Cycles: Add new Sky Texture method including direct sunlight
This commit adds a new model to the Sky Texture node, which is based on a
method by Nishita et al. and works by basically simulating volumetric
scattering in the atmosphere.
By making some approximations (such as only considering single scattering),
we get a fairly simple and fast simulation code that takes into account
Rayleigh and Mie scattering as well as Ozone absorption.
This code is used to precompute a 512x128 texture which is then looked up
during render time, and is fast enough to allow real-time tweaking in the
viewport.
Due to the nature of the simulation, it exposes several parameters that
allow for lots of flexibility in choosing the look and matching real-world
conditions (such as Air/Dust/Ozone density and altitude).
Additionally, the same volumetric approach can be used to compute absorption
of the direct sunlight, so the model also supports adding direct sunlight.
This makes it significantly easier to set up Sun+Sky illumination where
the direction, intensity and color of the sun actually matches the sky.
In order to support properly sampling the direct sun component, the commit
also adds logic for sampling a specific area to the kernel light sampling
code. This is combined with portal and background map sampling using MIS.
This sampling logic works for the common case of having one Sky texture
going into the Background shader, but if a custom input to the Vector
node is used or if there are multiple Sky textures, it falls back to using
only background map sampling (while automatically setting the resolution to
4096x2048 if auto resolution is used).
More infos and preview can be found here:
https://docs.google.com/document/d/1gQta0ygFWXTrl5Pmvl_nZRgUw0mWg0FJeRuNKS36m08/view
Underlying model, implementation and documentation by Marco (@nacioss).
Improvements, cleanup and sun sampling by @lukasstockner.
Differential Revision: https://developer.blender.org/D7896
2020-06-17 20:27:10 +02:00
|
|
|
/*
|
|
|
|
* Copyright 2011-2020 Blender Foundation
|
|
|
|
*
|
|
|
|
* Licensed under the Apache License, Version 2.0 (the "License");
|
|
|
|
* you may not use this file except in compliance with the License.
|
|
|
|
* You may obtain a copy of the License at
|
|
|
|
*
|
|
|
|
* http://www.apache.org/licenses/LICENSE-2.0
|
|
|
|
*
|
|
|
|
* Unless required by applicable law or agreed to in writing, software
|
|
|
|
* distributed under the License is distributed on an "AS IS" BASIS,
|
|
|
|
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
|
|
|
* See the License for the specific language governing permissions and
|
|
|
|
* limitations under the License.
|
|
|
|
*/
|
|
|
|
|
Cycles: merge of cycles-x branch, a major update to the renderer
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
2021-09-20 17:59:20 +02:00
|
|
|
#pragma once
|
|
|
|
|
Cycles: Add new Sky Texture method including direct sunlight
This commit adds a new model to the Sky Texture node, which is based on a
method by Nishita et al. and works by basically simulating volumetric
scattering in the atmosphere.
By making some approximations (such as only considering single scattering),
we get a fairly simple and fast simulation code that takes into account
Rayleigh and Mie scattering as well as Ozone absorption.
This code is used to precompute a 512x128 texture which is then looked up
during render time, and is fast enough to allow real-time tweaking in the
viewport.
Due to the nature of the simulation, it exposes several parameters that
allow for lots of flexibility in choosing the look and matching real-world
conditions (such as Air/Dust/Ozone density and altitude).
Additionally, the same volumetric approach can be used to compute absorption
of the direct sunlight, so the model also supports adding direct sunlight.
This makes it significantly easier to set up Sun+Sky illumination where
the direction, intensity and color of the sun actually matches the sky.
In order to support properly sampling the direct sun component, the commit
also adds logic for sampling a specific area to the kernel light sampling
code. This is combined with portal and background map sampling using MIS.
This sampling logic works for the common case of having one Sky texture
going into the Background shader, but if a custom input to the Vector
node is used or if there are multiple Sky textures, it falls back to using
only background map sampling (while automatically setting the resolution to
4096x2048 if auto resolution is used).
More infos and preview can be found here:
https://docs.google.com/document/d/1gQta0ygFWXTrl5Pmvl_nZRgUw0mWg0FJeRuNKS36m08/view
Underlying model, implementation and documentation by Marco (@nacioss).
Improvements, cleanup and sun sampling by @lukasstockner.
Differential Revision: https://developer.blender.org/D7896
2020-06-17 20:27:10 +02:00
|
|
|
#include "kernel_light_common.h"
|
|
|
|
|
|
|
|
CCL_NAMESPACE_BEGIN
|
|
|
|
|
|
|
|
/* Background Light */
|
|
|
|
|
|
|
|
#ifdef __BACKGROUND_MIS__
|
|
|
|
|
Cycles: merge of cycles-x branch, a major update to the renderer
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
2021-09-20 17:59:20 +02:00
|
|
|
ccl_device float3 background_map_sample(const KernelGlobals *kg,
|
|
|
|
float randu,
|
|
|
|
float randv,
|
|
|
|
float *pdf)
|
Cycles: Add new Sky Texture method including direct sunlight
This commit adds a new model to the Sky Texture node, which is based on a
method by Nishita et al. and works by basically simulating volumetric
scattering in the atmosphere.
By making some approximations (such as only considering single scattering),
we get a fairly simple and fast simulation code that takes into account
Rayleigh and Mie scattering as well as Ozone absorption.
This code is used to precompute a 512x128 texture which is then looked up
during render time, and is fast enough to allow real-time tweaking in the
viewport.
Due to the nature of the simulation, it exposes several parameters that
allow for lots of flexibility in choosing the look and matching real-world
conditions (such as Air/Dust/Ozone density and altitude).
Additionally, the same volumetric approach can be used to compute absorption
of the direct sunlight, so the model also supports adding direct sunlight.
This makes it significantly easier to set up Sun+Sky illumination where
the direction, intensity and color of the sun actually matches the sky.
In order to support properly sampling the direct sun component, the commit
also adds logic for sampling a specific area to the kernel light sampling
code. This is combined with portal and background map sampling using MIS.
This sampling logic works for the common case of having one Sky texture
going into the Background shader, but if a custom input to the Vector
node is used or if there are multiple Sky textures, it falls back to using
only background map sampling (while automatically setting the resolution to
4096x2048 if auto resolution is used).
More infos and preview can be found here:
https://docs.google.com/document/d/1gQta0ygFWXTrl5Pmvl_nZRgUw0mWg0FJeRuNKS36m08/view
Underlying model, implementation and documentation by Marco (@nacioss).
Improvements, cleanup and sun sampling by @lukasstockner.
Differential Revision: https://developer.blender.org/D7896
2020-06-17 20:27:10 +02:00
|
|
|
{
|
|
|
|
/* for the following, the CDF values are actually a pair of floats, with the
|
|
|
|
* function value as X and the actual CDF as Y. The last entry's function
|
|
|
|
* value is the CDF total. */
|
|
|
|
int res_x = kernel_data.background.map_res_x;
|
|
|
|
int res_y = kernel_data.background.map_res_y;
|
|
|
|
int cdf_width = res_x + 1;
|
|
|
|
|
2020-11-20 11:39:03 +11:00
|
|
|
/* This is basically std::lower_bound as used by PBRT. */
|
Cycles: Add new Sky Texture method including direct sunlight
This commit adds a new model to the Sky Texture node, which is based on a
method by Nishita et al. and works by basically simulating volumetric
scattering in the atmosphere.
By making some approximations (such as only considering single scattering),
we get a fairly simple and fast simulation code that takes into account
Rayleigh and Mie scattering as well as Ozone absorption.
This code is used to precompute a 512x128 texture which is then looked up
during render time, and is fast enough to allow real-time tweaking in the
viewport.
Due to the nature of the simulation, it exposes several parameters that
allow for lots of flexibility in choosing the look and matching real-world
conditions (such as Air/Dust/Ozone density and altitude).
Additionally, the same volumetric approach can be used to compute absorption
of the direct sunlight, so the model also supports adding direct sunlight.
This makes it significantly easier to set up Sun+Sky illumination where
the direction, intensity and color of the sun actually matches the sky.
In order to support properly sampling the direct sun component, the commit
also adds logic for sampling a specific area to the kernel light sampling
code. This is combined with portal and background map sampling using MIS.
This sampling logic works for the common case of having one Sky texture
going into the Background shader, but if a custom input to the Vector
node is used or if there are multiple Sky textures, it falls back to using
only background map sampling (while automatically setting the resolution to
4096x2048 if auto resolution is used).
More infos and preview can be found here:
https://docs.google.com/document/d/1gQta0ygFWXTrl5Pmvl_nZRgUw0mWg0FJeRuNKS36m08/view
Underlying model, implementation and documentation by Marco (@nacioss).
Improvements, cleanup and sun sampling by @lukasstockner.
Differential Revision: https://developer.blender.org/D7896
2020-06-17 20:27:10 +02:00
|
|
|
int first = 0;
|
|
|
|
int count = res_y;
|
|
|
|
|
|
|
|
while (count > 0) {
|
|
|
|
int step = count >> 1;
|
|
|
|
int middle = first + step;
|
|
|
|
|
|
|
|
if (kernel_tex_fetch(__light_background_marginal_cdf, middle).y < randv) {
|
|
|
|
first = middle + 1;
|
|
|
|
count -= step + 1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
count = step;
|
|
|
|
}
|
|
|
|
|
|
|
|
int index_v = max(0, first - 1);
|
|
|
|
kernel_assert(index_v >= 0 && index_v < res_y);
|
|
|
|
|
|
|
|
float2 cdf_v = kernel_tex_fetch(__light_background_marginal_cdf, index_v);
|
|
|
|
float2 cdf_next_v = kernel_tex_fetch(__light_background_marginal_cdf, index_v + 1);
|
|
|
|
float2 cdf_last_v = kernel_tex_fetch(__light_background_marginal_cdf, res_y);
|
|
|
|
|
|
|
|
/* importance-sampled V direction */
|
|
|
|
float dv = inverse_lerp(cdf_v.y, cdf_next_v.y, randv);
|
|
|
|
float v = (index_v + dv) / res_y;
|
|
|
|
|
2020-11-20 11:39:03 +11:00
|
|
|
/* This is basically std::lower_bound as used by PBRT. */
|
Cycles: Add new Sky Texture method including direct sunlight
This commit adds a new model to the Sky Texture node, which is based on a
method by Nishita et al. and works by basically simulating volumetric
scattering in the atmosphere.
By making some approximations (such as only considering single scattering),
we get a fairly simple and fast simulation code that takes into account
Rayleigh and Mie scattering as well as Ozone absorption.
This code is used to precompute a 512x128 texture which is then looked up
during render time, and is fast enough to allow real-time tweaking in the
viewport.
Due to the nature of the simulation, it exposes several parameters that
allow for lots of flexibility in choosing the look and matching real-world
conditions (such as Air/Dust/Ozone density and altitude).
Additionally, the same volumetric approach can be used to compute absorption
of the direct sunlight, so the model also supports adding direct sunlight.
This makes it significantly easier to set up Sun+Sky illumination where
the direction, intensity and color of the sun actually matches the sky.
In order to support properly sampling the direct sun component, the commit
also adds logic for sampling a specific area to the kernel light sampling
code. This is combined with portal and background map sampling using MIS.
This sampling logic works for the common case of having one Sky texture
going into the Background shader, but if a custom input to the Vector
node is used or if there are multiple Sky textures, it falls back to using
only background map sampling (while automatically setting the resolution to
4096x2048 if auto resolution is used).
More infos and preview can be found here:
https://docs.google.com/document/d/1gQta0ygFWXTrl5Pmvl_nZRgUw0mWg0FJeRuNKS36m08/view
Underlying model, implementation and documentation by Marco (@nacioss).
Improvements, cleanup and sun sampling by @lukasstockner.
Differential Revision: https://developer.blender.org/D7896
2020-06-17 20:27:10 +02:00
|
|
|
first = 0;
|
|
|
|
count = res_x;
|
|
|
|
while (count > 0) {
|
|
|
|
int step = count >> 1;
|
|
|
|
int middle = first + step;
|
|
|
|
|
|
|
|
if (kernel_tex_fetch(__light_background_conditional_cdf, index_v * cdf_width + middle).y <
|
|
|
|
randu) {
|
|
|
|
first = middle + 1;
|
|
|
|
count -= step + 1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
count = step;
|
|
|
|
}
|
|
|
|
|
|
|
|
int index_u = max(0, first - 1);
|
|
|
|
kernel_assert(index_u >= 0 && index_u < res_x);
|
|
|
|
|
|
|
|
float2 cdf_u = kernel_tex_fetch(__light_background_conditional_cdf,
|
|
|
|
index_v * cdf_width + index_u);
|
|
|
|
float2 cdf_next_u = kernel_tex_fetch(__light_background_conditional_cdf,
|
|
|
|
index_v * cdf_width + index_u + 1);
|
|
|
|
float2 cdf_last_u = kernel_tex_fetch(__light_background_conditional_cdf,
|
|
|
|
index_v * cdf_width + res_x);
|
|
|
|
|
|
|
|
/* importance-sampled U direction */
|
|
|
|
float du = inverse_lerp(cdf_u.y, cdf_next_u.y, randu);
|
|
|
|
float u = (index_u + du) / res_x;
|
|
|
|
|
|
|
|
/* compute pdf */
|
|
|
|
float sin_theta = sinf(M_PI_F * v);
|
|
|
|
float denom = (M_2PI_F * M_PI_F * sin_theta) * cdf_last_u.x * cdf_last_v.x;
|
|
|
|
|
|
|
|
if (sin_theta == 0.0f || denom == 0.0f)
|
|
|
|
*pdf = 0.0f;
|
|
|
|
else
|
|
|
|
*pdf = (cdf_u.x * cdf_v.x) / denom;
|
|
|
|
|
|
|
|
/* compute direction */
|
|
|
|
return equirectangular_to_direction(u, v);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* TODO(sergey): Same as above, after the release we should consider using
|
|
|
|
* 'noinline' for all devices.
|
|
|
|
*/
|
Cycles: merge of cycles-x branch, a major update to the renderer
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
2021-09-20 17:59:20 +02:00
|
|
|
ccl_device float background_map_pdf(const KernelGlobals *kg, float3 direction)
|
Cycles: Add new Sky Texture method including direct sunlight
This commit adds a new model to the Sky Texture node, which is based on a
method by Nishita et al. and works by basically simulating volumetric
scattering in the atmosphere.
By making some approximations (such as only considering single scattering),
we get a fairly simple and fast simulation code that takes into account
Rayleigh and Mie scattering as well as Ozone absorption.
This code is used to precompute a 512x128 texture which is then looked up
during render time, and is fast enough to allow real-time tweaking in the
viewport.
Due to the nature of the simulation, it exposes several parameters that
allow for lots of flexibility in choosing the look and matching real-world
conditions (such as Air/Dust/Ozone density and altitude).
Additionally, the same volumetric approach can be used to compute absorption
of the direct sunlight, so the model also supports adding direct sunlight.
This makes it significantly easier to set up Sun+Sky illumination where
the direction, intensity and color of the sun actually matches the sky.
In order to support properly sampling the direct sun component, the commit
also adds logic for sampling a specific area to the kernel light sampling
code. This is combined with portal and background map sampling using MIS.
This sampling logic works for the common case of having one Sky texture
going into the Background shader, but if a custom input to the Vector
node is used or if there are multiple Sky textures, it falls back to using
only background map sampling (while automatically setting the resolution to
4096x2048 if auto resolution is used).
More infos and preview can be found here:
https://docs.google.com/document/d/1gQta0ygFWXTrl5Pmvl_nZRgUw0mWg0FJeRuNKS36m08/view
Underlying model, implementation and documentation by Marco (@nacioss).
Improvements, cleanup and sun sampling by @lukasstockner.
Differential Revision: https://developer.blender.org/D7896
2020-06-17 20:27:10 +02:00
|
|
|
{
|
|
|
|
float2 uv = direction_to_equirectangular(direction);
|
|
|
|
int res_x = kernel_data.background.map_res_x;
|
|
|
|
int res_y = kernel_data.background.map_res_y;
|
|
|
|
int cdf_width = res_x + 1;
|
|
|
|
|
|
|
|
float sin_theta = sinf(uv.y * M_PI_F);
|
|
|
|
|
|
|
|
if (sin_theta == 0.0f)
|
|
|
|
return 0.0f;
|
|
|
|
|
|
|
|
int index_u = clamp(float_to_int(uv.x * res_x), 0, res_x - 1);
|
|
|
|
int index_v = clamp(float_to_int(uv.y * res_y), 0, res_y - 1);
|
|
|
|
|
|
|
|
/* pdfs in V direction */
|
|
|
|
float2 cdf_last_u = kernel_tex_fetch(__light_background_conditional_cdf,
|
|
|
|
index_v * cdf_width + res_x);
|
|
|
|
float2 cdf_last_v = kernel_tex_fetch(__light_background_marginal_cdf, res_y);
|
|
|
|
|
|
|
|
float denom = (M_2PI_F * M_PI_F * sin_theta) * cdf_last_u.x * cdf_last_v.x;
|
|
|
|
|
|
|
|
if (denom == 0.0f)
|
|
|
|
return 0.0f;
|
|
|
|
|
|
|
|
/* pdfs in U direction */
|
|
|
|
float2 cdf_u = kernel_tex_fetch(__light_background_conditional_cdf,
|
|
|
|
index_v * cdf_width + index_u);
|
|
|
|
float2 cdf_v = kernel_tex_fetch(__light_background_marginal_cdf, index_v);
|
|
|
|
|
|
|
|
return (cdf_u.x * cdf_v.x) / denom;
|
|
|
|
}
|
|
|
|
|
|
|
|
ccl_device_inline bool background_portal_data_fetch_and_check_side(
|
Cycles: merge of cycles-x branch, a major update to the renderer
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
2021-09-20 17:59:20 +02:00
|
|
|
const KernelGlobals *kg, float3 P, int index, float3 *lightpos, float3 *dir)
|
Cycles: Add new Sky Texture method including direct sunlight
This commit adds a new model to the Sky Texture node, which is based on a
method by Nishita et al. and works by basically simulating volumetric
scattering in the atmosphere.
By making some approximations (such as only considering single scattering),
we get a fairly simple and fast simulation code that takes into account
Rayleigh and Mie scattering as well as Ozone absorption.
This code is used to precompute a 512x128 texture which is then looked up
during render time, and is fast enough to allow real-time tweaking in the
viewport.
Due to the nature of the simulation, it exposes several parameters that
allow for lots of flexibility in choosing the look and matching real-world
conditions (such as Air/Dust/Ozone density and altitude).
Additionally, the same volumetric approach can be used to compute absorption
of the direct sunlight, so the model also supports adding direct sunlight.
This makes it significantly easier to set up Sun+Sky illumination where
the direction, intensity and color of the sun actually matches the sky.
In order to support properly sampling the direct sun component, the commit
also adds logic for sampling a specific area to the kernel light sampling
code. This is combined with portal and background map sampling using MIS.
This sampling logic works for the common case of having one Sky texture
going into the Background shader, but if a custom input to the Vector
node is used or if there are multiple Sky textures, it falls back to using
only background map sampling (while automatically setting the resolution to
4096x2048 if auto resolution is used).
More infos and preview can be found here:
https://docs.google.com/document/d/1gQta0ygFWXTrl5Pmvl_nZRgUw0mWg0FJeRuNKS36m08/view
Underlying model, implementation and documentation by Marco (@nacioss).
Improvements, cleanup and sun sampling by @lukasstockner.
Differential Revision: https://developer.blender.org/D7896
2020-06-17 20:27:10 +02:00
|
|
|
{
|
|
|
|
int portal = kernel_data.background.portal_offset + index;
|
|
|
|
const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, portal);
|
|
|
|
|
|
|
|
*lightpos = make_float3(klight->co[0], klight->co[1], klight->co[2]);
|
|
|
|
*dir = make_float3(klight->area.dir[0], klight->area.dir[1], klight->area.dir[2]);
|
|
|
|
|
|
|
|
/* Check whether portal is on the right side. */
|
|
|
|
if (dot(*dir, P - *lightpos) > 1e-4f)
|
|
|
|
return true;
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
ccl_device_inline float background_portal_pdf(
|
Cycles: merge of cycles-x branch, a major update to the renderer
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
2021-09-20 17:59:20 +02:00
|
|
|
const KernelGlobals *kg, float3 P, float3 direction, int ignore_portal, bool *is_possible)
|
Cycles: Add new Sky Texture method including direct sunlight
This commit adds a new model to the Sky Texture node, which is based on a
method by Nishita et al. and works by basically simulating volumetric
scattering in the atmosphere.
By making some approximations (such as only considering single scattering),
we get a fairly simple and fast simulation code that takes into account
Rayleigh and Mie scattering as well as Ozone absorption.
This code is used to precompute a 512x128 texture which is then looked up
during render time, and is fast enough to allow real-time tweaking in the
viewport.
Due to the nature of the simulation, it exposes several parameters that
allow for lots of flexibility in choosing the look and matching real-world
conditions (such as Air/Dust/Ozone density and altitude).
Additionally, the same volumetric approach can be used to compute absorption
of the direct sunlight, so the model also supports adding direct sunlight.
This makes it significantly easier to set up Sun+Sky illumination where
the direction, intensity and color of the sun actually matches the sky.
In order to support properly sampling the direct sun component, the commit
also adds logic for sampling a specific area to the kernel light sampling
code. This is combined with portal and background map sampling using MIS.
This sampling logic works for the common case of having one Sky texture
going into the Background shader, but if a custom input to the Vector
node is used or if there are multiple Sky textures, it falls back to using
only background map sampling (while automatically setting the resolution to
4096x2048 if auto resolution is used).
More infos and preview can be found here:
https://docs.google.com/document/d/1gQta0ygFWXTrl5Pmvl_nZRgUw0mWg0FJeRuNKS36m08/view
Underlying model, implementation and documentation by Marco (@nacioss).
Improvements, cleanup and sun sampling by @lukasstockner.
Differential Revision: https://developer.blender.org/D7896
2020-06-17 20:27:10 +02:00
|
|
|
{
|
|
|
|
float portal_pdf = 0.0f;
|
|
|
|
|
|
|
|
int num_possible = 0;
|
|
|
|
for (int p = 0; p < kernel_data.background.num_portals; p++) {
|
|
|
|
if (p == ignore_portal)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
float3 lightpos, dir;
|
|
|
|
if (!background_portal_data_fetch_and_check_side(kg, P, p, &lightpos, &dir))
|
|
|
|
continue;
|
|
|
|
|
|
|
|
/* There's a portal that could be sampled from this position. */
|
|
|
|
if (is_possible) {
|
|
|
|
*is_possible = true;
|
|
|
|
}
|
|
|
|
num_possible++;
|
|
|
|
|
|
|
|
int portal = kernel_data.background.portal_offset + p;
|
|
|
|
const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, portal);
|
|
|
|
float3 axisu = make_float3(
|
|
|
|
klight->area.axisu[0], klight->area.axisu[1], klight->area.axisu[2]);
|
|
|
|
float3 axisv = make_float3(
|
|
|
|
klight->area.axisv[0], klight->area.axisv[1], klight->area.axisv[2]);
|
|
|
|
bool is_round = (klight->area.invarea < 0.0f);
|
|
|
|
|
|
|
|
if (!ray_quad_intersect(P,
|
|
|
|
direction,
|
|
|
|
1e-4f,
|
|
|
|
FLT_MAX,
|
|
|
|
lightpos,
|
|
|
|
axisu,
|
|
|
|
axisv,
|
|
|
|
dir,
|
|
|
|
NULL,
|
|
|
|
NULL,
|
|
|
|
NULL,
|
|
|
|
NULL,
|
|
|
|
is_round))
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (is_round) {
|
|
|
|
float t;
|
|
|
|
float3 D = normalize_len(lightpos - P, &t);
|
|
|
|
portal_pdf += fabsf(klight->area.invarea) * lamp_light_pdf(kg, dir, -D, t);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
portal_pdf += rect_light_sample(P, &lightpos, axisu, axisv, 0.0f, 0.0f, false);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ignore_portal >= 0) {
|
|
|
|
/* We have skipped a portal that could be sampled as well. */
|
|
|
|
num_possible++;
|
|
|
|
}
|
|
|
|
|
|
|
|
return (num_possible > 0) ? portal_pdf / num_possible : 0.0f;
|
|
|
|
}
|
|
|
|
|
Cycles: merge of cycles-x branch, a major update to the renderer
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
2021-09-20 17:59:20 +02:00
|
|
|
ccl_device int background_num_possible_portals(const KernelGlobals *kg, float3 P)
|
Cycles: Add new Sky Texture method including direct sunlight
This commit adds a new model to the Sky Texture node, which is based on a
method by Nishita et al. and works by basically simulating volumetric
scattering in the atmosphere.
By making some approximations (such as only considering single scattering),
we get a fairly simple and fast simulation code that takes into account
Rayleigh and Mie scattering as well as Ozone absorption.
This code is used to precompute a 512x128 texture which is then looked up
during render time, and is fast enough to allow real-time tweaking in the
viewport.
Due to the nature of the simulation, it exposes several parameters that
allow for lots of flexibility in choosing the look and matching real-world
conditions (such as Air/Dust/Ozone density and altitude).
Additionally, the same volumetric approach can be used to compute absorption
of the direct sunlight, so the model also supports adding direct sunlight.
This makes it significantly easier to set up Sun+Sky illumination where
the direction, intensity and color of the sun actually matches the sky.
In order to support properly sampling the direct sun component, the commit
also adds logic for sampling a specific area to the kernel light sampling
code. This is combined with portal and background map sampling using MIS.
This sampling logic works for the common case of having one Sky texture
going into the Background shader, but if a custom input to the Vector
node is used or if there are multiple Sky textures, it falls back to using
only background map sampling (while automatically setting the resolution to
4096x2048 if auto resolution is used).
More infos and preview can be found here:
https://docs.google.com/document/d/1gQta0ygFWXTrl5Pmvl_nZRgUw0mWg0FJeRuNKS36m08/view
Underlying model, implementation and documentation by Marco (@nacioss).
Improvements, cleanup and sun sampling by @lukasstockner.
Differential Revision: https://developer.blender.org/D7896
2020-06-17 20:27:10 +02:00
|
|
|
{
|
|
|
|
int num_possible_portals = 0;
|
|
|
|
for (int p = 0; p < kernel_data.background.num_portals; p++) {
|
|
|
|
float3 lightpos, dir;
|
|
|
|
if (background_portal_data_fetch_and_check_side(kg, P, p, &lightpos, &dir))
|
|
|
|
num_possible_portals++;
|
|
|
|
}
|
|
|
|
return num_possible_portals;
|
|
|
|
}
|
|
|
|
|
Cycles: merge of cycles-x branch, a major update to the renderer
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
2021-09-20 17:59:20 +02:00
|
|
|
ccl_device float3 background_portal_sample(const KernelGlobals *kg,
|
Cycles: Add new Sky Texture method including direct sunlight
This commit adds a new model to the Sky Texture node, which is based on a
method by Nishita et al. and works by basically simulating volumetric
scattering in the atmosphere.
By making some approximations (such as only considering single scattering),
we get a fairly simple and fast simulation code that takes into account
Rayleigh and Mie scattering as well as Ozone absorption.
This code is used to precompute a 512x128 texture which is then looked up
during render time, and is fast enough to allow real-time tweaking in the
viewport.
Due to the nature of the simulation, it exposes several parameters that
allow for lots of flexibility in choosing the look and matching real-world
conditions (such as Air/Dust/Ozone density and altitude).
Additionally, the same volumetric approach can be used to compute absorption
of the direct sunlight, so the model also supports adding direct sunlight.
This makes it significantly easier to set up Sun+Sky illumination where
the direction, intensity and color of the sun actually matches the sky.
In order to support properly sampling the direct sun component, the commit
also adds logic for sampling a specific area to the kernel light sampling
code. This is combined with portal and background map sampling using MIS.
This sampling logic works for the common case of having one Sky texture
going into the Background shader, but if a custom input to the Vector
node is used or if there are multiple Sky textures, it falls back to using
only background map sampling (while automatically setting the resolution to
4096x2048 if auto resolution is used).
More infos and preview can be found here:
https://docs.google.com/document/d/1gQta0ygFWXTrl5Pmvl_nZRgUw0mWg0FJeRuNKS36m08/view
Underlying model, implementation and documentation by Marco (@nacioss).
Improvements, cleanup and sun sampling by @lukasstockner.
Differential Revision: https://developer.blender.org/D7896
2020-06-17 20:27:10 +02:00
|
|
|
float3 P,
|
|
|
|
float randu,
|
|
|
|
float randv,
|
|
|
|
int num_possible,
|
|
|
|
int *sampled_portal,
|
|
|
|
float *pdf)
|
|
|
|
{
|
|
|
|
/* Pick a portal, then re-normalize randv. */
|
|
|
|
randv *= num_possible;
|
|
|
|
int portal = (int)randv;
|
|
|
|
randv -= portal;
|
|
|
|
|
|
|
|
/* TODO(sergey): Some smarter way of finding portal to sample
|
|
|
|
* is welcome.
|
|
|
|
*/
|
|
|
|
for (int p = 0; p < kernel_data.background.num_portals; p++) {
|
|
|
|
/* Search for the sampled portal. */
|
|
|
|
float3 lightpos, dir;
|
|
|
|
if (!background_portal_data_fetch_and_check_side(kg, P, p, &lightpos, &dir))
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (portal == 0) {
|
|
|
|
/* p is the portal to be sampled. */
|
|
|
|
int portal = kernel_data.background.portal_offset + p;
|
|
|
|
const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, portal);
|
|
|
|
float3 axisu = make_float3(
|
|
|
|
klight->area.axisu[0], klight->area.axisu[1], klight->area.axisu[2]);
|
|
|
|
float3 axisv = make_float3(
|
|
|
|
klight->area.axisv[0], klight->area.axisv[1], klight->area.axisv[2]);
|
|
|
|
bool is_round = (klight->area.invarea < 0.0f);
|
|
|
|
|
|
|
|
float3 D;
|
|
|
|
if (is_round) {
|
|
|
|
lightpos += ellipse_sample(axisu * 0.5f, axisv * 0.5f, randu, randv);
|
|
|
|
float t;
|
|
|
|
D = normalize_len(lightpos - P, &t);
|
|
|
|
*pdf = fabsf(klight->area.invarea) * lamp_light_pdf(kg, dir, -D, t);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
*pdf = rect_light_sample(P, &lightpos, axisu, axisv, randu, randv, true);
|
|
|
|
D = normalize(lightpos - P);
|
|
|
|
}
|
|
|
|
|
|
|
|
*pdf /= num_possible;
|
|
|
|
*sampled_portal = p;
|
|
|
|
return D;
|
|
|
|
}
|
|
|
|
|
|
|
|
portal--;
|
|
|
|
}
|
|
|
|
|
2021-02-17 01:47:18 +01:00
|
|
|
return zero_float3();
|
Cycles: Add new Sky Texture method including direct sunlight
This commit adds a new model to the Sky Texture node, which is based on a
method by Nishita et al. and works by basically simulating volumetric
scattering in the atmosphere.
By making some approximations (such as only considering single scattering),
we get a fairly simple and fast simulation code that takes into account
Rayleigh and Mie scattering as well as Ozone absorption.
This code is used to precompute a 512x128 texture which is then looked up
during render time, and is fast enough to allow real-time tweaking in the
viewport.
Due to the nature of the simulation, it exposes several parameters that
allow for lots of flexibility in choosing the look and matching real-world
conditions (such as Air/Dust/Ozone density and altitude).
Additionally, the same volumetric approach can be used to compute absorption
of the direct sunlight, so the model also supports adding direct sunlight.
This makes it significantly easier to set up Sun+Sky illumination where
the direction, intensity and color of the sun actually matches the sky.
In order to support properly sampling the direct sun component, the commit
also adds logic for sampling a specific area to the kernel light sampling
code. This is combined with portal and background map sampling using MIS.
This sampling logic works for the common case of having one Sky texture
going into the Background shader, but if a custom input to the Vector
node is used or if there are multiple Sky textures, it falls back to using
only background map sampling (while automatically setting the resolution to
4096x2048 if auto resolution is used).
More infos and preview can be found here:
https://docs.google.com/document/d/1gQta0ygFWXTrl5Pmvl_nZRgUw0mWg0FJeRuNKS36m08/view
Underlying model, implementation and documentation by Marco (@nacioss).
Improvements, cleanup and sun sampling by @lukasstockner.
Differential Revision: https://developer.blender.org/D7896
2020-06-17 20:27:10 +02:00
|
|
|
}
|
|
|
|
|
Cycles: merge of cycles-x branch, a major update to the renderer
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
2021-09-20 17:59:20 +02:00
|
|
|
ccl_device_inline float3 background_sun_sample(const KernelGlobals *kg,
|
Cycles: Add new Sky Texture method including direct sunlight
This commit adds a new model to the Sky Texture node, which is based on a
method by Nishita et al. and works by basically simulating volumetric
scattering in the atmosphere.
By making some approximations (such as only considering single scattering),
we get a fairly simple and fast simulation code that takes into account
Rayleigh and Mie scattering as well as Ozone absorption.
This code is used to precompute a 512x128 texture which is then looked up
during render time, and is fast enough to allow real-time tweaking in the
viewport.
Due to the nature of the simulation, it exposes several parameters that
allow for lots of flexibility in choosing the look and matching real-world
conditions (such as Air/Dust/Ozone density and altitude).
Additionally, the same volumetric approach can be used to compute absorption
of the direct sunlight, so the model also supports adding direct sunlight.
This makes it significantly easier to set up Sun+Sky illumination where
the direction, intensity and color of the sun actually matches the sky.
In order to support properly sampling the direct sun component, the commit
also adds logic for sampling a specific area to the kernel light sampling
code. This is combined with portal and background map sampling using MIS.
This sampling logic works for the common case of having one Sky texture
going into the Background shader, but if a custom input to the Vector
node is used or if there are multiple Sky textures, it falls back to using
only background map sampling (while automatically setting the resolution to
4096x2048 if auto resolution is used).
More infos and preview can be found here:
https://docs.google.com/document/d/1gQta0ygFWXTrl5Pmvl_nZRgUw0mWg0FJeRuNKS36m08/view
Underlying model, implementation and documentation by Marco (@nacioss).
Improvements, cleanup and sun sampling by @lukasstockner.
Differential Revision: https://developer.blender.org/D7896
2020-06-17 20:27:10 +02:00
|
|
|
float randu,
|
|
|
|
float randv,
|
|
|
|
float *pdf)
|
|
|
|
{
|
|
|
|
float3 D;
|
|
|
|
const float3 N = float4_to_float3(kernel_data.background.sun);
|
|
|
|
const float angle = kernel_data.background.sun.w;
|
|
|
|
sample_uniform_cone(N, angle, randu, randv, &D, pdf);
|
|
|
|
return D;
|
|
|
|
}
|
|
|
|
|
Cycles: merge of cycles-x branch, a major update to the renderer
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
2021-09-20 17:59:20 +02:00
|
|
|
ccl_device_inline float background_sun_pdf(const KernelGlobals *kg, float3 D)
|
Cycles: Add new Sky Texture method including direct sunlight
This commit adds a new model to the Sky Texture node, which is based on a
method by Nishita et al. and works by basically simulating volumetric
scattering in the atmosphere.
By making some approximations (such as only considering single scattering),
we get a fairly simple and fast simulation code that takes into account
Rayleigh and Mie scattering as well as Ozone absorption.
This code is used to precompute a 512x128 texture which is then looked up
during render time, and is fast enough to allow real-time tweaking in the
viewport.
Due to the nature of the simulation, it exposes several parameters that
allow for lots of flexibility in choosing the look and matching real-world
conditions (such as Air/Dust/Ozone density and altitude).
Additionally, the same volumetric approach can be used to compute absorption
of the direct sunlight, so the model also supports adding direct sunlight.
This makes it significantly easier to set up Sun+Sky illumination where
the direction, intensity and color of the sun actually matches the sky.
In order to support properly sampling the direct sun component, the commit
also adds logic for sampling a specific area to the kernel light sampling
code. This is combined with portal and background map sampling using MIS.
This sampling logic works for the common case of having one Sky texture
going into the Background shader, but if a custom input to the Vector
node is used or if there are multiple Sky textures, it falls back to using
only background map sampling (while automatically setting the resolution to
4096x2048 if auto resolution is used).
More infos and preview can be found here:
https://docs.google.com/document/d/1gQta0ygFWXTrl5Pmvl_nZRgUw0mWg0FJeRuNKS36m08/view
Underlying model, implementation and documentation by Marco (@nacioss).
Improvements, cleanup and sun sampling by @lukasstockner.
Differential Revision: https://developer.blender.org/D7896
2020-06-17 20:27:10 +02:00
|
|
|
{
|
|
|
|
const float3 N = float4_to_float3(kernel_data.background.sun);
|
|
|
|
const float angle = kernel_data.background.sun.w;
|
|
|
|
return pdf_uniform_cone(N, D, angle);
|
|
|
|
}
|
|
|
|
|
|
|
|
ccl_device_inline float3
|
Cycles: merge of cycles-x branch, a major update to the renderer
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
2021-09-20 17:59:20 +02:00
|
|
|
background_light_sample(const KernelGlobals *kg, float3 P, float randu, float randv, float *pdf)
|
Cycles: Add new Sky Texture method including direct sunlight
This commit adds a new model to the Sky Texture node, which is based on a
method by Nishita et al. and works by basically simulating volumetric
scattering in the atmosphere.
By making some approximations (such as only considering single scattering),
we get a fairly simple and fast simulation code that takes into account
Rayleigh and Mie scattering as well as Ozone absorption.
This code is used to precompute a 512x128 texture which is then looked up
during render time, and is fast enough to allow real-time tweaking in the
viewport.
Due to the nature of the simulation, it exposes several parameters that
allow for lots of flexibility in choosing the look and matching real-world
conditions (such as Air/Dust/Ozone density and altitude).
Additionally, the same volumetric approach can be used to compute absorption
of the direct sunlight, so the model also supports adding direct sunlight.
This makes it significantly easier to set up Sun+Sky illumination where
the direction, intensity and color of the sun actually matches the sky.
In order to support properly sampling the direct sun component, the commit
also adds logic for sampling a specific area to the kernel light sampling
code. This is combined with portal and background map sampling using MIS.
This sampling logic works for the common case of having one Sky texture
going into the Background shader, but if a custom input to the Vector
node is used or if there are multiple Sky textures, it falls back to using
only background map sampling (while automatically setting the resolution to
4096x2048 if auto resolution is used).
More infos and preview can be found here:
https://docs.google.com/document/d/1gQta0ygFWXTrl5Pmvl_nZRgUw0mWg0FJeRuNKS36m08/view
Underlying model, implementation and documentation by Marco (@nacioss).
Improvements, cleanup and sun sampling by @lukasstockner.
Differential Revision: https://developer.blender.org/D7896
2020-06-17 20:27:10 +02:00
|
|
|
{
|
|
|
|
float portal_method_pdf = kernel_data.background.portal_weight;
|
|
|
|
float sun_method_pdf = kernel_data.background.sun_weight;
|
|
|
|
float map_method_pdf = kernel_data.background.map_weight;
|
|
|
|
|
|
|
|
int num_portals = 0;
|
|
|
|
if (portal_method_pdf > 0.0f) {
|
|
|
|
/* Check if there are portals in the scene which we can sample. */
|
|
|
|
num_portals = background_num_possible_portals(kg, P);
|
|
|
|
if (num_portals == 0) {
|
|
|
|
portal_method_pdf = 0.0f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
float pdf_fac = (portal_method_pdf + sun_method_pdf + map_method_pdf);
|
|
|
|
if (pdf_fac == 0.0f) {
|
|
|
|
/* Use uniform as a fallback if we can't use any strategy. */
|
|
|
|
*pdf = 1.0f / M_4PI_F;
|
|
|
|
return sample_uniform_sphere(randu, randv);
|
|
|
|
}
|
|
|
|
|
|
|
|
pdf_fac = 1.0f / pdf_fac;
|
|
|
|
portal_method_pdf *= pdf_fac;
|
|
|
|
sun_method_pdf *= pdf_fac;
|
|
|
|
map_method_pdf *= pdf_fac;
|
|
|
|
|
|
|
|
/* We have 100% in total and split it between the three categories.
|
|
|
|
* Therefore, we pick portals if randu is between 0 and portal_method_pdf,
|
|
|
|
* sun if randu is between portal_method_pdf and (portal_method_pdf + sun_method_pdf)
|
|
|
|
* and map if randu is between (portal_method_pdf + sun_method_pdf) and 1. */
|
|
|
|
float sun_method_cdf = portal_method_pdf + sun_method_pdf;
|
|
|
|
|
|
|
|
int method = 0;
|
|
|
|
float3 D;
|
|
|
|
if (randu < portal_method_pdf) {
|
|
|
|
method = 0;
|
|
|
|
/* Rescale randu. */
|
|
|
|
if (portal_method_pdf != 1.0f) {
|
|
|
|
randu /= portal_method_pdf;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Sample a portal. */
|
|
|
|
int portal;
|
|
|
|
D = background_portal_sample(kg, P, randu, randv, num_portals, &portal, pdf);
|
|
|
|
if (num_portals > 1) {
|
|
|
|
/* Ignore the chosen portal, its pdf is already included. */
|
|
|
|
*pdf += background_portal_pdf(kg, P, D, portal, NULL);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Skip MIS if this is the only method. */
|
|
|
|
if (portal_method_pdf == 1.0f) {
|
|
|
|
return D;
|
|
|
|
}
|
|
|
|
*pdf *= portal_method_pdf;
|
|
|
|
}
|
|
|
|
else if (randu < sun_method_cdf) {
|
|
|
|
method = 1;
|
|
|
|
/* Rescale randu. */
|
|
|
|
if (sun_method_pdf != 1.0f) {
|
|
|
|
randu = (randu - portal_method_pdf) / sun_method_pdf;
|
|
|
|
}
|
|
|
|
|
|
|
|
D = background_sun_sample(kg, randu, randv, pdf);
|
|
|
|
|
|
|
|
/* Skip MIS if this is the only method. */
|
|
|
|
if (sun_method_pdf == 1.0f) {
|
|
|
|
return D;
|
|
|
|
}
|
|
|
|
*pdf *= sun_method_pdf;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
method = 2;
|
|
|
|
/* Rescale randu. */
|
|
|
|
if (map_method_pdf != 1.0f) {
|
|
|
|
randu = (randu - sun_method_cdf) / map_method_pdf;
|
|
|
|
}
|
|
|
|
|
|
|
|
D = background_map_sample(kg, randu, randv, pdf);
|
|
|
|
|
|
|
|
/* Skip MIS if this is the only method. */
|
|
|
|
if (map_method_pdf == 1.0f) {
|
|
|
|
return D;
|
|
|
|
}
|
|
|
|
*pdf *= map_method_pdf;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* MIS weighting. */
|
|
|
|
if (method != 0 && portal_method_pdf != 0.0f) {
|
|
|
|
*pdf += portal_method_pdf * background_portal_pdf(kg, P, D, -1, NULL);
|
|
|
|
}
|
|
|
|
if (method != 1 && sun_method_pdf != 0.0f) {
|
|
|
|
*pdf += sun_method_pdf * background_sun_pdf(kg, D);
|
|
|
|
}
|
|
|
|
if (method != 2 && map_method_pdf != 0.0f) {
|
|
|
|
*pdf += map_method_pdf * background_map_pdf(kg, D);
|
|
|
|
}
|
|
|
|
return D;
|
|
|
|
}
|
|
|
|
|
Cycles: merge of cycles-x branch, a major update to the renderer
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
2021-09-20 17:59:20 +02:00
|
|
|
ccl_device float background_light_pdf(const KernelGlobals *kg, float3 P, float3 direction)
|
Cycles: Add new Sky Texture method including direct sunlight
This commit adds a new model to the Sky Texture node, which is based on a
method by Nishita et al. and works by basically simulating volumetric
scattering in the atmosphere.
By making some approximations (such as only considering single scattering),
we get a fairly simple and fast simulation code that takes into account
Rayleigh and Mie scattering as well as Ozone absorption.
This code is used to precompute a 512x128 texture which is then looked up
during render time, and is fast enough to allow real-time tweaking in the
viewport.
Due to the nature of the simulation, it exposes several parameters that
allow for lots of flexibility in choosing the look and matching real-world
conditions (such as Air/Dust/Ozone density and altitude).
Additionally, the same volumetric approach can be used to compute absorption
of the direct sunlight, so the model also supports adding direct sunlight.
This makes it significantly easier to set up Sun+Sky illumination where
the direction, intensity and color of the sun actually matches the sky.
In order to support properly sampling the direct sun component, the commit
also adds logic for sampling a specific area to the kernel light sampling
code. This is combined with portal and background map sampling using MIS.
This sampling logic works for the common case of having one Sky texture
going into the Background shader, but if a custom input to the Vector
node is used or if there are multiple Sky textures, it falls back to using
only background map sampling (while automatically setting the resolution to
4096x2048 if auto resolution is used).
More infos and preview can be found here:
https://docs.google.com/document/d/1gQta0ygFWXTrl5Pmvl_nZRgUw0mWg0FJeRuNKS36m08/view
Underlying model, implementation and documentation by Marco (@nacioss).
Improvements, cleanup and sun sampling by @lukasstockner.
Differential Revision: https://developer.blender.org/D7896
2020-06-17 20:27:10 +02:00
|
|
|
{
|
|
|
|
float portal_method_pdf = kernel_data.background.portal_weight;
|
|
|
|
float sun_method_pdf = kernel_data.background.sun_weight;
|
|
|
|
float map_method_pdf = kernel_data.background.map_weight;
|
|
|
|
|
|
|
|
float portal_pdf = 0.0f;
|
|
|
|
/* Portals are a special case here since we need to compute their pdf in order
|
|
|
|
* to find out if we can sample them. */
|
|
|
|
if (portal_method_pdf > 0.0f) {
|
|
|
|
/* Evaluate PDF of sampling this direction by portal sampling. */
|
|
|
|
bool is_possible = false;
|
|
|
|
portal_pdf = background_portal_pdf(kg, P, direction, -1, &is_possible);
|
|
|
|
if (!is_possible) {
|
|
|
|
/* Portal sampling is not possible here because all portals point to the wrong side.
|
|
|
|
* If other methods can be used instead, do so, otherwise uniform sampling is used as a
|
|
|
|
* fallback. */
|
|
|
|
portal_method_pdf = 0.0f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
float pdf_fac = (portal_method_pdf + sun_method_pdf + map_method_pdf);
|
|
|
|
if (pdf_fac == 0.0f) {
|
|
|
|
/* Use uniform as a fallback if we can't use any strategy. */
|
|
|
|
return kernel_data.integrator.pdf_lights / M_4PI_F;
|
|
|
|
}
|
|
|
|
|
|
|
|
pdf_fac = 1.0f / pdf_fac;
|
|
|
|
portal_method_pdf *= pdf_fac;
|
|
|
|
sun_method_pdf *= pdf_fac;
|
|
|
|
map_method_pdf *= pdf_fac;
|
|
|
|
|
|
|
|
float pdf = portal_pdf * portal_method_pdf;
|
|
|
|
if (sun_method_pdf != 0.0f) {
|
|
|
|
pdf += background_sun_pdf(kg, direction) * sun_method_pdf;
|
|
|
|
}
|
|
|
|
if (map_method_pdf != 0.0f) {
|
|
|
|
pdf += background_map_pdf(kg, direction) * map_method_pdf;
|
|
|
|
}
|
|
|
|
|
|
|
|
return pdf * kernel_data.integrator.pdf_lights;
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif
|
|
|
|
|
2020-08-02 18:43:17 +10:00
|
|
|
CCL_NAMESPACE_END
|