
* Replace license text in headers with SPDX identifiers. * Remove specific license info from outdated readme.txt, instead leave details to the source files. * Add list of SPDX license identifiers used, and corresponding license texts. * Update copyright dates while we're at it. Ref D14069, T95597
154 lines
4.5 KiB
C
154 lines
4.5 KiB
C
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#pragma once
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CCL_NAMESPACE_BEGIN
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/* See "Tracing Ray Differentials", Homan Igehy, 1999. */
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ccl_device void differential_transfer(ccl_private differential3 *surface_dP,
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const differential3 ray_dP,
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float3 ray_D,
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const differential3 ray_dD,
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float3 surface_Ng,
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float ray_t)
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{
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/* ray differential transfer through homogeneous medium, to
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* compute dPdx/dy at a shading point from the incoming ray */
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float3 tmp = ray_D / dot(ray_D, surface_Ng);
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float3 tmpx = ray_dP.dx + ray_t * ray_dD.dx;
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float3 tmpy = ray_dP.dy + ray_t * ray_dD.dy;
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surface_dP->dx = tmpx - dot(tmpx, surface_Ng) * tmp;
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surface_dP->dy = tmpy - dot(tmpy, surface_Ng) * tmp;
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}
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ccl_device void differential_incoming(ccl_private differential3 *dI, const differential3 dD)
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{
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/* compute dIdx/dy at a shading point, we just need to negate the
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* differential of the ray direction */
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dI->dx = -dD.dx;
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dI->dy = -dD.dy;
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}
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ccl_device void differential_dudv(ccl_private differential *du,
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ccl_private differential *dv,
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float3 dPdu,
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float3 dPdv,
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differential3 dP,
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float3 Ng)
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{
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/* now we have dPdx/dy from the ray differential transfer, and dPdu/dv
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* from the primitive, we can compute dudx/dy and dvdx/dy. these are
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* mainly used for differentials of arbitrary mesh attributes. */
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/* find most stable axis to project to 2D */
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float xn = fabsf(Ng.x);
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float yn = fabsf(Ng.y);
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float zn = fabsf(Ng.z);
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if (zn < xn || zn < yn) {
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if (yn < xn || yn < zn) {
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dPdu.x = dPdu.y;
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dPdv.x = dPdv.y;
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dP.dx.x = dP.dx.y;
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dP.dy.x = dP.dy.y;
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}
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dPdu.y = dPdu.z;
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dPdv.y = dPdv.z;
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dP.dx.y = dP.dx.z;
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dP.dy.y = dP.dy.z;
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}
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/* using Cramer's rule, we solve for dudx and dvdx in a 2x2 linear system,
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* and the same for dudy and dvdy. the denominator is the same for both
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* solutions, so we compute it only once.
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*
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* dP.dx = dPdu * dudx + dPdv * dvdx;
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* dP.dy = dPdu * dudy + dPdv * dvdy; */
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float det = (dPdu.x * dPdv.y - dPdv.x * dPdu.y);
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if (det != 0.0f)
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det = 1.0f / det;
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du->dx = (dP.dx.x * dPdv.y - dP.dx.y * dPdv.x) * det;
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dv->dx = (dP.dx.y * dPdu.x - dP.dx.x * dPdu.y) * det;
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du->dy = (dP.dy.x * dPdv.y - dP.dy.y * dPdv.x) * det;
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dv->dy = (dP.dy.y * dPdu.x - dP.dy.x * dPdu.y) * det;
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}
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ccl_device differential differential_zero()
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{
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differential d;
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d.dx = 0.0f;
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d.dy = 0.0f;
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return d;
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}
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ccl_device differential3 differential3_zero()
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{
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differential3 d;
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d.dx = zero_float3();
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d.dy = zero_float3();
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return d;
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}
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/* Compact ray differentials that are just a scale to reduce memory usage and
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* access cost in GPU.
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*
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* See above for more accurate reference implementations.
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*
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* TODO: also store the more compact version in ShaderData and recompute where
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* needed? */
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ccl_device_forceinline float differential_zero_compact()
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{
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return 0.0f;
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}
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ccl_device_forceinline float differential_make_compact(const differential3 D)
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{
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return 0.5f * (len(D.dx) + len(D.dy));
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}
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ccl_device_forceinline void differential_transfer_compact(ccl_private differential3 *surface_dP,
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const float ray_dP,
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const float3 /* ray_D */,
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const float ray_dD,
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const float3 surface_Ng,
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const float ray_t)
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{
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/* ray differential transfer through homogeneous medium, to
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* compute dPdx/dy at a shading point from the incoming ray */
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float scale = ray_dP + ray_t * ray_dD;
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float3 dx, dy;
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make_orthonormals(surface_Ng, &dx, &dy);
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surface_dP->dx = dx * scale;
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surface_dP->dy = dy * scale;
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}
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ccl_device_forceinline void differential_incoming_compact(ccl_private differential3 *dI,
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const float3 D,
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const float dD)
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{
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/* compute dIdx/dy at a shading point, we just need to negate the
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* differential of the ray direction */
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float3 dx, dy;
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make_orthonormals(D, &dx, &dy);
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dI->dx = dD * dx;
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dI->dy = dD * dy;
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}
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CCL_NAMESPACE_END
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