Files
blender/intern/cycles/kernel/closure/bsdf_util.h
Andrii Symkin d832d993c5 Cycles: add new Spectrum and PackedSpectrum types
These replace float3 and packed_float3 in various places in the kernel where a
spectral color representation will be used in the future. That representation
will require more than 3 channels and conversion to from/RGB. The kernel code
was refactored to remove the assumption that Spectrum and RGB colors are the
same thing.

There are no functional changes, Spectrum is still a float3 and the conversion
functions are no-ops.

Differential Revision: https://developer.blender.org/D15535
2022-08-09 16:49:34 +02:00

234 lines
7.9 KiB
C

/* SPDX-License-Identifier: BSD-3-Clause
*
* Adapted from Open Shading Language
* Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
* All Rights Reserved.
*
* Modifications Copyright 2011-2022 Blender Foundation. */
#pragma once
CCL_NAMESPACE_BEGIN
ccl_device float fresnel_dielectric(float eta,
const float3 N,
const float3 I,
ccl_private float3 *R,
ccl_private float3 *T,
#ifdef __RAY_DIFFERENTIALS__
const float3 dIdx,
const float3 dIdy,
ccl_private float3 *dRdx,
ccl_private float3 *dRdy,
ccl_private float3 *dTdx,
ccl_private float3 *dTdy,
#endif
ccl_private bool *is_inside)
{
float cos = dot(N, I), neta;
float3 Nn;
// check which side of the surface we are on
if (cos > 0) {
// we are on the outside of the surface, going in
neta = 1 / eta;
Nn = N;
*is_inside = false;
}
else {
// we are inside the surface
cos = -cos;
neta = eta;
Nn = -N;
*is_inside = true;
}
// compute reflection
*R = (2 * cos) * Nn - I;
#ifdef __RAY_DIFFERENTIALS__
*dRdx = (2 * dot(Nn, dIdx)) * Nn - dIdx;
*dRdy = (2 * dot(Nn, dIdy)) * Nn - dIdy;
#endif
float arg = 1 - (neta * neta * (1 - (cos * cos)));
if (arg < 0) {
*T = make_float3(0.0f, 0.0f, 0.0f);
#ifdef __RAY_DIFFERENTIALS__
*dTdx = make_float3(0.0f, 0.0f, 0.0f);
*dTdy = make_float3(0.0f, 0.0f, 0.0f);
#endif
return 1; // total internal reflection
}
else {
float dnp = max(sqrtf(arg), 1e-7f);
float nK = (neta * cos) - dnp;
*T = -(neta * I) + (nK * Nn);
#ifdef __RAY_DIFFERENTIALS__
*dTdx = -(neta * dIdx) + ((neta - neta * neta * cos / dnp) * dot(dIdx, Nn)) * Nn;
*dTdy = -(neta * dIdy) + ((neta - neta * neta * cos / dnp) * dot(dIdy, Nn)) * Nn;
#endif
// compute Fresnel terms
float cosTheta1 = cos; // N.R
float cosTheta2 = -dot(Nn, *T);
float pPara = (cosTheta1 - eta * cosTheta2) / (cosTheta1 + eta * cosTheta2);
float pPerp = (eta * cosTheta1 - cosTheta2) / (eta * cosTheta1 + cosTheta2);
return 0.5f * (pPara * pPara + pPerp * pPerp);
}
}
ccl_device float fresnel_dielectric_cos(float cosi, float eta)
{
// compute fresnel reflectance without explicitly computing
// the refracted direction
float c = fabsf(cosi);
float g = eta * eta - 1 + c * c;
if (g > 0) {
g = sqrtf(g);
float A = (g - c) / (g + c);
float B = (c * (g + c) - 1) / (c * (g - c) + 1);
return 0.5f * A * A * (1 + B * B);
}
return 1.0f; // TIR(no refracted component)
}
ccl_device float3 fresnel_conductor(float cosi, const float3 eta, const float3 k)
{
float3 cosi2 = make_float3(cosi * cosi, cosi * cosi, cosi * cosi);
float3 one = make_float3(1.0f, 1.0f, 1.0f);
float3 tmp_f = eta * eta + k * k;
float3 tmp = tmp_f * cosi2;
float3 Rparl2 = (tmp - (2.0f * eta * cosi) + one) / (tmp + (2.0f * eta * cosi) + one);
float3 Rperp2 = (tmp_f - (2.0f * eta * cosi) + cosi2) / (tmp_f + (2.0f * eta * cosi) + cosi2);
return (Rparl2 + Rperp2) * 0.5f;
}
ccl_device float schlick_fresnel(float u)
{
float m = clamp(1.0f - u, 0.0f, 1.0f);
float m2 = m * m;
return m2 * m2 * m; // pow(m, 5)
}
/* Calculate the fresnel color which is a blend between white and the F0 color (cspec0) */
ccl_device_forceinline Spectrum
interpolate_fresnel_color(float3 L, float3 H, float ior, float F0, Spectrum cspec0)
{
/* Calculate the fresnel interpolation factor
* The value from fresnel_dielectric_cos(...) has to be normalized because
* the cspec0 keeps the F0 color
*/
float F0_norm = 1.0f / (1.0f - F0);
float FH = (fresnel_dielectric_cos(dot(L, H), ior) - F0) * F0_norm;
/* Blend between white and a specular color with respect to the fresnel */
return cspec0 * (1.0f - FH) + make_spectrum(FH);
}
ccl_device float3 ensure_valid_reflection(float3 Ng, float3 I, float3 N)
{
float3 R = 2 * dot(N, I) * N - I;
/* Reflection rays may always be at least as shallow as the incoming ray. */
float threshold = min(0.9f * dot(Ng, I), 0.01f);
if (dot(Ng, R) >= threshold) {
return N;
}
/* Form coordinate system with Ng as the Z axis and N inside the X-Z-plane.
* The X axis is found by normalizing the component of N that's orthogonal to Ng.
* The Y axis isn't actually needed.
*/
float NdotNg = dot(N, Ng);
float3 X = normalize(N - NdotNg * Ng);
/* Keep math expressions. */
/* clang-format off */
/* Calculate N.z and N.x in the local coordinate system.
*
* The goal of this computation is to find a N' that is rotated towards Ng just enough
* to lift R' above the threshold (here called t), therefore dot(R', Ng) = t.
*
* According to the standard reflection equation,
* this means that we want dot(2*dot(N', I)*N' - I, Ng) = t.
*
* Since the Z axis of our local coordinate system is Ng, dot(x, Ng) is just x.z, so we get
* 2*dot(N', I)*N'.z - I.z = t.
*
* The rotation is simple to express in the coordinate system we formed -
* since N lies in the X-Z-plane, we know that N' will also lie in the X-Z-plane,
* so N'.y = 0 and therefore dot(N', I) = N'.x*I.x + N'.z*I.z .
*
* Furthermore, we want N' to be normalized, so N'.x = sqrt(1 - N'.z^2).
*
* With these simplifications,
* we get the final equation 2*(sqrt(1 - N'.z^2)*I.x + N'.z*I.z)*N'.z - I.z = t.
*
* The only unknown here is N'.z, so we can solve for that.
*
* The equation has four solutions in general:
*
* N'.z = +-sqrt(0.5*(+-sqrt(I.x^2*(I.x^2 + I.z^2 - t^2)) + t*I.z + I.x^2 + I.z^2)/(I.x^2 + I.z^2))
* We can simplify this expression a bit by grouping terms:
*
* a = I.x^2 + I.z^2
* b = sqrt(I.x^2 * (a - t^2))
* c = I.z*t + a
* N'.z = +-sqrt(0.5*(+-b + c)/a)
*
* Two solutions can immediately be discarded because they're negative so N' would lie in the
* lower hemisphere.
*/
/* clang-format on */
float Ix = dot(I, X), Iz = dot(I, Ng);
float Ix2 = sqr(Ix), Iz2 = sqr(Iz);
float a = Ix2 + Iz2;
float b = safe_sqrtf(Ix2 * (a - sqr(threshold)));
float c = Iz * threshold + a;
/* Evaluate both solutions.
* In many cases one can be immediately discarded (if N'.z would be imaginary or larger than
* one), so check for that first. If no option is viable (might happen in extreme cases like N
* being in the wrong hemisphere), give up and return Ng. */
float fac = 0.5f / a;
float N1_z2 = fac * (b + c), N2_z2 = fac * (-b + c);
bool valid1 = (N1_z2 > 1e-5f) && (N1_z2 <= (1.0f + 1e-5f));
bool valid2 = (N2_z2 > 1e-5f) && (N2_z2 <= (1.0f + 1e-5f));
float2 N_new;
if (valid1 && valid2) {
/* If both are possible, do the expensive reflection-based check. */
float2 N1 = make_float2(safe_sqrtf(1.0f - N1_z2), safe_sqrtf(N1_z2));
float2 N2 = make_float2(safe_sqrtf(1.0f - N2_z2), safe_sqrtf(N2_z2));
float R1 = 2 * (N1.x * Ix + N1.y * Iz) * N1.y - Iz;
float R2 = 2 * (N2.x * Ix + N2.y * Iz) * N2.y - Iz;
valid1 = (R1 >= 1e-5f);
valid2 = (R2 >= 1e-5f);
if (valid1 && valid2) {
/* If both solutions are valid, return the one with the shallower reflection since it will be
* closer to the input (if the original reflection wasn't shallow, we would not be in this
* part of the function). */
N_new = (R1 < R2) ? N1 : N2;
}
else {
/* If only one reflection is valid (= positive), pick that one. */
N_new = (R1 > R2) ? N1 : N2;
}
}
else if (valid1 || valid2) {
/* Only one solution passes the N'.z criterium, so pick that one. */
float Nz2 = valid1 ? N1_z2 : N2_z2;
N_new = make_float2(safe_sqrtf(1.0f - Nz2), safe_sqrtf(Nz2));
}
else {
return Ng;
}
return N_new.x * X + N_new.y * Ng;
}
CCL_NAMESPACE_END