Fix #33824: cycles non-progressive render mode did not do correct path termination,
leading to too much noise when the min bounce setting was lower than max bounce.
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@@ -486,7 +486,8 @@ __device float4 kernel_path_progressive(KernelGlobals *kg, RNG *rng, int sample,
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#ifdef __NON_PROGRESSIVE__
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__device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, int sample, Ray ray, __global float *buffer,
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float3 throughput, float min_ray_pdf, float ray_pdf, PathState state, int rng_offset, PathRadiance *L)
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float3 throughput, float throughput_normalize,
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float min_ray_pdf, float ray_pdf, PathState state, int rng_offset, PathRadiance *L)
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{
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#ifdef __LAMP_MIS__
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float ray_t = 0.0f;
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@@ -558,7 +559,7 @@ __device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, int sample, Ray
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/* path termination. this is a strange place to put the termination, it's
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* mainly due to the mixed in MIS that we use. gives too many unneeded
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* shader evaluations, only need emission if we are going to terminate */
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float probability = path_state_terminate_probability(kg, &state, throughput);
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float probability = path_state_terminate_probability(kg, &state, throughput*throughput_normalize);
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float terminate = path_rng(kg, rng, sample, rng_offset + PRNG_TERMINATE);
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if(terminate >= probability) {
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@@ -946,7 +947,8 @@ __device float4 kernel_path_non_progressive(KernelGlobals *kg, RNG *rng, int sam
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#endif
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kernel_path_indirect(kg, rng, sample*num_samples + j, bsdf_ray, buffer,
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tp*num_samples_inv, min_ray_pdf, bsdf_pdf, ps, rng_offset+PRNG_BOUNCE_NUM, &L);
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tp*num_samples_inv, num_samples,
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min_ray_pdf, bsdf_pdf, ps, rng_offset+PRNG_BOUNCE_NUM, &L);
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}
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}
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