Cycles: Add support for cameras inside volume
Basically the title says it all, volume stack initialization now is aware that camera might be inside of the volume. This gives quite noticeable render time regressions in cases camera is in the volume (didn't measure them yet) because this requires quite a few of ray-casting per camera ray in order to check which objects we're inside. Not quite sure if this might be optimized. But the good thing is that we can do quite a good job on detecting whether camera is outside of any of the volumes and in this case there should be no time penalty at all (apart from some extra checks during the sync state). For now we're only doing rather simple AABB checks between the viewplane and volume objects. This could give some false-positives, but this should be good starting point. Need to mention panoramic cameras here, for them it's only check for whether there are volumes in the scene, which would lead to speed regressions even if the camera is outside of the volumes. Would need to figure out proper check for such cameras. There are still quite a few of TODOs in the code, but the patch is good enough to start playing around with it checking whether there are some obvious mistakes somewhere. Currently the feature is only available in the Experimental feature sey, need to solve some of the TODOs and look into making things faster before considering the feature is ready for the official feature set. This would still likely happen in current release cycle. Reviewers: brecht, juicyfruit, dingto Differential Revision: https://developer.blender.org/D794
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@@ -102,6 +102,13 @@ public:
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bool need_device_update;
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int previous_need_motion;
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/* Camera in volume. */
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/* TODO(sergey): Get rid of this argument once
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* cameras in volume considered fast enough for
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* the regular kernel.
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*/
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bool use_camera_in_volume;
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/* functions */
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Camera();
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~Camera();
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@@ -116,6 +123,9 @@ public:
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bool modified(const Camera& cam);
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bool motion_modified(const Camera& cam);
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void tag_update();
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BoundBox viewplane_bounds_get();
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float3 transform_raster_to_world(float raster_x, float raster_y);
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};
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CCL_NAMESPACE_END
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