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.
256 lines
7.6 KiB
C++
256 lines
7.6 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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CCL_NAMESPACE_BEGIN
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ccl_device_inline void path_state_init(KernelGlobals *kg,
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ShaderData *stack_sd,
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ccl_addr_space PathState *state,
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uint rng_hash,
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int sample,
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ccl_addr_space Ray *ray)
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{
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state->flag = PATH_RAY_CAMERA|PATH_RAY_MIS_SKIP|PATH_RAY_TRANSPARENT_BACKGROUND;
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state->rng_hash = rng_hash;
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state->rng_offset = PRNG_BASE_NUM;
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state->sample = sample;
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state->num_samples = kernel_data.integrator.aa_samples;
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state->branch_factor = 1.0f;
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state->bounce = 0;
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state->diffuse_bounce = 0;
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state->glossy_bounce = 0;
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state->transmission_bounce = 0;
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state->transparent_bounce = 0;
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#ifdef __DENOISING_FEATURES__
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if(kernel_data.film.pass_denoising_data) {
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state->flag |= PATH_RAY_STORE_SHADOW_INFO;
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state->denoising_feature_weight = 1.0f;
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}
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else {
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state->denoising_feature_weight = 0.0f;
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}
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#endif /* __DENOISING_FEATURES__ */
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state->min_ray_pdf = FLT_MAX;
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state->ray_pdf = 0.0f;
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#ifdef __LAMP_MIS__
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state->ray_t = 0.0f;
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#endif
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#ifdef __VOLUME__
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state->volume_bounce = 0;
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state->volume_bounds_bounce = 0;
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if(kernel_data.integrator.use_volumes) {
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/* Initialize volume stack with volume we are inside of. */
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kernel_volume_stack_init(kg, stack_sd, state, ray, state->volume_stack);
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/* Seed RNG for cases where we can't use stratified samples .*/
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state->rng_congruential = lcg_init(rng_hash + sample*0x51633e2d);
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}
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else {
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state->volume_stack[0].shader = SHADER_NONE;
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}
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#endif
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}
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ccl_device_inline void path_state_next(KernelGlobals *kg, ccl_addr_space PathState *state, int label)
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{
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/* ray through transparent keeps same flags from previous ray and is
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* not counted as a regular bounce, transparent has separate max */
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if(label & LABEL_TRANSPARENT) {
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state->flag |= PATH_RAY_TRANSPARENT;
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state->transparent_bounce++;
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if(state->transparent_bounce >= kernel_data.integrator.transparent_max_bounce) {
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state->flag |= PATH_RAY_TERMINATE_IMMEDIATE;
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}
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if(!kernel_data.integrator.transparent_shadows)
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state->flag |= PATH_RAY_MIS_SKIP;
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/* random number generator next bounce */
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state->rng_offset += PRNG_BOUNCE_NUM;
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return;
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}
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state->bounce++;
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if(state->bounce >= kernel_data.integrator.max_bounce) {
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state->flag |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT;
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}
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state->flag &= ~(PATH_RAY_ALL_VISIBILITY|PATH_RAY_MIS_SKIP);
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#ifdef __VOLUME__
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if(label & LABEL_VOLUME_SCATTER) {
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/* volume scatter */
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state->flag |= PATH_RAY_VOLUME_SCATTER;
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state->flag &= ~PATH_RAY_TRANSPARENT_BACKGROUND;
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state->volume_bounce++;
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if(state->volume_bounce >= kernel_data.integrator.max_volume_bounce) {
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state->flag |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT;
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}
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}
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else
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#endif
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{
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/* surface reflection/transmission */
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if(label & LABEL_REFLECT) {
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state->flag |= PATH_RAY_REFLECT;
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state->flag &= ~PATH_RAY_TRANSPARENT_BACKGROUND;
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if(label & LABEL_DIFFUSE) {
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state->diffuse_bounce++;
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if(state->diffuse_bounce >= kernel_data.integrator.max_diffuse_bounce) {
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state->flag |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT;
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}
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}
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else {
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state->glossy_bounce++;
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if(state->glossy_bounce >= kernel_data.integrator.max_glossy_bounce) {
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state->flag |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT;
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}
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}
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}
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else {
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kernel_assert(label & LABEL_TRANSMIT);
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state->flag |= PATH_RAY_TRANSMIT;
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if(!(label & LABEL_TRANSMIT_TRANSPARENT)) {
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state->flag &= ~PATH_RAY_TRANSPARENT_BACKGROUND;
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}
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state->transmission_bounce++;
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if(state->transmission_bounce >= kernel_data.integrator.max_transmission_bounce) {
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state->flag |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT;
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}
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}
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/* diffuse/glossy/singular */
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if(label & LABEL_DIFFUSE) {
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state->flag |= PATH_RAY_DIFFUSE|PATH_RAY_DIFFUSE_ANCESTOR;
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}
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else if(label & LABEL_GLOSSY) {
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state->flag |= PATH_RAY_GLOSSY;
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}
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else {
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kernel_assert(label & LABEL_SINGULAR);
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state->flag |= PATH_RAY_GLOSSY|PATH_RAY_SINGULAR|PATH_RAY_MIS_SKIP;
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}
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}
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/* random number generator next bounce */
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state->rng_offset += PRNG_BOUNCE_NUM;
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#ifdef __DENOISING_FEATURES__
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if((state->denoising_feature_weight == 0.0f) && !(state->flag & PATH_RAY_SHADOW_CATCHER)) {
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state->flag &= ~PATH_RAY_STORE_SHADOW_INFO;
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}
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#endif
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}
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ccl_device_inline uint path_state_ray_visibility(KernelGlobals *kg, ccl_addr_space PathState *state)
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{
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uint flag = state->flag & PATH_RAY_ALL_VISIBILITY;
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/* for visibility, diffuse/glossy are for reflection only */
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if(flag & PATH_RAY_TRANSMIT)
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flag &= ~(PATH_RAY_DIFFUSE|PATH_RAY_GLOSSY);
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/* todo: this is not supported as its own ray visibility yet */
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if(state->flag & PATH_RAY_VOLUME_SCATTER)
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flag |= PATH_RAY_DIFFUSE;
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return flag;
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}
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ccl_device_inline float path_state_continuation_probability(KernelGlobals *kg,
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ccl_addr_space PathState *state,
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const float3 throughput)
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{
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if(state->flag & PATH_RAY_TERMINATE_IMMEDIATE) {
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/* Ray is to be terminated immediately. */
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return 0.0f;
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}
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else if(state->flag & PATH_RAY_TRANSPARENT) {
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/* Do at least one bounce without RR. */
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if(state->transparent_bounce <= 1) {
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return 1.0f;
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}
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#ifdef __SHADOW_TRICKS__
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/* Exception for shadow catcher not working correctly with RR. */
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else if((state->flag & PATH_RAY_SHADOW_CATCHER) && (state->transparent_bounce <= 8)) {
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return 1.0f;
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}
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#endif
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}
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else {
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/* Do at least one bounce without RR. */
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if(state->bounce <= 1) {
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return 1.0f;
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}
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#ifdef __SHADOW_TRICKS__
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/* Exception for shadow catcher not working correctly with RR. */
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else if((state->flag & PATH_RAY_SHADOW_CATCHER) && (state->bounce <= 3)) {
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return 1.0f;
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}
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#endif
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}
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/* Probabilistic termination: use sqrt() to roughly match typical view
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* transform and do path termination a bit later on average. */
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return min(sqrtf(max3(fabs(throughput)) * state->branch_factor), 1.0f);
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}
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/* TODO(DingTo): Find more meaningful name for this */
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ccl_device_inline void path_state_modify_bounce(ccl_addr_space PathState *state, bool increase)
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{
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/* Modify bounce temporarily for shader eval */
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if(increase)
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state->bounce += 1;
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else
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state->bounce -= 1;
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}
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ccl_device_inline bool path_state_ao_bounce(KernelGlobals *kg, ccl_addr_space PathState *state)
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{
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if(state->bounce <= kernel_data.integrator.ao_bounces) {
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return false;
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}
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int bounce = state->bounce - state->transmission_bounce - (state->glossy_bounce > 0);
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return (bounce > kernel_data.integrator.ao_bounces);
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}
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ccl_device_inline void path_state_branch(ccl_addr_space PathState *state,
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int branch,
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int num_branches)
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{
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if(num_branches > 1) {
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/* Path is splitting into a branch, adjust so that each branch
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* still gets a unique sample from the same sequence. */
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state->sample = state->sample*num_branches + branch;
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state->num_samples = state->num_samples*num_branches;
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state->branch_factor *= num_branches;
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}
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}
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CCL_NAMESPACE_END
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