Fix Burley BSSRDF NaNs and fireflies.
Explicitly truncate to Rm same way as the Gaussian BSSRDF, and use safe_sqrtf() to be sure in case of float precision issues.
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@@ -65,7 +65,7 @@ ccl_device void bssrdf_gaussian_sample(ShaderClosure *sc, float xi, float *r, fl
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*r = sqrtf(r_squared);
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/* h^2 + r^2 = Rm^2 */
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*h = sqrtf(Rm*Rm - r_squared);
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*h = safe_sqrtf(Rm*Rm - r_squared);
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}
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/* Planar Cubic BSSRDF falloff
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@@ -170,13 +170,20 @@ ccl_device void bssrdf_cubic_sample(ShaderClosure *sc, float xi, float *r, float
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*r = r_;
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/* h^2 + r^2 = Rm^2 */
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*h = sqrtf(Rm*Rm - r_*r_);
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*h = safe_sqrtf(Rm*Rm - r_*r_);
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}
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/* Approximate Reflectance Profiles
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* http://graphics.pixar.com/library/ApproxBSSRDF/paper.pdf
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*/
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/* This is a bit arbitrary, just need big enough radius so it matches
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* the mean free length, but still not too big so sampling is still
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* effective. Might need some further tweaks.
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*/
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#define BURLEY_TRUNCATE 10.0f
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#define BURLEY_TRUNCATE_CDF 0.973233f // cdf(BURLEY_TRUNCATE)
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ccl_device_inline float bssrdf_burley_fitting(float A)
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{
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/* Diffuse surface transmission, equation (6). */
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@@ -200,28 +207,33 @@ ccl_device void bssrdf_burley_setup(ShaderClosure *sc)
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const float s = bssrdf_burley_fitting(A);
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const float d = l / s;
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sc->custom1 = l;
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sc->custom2 = s;
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sc->custom3 = d;
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sc->custom1 = d;
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}
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ccl_device float bssrdf_burley_eval(ShaderClosure *sc, float r)
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{
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const float l = sc->custom1,
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s = sc->custom2;
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const float d = sc->custom1;
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const float Rm = BURLEY_TRUNCATE * d;
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if (r >= Rm)
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return 0.0f;
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/* Clamp to avoid precision issues computing expf(-x)/x */
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r = fmaxf(r, 1e-2f * d);
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/* Burley refletance profile, equation (3).
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*
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* Note that surface albedo is already included into sc->weight, no need to
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* multiply by this term here.
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*/
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float exp_r_3_d = expf(-s*r / (3.0f * l));
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float exp_r_3_d = expf(-r / (3.0f * d));
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float exp_r_d = exp_r_3_d * exp_r_3_d * exp_r_3_d;
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return s * (exp_r_d + exp_r_3_d) / (8*M_PI_F*l*r);
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return (exp_r_d + exp_r_3_d) / (8*M_PI_F*d*r);
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}
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ccl_device float bssrdf_burley_pdf(ShaderClosure *sc, float r)
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{
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return bssrdf_burley_eval(sc, r);
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return bssrdf_burley_eval(sc, r) * (1.0f/BURLEY_TRUNCATE_CDF);
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}
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/* Find the radius for desired CDF value.
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@@ -269,18 +281,14 @@ ccl_device void bssrdf_burley_sample(ShaderClosure *sc,
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float *r,
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float *h)
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{
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const float d = sc->custom3;
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/* This is a bit arbitrary, just need big enough radius so it matches
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* the mean free length, but still not too big so sampling is still
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* effective. Might need some further tweaks.
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*/
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const float Rm = 10.0f*d;
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const float r_ = bssrdf_burley_root_find(xi) * d;
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const float d = sc->custom1;
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const float Rm = BURLEY_TRUNCATE * d;
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const float r_ = bssrdf_burley_root_find(xi * BURLEY_TRUNCATE_CDF) * d;
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*r = r_;
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/* h^2 + r^2 = Rm^2 */
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*h = sqrtf(Rm*Rm - r_*r_);
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*h = safe_sqrtf(Rm*Rm - r_*r_);
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}
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/* None BSSRDF falloff
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@@ -312,7 +320,7 @@ ccl_device void bssrdf_none_sample(ShaderClosure *sc, float xi, float *r, float
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*r = r_;
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/* h^2 + r^2 = Rm^2 */
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*h = sqrtf(Rm*Rm - r_*r_);
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*h = safe_sqrtf(Rm*Rm - r_*r_);
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}
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/* Generic */
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@@ -106,8 +106,6 @@ ccl_device float3 subsurface_scatter_eval(ShaderData *sd, ShaderClosure *sc, flo
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float sample_weight_inv = 1.0f/sample_weight_sum;
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//printf("num closures %d\n", sd->num_closure);
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for(int i = 0; i < sd->num_closure; i++) {
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sc = &sd->closure[i];
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