Cycles: slightly improve BSDF sample stratification for path tracing.

Similar to what we did for area lights previously, this should help
preserve stratification when using multiple BSDFs in theory. Improvements
are not easily noticeable in practice though, because the number of BSDFs
is usually low. Still nice to eliminate one sampling dimension.
This commit is contained in:
Brecht Van Lommel
2017-09-14 22:56:32 +02:00
parent b3afc8917c
commit 095a01a73a
13 changed files with 79 additions and 88 deletions

View File

@@ -32,7 +32,10 @@ bool kernel_path_subsurface_scatter(
ccl_addr_space float3 *throughput,
ccl_addr_space SubsurfaceIndirectRays *ss_indirect)
{
const ShaderClosure *sc = shader_bssrdf_pick(sd, throughput);
float bssrdf_u, bssrdf_v;
path_state_rng_2D(kg, state, PRNG_BSDF_U, &bssrdf_u, &bssrdf_v);
const ShaderClosure *sc = shader_bssrdf_pick(sd, throughput, &bssrdf_u);
/* do bssrdf scatter step if we picked a bssrdf closure */
if(sc) {
@@ -45,8 +48,6 @@ bool kernel_path_subsurface_scatter(
uint lcg_state = lcg_state_init_addrspace(state, 0x68bc21eb);
SubsurfaceIntersection ss_isect;
float bssrdf_u, bssrdf_v;
path_state_rng_2D(kg, state, PRNG_BSDF_U, &bssrdf_u, &bssrdf_v);
int num_hits = subsurface_scatter_multi_intersect(kg,
&ss_isect,
sd,