Cycles: support arbitrary number of motion blur steps for objects.

This commit is contained in:
Brecht Van Lommel
2018-03-08 04:04:52 +01:00
parent 78c2063685
commit db333d9ea4
14 changed files with 188 additions and 140 deletions

View File

@@ -54,6 +54,9 @@ struct UpdateObjectTransformState {
*/
map<Mesh*, float> surface_area_map;
/* Motion offsets for each object. */
array<uint> motion_offset;
/* Packed object arrays. Those will be filled in. */
uint *object_flag;
KernelObject *objects;
@@ -91,6 +94,7 @@ NODE_DEFINE(Object)
SOCKET_BOOLEAN(hide_on_missing_motion, "Hide on Missing Motion", false);
SOCKET_POINT(dupli_generated, "Dupli Generated", make_float3(0.0f, 0.0f, 0.0f));
SOCKET_POINT2(dupli_uv, "Dupli UV", make_float2(0.0f, 0.0f));
SOCKET_TRANSFORM_ARRAY(motion, "Motion", array<Transform>());
SOCKET_BOOLEAN(is_shadow_catcher, "Shadow Catcher", false);
@@ -103,46 +107,54 @@ Object::Object()
particle_system = NULL;
particle_index = 0;
bounds = BoundBox::empty;
motion.pre = transform_empty();
motion.mid = transform_empty();
motion.post = transform_empty();
use_motion = false;
}
Object::~Object()
{
}
void Object::update_motion()
{
if(!use_motion()) {
return;
}
bool have_motion = false;
for(size_t i = 0; i < motion.size(); i++) {
if(motion[i] == transform_empty()) {
if(hide_on_missing_motion) {
/* Hide objects that have no valid previous or next
* transform, for example particle that stop existing. It
* would be better to handle this in the kernel and make
* objects invisible outside certain motion steps. */
tfm = transform_empty();
motion.clear();
return;
}
else {
/* Otherwise just copy center motion. */
motion[i] = tfm;
}
}
/* Test if any of the transforms are actually different. */
have_motion = have_motion || motion[i] != tfm;
}
/* Clear motion array if there is no actual motion. */
if(!have_motion) {
motion.clear();
}
}
void Object::compute_bounds(bool motion_blur)
{
BoundBox mbounds = mesh->bounds;
if(motion_blur && use_motion) {
MotionTransform mtfm = motion;
if(hide_on_missing_motion) {
/* Hide objects that have no valid previous or next transform, for
* example particle that stop existing. TODO: add support for this
* case in the kernel so we don't get render artifacts. */
if(mtfm.pre == transform_empty() ||
mtfm.post == transform_empty()) {
bounds = BoundBox::empty;
return;
}
}
/* In case of missing motion information for previous/next frame,
* assume there is no motion. */
if(mtfm.pre == transform_empty()) {
mtfm.pre = tfm;
}
if(mtfm.post == transform_empty()) {
mtfm.post = tfm;
}
mtfm.mid = tfm;
DecomposedMotionTransform decomp;
transform_motion_decompose(&decomp.pre, &mtfm.pre, 3);
if(motion_blur && use_motion()) {
array<DecomposedTransform> decomp(motion.size());
transform_motion_decompose(decomp.data(), motion.data(), motion.size());
bounds = BoundBox::empty;
@@ -152,11 +164,12 @@ void Object::compute_bounds(bool motion_blur)
for(float t = 0.0f; t < 1.0f; t += (1.0f/128.0f)) {
Transform ttfm;
transform_motion_array_interpolate(&ttfm, &decomp.pre, 3, t);
transform_motion_array_interpolate(&ttfm, decomp.data(), motion.size(), t);
bounds.grow(mbounds.transformed(&ttfm));
}
}
else {
/* No motion blur case. */
if(mesh->transform_applied) {
bounds = mbounds;
}
@@ -276,6 +289,29 @@ void Object::tag_update(Scene *scene)
scene->object_manager->need_update = true;
}
bool Object::use_motion() const
{
return (motion.size() > 1);
}
float Object::motion_time(int step) const
{
return (use_motion()) ? 2.0f * step / (motion.size() - 1) - 1.0f : 0.0f;
}
int Object::motion_step(float time) const
{
if(use_motion()) {
for(size_t step = 0; step < motion.size(); step++) {
if(time == motion_time(step)) {
return step;
}
}
}
return -1;
}
bool Object::is_traceable() const
{
/* Mesh itself can be empty,can skip all such objects. */
@@ -381,12 +417,13 @@ void ObjectManager::device_update_object_transform(UpdateObjectTransformState *s
}
}
memcpy(&kobject.tfm.pre, &tfm, sizeof(tfm));
memcpy(&kobject.tfm.mid, &itfm, sizeof(itfm));
kobject.tfm = tfm;
kobject.itfm = itfm;
kobject.surface_area = surface_area;
kobject.pass_id = pass_id;
kobject.random_number = random_number;
kobject.particle_index = particle_index;
kobject.motion_offset = 0;
if(mesh->use_motion_blur) {
state->have_motion = true;
@@ -396,38 +433,39 @@ void ObjectManager::device_update_object_transform(UpdateObjectTransformState *s
}
if(state->need_motion == Scene::MOTION_PASS) {
/* Clear motion array if there is no actual motion. */
ob->update_motion();
/* Compute motion transforms. */
Transform tfm_pre, tfm_post;
if(ob->use_motion()) {
tfm_pre = ob->motion[0];
tfm_post = ob->motion[ob->motion.size() - 1];
}
else {
tfm_pre = tfm;
tfm_post = tfm;
}
/* Motion transformations, is world/object space depending if mesh
* comes with deformed position in object space, or if we transform
* the shading point in world space.
*/
MotionTransform mtfm = ob->motion;
/* In case of missing motion information for previous/next frame,
* assume there is no motion. */
if(!ob->use_motion || mtfm.pre == transform_empty()) {
mtfm.pre = ob->tfm;
}
if(!ob->use_motion || mtfm.post == transform_empty()) {
mtfm.post = ob->tfm;
}
* the shading point in world space. */
if(!mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION)) {
mtfm.pre = mtfm.pre * itfm;
mtfm.post = mtfm.post * itfm;
tfm_pre = tfm_pre * itfm;
tfm_post = tfm_post * itfm;
}
object_motion_pass[object_index*OBJECT_MOTION_PASS_SIZE+0] = mtfm.pre;
object_motion_pass[object_index*OBJECT_MOTION_PASS_SIZE+1] = mtfm.post;
int motion_pass_offset = object_index*OBJECT_MOTION_PASS_SIZE;
object_motion_pass[motion_pass_offset + 0] = tfm_pre;
object_motion_pass[motion_pass_offset + 1] = tfm_post;
}
else if(state->need_motion == Scene::MOTION_BLUR) {
if(ob->use_motion) {
/* decompose transformations for interpolation. */
DecomposedMotionTransform decomp;
MotionTransform mtfm = ob->motion;
mtfm.mid = tfm;
if(ob->use_motion()) {
kobject.motion_offset = state->motion_offset[object_index];
transform_motion_decompose(&decomp.pre, &mtfm.pre, 3);
kobject.tfm = decomp;
/* Decompose transforms for interpolation. */
DecomposedTransform *decomp = state->object_motion + kobject.motion_offset;
transform_motion_decompose(decomp, ob->motion.data(), ob->motion.size());
flag |= SD_OBJECT_MOTION;
state->have_motion = true;
}
@@ -512,11 +550,28 @@ void ObjectManager::device_update_transforms(DeviceScene *dscene,
state.objects = dscene->objects.alloc(scene->objects.size());
state.object_flag = dscene->object_flag.alloc(scene->objects.size());
state.object_motion = NULL;
state.object_motion_pass = NULL;
if(state.need_motion == Scene::MOTION_PASS) {
state.object_motion_pass = dscene->object_motion_pass.alloc(OBJECT_MOTION_PASS_SIZE*scene->objects.size());
}
else if(state.need_motion == Scene::MOTION_BLUR) {
/* Set object offsets into global object motion array. */
uint *motion_offsets = state.motion_offset.resize(scene->objects.size());
uint motion_offset = 0;
foreach(Object *ob, scene->objects) {
*motion_offsets = motion_offset;
motion_offsets++;
/* Clear motion array if there is no actual motion. */
ob->update_motion();
motion_offset += ob->motion.size();
}
state.object_motion = dscene->object_motion.alloc(motion_offset);
}
/* Particle system device offsets
* 0 is dummy particle, index starts at 1.
@@ -560,6 +615,9 @@ void ObjectManager::device_update_transforms(DeviceScene *dscene,
if(state.need_motion == Scene::MOTION_PASS) {
dscene->object_motion_pass.copy_to_device();
}
else if(state.need_motion == Scene::MOTION_BLUR) {
dscene->object_motion.copy_to_device();
}
dscene->data.bvh.have_motion = state.have_motion;
dscene->data.bvh.have_curves = state.have_curves;
@@ -709,6 +767,7 @@ void ObjectManager::device_free(Device *, DeviceScene *dscene)
{
dscene->objects.free();
dscene->object_motion_pass.free();
dscene->object_motion.free();
dscene->object_flag.free();
}
@@ -748,7 +807,7 @@ void ObjectManager::apply_static_transforms(DeviceScene *dscene, Scene *scene, P
if((mesh_users[object->mesh] == 1 && !object->mesh->has_surface_bssrdf) &&
!object->mesh->has_true_displacement() && object->mesh->subdivision_type == Mesh::SUBDIVISION_NONE)
{
if(!(motion_blur && object->use_motion)) {
if(!(motion_blur && object->use_motion())) {
if(!object->mesh->transform_applied) {
object->apply_transform(apply_to_motion);
object->mesh->transform_applied = true;