Cycles Volume Render: support for rendering of homogeneous volume with absorption.

This is the simplest possible volume rendering case, constant density inside
the volume and no scattering or emission. My plan is to tweak, verify and commit
more volume rendering effects one by one, doing it all at once makes it
difficult to verify correctness and track down bugs.

Documentation is here:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Materials/Volume

Currently this hooks into path tracing in 3 ways, which should get us pretty
far until we add more advanced light sampling. These 3 hooks are repeated in
the path tracing, branched path tracing and transparent shadow code:

* Determine active volume shader at start of the path
* Change active volume shader on transmission through a surface
* Light attenuation over line segments between camera, surfaces and background

This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.
This commit is contained in:
Brecht Van Lommel
2013-12-28 16:56:19 +01:00
parent 133f770ab3
commit e369a5c485
15 changed files with 532 additions and 134 deletions

View File

@@ -40,6 +40,10 @@
#include "kernel_subsurface.h"
#endif
#ifdef __VOLUME__
#include "kernel_volume.h"
#endif
#include "kernel_shadow.h"
CCL_NAMESPACE_BEGIN
@@ -87,6 +91,15 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, int sample, Ra
}
#endif
#ifdef __VOLUME__
/* volume attenuation */
if(state.volume_shader != SHADER_NO_ID) {
Ray segment_ray = ray;
segment_ray.t = (hit)? isect.t: FLT_MAX;
throughput *= kernel_volume_get_shadow_attenuation(kg, &state, &segment_ray, state.volume_shader);
}
#endif
if(!hit) {
#ifdef __BACKGROUND__
/* sample background shader */
@@ -235,47 +248,73 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, int sample, Ra
#endif
/* no BSDF? we can stop here */
if(!(sd.flag & SD_BSDF))
break;
if(sd.flag & SD_BSDF) {
/* sample BSDF */
float bsdf_pdf;
BsdfEval bsdf_eval;
float3 bsdf_omega_in;
differential3 bsdf_domega_in;
float bsdf_u, bsdf_v;
path_rng_2D(kg, rng, sample, num_total_samples, rng_offset + PRNG_BSDF_U, &bsdf_u, &bsdf_v);
int label;
/* sample BSDF */
float bsdf_pdf;
BsdfEval bsdf_eval;
float3 bsdf_omega_in;
differential3 bsdf_domega_in;
float bsdf_u, bsdf_v;
path_rng_2D(kg, rng, sample, num_total_samples, rng_offset + PRNG_BSDF_U, &bsdf_u, &bsdf_v);
int label;
label = shader_bsdf_sample(kg, &sd, bsdf_u, bsdf_v, &bsdf_eval,
&bsdf_omega_in, &bsdf_domega_in, &bsdf_pdf);
label = shader_bsdf_sample(kg, &sd, bsdf_u, bsdf_v, &bsdf_eval,
&bsdf_omega_in, &bsdf_domega_in, &bsdf_pdf);
if(bsdf_pdf == 0.0f || bsdf_eval_is_zero(&bsdf_eval))
break;
if(bsdf_pdf == 0.0f || bsdf_eval_is_zero(&bsdf_eval))
break;
/* modify throughput */
path_radiance_bsdf_bounce(L, &throughput, &bsdf_eval, bsdf_pdf, state.bounce, label);
/* modify throughput */
path_radiance_bsdf_bounce(L, &throughput, &bsdf_eval, bsdf_pdf, state.bounce, label);
/* set labels */
if(!(label & LABEL_TRANSPARENT)) {
ray_pdf = bsdf_pdf;
/* set labels */
if(!(label & LABEL_TRANSPARENT)) {
ray_pdf = bsdf_pdf;
#ifdef __LAMP_MIS__
ray_t = 0.0f;
ray_t = 0.0f;
#endif
min_ray_pdf = fminf(bsdf_pdf, min_ray_pdf);
}
min_ray_pdf = fminf(bsdf_pdf, min_ray_pdf);
}
/* update path state */
path_state_next(kg, &state, label);
/* update path state */
path_state_next(kg, &state, label);
/* setup ray */
ray.P = ray_offset(sd.P, (label & LABEL_TRANSMIT)? -sd.Ng: sd.Ng);
ray.D = bsdf_omega_in;
ray.t = FLT_MAX;
/* setup ray */
ray.P = ray_offset(sd.P, (label & LABEL_TRANSMIT)? -sd.Ng: sd.Ng);
ray.D = bsdf_omega_in;
ray.t = FLT_MAX;
#ifdef __RAY_DIFFERENTIALS__
ray.dP = sd.dP;
ray.dD = bsdf_domega_in;
ray.dP = sd.dP;
ray.dD = bsdf_domega_in;
#endif
#ifdef __VOLUME__
/* enter/exit volume */
if(label & LABEL_TRANSMIT)
kernel_volume_enter_exit(kg, &sd, &state.volume_shader);
#endif
}
#ifdef __VOLUME__
else if(sd.flag & SD_HAS_ONLY_VOLUME) {
/* no surface shader but have a volume shader? act transparent */
/* update path state, count as transparent */
path_state_next(kg, &state, LABEL_TRANSPARENT);
/* setup ray position, direction stays unchanged */
ray.P = ray_offset(sd.P, -sd.Ng);
#ifdef __RAY_DIFFERENTIALS__
ray.dP = sd.dP;
#endif
/* enter/exit volume */
kernel_volume_enter_exit(kg, &sd, &state.volume_shader);
}
#endif
else {
/* no bsdf or volume? we're done */
break;
}
}
}
@@ -324,54 +363,80 @@ ccl_device_inline bool kernel_path_integrate_lighting(KernelGlobals *kg, RNG *rn
#endif
/* no BSDF? we can stop here */
if(!(sd->flag & SD_BSDF))
return false;
if(sd->flag & SD_BSDF) {
/* sample BSDF */
float bsdf_pdf;
BsdfEval bsdf_eval;
float3 bsdf_omega_in;
differential3 bsdf_domega_in;
float bsdf_u, bsdf_v;
path_rng_2D(kg, rng, sample, num_samples, rng_offset + PRNG_BSDF_U, &bsdf_u, &bsdf_v);
int label;
/* sample BSDF */
float bsdf_pdf;
BsdfEval bsdf_eval;
float3 bsdf_omega_in;
differential3 bsdf_domega_in;
float bsdf_u, bsdf_v;
path_rng_2D(kg, rng, sample, num_samples, rng_offset + PRNG_BSDF_U, &bsdf_u, &bsdf_v);
int label;
label = shader_bsdf_sample(kg, sd, bsdf_u, bsdf_v, &bsdf_eval,
&bsdf_omega_in, &bsdf_domega_in, &bsdf_pdf);
label = shader_bsdf_sample(kg, sd, bsdf_u, bsdf_v, &bsdf_eval,
&bsdf_omega_in, &bsdf_domega_in, &bsdf_pdf);
if(bsdf_pdf == 0.0f || bsdf_eval_is_zero(&bsdf_eval))
return false;
if(bsdf_pdf == 0.0f || bsdf_eval_is_zero(&bsdf_eval))
return false;
/* modify throughput */
path_radiance_bsdf_bounce(L, throughput, &bsdf_eval, bsdf_pdf, state->bounce, label);
/* modify throughput */
path_radiance_bsdf_bounce(L, throughput, &bsdf_eval, bsdf_pdf, state->bounce, label);
/* set labels */
if(!(label & LABEL_TRANSPARENT)) {
*ray_pdf = bsdf_pdf;
/* set labels */
if(!(label & LABEL_TRANSPARENT)) {
*ray_pdf = bsdf_pdf;
#ifdef __LAMP_MIS__
*ray_t = 0.0f;
*ray_t = 0.0f;
#endif
*min_ray_pdf = fminf(bsdf_pdf, *min_ray_pdf);
}
*min_ray_pdf = fminf(bsdf_pdf, *min_ray_pdf);
}
/* update path state */
path_state_next(kg, state, label);
/* update path state */
path_state_next(kg, state, label);
/* setup ray */
ray->P = ray_offset(sd->P, (label & LABEL_TRANSMIT)? -sd->Ng: sd->Ng);
ray->D = bsdf_omega_in;
/* setup ray */
ray->P = ray_offset(sd->P, (label & LABEL_TRANSMIT)? -sd->Ng: sd->Ng);
ray->D = bsdf_omega_in;
if(state->bounce == 0)
ray->t -= sd->ray_length; /* clipping works through transparent */
else
ray->t = FLT_MAX;
if(state->bounce == 0)
ray->t -= sd->ray_length; /* clipping works through transparent */
else
ray->t = FLT_MAX;
#ifdef __RAY_DIFFERENTIALS__
ray->dP = sd->dP;
ray->dD = bsdf_domega_in;
ray->dP = sd->dP;
ray->dD = bsdf_domega_in;
#endif
return true;
#ifdef __VOLUME__
/* enter/exit volume */
if(label & LABEL_TRANSMIT)
kernel_volume_enter_exit(kg, sd, &state->volume_shader);
#endif
return true;
}
#ifdef __VOLUME__
else if(sd->flag & SD_HAS_ONLY_VOLUME) {
/* no surface shader but have a volume shader? act transparent */
/* update path state, count as transparent */
path_state_next(kg, state, LABEL_TRANSPARENT);
/* setup ray position, direction stays unchanged */
ray->P = ray_offset(sd->P, -sd->Ng);
#ifdef __RAY_DIFFERENTIALS__
ray->dP = sd->dP;
#endif
/* enter/exit volume */
kernel_volume_enter_exit(kg, sd, &state->volume_shader);
return true;
}
#endif
else {
/* no bsdf or volume? */
return false;
}
}
#endif
@@ -398,7 +463,7 @@ ccl_device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int sample,
int num_samples = 0;
#endif
path_state_init(&state);
path_state_init(kg, &state);
/* path iteration */
for(;; rng_offset += PRNG_BOUNCE_NUM) {
@@ -448,6 +513,15 @@ ccl_device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int sample,
}
#endif
#ifdef __VOLUME__
/* volume attenuation */
if(state.volume_shader != SHADER_NO_ID) {
Ray segment_ray = ray;
segment_ray.t = (hit)? isect.t: FLT_MAX;
throughput *= kernel_volume_get_shadow_attenuation(kg, &state, &segment_ray, state.volume_shader);
}
#endif
if(!hit) {
/* eval background shader if nothing hit */
if(kernel_data.background.transparent && (state.flag & PATH_RAY_CAMERA)) {
@@ -652,53 +726,80 @@ ccl_device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int sample,
}
#endif
/* no BSDF? we can stop here */
if(!(sd.flag & SD_BSDF))
break;
if(sd.flag & SD_BSDF) {
/* sample BSDF */
float bsdf_pdf;
BsdfEval bsdf_eval;
float3 bsdf_omega_in;
differential3 bsdf_domega_in;
float bsdf_u, bsdf_v;
path_rng_2D(kg, rng, sample, num_samples, rng_offset + PRNG_BSDF_U, &bsdf_u, &bsdf_v);
int label;
/* sample BSDF */
float bsdf_pdf;
BsdfEval bsdf_eval;
float3 bsdf_omega_in;
differential3 bsdf_domega_in;
float bsdf_u, bsdf_v;
path_rng_2D(kg, rng, sample, num_samples, rng_offset + PRNG_BSDF_U, &bsdf_u, &bsdf_v);
int label;
label = shader_bsdf_sample(kg, &sd, bsdf_u, bsdf_v, &bsdf_eval,
&bsdf_omega_in, &bsdf_domega_in, &bsdf_pdf);
label = shader_bsdf_sample(kg, &sd, bsdf_u, bsdf_v, &bsdf_eval,
&bsdf_omega_in, &bsdf_domega_in, &bsdf_pdf);
if(bsdf_pdf == 0.0f || bsdf_eval_is_zero(&bsdf_eval))
break;
if(bsdf_pdf == 0.0f || bsdf_eval_is_zero(&bsdf_eval))
break;
/* modify throughput */
path_radiance_bsdf_bounce(&L, &throughput, &bsdf_eval, bsdf_pdf, state.bounce, label);
/* modify throughput */
path_radiance_bsdf_bounce(&L, &throughput, &bsdf_eval, bsdf_pdf, state.bounce, label);
/* set labels */
if(!(label & LABEL_TRANSPARENT)) {
ray_pdf = bsdf_pdf;
/* set labels */
if(!(label & LABEL_TRANSPARENT)) {
ray_pdf = bsdf_pdf;
#ifdef __LAMP_MIS__
ray_t = 0.0f;
ray_t = 0.0f;
#endif
min_ray_pdf = fminf(bsdf_pdf, min_ray_pdf);
min_ray_pdf = fminf(bsdf_pdf, min_ray_pdf);
}
/* update path state */
path_state_next(kg, &state, label);
/* setup ray */
ray.P = ray_offset(sd.P, (label & LABEL_TRANSMIT)? -sd.Ng: sd.Ng);
ray.D = bsdf_omega_in;
#ifdef __RAY_DIFFERENTIALS__
ray.dP = sd.dP;
ray.dD = bsdf_domega_in;
#endif
#ifdef __VOLUME__
/* enter/exit volume */
if(label & LABEL_TRANSMIT)
kernel_volume_enter_exit(kg, &sd, &state.volume_shader);
#endif
}
#ifdef __VOLUME__
else if(sd.flag & SD_HAS_ONLY_VOLUME) {
/* no surface shader but have a volume shader? act transparent */
/* update path state, count as transparent */
path_state_next(kg, &state, LABEL_TRANSPARENT);
/* setup ray position, direction stays unchanged */
ray.P = ray_offset(sd.P, -sd.Ng);
#ifdef __RAY_DIFFERENTIALS__
ray.dP = sd.dP;
#endif
/* enter/exit volume */
kernel_volume_enter_exit(kg, &sd, &state.volume_shader);
}
#endif
else {
/* no bsdf or volume? we're done */
break;
}
/* update path state */
path_state_next(kg, &state, label);
/* setup ray */
ray.P = ray_offset(sd.P, (label & LABEL_TRANSMIT)? -sd.Ng: sd.Ng);
ray.D = bsdf_omega_in;
/* adjust ray distance for clipping */
if(state.bounce == 0)
ray.t -= sd.ray_length; /* clipping works through transparent */
else
ray.t = FLT_MAX;
#ifdef __RAY_DIFFERENTIALS__
ray.dP = sd.dP;
ray.dD = bsdf_domega_in;
#endif
}
float3 L_sum = path_radiance_sum(kg, &L);
@@ -853,6 +954,12 @@ ccl_device_noinline void kernel_branched_path_integrate_lighting(KernelGlobals *
bsdf_ray.time = sd->time;
#endif
#ifdef __VOLUME__
/* enter/exit volume */
if(label & LABEL_TRANSMIT)
kernel_volume_enter_exit(kg, sd, &ps.volume_shader);
#endif
kernel_path_indirect(kg, rng, sample*num_samples + j, bsdf_ray, buffer,
tp*num_samples_inv, num_samples, aa_samples*num_samples,
min_ray_pdf, bsdf_pdf, ps, rng_offset+PRNG_BOUNCE_NUM, L);
@@ -883,7 +990,7 @@ ccl_device float4 kernel_branched_path_integrate(KernelGlobals *kg, RNG *rng, in
int aa_samples = 0;
#endif
path_state_init(&state);
path_state_init(kg, &state);
for(;; rng_offset += PRNG_BOUNCE_NUM) {
/* intersect scene */
@@ -905,10 +1012,21 @@ ccl_device float4 kernel_branched_path_integrate(KernelGlobals *kg, RNG *rng, in
lcg_state = lcg_init(*rng + rng_offset + sample*0x51633e2d);
}
if(!scene_intersect(kg, &ray, visibility, &isect, &lcg_state, difl, extmax)) {
bool hit = scene_intersect(kg, &ray, visibility, &isect, &lcg_state, difl, extmax);
#else
if(!scene_intersect(kg, &ray, visibility, &isect)) {
bool hit = scene_intersect(kg, &ray, visibility, &isect);
#endif
#ifdef __VOLUME__
/* volume attenuation */
if(state.volume_shader != SHADER_NO_ID) {
Ray segment_ray = ray;
segment_ray.t = (hit)? isect.t: FLT_MAX;
throughput *= kernel_volume_get_shadow_attenuation(kg, &state, &segment_ray, state.volume_shader);
}
#endif
if(!hit) {
/* eval background shader if nothing hit */
if(kernel_data.background.transparent) {
L_transparent += average(throughput);
@@ -1062,19 +1180,26 @@ ccl_device float4 kernel_branched_path_integrate(KernelGlobals *kg, RNG *rng, in
}
#endif
/* lighting */
kernel_branched_path_integrate_lighting(kg, rng, sample, aa_samples,
&sd, throughput, 1.0f, ray_pdf, ray_pdf, state, rng_offset, &L, buffer);
if(!(sd.flag & SD_HAS_ONLY_VOLUME)) {
/* lighting */
kernel_branched_path_integrate_lighting(kg, rng, sample, aa_samples,
&sd, throughput, 1.0f, ray_pdf, ray_pdf, state, rng_offset, &L, buffer);
/* continue in case of transparency */
throughput *= shader_bsdf_transparency(kg, &sd);
/* continue in case of transparency */
throughput *= shader_bsdf_transparency(kg, &sd);
if(is_zero(throughput))
break;
if(is_zero(throughput))
break;
}
path_state_next(kg, &state, LABEL_TRANSPARENT);
ray.P = ray_offset(sd.P, -sd.Ng);
ray.t -= sd.ray_length; /* clipping works through transparent */
#ifdef __VOLUME__
/* enter/exit volume */
kernel_volume_enter_exit(kg, &sd, &state.volume_shader);
#endif
}
float3 L_sum = path_radiance_sum(kg, &L);
@@ -1139,7 +1264,7 @@ ccl_device void kernel_path_trace(KernelGlobals *kg,
/* integrate */
float4 L;
if (ray.t != 0.0f)
if(ray.t != 0.0f)
L = kernel_path_integrate(kg, &rng, sample, ray, buffer);
else
L = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
@@ -1171,7 +1296,7 @@ ccl_device void kernel_branched_path_trace(KernelGlobals *kg,
/* integrate */
float4 L;
if (ray.t != 0.0f)
if(ray.t != 0.0f)
L = kernel_branched_path_integrate(kg, &rng, sample, ray, buffer);
else
L = make_float4(0.0f, 0.0f, 0.0f, 0.0f);