Cycles: Rework component layering in Principled BSDF #110864

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Lukas Stockner merged 10 commits from LukasStockner/blender:layering-principled into main 2023-08-10 23:53:44 +02:00
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Overall, this PR reworks the component layering in the Principled BSDF in order to ensure that energy is preserved and conserved.

This includes:

  • Implementing support for the OSL layer() function
  • Implementing albedo estimation for some of the closures (for layering purposes)
    • The specular layer that the Principled BSDF uses has a proper tabulated albedo lookup, the others are still approximations
  • Removing the custom "Principled Diffuse" and replacing it with the classic lambertian Diffuse, since the layering logic takes care of energy now

Note that this changes the look of the Principled BSDF noticeably in some cases, but that's needed, since the cases where it looks different are the ones that strongly violate energy conservation (mostly grazing reflections with strong Specular).

Overall, this PR reworks the component layering in the Principled BSDF in order to ensure that energy is preserved and conserved. This includes: - Implementing support for the OSL `layer()` function - Implementing albedo estimation for some of the closures (for layering purposes) - The specular layer that the Principled BSDF uses has a proper tabulated albedo lookup, the others are still approximations - Removing the custom "Principled Diffuse" and replacing it with the classic lambertian Diffuse, since the layering logic takes care of energy now Note that this changes the look of the Principled BSDF noticeably in some cases, but that's needed, since the cases where it looks different are the ones that strongly violate energy conservation (mostly grazing reflections with strong Specular).
Lukas Stockner added the
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Render & Cycles
label 2023-08-07 01:29:08 +02:00

@blender-bot package

@blender-bot package
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Package build started. Download here when ready.

Package build started. [Download here](https://builder.blender.org/download/patch/PR110864) when ready.
Brecht Van Lommel reviewed 2023-08-08 18:33:58 +02:00
Brecht Van Lommel left a comment
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I have not checked every line in detail, but the overall approach looks great to me.

Some images and timings would be nice.

I have not checked every line in detail, but the overall approach looks great to me. Some images and timings would be nice.
@ -71,2 +71,4 @@
float3 weight_stack[16];
ccl_private const OSLClosure *closure_stack[16];
int layer_stack_level = -1;
float3 layer_albedo;

Typically better for the GPU compiler to initialize this.

Typically better for the GPU compiler to initialize this.
brecht marked this conversation as resolved
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Some images and timings would be nice.


Scene Old New New with exposure adjusted
Diorama diorama_old.png 1m25s diorama_new.png 1m24s /
3.5 Splash splash35_old.png 2m48s splash35_new.png 2m49s splash35_new_exposure0.2.png 2m49s, exposure +0.2
2.81 Splash splash281_old.png 55s splash281_new.png 56s splash281_new_exposure0.2.png 56s, exposure +0.2
> Some images and timings would be nice. ------ | Scene | Old | New | New with exposure adjusted | | - | - | - | - | | Diorama | ![diorama_old.png](/attachments/cb3c3f11-27ba-488b-a896-a0b10b933ae4) 1m25s | ![diorama_new.png](/attachments/ab54ab65-f250-4bd9-b309-ee8ac1826f31) 1m24s | / | | 3.5 Splash | ![splash35_old.png](/attachments/9e1e6ede-4b2e-4e11-983f-b94bd1f296c2) 2m48s | ![splash35_new.png](/attachments/8e38e468-2b44-486a-9636-c97a1ccc0273) 2m49s | ![splash35_new_exposure0.2.png](/attachments/c332889c-500e-4041-a2d1-06bcd2167e03) 2m49s, exposure +0.2 | | 2.81 Splash | ![splash281_old.png](/attachments/1a0a84f7-dea6-4386-860d-3b85323d6d2e) 55s | ![splash281_new.png](/attachments/ed2dc8a8-edae-492c-83cb-e9a007096446) 56s | ![splash281_new_exposure0.2.png](/attachments/d6530f6e-6c42-4e8f-b682-6b38b4130e9a) 56s, exposure +0.2 |
Brecht Van Lommel requested changes 2023-08-09 15:14:17 +02:00
Brecht Van Lommel left a comment
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Render time and look differences seem within an acceptable range.

In the regression tests, render passes specular direct seems wrong, there is a checker texture visible in that pass.

Render time and look differences seem within an acceptable range. In the regression tests, `render passes specular direct` seems wrong, there is a checker texture visible in that pass.
@ -114,0 +141,4 @@
/* We just finished processing the top layers of a Layer closure, so adjust the weight to
* account for the layering. */
weight *= saturatef(1.0f - reduce_max(layer_albedo / weight));
/* TODO: Skip if weight zero */

Is this still intended to be resolved?

Is this still intended to be resolved?
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Yep, resolved now. I had tried to find a way to not repeat the stack popping code, but didn't come up with anything.

Yep, resolved now. I had tried to find a way to not repeat the stack popping code, but didn't come up with anything.
brecht marked this conversation as resolved
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In the regression tests, render passes specular direct seems wrong, there is a checker texture visible in that pass.

I've improved the color pass now by extending and improving the precomputed tables that are used to lookup the expected Fresnel effect depending on roughness, instead of just using the smooth surface approximation.

With this change, the checkerboard is completely gone when using the material in a "sphere in front of white background" setup.

However, in the test scene it's still slightly visible. This is expected - bounce rays at grazing angles are occluded by the back wall, while more vertical rays aren't. And since the Fresnel effect depends on angle, the effective mix between F0 (checkerboard) and F90 (white) changes, and so the precomputed value no longer fits perfectly.

In case you're wondering how this worked before the change (as I did): The material has Specular set to zero, and the old formulation of the Principled BSDF had a weird quirk where the Specular input affected the Fresnel curve that was used for metals. By setting it to zero, Fresnel was effectively disabled. If you increase Specular, you also get the checkerboard in old builds.

> In the regression tests, render passes specular direct seems wrong, there is a checker texture visible in that pass. I've improved the color pass now by extending and improving the precomputed tables that are used to lookup the expected Fresnel effect depending on roughness, instead of just using the smooth surface approximation. With this change, the checkerboard is completely gone when using the material in a "sphere in front of white background" setup. However, in the test scene it's still slightly visible. This is expected - bounce rays at grazing angles are occluded by the back wall, while more vertical rays aren't. And since the Fresnel effect depends on angle, the effective mix between F0 (checkerboard) and F90 (white) changes, and so the precomputed value no longer fits perfectly. In case you're wondering how this worked before the change (as I did): The material has Specular set to zero, and the old formulation of the Principled BSDF had a weird quirk where the Specular input affected the Fresnel curve that was used for metals. By setting it to zero, Fresnel was effectively disabled. If you increase Specular, you also get the checkerboard in old builds.
Brecht Van Lommel approved these changes 2023-08-10 18:36:32 +02:00
Brecht Van Lommel left a comment
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Thanks, looks good to me now.

Thanks, looks good to me now.
Lukas Stockner force-pushed layering-principled from 86100d921b to 6a3c2f62c5 2023-08-10 23:51:07 +02:00 Compare
Lukas Stockner merged commit 2ac0b36e4e into main 2023-08-10 23:53:44 +02:00
Lukas Stockner deleted branch layering-principled 2023-08-10 23:53:46 +02:00
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