Cycles: Simplify perspective camera derivatives calculation
Probably some further simplification is possible, will look into this later. Alternatively will get rid of KernelCamera.{dx, dy}.
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@@ -115,16 +115,13 @@ ccl_device void camera_sample_perspective(KernelGlobals *kg, float raster_x, flo
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/* ray differential */
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ray->dP = differential3_zero();
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tP = transform_perspective(&rastertocamera, make_float3(raster_x, raster_y, 0.0f));
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tD = transform_direction(&cameratoworld, tP);
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float3 Pdiff = spherical_stereo_position(kg, tD, tP);
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float3 Ddiff = normalize(spherical_stereo_direction(kg, tD, tP, Pdiff));
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const float3 Ddiff = normalize(ray->D);
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tP = transform_perspective(&rastertocamera, make_float3(raster_x + 1.0f, raster_y, 0.0f));
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tD = transform_direction(&cameratoworld, tP);
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Pcamera = spherical_stereo_position(kg, tD, tP);
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ray->dD.dx = normalize(spherical_stereo_direction(kg, tD, tP, Pcamera)) - Ddiff;
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ray->dP.dx = Pcamera - Pdiff;
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ray->dP.dx = Pcamera - ray->P;
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tP = transform_perspective(&rastertocamera, make_float3(raster_x, raster_y + 1.0f, 0.0f));
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tD = transform_direction(&cameratoworld, tP);
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