Fix T46760: Branched Path Tracing converges to different result than plain Path Tracing

Multiple importance sampling for branched path tracing light samples needs to be
calculated separately per BSDF, not with Veach's one sample model.
This commit is contained in:
Stefan Werner
2015-11-20 17:44:19 +01:00
committed by Sergey Sharybin
parent 35cf545e3a
commit c8a041f489
2 changed files with 53 additions and 13 deletions

View File

@@ -99,23 +99,23 @@ ccl_device_noinline bool direct_emission(KernelGlobals *kg, ShaderData *sd,
return false;
/* evaluate BSDF at shading point */
float bsdf_pdf;
#ifdef __VOLUME__
if(ccl_fetch(sd, prim) != PRIM_NONE)
shader_bsdf_eval(kg, sd, ls->D, eval, &bsdf_pdf);
else
shader_bsdf_eval(kg, sd, ls->D, eval, ls->pdf, ls->shader & SHADER_USE_MIS);
else {
float bsdf_pdf;
shader_volume_phase_eval(kg, sd, ls->D, eval, &bsdf_pdf);
if(ls->shader & SHADER_USE_MIS) {
/* Multiple importance sampling. */
float mis_weight = power_heuristic(ls->pdf, bsdf_pdf);
light_eval *= mis_weight;
}
}
#else
shader_bsdf_eval(kg, sd, ls->D, eval, &bsdf_pdf);
shader_bsdf_eval(kg, sd, ls->D, eval, ls->pdf, ls->shader & SHADER_USE_MIS);
#endif
if(ls->shader & SHADER_USE_MIS) {
/* multiple importance sampling */
float mis_weight = power_heuristic(ls->pdf, bsdf_pdf);
light_eval *= mis_weight;
}
bsdf_eval_mul(eval, light_eval/ls->pdf);
#ifdef __PASSES__