Fix T52021: Shadow catcher renders wrong when catcher object is behind transparent object

Tweaked the path radiance summing and alpha to accommodate for possible contribution of
light by transparent surface bounces happening prior to shadow catcher intersection.

This commit will change the way how shadow catcher results looks when was behind semi
transparent object, but the old result seemed to be fully wrong: there were big artifacts
when alpha-overing the result on some actual footage.
This commit is contained in:
Sergey Sharybin
2017-07-18 09:25:58 +02:00
parent d8906f30d3
commit 5f35682f3a
5 changed files with 39 additions and 12 deletions

View File

@@ -220,7 +220,9 @@ ccl_device_inline void path_radiance_init(PathRadiance *L, int use_light_pass)
#ifdef __SHADOW_TRICKS__
L->path_total = make_float3(0.0f, 0.0f, 0.0f);
L->path_total_shaded = make_float3(0.0f, 0.0f, 0.0f);
L->shadow_color = make_float3(0.0f, 0.0f, 0.0f);
L->shadow_background_color = make_float3(0.0f, 0.0f, 0.0f);
L->shadow_radiance_sum = make_float3(0.0f, 0.0f, 0.0f);
L->shadow_throughput = 0.0f;
#endif
#ifdef __DENOISING_FEATURES__
@@ -680,11 +682,12 @@ ccl_device_inline float3 path_radiance_sum_shadowcatcher(KernelGlobals *kg,
const float shadow = path_radiance_sum_shadow(L);
float3 L_sum;
if(kernel_data.background.transparent) {
*alpha = 1.0f-shadow;
L_sum = make_float3(0.0f, 0.0f, 0.0f);
*alpha = 1.0f - L->shadow_throughput * shadow;
L_sum = L->shadow_radiance_sum;
}
else {
L_sum = L->shadow_color * shadow;
L_sum = L->shadow_background_color * L->shadow_throughput * shadow +
L->shadow_radiance_sum;
}
return L_sum;
}

View File

@@ -643,11 +643,16 @@ ccl_device_inline float kernel_path_integrate(KernelGlobals *kg,
#ifdef __SHADOW_TRICKS__
if((sd.object_flag & SD_OBJECT_SHADOW_CATCHER)) {
if(state.flag & PATH_RAY_CAMERA) {
state.flag |= (PATH_RAY_SHADOW_CATCHER | PATH_RAY_SHADOW_CATCHER_ONLY | PATH_RAY_STORE_SHADOW_INFO);
state.flag |= (PATH_RAY_SHADOW_CATCHER |
PATH_RAY_SHADOW_CATCHER_ONLY |
PATH_RAY_STORE_SHADOW_INFO);
state.catcher_object = sd.object;
if(!kernel_data.background.transparent) {
L->shadow_color = indirect_background(kg, &emission_sd, &state, &ray);
L->shadow_background_color =
indirect_background(kg, &emission_sd, &state, &ray);
}
L->shadow_radiance_sum = path_radiance_clamp_and_sum(kg, L);
L->shadow_throughput = average(throughput);
}
}
else {

View File

@@ -499,11 +499,16 @@ ccl_device float kernel_branched_path_integrate(KernelGlobals *kg,
#ifdef __SHADOW_TRICKS__
if((sd.object_flag & SD_OBJECT_SHADOW_CATCHER)) {
state.flag |= (PATH_RAY_SHADOW_CATCHER | PATH_RAY_SHADOW_CATCHER_ONLY | PATH_RAY_STORE_SHADOW_INFO);
state.flag |= (PATH_RAY_SHADOW_CATCHER |
PATH_RAY_SHADOW_CATCHER_ONLY |
PATH_RAY_STORE_SHADOW_INFO);
state.catcher_object = sd.object;
if(!kernel_data.background.transparent) {
L->shadow_color = indirect_background(kg, &emission_sd, &state, &ray);
L->shadow_background_color =
indirect_background(kg, &emission_sd, &state, &ray);
}
L->shadow_radiance_sum = path_radiance_clamp_and_sum(kg, L);
L->shadow_throughput = average(throughput);
}
else {
state.flag &= ~PATH_RAY_SHADOW_CATCHER_ONLY;

View File

@@ -515,7 +515,13 @@ typedef ccl_addr_space struct PathRadiance {
float3 path_total_shaded;
/* Color of the background on which shadow is alpha-overed. */
float3 shadow_color;
float3 shadow_background_color;
/* Path radiance sum and throughput at the moment when ray hits shadow
* catcher object.
*/
float3 shadow_radiance_sum;
float shadow_throughput;
#endif
#ifdef __DENOISING_FEATURES__

View File

@@ -125,13 +125,21 @@ ccl_device void kernel_holdout_emission_blurring_pathtermination_ao(
#ifdef __SHADOW_TRICKS__
if((sd->object_flag & SD_OBJECT_SHADOW_CATCHER)) {
if(state->flag & PATH_RAY_CAMERA) {
state->flag |= (PATH_RAY_SHADOW_CATCHER | PATH_RAY_SHADOW_CATCHER_ONLY | PATH_RAY_STORE_SHADOW_INFO);
PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
state->flag |= (PATH_RAY_SHADOW_CATCHER |
PATH_RAY_SHADOW_CATCHER_ONLY |
PATH_RAY_STORE_SHADOW_INFO);
state->catcher_object = sd->object;
if(!kernel_data.background.transparent) {
PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
ccl_global Ray *ray = &kernel_split_state.ray[ray_index];
L->shadow_color = indirect_background(kg, &kernel_split_state.sd_DL_shadow[ray_index], state, ray);
L->shadow_background_color = indirect_background(
kg,
&kernel_split_state.sd_DL_shadow[ray_index],
state,
ray);
}
L->shadow_radiance_sum = path_radiance_clamp_and_sum(kg, L);
L->shadow_throughput = average(throughput);
}
}
else {