Cycles / Blackbody node:

* First (brute force) implementation for SVM. This works and delivers the same result as OSL, but it's slow. 
* Code inside svm_blackbody.h inspired by a patch by Philipp Oeser (#35698), thanks. 

Ideas:
* Use a lookup table to perform the calculations on render/ level.
* Implement it as a RNA property only, and do the calculation like Sun/Sky precompute.
This commit is contained in:
Thomas Dinges
2013-06-15 23:47:09 +00:00
parent d523d27e62
commit 9e16c5a9e4
6 changed files with 120 additions and 5 deletions

View File

@@ -72,6 +72,7 @@ set(SRC_CLOSURE_HEADERS
set(SRC_SVM_HEADERS
svm/svm.h
svm/svm_attribute.h
svm/svm_blackbody.h
svm/svm_camera.h
svm/svm_closure.h
svm/svm_convert.h

View File

@@ -22,6 +22,10 @@ shader node_blackbody(
float Temperature = 1200.0,
output color Color = 0.0)
{
Color = blackbody(Temperature);
color rgb = blackbody(Temperature);
/* Scale by luminance */
float l = luminance(rgb);
Color = rgb /= l;
}

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@@ -146,6 +146,7 @@ CCL_NAMESPACE_END
#include "svm_attribute.h"
#include "svm_gradient.h"
#include "svm_blackbody.h"
#include "svm_closure.h"
#include "svm_noisetex.h"
#include "svm_convert.h"
@@ -366,6 +367,9 @@ __device_noinline void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, ShaderT
case NODE_WAVELENGTH:
svm_node_wavelength(sd, stack, node.y, node.z);
break;
case NODE_BLACKBODY:
svm_node_blackbody(kg, sd, stack, node.y, node.z);
break;
case NODE_SET_DISPLACEMENT:
svm_node_set_displacement(sd, stack, node.y);
break;

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@@ -0,0 +1,108 @@
/*
* Adapted from Open Shading Language with this license:
*
* Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
* All Rights Reserved.
*
* Modifications Copyright 2013, Blender Foundation.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of Sony Pictures Imageworks nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
CCL_NAMESPACE_BEGIN
/* Blackbody Node */
__device void svm_node_blackbody(KernelGlobals *kg, ShaderData *sd, float *stack, uint temperature_offset, uint col_offset)
{
/* Output */
float3 color_rgb;
/* Input */
float temperature = stack_load_float(stack, temperature_offset);
/* ToDo: Use a lookup table to speed this up and outsource it from the kernel */
float X = 0, Y = 0, Z = 0;
const float cie_colour_match[81][3] = {
{0.0014,0.0000,0.0065}, {0.0022,0.0001,0.0105}, {0.0042,0.0001,0.0201},
{0.0076,0.0002,0.0362}, {0.0143,0.0004,0.0679}, {0.0232,0.0006,0.1102},
{0.0435,0.0012,0.2074}, {0.0776,0.0022,0.3713}, {0.1344,0.0040,0.6456},
{0.2148,0.0073,1.0391}, {0.2839,0.0116,1.3856}, {0.3285,0.0168,1.6230},
{0.3483,0.0230,1.7471}, {0.3481,0.0298,1.7826}, {0.3362,0.0380,1.7721},
{0.3187,0.0480,1.7441}, {0.2908,0.0600,1.6692}, {0.2511,0.0739,1.5281},
{0.1954,0.0910,1.2876}, {0.1421,0.1126,1.0419}, {0.0956,0.1390,0.8130},
{0.0580,0.1693,0.6162}, {0.0320,0.2080,0.4652}, {0.0147,0.2586,0.3533},
{0.0049,0.3230,0.2720}, {0.0024,0.4073,0.2123}, {0.0093,0.5030,0.1582},
{0.0291,0.6082,0.1117}, {0.0633,0.7100,0.0782}, {0.1096,0.7932,0.0573},
{0.1655,0.8620,0.0422}, {0.2257,0.9149,0.0298}, {0.2904,0.9540,0.0203},
{0.3597,0.9803,0.0134}, {0.4334,0.9950,0.0087}, {0.5121,1.0000,0.0057},
{0.5945,0.9950,0.0039}, {0.6784,0.9786,0.0027}, {0.7621,0.9520,0.0021},
{0.8425,0.9154,0.0018}, {0.9163,0.8700,0.0017}, {0.9786,0.8163,0.0014},
{1.0263,0.7570,0.0011}, {1.0567,0.6949,0.0010}, {1.0622,0.6310,0.0008},
{1.0456,0.5668,0.0006}, {1.0026,0.5030,0.0003}, {0.9384,0.4412,0.0002},
{0.8544,0.3810,0.0002}, {0.7514,0.3210,0.0001}, {0.6424,0.2650,0.0000},
{0.5419,0.2170,0.0000}, {0.4479,0.1750,0.0000}, {0.3608,0.1382,0.0000},
{0.2835,0.1070,0.0000}, {0.2187,0.0816,0.0000}, {0.1649,0.0610,0.0000},
{0.1212,0.0446,0.0000}, {0.0874,0.0320,0.0000}, {0.0636,0.0232,0.0000},
{0.0468,0.0170,0.0000}, {0.0329,0.0119,0.0000}, {0.0227,0.0082,0.0000},
{0.0158,0.0057,0.0000}, {0.0114,0.0041,0.0000}, {0.0081,0.0029,0.0000},
{0.0058,0.0021,0.0000}, {0.0041,0.0015,0.0000}, {0.0029,0.0010,0.0000},
{0.0020,0.0007,0.0000}, {0.0014,0.0005,0.0000}, {0.0010,0.0004,0.0000},
{0.0007,0.0002,0.0000}, {0.0005,0.0002,0.0000}, {0.0003,0.0001,0.0000},
{0.0002,0.0001,0.0000}, {0.0002,0.0001,0.0000}, {0.0001,0.0000,0.0000},
{0.0001,0.0000,0.0000}, {0.0001,0.0000,0.0000}, {0.0000,0.0000,0.0000}
};
const float c1 = 3.74183e-16; // 2*pi*h*c^2, W*m^2
const float c2 = 1.4388e-2; // h*c/k, m*K, h is Planck's const, k is Boltzmann's
const float dlambda = 5.0f * 1e-9; // in meters
for (int i = 0; i < 81; ++i) {
float lambda = 380.0f + 5.0f * i;
float wlm = lambda * 1e-9; // Wavelength in meters
// N.B. spec_intens returns result in W/m^2 but it's a differential,
// needs to be scaled by dlambda!
float spec_intens = (c1 * powf(wlm, -5.0)) / (expf(c2 / (wlm * temperature)) -1.0f);
float Me = spec_intens * dlambda;
X += Me * cie_colour_match[i][0];
Y += Me * cie_colour_match[i][1];
Z += Me * cie_colour_match[i][2];
}
/* Convert to RGB */
color_rgb = xyz_to_rgb(X, Y, Z);
/* Clamp to zero if values are smaller */
color_rgb = max(color_rgb, make_float3(0.0f, 0.0f, 0.0f));
/* Scale color by luminance */
color_rgb /= Y;
if (stack_valid(col_offset))
stack_store_float3(stack, col_offset, color_rgb);
}
CCL_NAMESPACE_END

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@@ -2988,14 +2988,12 @@ BlackbodyNode::BlackbodyNode()
void BlackbodyNode::compile(SVMCompiler& compiler)
{
/*
ShaderInput *temperature in = input("Temperature");
ShaderInput *temperature_in = input("Temperature");
ShaderOutput *color_out = output("Color");
compiler.stack_assign(temperature_in);
compiler.stack_assign(color_out);
compiler.add_node(NODE_BLACKBODY, temperature_in->stack_offset, color_out->stack_offset);
*/
}
void BlackbodyNode::compile(OSLCompiler& compiler)

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@@ -29,7 +29,7 @@
/* **************** Blackbody ******************** */
static bNodeSocketTemplate sh_node_blackbody_in[] = {
{ SOCK_FLOAT, 1, N_("Temperature"), 1200.0f, 0.0f, 0.0f, 0.0f, 1.0f, 10000.0f},
{ SOCK_FLOAT, 1, N_("Temperature"), 1500.0f, 0.0f, 0.0f, 0.0f, 800.0f, 12000.0f},
{ -1, 0, "" }
};