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
302 lines
9.5 KiB
C++
302 lines
9.5 KiB
C++
/*
|
|
* Parts adapted from Open Shading Language with this license:
|
|
*
|
|
* Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
|
|
* All Rights Reserved.
|
|
*
|
|
* Modifications Copyright 2011, Blender Foundation.
|
|
*
|
|
* Redistribution and use in source and binary forms, with or without
|
|
* modification, are permitted provided that the following conditions are
|
|
* met:
|
|
* * Redistributions of source code must retain the above copyright
|
|
* notice, this list of conditions and the following disclaimer.
|
|
* * Redistributions in binary form must reproduce the above copyright
|
|
* notice, this list of conditions and the following disclaimer in the
|
|
* documentation and/or other materials provided with the distribution.
|
|
* * Neither the name of Sony Pictures Imageworks nor the names of its
|
|
* contributors may be used to endorse or promote products derived from
|
|
* this software without specific prior written permission.
|
|
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
|
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
|
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
|
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
|
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
|
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
|
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
|
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
*/
|
|
|
|
#pragma once
|
|
|
|
CCL_NAMESPACE_BEGIN
|
|
|
|
/* distribute uniform xy on [0,1] over unit disk [-1,1] */
|
|
ccl_device void to_unit_disk(float *x, float *y)
|
|
{
|
|
float phi = M_2PI_F * (*x);
|
|
float r = sqrtf(*y);
|
|
|
|
*x = r * cosf(phi);
|
|
*y = r * sinf(phi);
|
|
}
|
|
|
|
/* return an orthogonal tangent and bitangent given a normal and tangent that
|
|
* may not be exactly orthogonal */
|
|
ccl_device void make_orthonormals_tangent(const float3 N, const float3 T, float3 *a, float3 *b)
|
|
{
|
|
*b = normalize(cross(N, T));
|
|
*a = cross(*b, N);
|
|
}
|
|
|
|
/* sample direction with cosine weighted distributed in hemisphere */
|
|
ccl_device_inline void sample_cos_hemisphere(
|
|
const float3 N, float randu, float randv, float3 *omega_in, float *pdf)
|
|
{
|
|
to_unit_disk(&randu, &randv);
|
|
float costheta = sqrtf(max(1.0f - randu * randu - randv * randv, 0.0f));
|
|
float3 T, B;
|
|
make_orthonormals(N, &T, &B);
|
|
*omega_in = randu * T + randv * B + costheta * N;
|
|
*pdf = costheta * M_1_PI_F;
|
|
}
|
|
|
|
/* sample direction uniformly distributed in hemisphere */
|
|
ccl_device_inline void sample_uniform_hemisphere(
|
|
const float3 N, float randu, float randv, float3 *omega_in, float *pdf)
|
|
{
|
|
float z = randu;
|
|
float r = sqrtf(max(0.0f, 1.0f - z * z));
|
|
float phi = M_2PI_F * randv;
|
|
float x = r * cosf(phi);
|
|
float y = r * sinf(phi);
|
|
|
|
float3 T, B;
|
|
make_orthonormals(N, &T, &B);
|
|
*omega_in = x * T + y * B + z * N;
|
|
*pdf = 0.5f * M_1_PI_F;
|
|
}
|
|
|
|
/* sample direction uniformly distributed in cone */
|
|
ccl_device_inline void sample_uniform_cone(
|
|
const float3 N, float angle, float randu, float randv, float3 *omega_in, float *pdf)
|
|
{
|
|
float zMin = cosf(angle);
|
|
float z = zMin - zMin * randu + randu;
|
|
float r = safe_sqrtf(1.0f - sqr(z));
|
|
float phi = M_2PI_F * randv;
|
|
float x = r * cosf(phi);
|
|
float y = r * sinf(phi);
|
|
|
|
float3 T, B;
|
|
make_orthonormals(N, &T, &B);
|
|
*omega_in = x * T + y * B + z * N;
|
|
*pdf = M_1_2PI_F / (1.0f - zMin);
|
|
}
|
|
|
|
ccl_device_inline float pdf_uniform_cone(const float3 N, float3 D, float angle)
|
|
{
|
|
float zMin = cosf(angle);
|
|
float z = dot(N, D);
|
|
if (z > zMin) {
|
|
return M_1_2PI_F / (1.0f - zMin);
|
|
}
|
|
return 0.0f;
|
|
}
|
|
|
|
/* sample uniform point on the surface of a sphere */
|
|
ccl_device float3 sample_uniform_sphere(float u1, float u2)
|
|
{
|
|
float z = 1.0f - 2.0f * u1;
|
|
float r = sqrtf(fmaxf(0.0f, 1.0f - z * z));
|
|
float phi = M_2PI_F * u2;
|
|
float x = r * cosf(phi);
|
|
float y = r * sinf(phi);
|
|
|
|
return make_float3(x, y, z);
|
|
}
|
|
|
|
ccl_device float balance_heuristic(float a, float b)
|
|
{
|
|
return (a) / (a + b);
|
|
}
|
|
|
|
ccl_device float balance_heuristic_3(float a, float b, float c)
|
|
{
|
|
return (a) / (a + b + c);
|
|
}
|
|
|
|
ccl_device float power_heuristic(float a, float b)
|
|
{
|
|
return (a * a) / (a * a + b * b);
|
|
}
|
|
|
|
ccl_device float power_heuristic_3(float a, float b, float c)
|
|
{
|
|
return (a * a) / (a * a + b * b + c * c);
|
|
}
|
|
|
|
ccl_device float max_heuristic(float a, float b)
|
|
{
|
|
return (a > b) ? 1.0f : 0.0f;
|
|
}
|
|
|
|
/* distribute uniform xy on [0,1] over unit disk [-1,1], with concentric mapping
|
|
* to better preserve stratification for some RNG sequences */
|
|
ccl_device float2 concentric_sample_disk(float u1, float u2)
|
|
{
|
|
float phi, r;
|
|
float a = 2.0f * u1 - 1.0f;
|
|
float b = 2.0f * u2 - 1.0f;
|
|
|
|
if (a == 0.0f && b == 0.0f) {
|
|
return zero_float2();
|
|
}
|
|
else if (a * a > b * b) {
|
|
r = a;
|
|
phi = M_PI_4_F * (b / a);
|
|
}
|
|
else {
|
|
r = b;
|
|
phi = M_PI_2_F - M_PI_4_F * (a / b);
|
|
}
|
|
|
|
return make_float2(r * cosf(phi), r * sinf(phi));
|
|
}
|
|
|
|
/* sample point in unit polygon with given number of corners and rotation */
|
|
ccl_device float2 regular_polygon_sample(float corners, float rotation, float u, float v)
|
|
{
|
|
/* sample corner number and reuse u */
|
|
float corner = floorf(u * corners);
|
|
u = u * corners - corner;
|
|
|
|
/* uniform sampled triangle weights */
|
|
u = sqrtf(u);
|
|
v = v * u;
|
|
u = 1.0f - u;
|
|
|
|
/* point in triangle */
|
|
float angle = M_PI_F / corners;
|
|
float2 p = make_float2((u + v) * cosf(angle), (u - v) * sinf(angle));
|
|
|
|
/* rotate */
|
|
rotation += corner * 2.0f * angle;
|
|
|
|
float cr = cosf(rotation);
|
|
float sr = sinf(rotation);
|
|
|
|
return make_float2(cr * p.x - sr * p.y, sr * p.x + cr * p.y);
|
|
}
|
|
|
|
ccl_device float3 ensure_valid_reflection(float3 Ng, float3 I, float3 N)
|
|
{
|
|
float3 R = 2 * dot(N, I) * N - I;
|
|
|
|
/* Reflection rays may always be at least as shallow as the incoming ray. */
|
|
float threshold = min(0.9f * dot(Ng, I), 0.01f);
|
|
if (dot(Ng, R) >= threshold) {
|
|
return N;
|
|
}
|
|
|
|
/* Form coordinate system with Ng as the Z axis and N inside the X-Z-plane.
|
|
* The X axis is found by normalizing the component of N that's orthogonal to Ng.
|
|
* The Y axis isn't actually needed.
|
|
*/
|
|
float NdotNg = dot(N, Ng);
|
|
float3 X = normalize(N - NdotNg * Ng);
|
|
|
|
/* Keep math expressions. */
|
|
/* clang-format off */
|
|
/* Calculate N.z and N.x in the local coordinate system.
|
|
*
|
|
* The goal of this computation is to find a N' that is rotated towards Ng just enough
|
|
* to lift R' above the threshold (here called t), therefore dot(R', Ng) = t.
|
|
*
|
|
* According to the standard reflection equation,
|
|
* this means that we want dot(2*dot(N', I)*N' - I, Ng) = t.
|
|
*
|
|
* Since the Z axis of our local coordinate system is Ng, dot(x, Ng) is just x.z, so we get
|
|
* 2*dot(N', I)*N'.z - I.z = t.
|
|
*
|
|
* The rotation is simple to express in the coordinate system we formed -
|
|
* since N lies in the X-Z-plane, we know that N' will also lie in the X-Z-plane,
|
|
* so N'.y = 0 and therefore dot(N', I) = N'.x*I.x + N'.z*I.z .
|
|
*
|
|
* Furthermore, we want N' to be normalized, so N'.x = sqrt(1 - N'.z^2).
|
|
*
|
|
* With these simplifications,
|
|
* we get the final equation 2*(sqrt(1 - N'.z^2)*I.x + N'.z*I.z)*N'.z - I.z = t.
|
|
*
|
|
* The only unknown here is N'.z, so we can solve for that.
|
|
*
|
|
* The equation has four solutions in general:
|
|
*
|
|
* N'.z = +-sqrt(0.5*(+-sqrt(I.x^2*(I.x^2 + I.z^2 - t^2)) + t*I.z + I.x^2 + I.z^2)/(I.x^2 + I.z^2))
|
|
* We can simplify this expression a bit by grouping terms:
|
|
*
|
|
* a = I.x^2 + I.z^2
|
|
* b = sqrt(I.x^2 * (a - t^2))
|
|
* c = I.z*t + a
|
|
* N'.z = +-sqrt(0.5*(+-b + c)/a)
|
|
*
|
|
* Two solutions can immediately be discarded because they're negative so N' would lie in the
|
|
* lower hemisphere.
|
|
*/
|
|
/* clang-format on */
|
|
|
|
float Ix = dot(I, X), Iz = dot(I, Ng);
|
|
float Ix2 = sqr(Ix), Iz2 = sqr(Iz);
|
|
float a = Ix2 + Iz2;
|
|
|
|
float b = safe_sqrtf(Ix2 * (a - sqr(threshold)));
|
|
float c = Iz * threshold + a;
|
|
|
|
/* Evaluate both solutions.
|
|
* In many cases one can be immediately discarded (if N'.z would be imaginary or larger than
|
|
* one), so check for that first. If no option is viable (might happen in extreme cases like N
|
|
* being in the wrong hemisphere), give up and return Ng. */
|
|
float fac = 0.5f / a;
|
|
float N1_z2 = fac * (b + c), N2_z2 = fac * (-b + c);
|
|
bool valid1 = (N1_z2 > 1e-5f) && (N1_z2 <= (1.0f + 1e-5f));
|
|
bool valid2 = (N2_z2 > 1e-5f) && (N2_z2 <= (1.0f + 1e-5f));
|
|
|
|
float2 N_new;
|
|
if (valid1 && valid2) {
|
|
/* If both are possible, do the expensive reflection-based check. */
|
|
float2 N1 = make_float2(safe_sqrtf(1.0f - N1_z2), safe_sqrtf(N1_z2));
|
|
float2 N2 = make_float2(safe_sqrtf(1.0f - N2_z2), safe_sqrtf(N2_z2));
|
|
|
|
float R1 = 2 * (N1.x * Ix + N1.y * Iz) * N1.y - Iz;
|
|
float R2 = 2 * (N2.x * Ix + N2.y * Iz) * N2.y - Iz;
|
|
|
|
valid1 = (R1 >= 1e-5f);
|
|
valid2 = (R2 >= 1e-5f);
|
|
if (valid1 && valid2) {
|
|
/* If both solutions are valid, return the one with the shallower reflection since it will be
|
|
* closer to the input (if the original reflection wasn't shallow, we would not be in this
|
|
* part of the function). */
|
|
N_new = (R1 < R2) ? N1 : N2;
|
|
}
|
|
else {
|
|
/* If only one reflection is valid (= positive), pick that one. */
|
|
N_new = (R1 > R2) ? N1 : N2;
|
|
}
|
|
}
|
|
else if (valid1 || valid2) {
|
|
/* Only one solution passes the N'.z criterium, so pick that one. */
|
|
float Nz2 = valid1 ? N1_z2 : N2_z2;
|
|
N_new = make_float2(safe_sqrtf(1.0f - Nz2), safe_sqrtf(Nz2));
|
|
}
|
|
else {
|
|
return Ng;
|
|
}
|
|
|
|
return N_new.x * X + N_new.y * Ng;
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|