Lights: Option to use old point light falloff #117832

Merged
Brecht Van Lommel merged 14 commits from brecht/blender:point-sphere-light into blender-v4.1-release 2024-02-07 19:07:23 +01:00
5 changed files with 76 additions and 67 deletions
Showing only changes of commit ae217754de - Show all commits

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@ -308,7 +308,7 @@ ccl_device_inline bool area_light_eval(const ccl_global KernelLight *klight,
}
if (in_volume_segment || (!sample_rectangle && klight->area.tan_half_spread > 0)) {
ls->pdf *= lamp_light_pdf(Ng, -ls->D, ls->t);
ls->pdf *= light_pdf_area_to_solid_angle(Ng, -ls->D, ls->t);
}
return ls->eval_fac > 0;
@ -368,7 +368,7 @@ ccl_device_forceinline void area_light_mnee_sample_update(const ccl_global Kerne
ls->D = normalize_len(ls->P - P, &ls->t);
area_light_eval<false>(klight, P, &ls->P, ls, zero_float2(), false);
/* Convert pdf to be in area measure. */
ls->pdf /= lamp_light_pdf(ls->Ng, -ls->D, ls->t);
ls->pdf /= light_pdf_area_to_solid_angle(ls->Ng, -ls->D, ls->t);
}
}

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@ -193,7 +193,7 @@ ccl_device_inline float background_portal_pdf(
if (is_round) {
float t;
float3 D = normalize_len(lightpos - P, &t);
portal_pdf += fabsf(klight->area.invarea) * lamp_light_pdf(dir, -D, t);
portal_pdf += fabsf(klight->area.invarea) * light_pdf_area_to_solid_angle(dir, -D, t);
}
else {
portal_pdf += area_light_rect_sample(
@ -256,7 +256,7 @@ ccl_device float3 background_portal_sample(KernelGlobals kg,
lightpos += ellipse_sample(axis_u * len_u * 0.5f, axis_v * len_v * 0.5f, rand);
float t;
D = normalize_len(lightpos - P, &t);
*pdf = fabsf(klight->area.invarea) * lamp_light_pdf(dir, -D, t);
*pdf = fabsf(klight->area.invarea) * light_pdf_area_to_solid_angle(dir, -D, t);
}
else {
*pdf = area_light_rect_sample(P, &lightpos, axis_u, len_u, axis_v, len_v, rand, true);

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@ -49,7 +49,7 @@ ccl_device float3 disk_light_sample(float3 n, float2 rand)
return ellipse_sample(ru, rv, rand);
}
ccl_device float lamp_light_pdf(const float3 Ng, const float3 I, float t)
ccl_device float light_pdf_area_to_solid_angle(const float3 Ng, const float3 I, float t)
{
float cos_pi = dot(Ng, I);

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@ -15,19 +15,24 @@ ccl_device_inline bool point_light_sample(const ccl_global KernelLight *klight,
const int shader_flags,
ccl_private LightSample *ls)
{
const float r_sq = sqr(klight->spot.radius);
float3 lightN = P - klight->co;
const float d_sq = len_squared(lightN);
const float d = sqrtf(d_sq);
lightN /= d;
const float r_sq = sqr(klight->spot.radius);
ls->eval_fac = klight->spot.eval_fac;
/* Spherical light geometry. */
float cos_theta;
if (d_sq > r_sq) {
/* Outside sphere. */
const float one_minus_cos = sin_sqr_to_one_minus_cos(r_sq / d_sq);
ls->D = sample_uniform_cone(-lightN, one_minus_cos, rand, &cos_theta, &ls->pdf);
}
else {
/* Inside sphere. */
const bool has_transmission = (shader_flags & SD_BSDF_HAS_TRANSMISSION);
if (has_transmission) {
ls->D = sample_uniform_sphere(rand);
@ -44,7 +49,6 @@ ccl_device_inline bool point_light_sample(const ccl_global KernelLight *klight,
ls->P = P + ls->D * ls->t;
ls->eval_fac = klight->spot.eval_fac;
if (r_sq == 0) {
/* Use intensity instead of radiance for point light. */
ls->eval_fac /= sqr(ls->t);
@ -57,6 +61,7 @@ ccl_device_inline bool point_light_sample(const ccl_global KernelLight *klight,
ls->P = ls->Ng * klight->spot.radius + klight->co;
}
/* Texture coordinates. */
const Transform itfm = klight->itfm;
const float2 uv = map_to_sphere(transform_direction(&itfm, ls->Ng));
/* NOTE: Return barycentric coordinates in the same notation as Embree and OptiX. */
@ -92,21 +97,19 @@ ccl_device_forceinline void point_light_mnee_sample_update(const ccl_global Kern
const float r_sq = sqr(radius);
const float t_sq = sqr(ls->t);
ls->pdf = point_light_pdf(d_sq, r_sq, N, ls->D, path_flag);
/* NOTE : preserve pdf in area measure. */
ls->pdf *= 0.5f * fabsf(d_sq - r_sq - t_sq) / (radius * ls->t * t_sq);
const float pdf_solid_angle_to_area = 0.5f * fabsf(d_sq - r_sq - t_sq) /
(radius * ls->t * t_sq);
ls->pdf = point_light_pdf(d_sq, r_sq, N, ls->D, path_flag) * pdf_solid_angle_to_area;
ls->Ng = normalize(ls->P - klight->co);
}
else {
ls->eval_fac = klight->spot.eval_fac;
ls->Ng = -ls->D;
/* PDF does not change. */
ls->Ng = -ls->D;
}
/* Texture coordinates. */
const Transform itfm = klight->itfm;
const float2 uv = map_to_sphere(transform_direction(&itfm, ls->Ng));
/* NOTE: Return barycentric coordinates in the same notation as Embree and OptiX. */
@ -136,25 +139,24 @@ ccl_device_inline bool point_light_sample_from_intersection(
const uint32_t path_flag,
ccl_private LightSample *ccl_restrict ls)
{
ls->eval_fac = klight->spot.eval_fac;
const float radius = klight->spot.radius;
ls->Ng = radius > 0 ? normalize(ls->P - klight->co) : -ray_D;
ls->eval_fac = klight->spot.eval_fac;
if (radius > 0) {
ls->Ng = normalize(ls->P - klight->co);
}
else {
ls->Ng = -ray_D;
}
/* Texture coordinates. */
const Transform itfm = klight->itfm;
const float2 uv = map_to_sphere(transform_direction(&itfm, ls->Ng));
/* NOTE: Return barycentric coordinates in the same notation as Embree and OptiX. */
ls->u = uv.y;
ls->v = 1.0f - uv.x - uv.y;
if (ls->t == FLT_MAX) {
ls->pdf = 0.0f;
}
else {
ls->pdf = point_light_pdf(len_squared(ray_P - klight->co), sqr(radius), N, ray_D, path_flag);
}
return true;
}
@ -175,6 +177,7 @@ ccl_device_forceinline bool point_light_tree_parameters(const ccl_global KernelL
point_to_centroid = safe_normalize_len(centroid - P, &dist_point_to_centroid);
const float radius = klight->spot.radius;
if (dist_point_to_centroid > radius) {
/* Equivalent to a disk light with the same angular span. */
cos_theta_u = cos_from_sin(radius / dist_point_to_centroid);

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@ -43,19 +43,20 @@ ccl_device_inline bool spot_light_sample(const ccl_global KernelLight *klight,
const int shader_flags,
ccl_private LightSample *ls)
{
const float radius = klight->spot.radius;
const float r_sq = sqr(klight->spot.radius);
const float3 center = klight->co;
float3 lightN = P - center;
float3 lightN = P - klight->co;
const float d_sq = len_squared(lightN);
const float d = sqrtf(d_sq);
lightN /= d;
ls->eval_fac = klight->spot.eval_fac;
/* Spherical light geometry. */
float cos_theta;
ls->t = FLT_MAX;
if (d_sq > r_sq) {
/* Outside sphere. */
const float one_minus_cos_half_spot_spread = 1.0f - klight->spot.cos_half_spot_angle;
const float one_minus_cos_half_angle = sin_sqr_to_one_minus_cos(r_sq / d_sq);
@ -68,13 +69,16 @@ ccl_device_inline bool spot_light_sample(const ccl_global KernelLight *klight,
ls->D = sample_uniform_cone(
-klight->spot.dir, one_minus_cos_half_spot_spread, rand, &cos_theta, &ls->pdf);
if (!ray_sphere_intersect(P, ls->D, 0.0f, FLT_MAX, center, radius, &ls->P, &ls->t)) {
if (!ray_sphere_intersect(
P, ls->D, 0.0f, FLT_MAX, klight->co, klight->spot.radius, &ls->P, &ls->t))
{
/* Sampled direction does not intersect with the light. */
return false;
}
}
}
else {
/* Inside sphere. */
const bool has_transmission = (shader_flags & SD_BSDF_HAS_TRANSMISSION);
if (has_transmission) {
ls->D = sample_uniform_sphere(rand);
@ -86,6 +90,15 @@ ccl_device_inline bool spot_light_sample(const ccl_global KernelLight *klight,
cos_theta = -dot(ls->D, lightN);
}
/* Attenuation. */
const float3 local_ray = spot_light_to_local(&klight->spot, -ls->D);
if (d_sq > r_sq) {
ls->eval_fac *= spot_light_attenuation(&klight->spot, local_ray);
}
if (!in_volume_segment && ls->eval_fac == 0.0f) {
return false;
}
if (ls->t == FLT_MAX) {
/* Law of cosines. */
ls->t = d * cos_theta -
@ -96,28 +109,11 @@ ccl_device_inline bool spot_light_sample(const ccl_global KernelLight *klight,
/* Already computed when sampling the spread cone. */
}
const float3 local_ray = spot_light_to_local(&klight->spot, -ls->D);
ls->eval_fac = klight->spot.eval_fac;
if (d_sq > r_sq) {
ls->eval_fac *= spot_light_attenuation(&klight->spot, local_ray);
}
if (!in_volume_segment && ls->eval_fac == 0.0f) {
return false;
}
if (r_sq == 0) {
/* Use intensity instead of radiance when the radius is zero. */
ls->eval_fac /= sqr(ls->t);
/* `ls->Ng` is not well-defined when the radius is zero, use the incoming direction instead. */
ls->Ng = -ls->D;
}
else {
ls->Ng = normalize(ls->P - center);
/* Remap sampled point onto the sphere to prevent precision issues with small radius. */
ls->P = ls->Ng * radius + center;
}
/* Remap sampled point onto the sphere to prevent precision issues with small radius. */
ls->Ng = normalize(ls->P - klight->co);
ls->P = ls->Ng * klight->spot.radius + klight->co;
/* Texture coordinates. */
spot_light_uv(local_ray, klight->spot.half_cot_half_spot_angle, &ls->u, &ls->v);
return true;
@ -146,35 +142,38 @@ ccl_device_forceinline void spot_light_mnee_sample_update(const ccl_global Kerne
{
ls->D = normalize_len(ls->P - P, &ls->t);
const float3 local_ray = spot_light_to_local(&klight->spot, -ls->D);
ls->eval_fac = klight->spot.eval_fac;
const float radius = klight->spot.radius;
bool use_attenuation = true;
if (radius > 0) {
const float d_sq = len_squared(P - klight->co);
const float r_sq = sqr(radius);
const float t_sq = sqr(ls->t);
ls->pdf = spot_light_pdf(klight->spot.cos_half_spot_angle, d_sq, r_sq, N, ls->D, path_flag);
/* NOTE : preserve pdf in area measure. */
ls->pdf *= 0.5f * fabsf(d_sq - r_sq - t_sq) / (radius * ls->t * t_sq);
const float pdf_solid_angle_to_area = 0.5f * fabsf(d_sq - r_sq - t_sq) /
(radius * ls->t * t_sq);
ls->pdf = spot_light_pdf(klight->spot.cos_half_spot_angle, d_sq, r_sq, N, ls->D, path_flag) *
pdf_solid_angle_to_area;
ls->Ng = normalize(ls->P - klight->co);
if (d_sq > r_sq) {
ls->eval_fac *= spot_light_attenuation(&klight->spot, local_ray);
}
use_attenuation = (d_sq > r_sq);
}
else {
ls->Ng = -ls->D;
ls->eval_fac *= spot_light_attenuation(&klight->spot, local_ray);
/* PDF does not change. */
ls->Ng = -ls->D;
}
/* Attenuation. */
const float3 local_ray = spot_light_to_local(&klight->spot, -ls->D);
if (use_attenuation) {
ls->eval_fac *= spot_light_attenuation(&klight->spot, local_ray);
}
/* Texture coordinates. */
spot_light_uv(local_ray, klight->spot.half_cot_half_spot_angle, &ls->u, &ls->v);
}
@ -199,13 +198,20 @@ ccl_device_inline bool spot_light_sample_from_intersection(
const uint32_t path_flag,
ccl_private LightSample *ccl_restrict ls)
{
const float d_sq = len_squared(ray_P - klight->co);
const float r_sq = sqr(klight->spot.radius);
const float d_sq = len_squared(ray_P - klight->co);
ls->pdf = spot_light_pdf(klight->spot.cos_half_spot_angle, d_sq, r_sq, N, ray_D, path_flag);
const float3 local_ray = spot_light_to_local(&klight->spot, -ray_D);
ls->eval_fac = klight->spot.eval_fac;
if (r_sq > 0) {
ls->Ng = normalize(ls->P - klight->co);
}
else {
ls->Ng = -ray_D;
}
/* Attenuation. */
const float3 local_ray = spot_light_to_local(&klight->spot, -ray_D);
if (d_sq > r_sq) {
ls->eval_fac *= spot_light_attenuation(&klight->spot, local_ray);
}
@ -213,8 +219,7 @@ ccl_device_inline bool spot_light_sample_from_intersection(
return false;
}
ls->Ng = r_sq > 0 ? normalize(ls->P - klight->co) : -ray_D;
/* Texture coordinates. */
spot_light_uv(local_ray, klight->spot.half_cot_half_spot_angle, &ls->u, &ls->v);
return true;
@ -232,6 +237,7 @@ ccl_device_forceinline bool spot_light_tree_parameters(const ccl_global KernelLi
const float3 point_to_centroid_ = safe_normalize_len(centroid - P, &dist_point_to_centroid);
const float radius = klight->spot.radius;
cos_theta_u = (dist_point_to_centroid > radius) ? cos_from_sin(radius / dist_point_to_centroid) :
-1.0f;