Code refactor: make mixed small/large BSSRDF radii more robust.

This commit is contained in:
Brecht Van Lommel
2018-01-26 22:11:28 +01:00
parent d611cf9233
commit 7b29e91711
3 changed files with 116 additions and 105 deletions

View File

@@ -51,38 +51,27 @@ using namespace OSL;
class CBSSRDFClosure : public CClosurePrimitive {
public:
Bssrdf params;
float3 radius;
float3 albedo;
void alloc(ShaderData *sd, int path_flag, float3 weight, ClosureType type)
{
float sample_weight = fabsf(average(weight));
Bssrdf *bssrdf = bssrdf_alloc(sd, weight);
/* disable in case of diffuse ancestor, can't see it well then and
* adds considerably noise due to probabilities of continuing path
* getting lower and lower */
if(path_flag & PATH_RAY_DIFFUSE_ANCESTOR) {
radius = make_float3(0.0f, 0.0f, 0.0f);
}
if(sample_weight > CLOSURE_WEIGHT_CUTOFF) {
/* sharpness */
float sharpness = params.sharpness;
/* texture color blur */
float texture_blur = params.texture_blur;
if(bssrdf) {
/* disable in case of diffuse ancestor, can't see it well then and
* adds considerably noise due to probabilities of continuing path
* getting lower and lower */
if(path_flag & PATH_RAY_DIFFUSE_ANCESTOR) {
params.radius = make_float3(0.0f, 0.0f, 0.0f);
}
/* create one closure per color channel */
Bssrdf *bssrdf = bssrdf_alloc(sd, weight);
if(bssrdf) {
bssrdf->sample_weight = sample_weight * 3.0f;
bssrdf->radius = radius;
bssrdf->albedo = albedo;
bssrdf->texture_blur = texture_blur;
bssrdf->sharpness = sharpness;
bssrdf->N = params.N;
bssrdf->roughness = params.roughness;
sd->flag |= bssrdf_setup(bssrdf, (ClosureType)type);
}
bssrdf->radius = params.radius;
bssrdf->albedo = params.albedo;
bssrdf->texture_blur = params.texture_blur;
bssrdf->sharpness = params.sharpness;
bssrdf->N = params.N;
bssrdf->roughness = params.roughness;
sd->flag |= bssrdf_setup(sd, bssrdf, (ClosureType)type);
}
}
};
@@ -101,7 +90,7 @@ ClosureParam *closure_bssrdf_cubic_params()
{
static ClosureParam params[] = {
CLOSURE_FLOAT3_PARAM(CubicBSSRDFClosure, params.N),
CLOSURE_FLOAT3_PARAM(CubicBSSRDFClosure, radius),
CLOSURE_FLOAT3_PARAM(CubicBSSRDFClosure, params.radius),
CLOSURE_FLOAT_PARAM(CubicBSSRDFClosure, params.texture_blur),
CLOSURE_FLOAT_PARAM(CubicBSSRDFClosure, params.sharpness),
CLOSURE_STRING_KEYPARAM(CubicBSSRDFClosure, label, "label"),
@@ -126,7 +115,7 @@ ClosureParam *closure_bssrdf_gaussian_params()
{
static ClosureParam params[] = {
CLOSURE_FLOAT3_PARAM(GaussianBSSRDFClosure, params.N),
CLOSURE_FLOAT3_PARAM(GaussianBSSRDFClosure, radius),
CLOSURE_FLOAT3_PARAM(GaussianBSSRDFClosure, params.radius),
CLOSURE_FLOAT_PARAM(GaussianBSSRDFClosure, params.texture_blur),
CLOSURE_STRING_KEYPARAM(GaussianBSSRDFClosure, label, "label"),
CLOSURE_FINISH_PARAM(GaussianBSSRDFClosure)
@@ -150,9 +139,9 @@ ClosureParam *closure_bssrdf_burley_params()
{
static ClosureParam params[] = {
CLOSURE_FLOAT3_PARAM(BurleyBSSRDFClosure, params.N),
CLOSURE_FLOAT3_PARAM(BurleyBSSRDFClosure, radius),
CLOSURE_FLOAT3_PARAM(BurleyBSSRDFClosure, params.radius),
CLOSURE_FLOAT_PARAM(BurleyBSSRDFClosure, params.texture_blur),
CLOSURE_FLOAT3_PARAM(BurleyBSSRDFClosure, albedo),
CLOSURE_FLOAT3_PARAM(BurleyBSSRDFClosure, params.albedo),
CLOSURE_STRING_KEYPARAM(BurleyBSSRDFClosure, label, "label"),
CLOSURE_FINISH_PARAM(BurleyBSSRDFClosure)
};
@@ -175,9 +164,9 @@ ClosureParam *closure_bssrdf_principled_params()
{
static ClosureParam params[] = {
CLOSURE_FLOAT3_PARAM(PrincipledBSSRDFClosure, params.N),
CLOSURE_FLOAT3_PARAM(PrincipledBSSRDFClosure, radius),
CLOSURE_FLOAT3_PARAM(PrincipledBSSRDFClosure, params.radius),
CLOSURE_FLOAT_PARAM(PrincipledBSSRDFClosure, params.texture_blur),
CLOSURE_FLOAT3_PARAM(PrincipledBSSRDFClosure, albedo),
CLOSURE_FLOAT3_PARAM(PrincipledBSSRDFClosure, params.albedo),
CLOSURE_FLOAT_PARAM(PrincipledBSSRDFClosure, params.roughness),
CLOSURE_STRING_KEYPARAM(PrincipledBSSRDFClosure, label, "label"),
CLOSURE_FINISH_PARAM(PrincipledBSSRDFClosure)