Cycles:
* Add max diffuse/glossy/transmission bounces * Add separate min/max for transparent depth * Updated/added some presets that use these options * Add ray visibility options for objects, to hide them from camera/diffuse/glossy/transmission/shadow rays * Is singular ray output for light path node Details here: http://wiki.blender.org/index.php/Dev:2.5/Source/Render/Cycles/LightPaths
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@@ -58,51 +58,108 @@ __device float3 path_terminate_modified_throughput(KernelGlobals *kg, __global f
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}
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#endif
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__device float path_terminate_probability(KernelGlobals *kg, int bounce, const float3 throughput)
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{
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if(bounce >= kernel_data.integrator.maxbounce)
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return 0.0f;
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else if(bounce <= kernel_data.integrator.minbounce)
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return 1.0f;
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typedef struct PathState {
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uint flag;
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int bounce;
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return average(throughput);
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int diffuse_bounce;
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int glossy_bounce;
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int transmission_bounce;
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int transparent_bounce;
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} PathState;
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__device_inline void path_state_init(PathState *state)
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{
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state->flag = PATH_RAY_CAMERA|PATH_RAY_SINGULAR;
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state->bounce = 0;
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state->diffuse_bounce = 0;
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state->glossy_bounce = 0;
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state->transmission_bounce = 0;
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state->transparent_bounce = 0;
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}
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__device int path_flag_from_label(int path_flag, int label)
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__device_inline void path_state_next(PathState *state, int label)
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{
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/* reflect/transmit */
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/* ray through transparent keeps same flags from previous ray and is
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not counted as a regular bounce, transparent has separate max */
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if(label & LABEL_TRANSPARENT) {
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state->flag |= PATH_RAY_TRANSPARENT;
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state->transparent_bounce++;
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return;
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}
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state->bounce++;
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/* reflection/transmission */
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if(label & LABEL_REFLECT) {
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path_flag |= PATH_RAY_REFLECT;
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path_flag &= ~PATH_RAY_TRANSMIT;
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state->flag |= PATH_RAY_REFLECT;
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state->flag &= ~(PATH_RAY_TRANSMIT|PATH_RAY_CAMERA|PATH_RAY_TRANSPARENT);
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if(label & LABEL_DIFFUSE)
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state->diffuse_bounce++;
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else
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state->glossy_bounce++;
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}
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else {
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kernel_assert(label & LABEL_TRANSMIT);
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path_flag |= PATH_RAY_TRANSMIT;
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path_flag &= ~PATH_RAY_REFLECT;
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state->flag |= PATH_RAY_TRANSMIT;
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state->flag &= ~(PATH_RAY_REFLECT|PATH_RAY_CAMERA|PATH_RAY_TRANSPARENT);
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state->transmission_bounce++;
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}
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/* diffuse/glossy/singular */
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if(label & LABEL_DIFFUSE) {
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path_flag |= PATH_RAY_DIFFUSE;
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path_flag &= ~(PATH_RAY_GLOSSY|PATH_RAY_SINGULAR);
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state->flag |= PATH_RAY_DIFFUSE;
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state->flag &= ~(PATH_RAY_GLOSSY|PATH_RAY_SINGULAR);
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}
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else if(label & LABEL_GLOSSY) {
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path_flag |= PATH_RAY_GLOSSY;
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path_flag &= ~(PATH_RAY_DIFFUSE|PATH_RAY_SINGULAR);
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state->flag |= PATH_RAY_GLOSSY;
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state->flag &= ~(PATH_RAY_DIFFUSE|PATH_RAY_SINGULAR);
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}
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else {
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kernel_assert(label & (LABEL_SINGULAR|LABEL_STRAIGHT));
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kernel_assert(label & LABEL_SINGULAR);
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path_flag |= PATH_RAY_SINGULAR;
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path_flag &= ~(PATH_RAY_DIFFUSE|PATH_RAY_GLOSSY);
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state->flag |= PATH_RAY_GLOSSY|PATH_RAY_SINGULAR;
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state->flag &= ~PATH_RAY_DIFFUSE;
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}
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/* ray through transparent is still camera ray */
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if(!(label & LABEL_STRAIGHT))
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path_flag &= ~PATH_RAY_CAMERA;
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return path_flag;
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}
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__device_inline uint path_state_ray_visibility(PathState *state)
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{
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uint flag = state->flag;
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/* for visibility, diffuse/glossy are for reflection only */
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if(flag & PATH_RAY_TRANSMIT)
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flag &= ~(PATH_RAY_DIFFUSE|PATH_RAY_GLOSSY);
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return flag;
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}
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__device_inline float path_state_terminate_probability(KernelGlobals *kg, PathState *state, const float3 throughput)
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{
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if(state->flag & PATH_RAY_TRANSPARENT) {
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/* transparent rays treated separately */
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if(state->transparent_bounce >= kernel_data.integrator.transparent_max_bounce)
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return 0.0f;
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else if(state->transparent_bounce <= kernel_data.integrator.transparent_min_bounce)
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return 1.0f;
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}
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else {
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/* other rays */
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if((state->bounce >= kernel_data.integrator.max_bounce) ||
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(state->diffuse_bounce >= kernel_data.integrator.max_diffuse_bounce) ||
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(state->glossy_bounce >= kernel_data.integrator.max_glossy_bounce) ||
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(state->transmission_bounce >= kernel_data.integrator.max_transmission_bounce))
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return 0.0f;
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else if(state->bounce <= kernel_data.integrator.min_bounce)
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return 1.0f;
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}
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/* probalistic termination */
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return average(throughput);
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}
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__device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int pass, Ray ray, float3 throughput)
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@@ -114,24 +171,27 @@ __device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int pass, Ray
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#ifdef __EMISSION__
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float ray_pdf = 0.0f;
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#endif
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int path_flag = PATH_RAY_CAMERA|PATH_RAY_SINGULAR;
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PathState state;
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int rng_offset = PRNG_BASE_NUM;
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path_state_init(&state);
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/* path iteration */
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for(int bounce = 0; ; bounce++, rng_offset += PRNG_BOUNCE_NUM) {
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for(;; rng_offset += PRNG_BOUNCE_NUM) {
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/* intersect scene */
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Intersection isect;
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uint visibility = path_state_ray_visibility(&state);
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if(!scene_intersect(kg, &ray, false, &isect)) {
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if(!scene_intersect(kg, &ray, visibility, &isect)) {
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/* eval background shader if nothing hit */
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if(kernel_data.background.transparent && (path_flag & PATH_RAY_CAMERA)) {
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if(kernel_data.background.transparent && (state.flag & PATH_RAY_CAMERA)) {
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Ltransparent += average(throughput);
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}
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else {
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#ifdef __BACKGROUND__
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ShaderData sd;
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shader_setup_from_background(kg, &sd, &ray);
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L += throughput*shader_eval_background(kg, &sd, path_flag);
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L += throughput*shader_eval_background(kg, &sd, state.flag);
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shader_release(kg, &sd);
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#else
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L += make_float3(0.8f, 0.8f, 0.8f);
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@@ -145,10 +205,10 @@ __device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int pass, Ray
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ShaderData sd;
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shader_setup_from_ray(kg, &sd, &isect, &ray);
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float rbsdf = path_rng(kg, rng, pass, rng_offset + PRNG_BSDF);
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shader_eval_surface(kg, &sd, rbsdf, path_flag);
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shader_eval_surface(kg, &sd, rbsdf, state.flag);
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#ifdef __HOLDOUT__
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if((sd.flag & SD_HOLDOUT) && (path_flag & PATH_RAY_CAMERA)) {
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if((sd.flag & SD_HOLDOUT) && (state.flag & PATH_RAY_CAMERA)) {
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float3 holdout_weight = shader_holdout_eval(kg, &sd);
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if(kernel_data.background.transparent)
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@@ -160,11 +220,25 @@ __device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int pass, Ray
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/* emission */
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if(kernel_data.integrator.use_emission) {
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if(sd.flag & SD_EMISSION)
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L += throughput*indirect_emission(kg, &sd, isect.t, path_flag, ray_pdf);
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L += throughput*indirect_emission(kg, &sd, isect.t, state.flag, ray_pdf);
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}
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#endif
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/* path termination. this is a strange place to put the termination, it's
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mainly due to the mixed in MIS that we use. gives too many unneeded
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shader evaluations, only need emission if we are going to terminate */
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float probability = path_state_terminate_probability(kg, &state, throughput);
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float terminate = path_rng(kg, rng, pass, rng_offset + PRNG_TERMINATE);
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if(terminate >= probability)
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break;
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throughput /= probability;
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#ifdef __EMISSION__
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if(kernel_data.integrator.use_emission) {
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/* sample illumination from lights to find path contribution */
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if((sd.flag & SD_BSDF_HAS_EVAL) &&
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bounce != kernel_data.integrator.maxbounce) {
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if(sd.flag & SD_BSDF_HAS_EVAL) {
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float light_t = path_rng(kg, rng, pass, rng_offset + PRNG_LIGHT);
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float light_o = path_rng(kg, rng, pass, rng_offset + PRNG_LIGHT_F);
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float light_u = path_rng(kg, rng, pass, rng_offset + PRNG_LIGHT_U);
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@@ -173,9 +247,11 @@ __device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int pass, Ray
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Ray light_ray;
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float3 light_L;
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/* todo: use visbility flag to skip lights */
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if(direct_emission(kg, &sd, light_t, light_o, light_u, light_v, &light_ray, &light_L)) {
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/* trace shadow ray */
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if(!scene_intersect(kg, &light_ray, true, &isect))
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if(!scene_intersect(kg, &light_ray, PATH_RAY_SHADOW, &isect))
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L += throughput*light_L;
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}
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}
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@@ -183,10 +259,8 @@ __device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int pass, Ray
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#endif
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/* no BSDF? we can stop here */
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if(!(sd.flag & SD_BSDF)) {
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path_flag &= ~PATH_RAY_CAMERA;
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if(!(sd.flag & SD_BSDF))
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break;
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}
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/* sample BSDF */
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float bsdf_pdf;
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@@ -202,10 +276,8 @@ __device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int pass, Ray
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shader_release(kg, &sd);
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if(bsdf_pdf == 0.0f || is_zero(bsdf_eval)) {
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path_flag &= ~PATH_RAY_CAMERA;
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if(bsdf_pdf == 0.0f || is_zero(bsdf_eval))
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break;
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}
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/* modify throughput */
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throughput *= bsdf_eval/bsdf_pdf;
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@@ -215,18 +287,8 @@ __device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int pass, Ray
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ray_pdf = bsdf_pdf;
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#endif
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path_flag = path_flag_from_label(path_flag, label);
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/* path termination */
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float probability = path_terminate_probability(kg, bounce, throughput);
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float terminate = path_rng(kg, rng, pass, rng_offset + PRNG_TERMINATE);
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if(terminate >= probability) {
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path_flag &= ~PATH_RAY_CAMERA;
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break;
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}
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throughput /= probability;
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/* update path state */
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path_state_next(&state, label);
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/* setup ray */
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ray.P = ray_offset(sd.P, (label & LABEL_TRANSMIT)? -sd.Ng: sd.Ng);
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