
It uses an idea of accumulating all possible light reachable across the light path (without taking shadow blocked into account) and accumulating total shaded light across the path. Dividing second figure by first one seems to be giving good estimate of the shadow. In fact, to my knowledge, it's something really similar to what is happening in the denoising branch, so we are aligned here which is good. The workflow is following: - Create an object which matches real-life object on which shadow is to be catched. - Create approximate similar material on that object. This is needed to make indirect light properly affecting CG objects in the scene. - Mark object as Shadow Catcher in the Object properties. Ideally, after doing that it will be possible to render the image and simply alpha-over it on top of real footage.
189 lines
5.6 KiB
C
189 lines
5.6 KiB
C
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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CCL_NAMESPACE_BEGIN
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ccl_device_inline void path_state_init(KernelGlobals *kg,
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ShaderData *stack_sd,
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ccl_addr_space PathState *state,
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ccl_addr_space RNG *rng,
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int sample,
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ccl_addr_space Ray *ray)
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{
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state->flag = PATH_RAY_CAMERA|PATH_RAY_MIS_SKIP;
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state->rng_offset = PRNG_BASE_NUM;
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state->sample = sample;
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state->num_samples = kernel_data.integrator.aa_samples;
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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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state->min_ray_pdf = FLT_MAX;
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state->ray_pdf = 0.0f;
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#ifdef __LAMP_MIS__
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state->ray_t = 0.0f;
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#endif
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#ifdef __VOLUME__
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state->volume_bounce = 0;
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if(kernel_data.integrator.use_volumes) {
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/* Initialize volume stack with volume we are inside of. */
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kernel_volume_stack_init(kg, stack_sd, state, ray, state->volume_stack);
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/* Seed RNG for cases where we can't use stratified samples .*/
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state->rng_congruential = lcg_init(*rng + sample*0x51633e2d);
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}
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else {
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state->volume_stack[0].shader = SHADER_NONE;
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}
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#endif
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#ifdef __SHADOW_TRICKS__
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state->catcher_object = OBJECT_NONE;
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#endif
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}
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ccl_device_inline void path_state_next(KernelGlobals *kg, ccl_addr_space PathState *state, int label)
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{
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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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/* don't increase random number generator offset here, to avoid some
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* unwanted patterns, see path_state_rng_1D_for_decision */
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if(!kernel_data.integrator.transparent_shadows)
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state->flag |= PATH_RAY_MIS_SKIP;
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return;
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}
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state->bounce++;
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#ifdef __VOLUME__
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if(label & LABEL_VOLUME_SCATTER) {
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/* volume scatter */
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state->flag |= PATH_RAY_VOLUME_SCATTER;
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state->flag &= ~(PATH_RAY_REFLECT|PATH_RAY_TRANSMIT|PATH_RAY_CAMERA|PATH_RAY_TRANSPARENT|PATH_RAY_DIFFUSE|PATH_RAY_GLOSSY|PATH_RAY_SINGULAR|PATH_RAY_MIS_SKIP);
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state->volume_bounce++;
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}
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else
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#endif
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{
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/* surface reflection/transmission */
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if(label & LABEL_REFLECT) {
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state->flag |= PATH_RAY_REFLECT;
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state->flag &= ~(PATH_RAY_TRANSMIT|PATH_RAY_VOLUME_SCATTER|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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state->flag |= PATH_RAY_TRANSMIT;
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state->flag &= ~(PATH_RAY_REFLECT|PATH_RAY_VOLUME_SCATTER|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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state->flag |= PATH_RAY_DIFFUSE|PATH_RAY_DIFFUSE_ANCESTOR;
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state->flag &= ~(PATH_RAY_GLOSSY|PATH_RAY_SINGULAR|PATH_RAY_MIS_SKIP);
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}
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else if(label & LABEL_GLOSSY) {
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state->flag |= PATH_RAY_GLOSSY;
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state->flag &= ~(PATH_RAY_DIFFUSE|PATH_RAY_SINGULAR|PATH_RAY_MIS_SKIP);
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}
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else {
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kernel_assert(label & LABEL_SINGULAR);
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state->flag |= PATH_RAY_GLOSSY|PATH_RAY_SINGULAR|PATH_RAY_MIS_SKIP;
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state->flag &= ~PATH_RAY_DIFFUSE;
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}
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}
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/* random number generator next bounce */
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state->rng_offset += PRNG_BOUNCE_NUM;
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}
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ccl_device_inline uint path_state_ray_visibility(KernelGlobals *kg, PathState *state)
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{
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uint flag = state->flag & PATH_RAY_ALL_VISIBILITY;
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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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/* todo: this is not supported as its own ray visibility yet */
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if(state->flag & PATH_RAY_VOLUME_SCATTER)
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flag |= PATH_RAY_DIFFUSE;
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return flag;
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}
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ccl_device_inline float path_state_terminate_probability(KernelGlobals *kg, ccl_addr_space 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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#ifdef __VOLUME__
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(state->volume_bounce >= kernel_data.integrator.max_volume_bounce) ||
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#endif
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(state->transmission_bounce >= kernel_data.integrator.max_transmission_bounce))
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{
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return 0.0f;
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}
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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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}
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/* probalistic termination */
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return average(throughput); /* todo: try using max here */
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}
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/* TODO(DingTo): Find more meaningful name for this */
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ccl_device_inline void path_state_modify_bounce(ccl_addr_space PathState *state, bool increase)
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{
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/* Modify bounce temporarily for shader eval */
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if(increase)
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state->bounce += 1;
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else
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state->bounce -= 1;
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}
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CCL_NAMESPACE_END
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