Code refactor: make mixed small/large BSSRDF radii more robust.
This commit is contained in:
@@ -27,6 +27,7 @@ typedef ccl_addr_space struct Bssrdf {
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float sharpness;
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float texture_blur;
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float roughness;
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float channels;
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} Bssrdf;
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/* Planar Truncated Gaussian
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@@ -343,42 +344,68 @@ ccl_device_inline Bssrdf *bssrdf_alloc(ShaderData *sd, float3 weight)
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return (sample_weight >= CLOSURE_WEIGHT_CUTOFF) ? bssrdf : NULL;
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}
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ccl_device int bssrdf_setup(Bssrdf *bssrdf, ClosureType type)
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ccl_device int bssrdf_setup(ShaderData *sd, Bssrdf *bssrdf, ClosureType type)
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{
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if(max3(bssrdf->radius) < BSSRDF_MIN_RADIUS) {
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/* revert to diffuse BSDF if radius too small */
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int flag;
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int flag = 0;
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int bssrdf_channels = 3;
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float3 diffuse_weight = make_float3(0.0f, 0.0f, 0.0f);
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/* Verify if the radii are large enough to sample without precision issues. */
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if(bssrdf->radius.x < BSSRDF_MIN_RADIUS) {
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diffuse_weight.x = bssrdf->weight.x;
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bssrdf->weight.x = 0.0f;
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bssrdf->radius.x = 0.0f;
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bssrdf_channels--;
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}
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if(bssrdf->radius.y < BSSRDF_MIN_RADIUS) {
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diffuse_weight.y = bssrdf->weight.y;
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bssrdf->weight.y = 0.0f;
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bssrdf->radius.y = 0.0f;
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bssrdf_channels--;
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}
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if(bssrdf->radius.z < BSSRDF_MIN_RADIUS) {
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diffuse_weight.z = bssrdf->weight.z;
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bssrdf->weight.z = 0.0f;
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bssrdf->radius.z = 0.0f;
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bssrdf_channels--;
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}
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if(bssrdf_channels < 3) {
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/* Add diffuse BSDF if any radius too small. */
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#ifdef __PRINCIPLED__
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if(type == CLOSURE_BSSRDF_PRINCIPLED_ID) {
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float roughness = bssrdf->roughness;
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float3 N = bssrdf->N;
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float3 weight = bssrdf->weight;
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float sample_weight = bssrdf->sample_weight;
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PrincipledDiffuseBsdf *bsdf = (PrincipledDiffuseBsdf*)bssrdf;
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PrincipledDiffuseBsdf *bsdf = (PrincipledDiffuseBsdf*)bsdf_alloc(sd, sizeof(PrincipledDiffuseBsdf), diffuse_weight);
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bsdf->N = N;
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bsdf->roughness = roughness;
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bsdf->weight = weight;
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bsdf->sample_weight = sample_weight;
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flag = bsdf_principled_diffuse_setup(bsdf);
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bsdf->type = CLOSURE_BSDF_BSSRDF_PRINCIPLED_ID;
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if(bsdf) {
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bsdf->type = CLOSURE_BSDF_BSSRDF_PRINCIPLED_ID;
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bsdf->N = N;
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bsdf->roughness = roughness;
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flag |= bsdf_principled_diffuse_setup(bsdf);
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}
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}
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else
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#endif /* __PRINCIPLED__ */
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{
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DiffuseBsdf *bsdf = (DiffuseBsdf*)bssrdf;
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bsdf->N = bssrdf->N;
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flag = bsdf_diffuse_setup(bsdf);
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bsdf->type = CLOSURE_BSDF_BSSRDF_ID;
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DiffuseBsdf *bsdf = (DiffuseBsdf*)bsdf_alloc(sd, sizeof(DiffuseBsdf), diffuse_weight);
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if(bsdf) {
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bsdf->type = CLOSURE_BSDF_BSSRDF_ID;
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bsdf->N = bssrdf->N;
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flag |= bsdf_diffuse_setup(bsdf);
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}
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}
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return flag;
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}
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else {
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/* Setup BSSRDF if radius is large enough. */
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if(bssrdf_channels > 0) {
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bssrdf->type = type;
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bssrdf->channels = bssrdf_channels;
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bssrdf->sample_weight = fabsf(average(bssrdf->weight)) * bssrdf->channels;
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bssrdf->texture_blur = saturate(bssrdf->texture_blur);
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bssrdf->sharpness = saturate(bssrdf->sharpness);
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bssrdf->type = type;
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if(type == CLOSURE_BSSRDF_BURLEY_ID ||
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type == CLOSURE_BSSRDF_PRINCIPLED_ID)
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@@ -386,8 +413,14 @@ ccl_device int bssrdf_setup(Bssrdf *bssrdf, ClosureType type)
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bssrdf_burley_setup(bssrdf);
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}
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return SD_BSSRDF;
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flag |= SD_BSSRDF;
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}
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else {
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bssrdf->type = type;
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bssrdf->sample_weight = 0.0f;
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}
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return flag;
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}
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ccl_device void bssrdf_sample(const ShaderClosure *sc, float xi, float *r, float *h)
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@@ -395,17 +428,22 @@ ccl_device void bssrdf_sample(const ShaderClosure *sc, float xi, float *r, float
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const Bssrdf *bssrdf = (const Bssrdf*)sc;
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float radius;
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/* Sample color channel and reuse random number. */
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if(xi < 1.0f/3.0f) {
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xi *= 3.0f;
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radius = bssrdf->radius.x;
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/* Sample color channel and reuse random number. Only a subset of channels
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* may be used if their radius was too small to handle as BSSRDF. */
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xi *= bssrdf->channels;
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if(xi < 1.0f) {
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radius = (bssrdf->radius.x > 0.0f)? bssrdf->radius.x:
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(bssrdf->radius.y > 0.0f)? bssrdf->radius.y:
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bssrdf->radius.z;
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}
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else if(xi < 2.0f/3.0f) {
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xi = (xi - 1.0f/3.0f)*3.0f;
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radius = bssrdf->radius.y;
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else if(xi < 2.0f) {
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xi -= 1.0f;
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radius = (bssrdf->radius.x > 0.0f)? bssrdf->radius.y:
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bssrdf->radius.z;
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}
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else {
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xi = (xi - 2.0f/3.0f)*3.0f;
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xi -= 2.0f;
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radius = bssrdf->radius.z;
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}
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@@ -423,7 +461,10 @@ ccl_device void bssrdf_sample(const ShaderClosure *sc, float xi, float *r, float
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ccl_device float bssrdf_channel_pdf(const Bssrdf *bssrdf, float radius, float r)
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{
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if(bssrdf->type == CLOSURE_BSSRDF_CUBIC_ID) {
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if(radius == 0.0f) {
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return 0.0f;
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}
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else if(bssrdf->type == CLOSURE_BSSRDF_CUBIC_ID) {
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return bssrdf_cubic_pdf(radius, bssrdf->sharpness, r);
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}
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else if(bssrdf->type == CLOSURE_BSSRDF_GAUSSIAN_ID) {
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@@ -446,7 +487,10 @@ ccl_device_forceinline float3 bssrdf_eval(const ShaderClosure *sc, float r)
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ccl_device_forceinline float bssrdf_pdf(const ShaderClosure *sc, float r)
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{
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return average(bssrdf_eval(sc, r));
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const Bssrdf *bssrdf = (const Bssrdf*)sc;
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float3 pdf = bssrdf_eval(sc, r);
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return (pdf.x + pdf.y + pdf.z) / bssrdf->channels;
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}
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CCL_NAMESPACE_END
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@@ -51,38 +51,27 @@ using namespace OSL;
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class CBSSRDFClosure : public CClosurePrimitive {
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public:
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Bssrdf params;
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float3 radius;
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float3 albedo;
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void alloc(ShaderData *sd, int path_flag, float3 weight, ClosureType type)
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{
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float sample_weight = fabsf(average(weight));
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Bssrdf *bssrdf = bssrdf_alloc(sd, weight);
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/* disable in case of diffuse ancestor, can't see it well then and
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* adds considerably noise due to probabilities of continuing path
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* getting lower and lower */
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if(path_flag & PATH_RAY_DIFFUSE_ANCESTOR) {
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radius = make_float3(0.0f, 0.0f, 0.0f);
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}
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if(sample_weight > CLOSURE_WEIGHT_CUTOFF) {
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/* sharpness */
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float sharpness = params.sharpness;
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/* texture color blur */
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float texture_blur = params.texture_blur;
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if(bssrdf) {
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/* disable in case of diffuse ancestor, can't see it well then and
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* adds considerably noise due to probabilities of continuing path
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* getting lower and lower */
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if(path_flag & PATH_RAY_DIFFUSE_ANCESTOR) {
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params.radius = make_float3(0.0f, 0.0f, 0.0f);
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}
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/* create one closure per color channel */
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Bssrdf *bssrdf = bssrdf_alloc(sd, weight);
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if(bssrdf) {
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bssrdf->sample_weight = sample_weight * 3.0f;
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bssrdf->radius = radius;
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bssrdf->albedo = albedo;
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bssrdf->texture_blur = texture_blur;
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bssrdf->sharpness = sharpness;
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bssrdf->N = params.N;
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bssrdf->roughness = params.roughness;
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sd->flag |= bssrdf_setup(bssrdf, (ClosureType)type);
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}
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bssrdf->radius = params.radius;
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bssrdf->albedo = params.albedo;
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bssrdf->texture_blur = params.texture_blur;
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bssrdf->sharpness = params.sharpness;
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bssrdf->N = params.N;
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bssrdf->roughness = params.roughness;
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sd->flag |= bssrdf_setup(sd, bssrdf, (ClosureType)type);
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}
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}
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};
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@@ -101,7 +90,7 @@ ClosureParam *closure_bssrdf_cubic_params()
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{
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static ClosureParam params[] = {
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CLOSURE_FLOAT3_PARAM(CubicBSSRDFClosure, params.N),
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CLOSURE_FLOAT3_PARAM(CubicBSSRDFClosure, radius),
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CLOSURE_FLOAT3_PARAM(CubicBSSRDFClosure, params.radius),
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CLOSURE_FLOAT_PARAM(CubicBSSRDFClosure, params.texture_blur),
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CLOSURE_FLOAT_PARAM(CubicBSSRDFClosure, params.sharpness),
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CLOSURE_STRING_KEYPARAM(CubicBSSRDFClosure, label, "label"),
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@@ -126,7 +115,7 @@ ClosureParam *closure_bssrdf_gaussian_params()
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{
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static ClosureParam params[] = {
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CLOSURE_FLOAT3_PARAM(GaussianBSSRDFClosure, params.N),
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CLOSURE_FLOAT3_PARAM(GaussianBSSRDFClosure, radius),
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CLOSURE_FLOAT3_PARAM(GaussianBSSRDFClosure, params.radius),
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CLOSURE_FLOAT_PARAM(GaussianBSSRDFClosure, params.texture_blur),
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CLOSURE_STRING_KEYPARAM(GaussianBSSRDFClosure, label, "label"),
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CLOSURE_FINISH_PARAM(GaussianBSSRDFClosure)
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@@ -150,9 +139,9 @@ ClosureParam *closure_bssrdf_burley_params()
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{
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static ClosureParam params[] = {
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CLOSURE_FLOAT3_PARAM(BurleyBSSRDFClosure, params.N),
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CLOSURE_FLOAT3_PARAM(BurleyBSSRDFClosure, radius),
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CLOSURE_FLOAT3_PARAM(BurleyBSSRDFClosure, params.radius),
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CLOSURE_FLOAT_PARAM(BurleyBSSRDFClosure, params.texture_blur),
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CLOSURE_FLOAT3_PARAM(BurleyBSSRDFClosure, albedo),
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CLOSURE_FLOAT3_PARAM(BurleyBSSRDFClosure, params.albedo),
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CLOSURE_STRING_KEYPARAM(BurleyBSSRDFClosure, label, "label"),
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CLOSURE_FINISH_PARAM(BurleyBSSRDFClosure)
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};
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@@ -175,9 +164,9 @@ ClosureParam *closure_bssrdf_principled_params()
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{
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static ClosureParam params[] = {
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CLOSURE_FLOAT3_PARAM(PrincipledBSSRDFClosure, params.N),
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CLOSURE_FLOAT3_PARAM(PrincipledBSSRDFClosure, radius),
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CLOSURE_FLOAT3_PARAM(PrincipledBSSRDFClosure, params.radius),
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CLOSURE_FLOAT_PARAM(PrincipledBSSRDFClosure, params.texture_blur),
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CLOSURE_FLOAT3_PARAM(PrincipledBSSRDFClosure, albedo),
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CLOSURE_FLOAT3_PARAM(PrincipledBSSRDFClosure, params.albedo),
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CLOSURE_FLOAT_PARAM(PrincipledBSSRDFClosure, params.roughness),
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CLOSURE_STRING_KEYPARAM(PrincipledBSSRDFClosure, label, "label"),
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CLOSURE_FINISH_PARAM(PrincipledBSSRDFClosure)
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@@ -153,7 +153,6 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
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#ifdef __SUBSURFACE__
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float3 mixed_ss_base_color = subsurface_color * subsurface + base_color * (1.0f - subsurface);
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float3 subsurf_weight = weight * mixed_ss_base_color * diffuse_weight;
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float subsurf_sample_weight = fabsf(average(subsurf_weight));
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/* disable in case of diffuse ancestor, can't see it well then and
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* adds considerably noise due to probabilities of continuing path
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@@ -182,27 +181,19 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
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sd->flag |= bsdf_principled_diffuse_setup(bsdf);
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}
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}
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else if(subsurface > CLOSURE_WEIGHT_CUTOFF && subsurf_sample_weight > CLOSURE_WEIGHT_CUTOFF) {
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/* radius * scale */
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float3 radius = subsurface_radius * subsurface;
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/* sharpness */
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float sharpness = 0.0f;
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/* texture color blur */
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float texture_blur = 0.0f;
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/* create one closure per color channel */
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else if(subsurface > CLOSURE_WEIGHT_CUTOFF) {
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Bssrdf *bssrdf = bssrdf_alloc(sd, subsurf_weight);
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if(bssrdf) {
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bssrdf->sample_weight = subsurf_sample_weight * 3.0f;
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bssrdf->radius = radius;
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bssrdf->radius = subsurface_radius * subsurface;
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bssrdf->albedo = subsurface_color;
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bssrdf->texture_blur = texture_blur;
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bssrdf->sharpness = sharpness;
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bssrdf->texture_blur = 0.0f;
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bssrdf->sharpness = 0.0f;
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bssrdf->N = N;
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bssrdf->roughness = roughness;
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/* setup bsdf */
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sd->flag |= bssrdf_setup(bssrdf, (ClosureType)CLOSURE_BSSRDF_PRINCIPLED_ID);
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sd->flag |= bssrdf_setup(sd, bssrdf, (ClosureType)CLOSURE_BSSRDF_PRINCIPLED_ID);
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}
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}
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}
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@@ -756,35 +747,22 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
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case CLOSURE_BSSRDF_CUBIC_ID:
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case CLOSURE_BSSRDF_GAUSSIAN_ID:
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case CLOSURE_BSSRDF_BURLEY_ID: {
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float3 albedo = sd->svm_closure_weight;
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float3 weight = sd->svm_closure_weight * mix_weight;
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float sample_weight = fabsf(average(weight));
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/* disable in case of diffuse ancestor, can't see it well then and
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* adds considerably noise due to probabilities of continuing path
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* getting lower and lower */
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if(path_flag & PATH_RAY_DIFFUSE_ANCESTOR)
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param1 = 0.0f;
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Bssrdf *bssrdf = bssrdf_alloc(sd, weight);
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if(sample_weight > CLOSURE_WEIGHT_CUTOFF) {
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/* radius * scale */
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float3 radius = stack_load_float3(stack, data_node.z)*param1;
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/* sharpness */
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float sharpness = stack_load_float(stack, data_node.w);
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/* texture color blur */
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float texture_blur = param2;
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if(bssrdf) {
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/* disable in case of diffuse ancestor, can't see it well then and
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* adds considerably noise due to probabilities of continuing path
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* getting lower and lower */
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if(path_flag & PATH_RAY_DIFFUSE_ANCESTOR)
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param1 = 0.0f;
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/* create one closure per color channel */
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Bssrdf *bssrdf = bssrdf_alloc(sd, weight);
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if(bssrdf) {
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bssrdf->sample_weight = sample_weight * 3.0f;
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bssrdf->radius = radius;
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bssrdf->albedo = albedo;
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bssrdf->texture_blur = texture_blur;
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bssrdf->sharpness = sharpness;
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bssrdf->N = N;
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sd->flag |= bssrdf_setup(bssrdf, (ClosureType)type);
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}
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bssrdf->radius = stack_load_float3(stack, data_node.z)*param1;
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bssrdf->albedo = sd->svm_closure_weight;
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bssrdf->texture_blur = param2;
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bssrdf->sharpness = stack_load_float(stack, data_node.w);
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bssrdf->N = N;
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sd->flag |= bssrdf_setup(sd, bssrdf, (ClosureType)type);
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}
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break;
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