Files
blender/intern/cycles/kernel/kernel_emission.h
Brecht Van Lommel 0803119725 Cycles: merge of cycles-x branch, a major update to the renderer
This includes much improved GPU rendering performance, viewport interactivity,
new shadow catcher, revamped sampling settings, subsurface scattering anisotropy,
new GPU volume sampling, improved PMJ sampling pattern, and more.

Some features have also been removed or changed, breaking backwards compatibility.
Including the removal of the OpenCL backend, for which alternatives are under
development.

Release notes and code docs:
https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles
https://wiki.blender.org/wiki/Source/Render/Cycles

Credits:
* Sergey Sharybin
* Brecht Van Lommel
* Patrick Mours (OptiX backend)
* Christophe Hery (subsurface scattering anisotropy)
* William Leeson (PMJ sampling pattern)
* Alaska (various fixes and tweaks)
* Thomas Dinges (various fixes)

For the full commit history, see the cycles-x branch. This squashes together
all the changes since intermediate changes would often fail building or tests.

Ref T87839, T87837, T87836
Fixes T90734, T89353, T80267, T80267, T77185, T69800
2021-09-21 14:55:54 +02:00

267 lines
9.2 KiB
C

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#pragma once
#include "kernel/kernel_light.h"
#include "kernel/kernel_montecarlo.h"
#include "kernel/kernel_path_state.h"
#include "kernel/kernel_shader.h"
CCL_NAMESPACE_BEGIN
/* Evaluate shader on light. */
ccl_device_noinline_cpu float3 light_sample_shader_eval(INTEGRATOR_STATE_ARGS,
ShaderData *ccl_restrict emission_sd,
LightSample *ccl_restrict ls,
float time)
{
/* setup shading at emitter */
float3 eval = zero_float3();
if (shader_constant_emission_eval(kg, ls->shader, &eval)) {
if ((ls->prim != PRIM_NONE) && dot(ls->Ng, ls->D) > 0.0f) {
ls->Ng = -ls->Ng;
}
}
else {
/* Setup shader data and call shader_eval_surface once, better
* for GPU coherence and compile times. */
PROFILING_INIT_FOR_SHADER(kg, PROFILING_SHADE_LIGHT_SETUP);
#ifdef __BACKGROUND_MIS__
if (ls->type == LIGHT_BACKGROUND) {
shader_setup_from_background(kg, emission_sd, ls->P, ls->D, time);
}
else
#endif
{
shader_setup_from_sample(kg,
emission_sd,
ls->P,
ls->Ng,
-ls->D,
ls->shader,
ls->object,
ls->prim,
ls->u,
ls->v,
ls->t,
time,
false,
ls->lamp);
ls->Ng = emission_sd->Ng;
}
PROFILING_SHADER(emission_sd->object, emission_sd->shader);
PROFILING_EVENT(PROFILING_SHADE_LIGHT_EVAL);
/* No proper path flag, we're evaluating this for all closures. that's
* weak but we'd have to do multiple evaluations otherwise. */
shader_eval_surface<KERNEL_FEATURE_NODE_MASK_SURFACE_LIGHT>(
INTEGRATOR_STATE_PASS, emission_sd, NULL, PATH_RAY_EMISSION);
/* Evaluate closures. */
#ifdef __BACKGROUND_MIS__
if (ls->type == LIGHT_BACKGROUND) {
eval = shader_background_eval(emission_sd);
}
else
#endif
{
eval = shader_emissive_eval(emission_sd);
}
}
eval *= ls->eval_fac;
if (ls->lamp != LAMP_NONE) {
const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, ls->lamp);
eval *= make_float3(klight->strength[0], klight->strength[1], klight->strength[2]);
}
return eval;
}
/* Test if light sample is from a light or emission from geometry. */
ccl_device_inline bool light_sample_is_light(const LightSample *ccl_restrict ls)
{
/* return if it's a lamp for shadow pass */
return (ls->prim == PRIM_NONE && ls->type != LIGHT_BACKGROUND);
}
/* Early path termination of shadow rays. */
ccl_device_inline bool light_sample_terminate(const KernelGlobals *ccl_restrict kg,
const LightSample *ccl_restrict ls,
BsdfEval *ccl_restrict eval,
const float rand_terminate)
{
if (bsdf_eval_is_zero(eval)) {
return true;
}
if (kernel_data.integrator.light_inv_rr_threshold > 0.0f) {
float probability = max3(fabs(bsdf_eval_sum(eval))) *
kernel_data.integrator.light_inv_rr_threshold;
if (probability < 1.0f) {
if (rand_terminate >= probability) {
return true;
}
bsdf_eval_mul(eval, 1.0f / probability);
}
}
return false;
}
/* This function should be used to compute a modified ray start position for
* rays leaving from a surface. The algorithm slightly distorts flat surface
* of a triangle. Surface is lifted by amount h along normal n in the incident
* point. */
ccl_device_inline float3 shadow_ray_smooth_surface_offset(const KernelGlobals *ccl_restrict kg,
const ShaderData *ccl_restrict sd,
float3 Ng)
{
float3 V[3], N[3];
triangle_vertices_and_normals(kg, sd->prim, V, N);
const float u = sd->u, v = sd->v;
const float w = 1 - u - v;
float3 P = V[0] * u + V[1] * v + V[2] * w; /* Local space */
float3 n = N[0] * u + N[1] * v + N[2] * w; /* We get away without normalization */
object_normal_transform(kg, sd, &n); /* Normal x scale, world space */
/* Parabolic approximation */
float a = dot(N[2] - N[0], V[0] - V[2]);
float b = dot(N[2] - N[1], V[1] - V[2]);
float c = dot(N[1] - N[0], V[1] - V[0]);
float h = a * u * (u - 1) + (a + b + c) * u * v + b * v * (v - 1);
/* Check flipped normals */
if (dot(n, Ng) > 0) {
/* Local linear envelope */
float h0 = max(max(dot(V[1] - V[0], N[0]), dot(V[2] - V[0], N[0])), 0.0f);
float h1 = max(max(dot(V[0] - V[1], N[1]), dot(V[2] - V[1], N[1])), 0.0f);
float h2 = max(max(dot(V[0] - V[2], N[2]), dot(V[1] - V[2], N[2])), 0.0f);
h0 = max(dot(V[0] - P, N[0]) + h0, 0.0f);
h1 = max(dot(V[1] - P, N[1]) + h1, 0.0f);
h2 = max(dot(V[2] - P, N[2]) + h2, 0.0f);
h = max(min(min(h0, h1), h2), h * 0.5f);
}
else {
float h0 = max(max(dot(V[0] - V[1], N[0]), dot(V[0] - V[2], N[0])), 0.0f);
float h1 = max(max(dot(V[1] - V[0], N[1]), dot(V[1] - V[2], N[1])), 0.0f);
float h2 = max(max(dot(V[2] - V[0], N[2]), dot(V[2] - V[1], N[2])), 0.0f);
h0 = max(dot(P - V[0], N[0]) + h0, 0.0f);
h1 = max(dot(P - V[1], N[1]) + h1, 0.0f);
h2 = max(dot(P - V[2], N[2]) + h2, 0.0f);
h = min(-min(min(h0, h1), h2), h * 0.5f);
}
return n * h;
}
/* Ray offset to avoid shadow terminator artifact. */
ccl_device_inline float3 shadow_ray_offset(const KernelGlobals *ccl_restrict kg,
const ShaderData *ccl_restrict sd,
float3 L)
{
float NL = dot(sd->N, L);
bool transmit = (NL < 0.0f);
float3 Ng = (transmit ? -sd->Ng : sd->Ng);
float3 P = ray_offset(sd->P, Ng);
if ((sd->type & PRIMITIVE_ALL_TRIANGLE) && (sd->shader & SHADER_SMOOTH_NORMAL)) {
const float offset_cutoff =
kernel_tex_fetch(__objects, sd->object).shadow_terminator_geometry_offset;
/* Do ray offset (heavy stuff) only for close to be terminated triangles:
* offset_cutoff = 0.1f means that 10-20% of rays will be affected. Also
* make a smooth transition near the threshold. */
if (offset_cutoff > 0.0f) {
float NgL = dot(Ng, L);
float offset_amount = 0.0f;
if (NL < offset_cutoff) {
offset_amount = clamp(2.0f - (NgL + NL) / offset_cutoff, 0.0f, 1.0f);
}
else {
offset_amount = clamp(1.0f - NgL / offset_cutoff, 0.0f, 1.0f);
}
if (offset_amount > 0.0f) {
P += shadow_ray_smooth_surface_offset(kg, sd, Ng) * offset_amount;
}
}
}
return P;
}
ccl_device_inline void shadow_ray_setup(const ShaderData *ccl_restrict sd,
const LightSample *ccl_restrict ls,
const float3 P,
Ray *ray)
{
if (ls->shader & SHADER_CAST_SHADOW) {
/* setup ray */
ray->P = P;
if (ls->t == FLT_MAX) {
/* distant light */
ray->D = ls->D;
ray->t = ls->t;
}
else {
/* other lights, avoid self-intersection */
ray->D = ray_offset(ls->P, ls->Ng) - P;
ray->D = normalize_len(ray->D, &ray->t);
}
}
else {
/* signal to not cast shadow ray */
ray->P = zero_float3();
ray->D = zero_float3();
ray->t = 0.0f;
}
ray->dP = differential_make_compact(sd->dP);
ray->dD = differential_zero_compact();
ray->time = sd->time;
}
/* Create shadow ray towards light sample. */
ccl_device_inline void light_sample_to_surface_shadow_ray(const KernelGlobals *ccl_restrict kg,
const ShaderData *ccl_restrict sd,
const LightSample *ccl_restrict ls,
Ray *ray)
{
const float3 P = shadow_ray_offset(kg, sd, ls->D);
shadow_ray_setup(sd, ls, P, ray);
}
/* Create shadow ray towards light sample. */
ccl_device_inline void light_sample_to_volume_shadow_ray(const KernelGlobals *ccl_restrict kg,
const ShaderData *ccl_restrict sd,
const LightSample *ccl_restrict ls,
const float3 P,
Ray *ray)
{
shadow_ray_setup(sd, ls, P, ray);
}
CCL_NAMESPACE_END