Cycles: Fix invalid normals in various situations #114960

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Brecht Van Lommel merged 13 commits from Alaska/blender:fix-valid-reflection-NaN into main 2024-01-02 16:24:14 +01:00
Member

Fix issues related to NaN normals in some situations
by trying to detect when these cases might occur and just reverting
back to default normals.

As a side effect of these changes, OSL now behaves correctly when given
a non-normalized normal.

Fix issues related to NaN normals in some situations by trying to detect when these cases might occur and just reverting back to default normals. As a side effect of these changes, OSL now behaves correctly when given a non-normalized normal.
Alaska added 1 commit 2023-11-16 05:57:43 +01:00
Fix NaN in ensure_valid_specular_reflection()
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Alaska requested review from Brecht Van Lommel 2023-11-16 05:57:55 +01:00
Alaska requested review from Lukas Stockner 2023-11-16 05:58:03 +01:00
Alaska requested review from Sergey Sharybin 2023-11-16 05:58:11 +01:00
Author
Member

This should probably be back ported to 3.3, 3.6, and 4.0.1 corrective release if it gets accepted.

Comment if you disagree.

This should probably be back ported to 3.3, 3.6, and 4.0.1 corrective release if it gets accepted. Comment if you disagree.

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Sergey Sharybin reviewed 2023-11-16 16:55:36 +01:00
Sergey Sharybin left a comment
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I think it is fine to avoid NaN like that.

One thing which I am not immediatelly sure, is whether using a non-normalized normal will return normalized normal from this function?

I think it is fine to avoid NaN like that. One thing which I am not immediatelly sure, is whether using a non-normalized normal will return normalized normal from this function?
Author
Member

One thing which I am not immediatelly sure, is whether using a non-normalized normal will return normalized normal from this function?

I may be mis-understanding the question you're asking here.

From my understanding, if a non-normalized normal is passed to safe_normalize(), then it will be normalized.

The only thing that changes is a (0, 0, 0) vector will be remain (0, 0, 0) instead of turning into (Nan, NaN, NaN). (0, 0, 0) is not normalized, so that could lead to issues later on inside ensure_valid_specular_reflection(), or in other functions.

We could try other approaches like:

X = normalize(N - dot(N, Ng) * Ng)
if (!isnan_safe(X)) {
   X = one_float();
}

or

X = safe_normalize(N - dot(N, Ng) * Ng)
if (dot(X, X) < 0.9f) {
   X = one_float();
}

or something similar.

> One thing which I am not immediatelly sure, is whether using a non-normalized normal will return normalized normal from this function? I may be mis-understanding the question you're asking here. From my understanding, if a non-normalized normal is passed to safe_normalize(), then it will be normalized. The only thing that changes is a (0, 0, 0) vector will be remain (0, 0, 0) instead of turning into (Nan, NaN, NaN). (0, 0, 0) is not normalized, so that could lead to issues later on inside `ensure_valid_specular_reflection()`, or in other functions. We could try other approaches like: ``` X = normalize(N - dot(N, Ng) * Ng) if (!isnan_safe(X)) { X = one_float(); } ``` or ``` X = safe_normalize(N - dot(N, Ng) * Ng) if (dot(X, X) < 0.9f) { X = one_float(); } ``` or something similar.
Member

For zero normal inputs, the most straightforward fix would be to just return N as-is and skip the process. The entire algorithm is undefined for that case.

I'd go a step further and argue that we should always replace zeroed shading normals with Ng because they're obviously a mistake and are likely to break other things.

Also, looking at this, I'd expect numerical issues if N and Ng are almost equal, so that the unnormalized X is almost zero. We do check for exact equality in maybe_ensure_valid_specular_reflection, but with floating point numbers that might not be good enough.

Oh, and X = one_float3() in particular will cause other issues since it's not normalized.

For zero normal inputs, the most straightforward fix would be to just return `N` as-is and skip the process. The entire algorithm is undefined for that case. I'd go a step further and argue that we should always replace zeroed shading normals with `Ng` because they're obviously a mistake and are likely to break other things. Also, looking at this, I'd expect numerical issues if `N` and `Ng` are almost equal, so that the unnormalized X is almost zero. We do check for exact equality in `maybe_ensure_valid_specular_reflection`, but with floating point numbers that might not be good enough. Oh, and `X = one_float3()` in particular will cause other issues since it's not normalized.
Alaska changed title from Cycles: Fix NaN in ensure_valid_specular_reflection() to WIP: Cycles: Fix NaN in ensure_valid_specular_reflection() 2023-11-18 22:54:38 +01:00
Author
Member

I'd go a step further and argue that we should always replace zeroed shading normals with Ng because they're obviously a mistake and are likely to break other things.

I assume when you say "we should always replaced zeroed shading normals with Ng", you mean for everything, not just maybe_ensure_valid_specular_reflection()?

Edit: The question that has been crossed out below is mostly irrelevant due to the recent commit.

If so, where do you think would be the best place to do this? For example:

  • Should I put the code in /intern/cycles/svm/closure.h, running the code on every Normal input?
  • Or should I put the check inside the functions like bsdf_sheen_setup?
  • Or should it go somewhere else?
> I'd go a step further and argue that we should always replace zeroed shading normals with `Ng` because they're obviously a mistake and are likely to break other things. I assume when you say "*we should always replaced zeroed shading normals with Ng*", you mean for everything, not just `maybe_ensure_valid_specular_reflection()`? Edit: The question that has been crossed out below is mostly irrelevant due to the recent commit. ~~If so, where do you think would be the best place to do this? For example:~~ - ~~Should I put the code in `/intern/cycles/svm/closure.h`, running the code on every Normal input?~~ - ~~Or should I put the check inside the functions like `bsdf_sheen_setup`?~~ - ~~Or should it go somewhere else?~~
Alaska added 2 commits 2023-11-22 09:28:57 +01:00
Alaska changed title from WIP: Cycles: Fix NaN in ensure_valid_specular_reflection() to Cycles: Fix invalid normals in various locations 2023-11-22 09:32:38 +01:00
Alaska changed title from Cycles: Fix invalid normals in various locations to Cycles: Fix invalid normals in various situations 2023-11-22 09:35:57 +01:00
Author
Member

With this pull request, there is a difference between how Cycles and EEVEE behaves when passed a 0, 0, 0 normal.

Cycles will return the default normals of the object.
EEVEE seems to use 1, 0, 0 normals

With this pull request, there is a difference between how Cycles and EEVEE behaves when passed a `0, 0, 0` normal. Cycles will return the default normals of the object. EEVEE seems to use `1, 0, 0` normals
Alaska added 1 commit 2023-11-22 13:01:59 +01:00
Lukas Stockner approved these changes 2023-11-23 22:54:51 +01:00
Lukas Stockner left a comment
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Overall LGTM, just one typo.

Regarding the difference to EEVEE: I think that's fine - (1, 0, 0) doesn't make much sense, so I think it's fair to treat it as undefined behavior instead of an intentional (different) fallback.

Overall LGTM, just one typo. Regarding the difference to EEVEE: I think that's fine - `(1, 0, 0)` doesn't make much sense, so I think it's fair to treat it as undefined behavior instead of an intentional (different) fallback.
@ -132,1 +132,3 @@
const float3 X = normalize(N - dot(N, Ng) * Ng);
const float3 X = safe_normalize(N - dot(N, Ng) * Ng);
if (len(X) < 0.5f) {
/* Vector was not normalized by `safe_normlize()` function. This can cause rendering issues
Member

Nitpick: Typo in safe_normlize. Same in safe_normal.

Nitpick: Typo in `safe_normlize`. Same in `safe_normal`.
Lukas Stockner requested changes 2023-11-23 23:12:17 +01:00
@ -203,0 +208,4 @@
ccl_device_inline float3 safe_normal(ccl_private ShaderData *sd, float3 N)
{
N = safe_normalize(N);
if (len(N) < 0.5f) {
Member

Actually, we should use len_squared here - avoids a square root and does the job just as well.

Actually, we should use `len_squared` here - avoids a square root and does the job just as well.
Alaska added 3 commits 2023-11-23 23:48:12 +01:00
Alaska requested review from Lukas Stockner 2023-11-23 23:50:24 +01:00
Lukas Stockner approved these changes 2023-11-24 00:30:03 +01:00
Brecht Van Lommel requested changes 2023-11-27 19:17:24 +01:00
@ -200,6 +205,17 @@ ccl_device float3 maybe_ensure_valid_specular_reflection(ccl_private ShaderData
return ensure_valid_specular_reflection(sd->Ng, sd->wi, N);
}
ccl_device_inline float3 safe_normal(ccl_private ShaderData *sd, float3 N)

It would be more efficient to have a function like this:

ccl_device_inline float3 safe_normalize_fallback(const float3 a, const float3 fallback)
{
  float t = len(a);
  return (t != 0.0f) ? a * (1.0f / t) : fallback;
}

That way we are not computing the length a second time.

It would be more efficient to have a function like this: ``` ccl_device_inline float3 safe_normalize_fallback(const float3 a, const float3 fallback) { float t = len(a); return (t != 0.0f) ? a * (1.0f / t) : fallback; } ``` That way we are not computing the length a second time.
Alaska added 3 commits 2023-11-28 03:54:24 +01:00
Alaska added 1 commit 2023-11-28 10:34:48 +01:00
Alaska requested review from Brecht Van Lommel 2023-12-13 08:06:38 +01:00
Alaska added 1 commit 2023-12-13 08:06:50 +01:00
Merge branch 'main' into fix-valid-reflection-NaN
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Brecht Van Lommel added 1 commit 2024-01-02 13:57:16 +01:00
Merge branch 'main' into HEAD
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Brecht Van Lommel approved these changes 2024-01-02 13:57:36 +01:00
Brecht Van Lommel merged commit 9b3699db67 into main 2024-01-02 16:24:14 +01:00
Brecht Van Lommel deleted branch fix-valid-reflection-NaN 2024-01-02 16:24:23 +01:00
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