Cycles: improve equiangular sampling in volume #119438

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Weizhen Huang merged 27 commits from weizhen/blender:equiangular-valid-range into main 2024-03-25 13:02:13 +01:00
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By restricting the sample range along the ray to the valid segment.

this patch without light tree this patch with light tree (#119389) main without light tree main with light tree
mine.png mine_tree.png main.png main_tree.png

using equiangular sampling, 128spp.

TODO

Add support for

Mesh Light

  • restrict the ray segment to the side with MIS

Area Light

  • when the spread is zero, find the intersection of the ray and the bounding box/cylinder of the rectangle/ellipse area light beam
  • when the spread is non-zero, find the intersection of the ray and the minimal enclosing cone of the area light beam
    note the result is also unbiased when we just consider the cone from the sampled point in volume segment. Far away from the light source it's less noisy than the current solution, but near the light source it's much noisier. We have to restrict the sample region on the area light to the part that lits the ray then, I haven't tried yet to see if it would be less noisy.

Point Light

  • the complete ray segment should be valid.

Spot Light

  • intersect the ray with the spot light cone
  • support non-zero radius

Light Tree

  • ensure same light for volume and volume segment, see #119389

test file attached.

By restricting the sample range along the ray to the valid segment. |this patch without light tree |this patch with light tree (#119389)| main without light tree |main with light tree| | -------- | -------- |----|--| | ![mine.png](attachments/31e2b044-bae5-438e-afd9-d92df7afe10c) |![mine_tree.png](attachments/ee4ce21f-075f-44b0-a08f-45ac29f5122a) | ![main.png](attachments/a71cad5d-b982-4c11-96bd-3ae63c2cf3c7) |![main_tree.png](attachments/292c8bad-6979-4d1a-9de9-dc29147fb463) *using equiangular sampling, 128spp.* ## TODO Add support for **Mesh Light** - [x] restrict the ray segment to the side with MIS **Area Light** - [x] when the spread is zero, find the intersection of the ray and the bounding box/cylinder of the rectangle/ellipse area light beam - [x] when the spread is non-zero, find the intersection of the ray and the minimal enclosing cone of the area light beam *note the result is also unbiased when we just consider the cone from the sampled point in volume segment. Far away from the light source it's less noisy than the current solution, but near the light source it's much noisier. We have to restrict the sample region on the area light to the part that lits the ray then, I haven't tried yet to see if it would be less noisy.* **Point Light** - [x] the complete ray segment should be valid. **Spot Light** - [x] intersect the ray with the spot light cone - [x] support non-zero radius **Light Tree** - [ ] ensure same light for volume and volume segment, see #119389 test file attached.
Weizhen Huang added the
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Render & Cycles
label 2024-03-13 19:41:40 +01:00
Weizhen Huang force-pushed equiangular-valid-range from c5aa8f87dc to c8da710ad3 2024-03-14 16:34:19 +01:00 Compare
Weizhen Huang force-pushed equiangular-valid-range from 510a978935 to e35b4783d6 2024-03-15 18:49:40 +01:00 Compare
Weizhen Huang force-pushed equiangular-valid-range from 7c8b5f4ccd to 828a52a21c 2024-03-16 17:05:58 +01:00 Compare
Weizhen Huang force-pushed equiangular-valid-range from 571d931d9b to afa805cca8 2024-03-18 23:40:28 +01:00 Compare
Weizhen Huang force-pushed equiangular-valid-range from b9a81dd372 to 810d1e5bb1 2024-03-19 22:18:03 +01:00 Compare
Weizhen Huang force-pushed equiangular-valid-range from 33ce093af2 to 10e0cd6674 2024-03-20 18:07:22 +01:00 Compare
Weizhen Huang added 1 commit 2024-03-21 18:33:22 +01:00
Disable ray segment computation for light tree
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@blender-bot build +gpu

@blender-bot build +gpu
Weizhen Huang added 1 commit 2024-03-21 18:42:17 +01:00
Fix compilation error on Windows and Linux
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@blender-bot build +gpu

@blender-bot build +gpu
Weizhen Huang added 1 commit 2024-03-21 19:46:29 +01:00
Weizhen Huang changed title from WIP: Cycles: improve equiangular sampling in volume to Cycles: improve equiangular sampling in volume 2024-03-21 19:48:34 +01:00
Weizhen Huang requested review from Brecht Van Lommel 2024-03-21 19:48:53 +01:00
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@brecht this patch is ready for review. Currently the ray segment is only computed when light tree is turned off, will compute also for light tree when #119389 is ready.

This patch basically adds a bunch of ray intersection and math utility functions, and depending on the light type it calls different intersection functions.

@brecht this patch is ready for review. Currently the ray segment is only computed when light tree is turned off, will compute also for light tree when #119389 is ready. This patch basically adds a bunch of ray intersection and math utility functions, and depending on the light type it calls different intersection functions.
Brecht Van Lommel approved these changes 2024-03-25 10:54:02 +01:00
Brecht Van Lommel left a comment
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Great work, all makes sense to me.

Great work, all makes sense to me.
Weizhen Huang added 2 commits 2024-03-25 13:00:59 +01:00
Weizhen Huang merged commit 082b68fcb9 into main 2024-03-25 13:02:13 +01:00
Weizhen Huang deleted branch equiangular-valid-range 2024-03-25 13:02:16 +01:00
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Reference: blender/blender#119438
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