0],
|
|
V[1],
|
|
V[2],
|
|
#endif
|
|
&ls->u,
|
|
&ls->v,
|
|
&ls->t)) {
|
|
ls->pdf = 0.0f;
|
|
return;
|
|
}
|
|
|
|
ls->P = P + ls->D * ls->t;
|
|
|
|
/* pdf_triangles is calculated over triangle area, but we're sampling over solid angle */
|
|
if (UNLIKELY(solid_angle == 0.0f)) {
|
|
ls->pdf = 0.0f;
|
|
return;
|
|
}
|
|
else {
|
|
if (has_motion) {
|
|
/* get the center frame vertices, this is what the PDF was calculated from */
|
|
triangle_world_space_vertices(kg, object, prim, -1.0f, V);
|
|
area = triangle_area(V[0], V[1], V[2]);
|
|
}
|
|
const float pdf = area * kernel_data.integrator.pdf_triangles;
|
|
ls->pdf = pdf / solid_angle;
|
|
}
|
|
}
|
|
else {
|
|
/* compute random point in triangle. From Eric Heitz's "A Low-Distortion Map Between Triangle
|
|
* and Square" */
|
|
float u = randu;
|
|
float v = randv;
|
|
if (v > u) {
|
|
u *= 0.5f;
|
|
v -= u;
|
|
}
|
|
else {
|
|
v *= 0.5f;
|
|
u -= v;
|
|
}
|
|
|
|
const float t = 1.0f - u - v;
|
|
ls->P = u * V[0] + v * V[1] + t * V[2];
|
|
/* compute incoming direction, distance and pdf */
|
|
ls->D = normalize_len(ls->P - P, &ls->t);
|
|
ls->pdf = triangle_light_pdf_area(kg, ls->Ng, -ls->D, ls->t);
|
|
if (has_motion && area != 0.0f) {
|
|
/* scale the PDF.
|
|
* area = the area the sample was taken from
|
|
* area_pre = the are from which pdf_triangles was calculated from */
|
|
triangle_world_space_vertices(kg, object, prim, -1.0f, V);
|
|
const float area_pre = triangle_area(V[0], V[1], V[2]);
|
|
ls->pdf = ls->pdf * area_pre / area;
|
|
}
|
|
ls->u = u;
|
|
ls->v = v;
|
|
}
|
|
}
|
|
|
|
/* Light Distribution */
|
|
|
|
ccl_device int light_distribution_sample(const KernelGlobals *kg, float *randu)
|
|
{
|
|
/* This is basically std::upper_bound as used by PBRT, to find a point light or
|
|
* triangle to emit from, proportional to area. a good improvement would be to
|
|
* also sample proportional to power, though it's not so well defined with
|
|
* arbitrary shaders. */
|
|
int first = 0;
|
|
int len = kernel_data.integrator.num_distribution + 1;
|
|
float r = *randu;
|
|
|
|
do {
|
|
int half_len = len >> 1;
|
|
int middle = first + half_len;
|
|
|
|
if (r < kernel_tex_fetch(__light_distribution, middle).totarea) {
|
|
len = half_len;
|
|
}
|
|
else {
|
|
first = middle + 1;
|
|
len = len - half_len - 1;
|
|
}
|
|
} while (len > 0);
|
|
|
|
/* Clamping should not be needed but float rounding errors seem to
|
|
* make this fail on rare occasions. */
|
|
int index = clamp(first - 1, 0, kernel_data.integrator.num_distribution - 1);
|
|
|
|
/* Rescale to reuse random number. this helps the 2D samples within
|
|
* each area light be stratified as well. */
|
|
float distr_min = kernel_tex_fetch(__light_distribution, index).totarea;
|
|
float distr_max = kernel_tex_fetch(__light_distribution, index + 1).totarea;
|
|
*randu = (r - distr_min) / (distr_max - distr_min);
|
|
|
|
return index;
|
|
}
|
|
|
|
/* Generic Light */
|
|
|
|
ccl_device_inline bool light_select_reached_max_bounces(const KernelGlobals *kg,
|
|
int index,
|
|
int bounce)
|
|
{
|
|
return (bounce > kernel_tex_fetch(__lights, index).max_bounces);
|
|
}
|
|
|
|
template<bool in_volume_segment>
|
|
ccl_device_noinline bool light_distribution_sample(const KernelGlobals *kg,
|
|
float randu,
|
|
const float randv,
|
|
const float time,
|
|
const float3 P,
|
|
const int bounce,
|
|
const int path_flag,
|
|
LightSample *ls)
|
|
{
|
|
/* Sample light index from distribution. */
|
|
const int index = light_distribution_sample(kg, &randu);
|
|
const ccl_global KernelLightDistribution *kdistribution = &kernel_tex_fetch(__light_distribution,
|
|
index);
|
|
const int prim = kdistribution->prim;
|
|
|
|
if (prim >= 0) {
|
|
/* Mesh light. */
|
|
const int object = kdistribution->mesh_light.object_id;
|
|
|
|
/* Exclude synthetic meshes from shadow catcher pass. */
|
|
if ((path_flag & PATH_RAY_SHADOW_CATCHER_PASS) &&
|
|
!(kernel_tex_fetch(__object_flag, object) & SD_OBJECT_SHADOW_CATCHER)) {
|
|
return false;
|
|
}
|
|
|
|
const int shader_flag = kdistribution->mesh_light.shader_flag;
|
|
triangle_light_sample<in_volume_segment>(kg, prim, object, randu, randv, time, ls, P);
|
|
ls->shader |= shader_flag;
|
|
return (ls->pdf > 0.0f);
|
|
}
|
|
|
|
const int lamp = -prim - 1;
|
|
|
|
if (UNLIKELY(light_select_reached_max_bounces(kg, lamp, bounce))) {
|
|
return false;
|
|
}
|
|
|
|
return light_sample<in_volume_segment>(kg, lamp, randu, randv, P, path_flag, ls);
|
|
}
|
|
|
|
ccl_device_inline bool light_distribution_sample_from_volume_segment(const KernelGlobals *kg,
|
|
float randu,
|
|
const float randv,
|
|
const float time,
|
|
const float3 P,
|
|
const int bounce,
|
|
const int path_flag,
|
|
LightSample *ls)
|
|
{
|
|
return light_distribution_sample<true>(kg, randu, randv, time, P, bounce, path_flag, ls);
|
|
}
|
|
|
|
ccl_device_inline bool light_distribution_sample_from_position(const KernelGlobals *kg,
|
|
float randu,
|
|
const float randv,
|
|
const float time,
|
|
const float3 P,
|
|
const int bounce,
|
|
const int path_flag,
|
|
LightSample *ls)
|
|
{
|
|
return light_distribution_sample<false>(kg, randu, randv, time, P, bounce, path_flag, ls);
|
|
}
|
|
|
|
ccl_device_inline bool light_distribution_sample_new_position(const KernelGlobals *kg,
|
|
const float randu,
|
|
const float randv,
|
|
const float time,
|
|
const float3 P,
|
|
LightSample *ls)
|
|
{
|
|
/* Sample a new position on the same light, for volume sampling. */
|
|
if (ls->type == LIGHT_TRIANGLE) {
|
|
triangle_light_sample<false>(kg, ls->prim, ls->object, randu, randv, time, ls, P);
|
|
return (ls->pdf > 0.0f);
|
|
}
|
|
else {
|
|
return light_sample<false>(kg, ls->lamp, randu, randv, P, 0, ls);
|
|
}
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|