
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
1099 lines
40 KiB
C
1099 lines
40 KiB
C
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#ifdef __MNEE__
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# include "kernel/light/sample.h"
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/*
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* Manifold Next Event Estimation
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*
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* This code adds manifold next event estimation through refractive surface(s) as a new sampling
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* technique for direct lighting, i.e. finding the point on the refractive surface(s) along the
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* path to a light sample, which satisfies fermat's principle for a given microfacet normal and
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* the path's end points. This technique involves walking on the "specular manifold" using a pseudo
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* newton solver. Such a manifold is defined by the specular constraint matrix from the manifold
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* exploration framework [2]. For each refractive interface, this constraint is defined by
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* enforcing that the generalized half-vector projection onto the interface local tangent plane is
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* null. The newton solver guides the walk by linearizing the manifold locally before reprojecting
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* the linear solution onto the refractive surface. See paper [1] for more details about
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* the technique itself and [3] for the half-vector light transport formulation, from which it is
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* derived.
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*
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* [1] Manifold Next Event Estimation
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* Johannes Hanika, Marc Droske, and Luca Fascione. 2015.
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* Comput. Graph. Forum 34, 4 (July 2015), 87–97.
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* https://jo.dreggn.org/home/2015_mnee.pdf
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*
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* [2] Manifold exploration: a Markov Chain Monte Carlo technique for rendering scenes with
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* difficult specular transport Wenzel Jakob and Steve Marschner. 2012. ACM Trans. Graph. 31, 4,
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* Article 58 (July 2012), 13 pages.
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* https://www.cs.cornell.edu/projects/manifolds-sg12/
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*
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* [3] The Natural-Constraint Representation of the Path Space for Efficient Light Transport
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* Simulation Anton S. Kaplanyan, Johannes Hanika, and Carsten Dachsbacher. 2014. ACM Trans. Graph.
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* 33, 4, Article 102 (July 2014), 13 pages.
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* https://cg.ivd.kit.edu/english/HSLT.php
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*/
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# define MNEE_MAX_ITERATIONS 64
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# define MNEE_MAX_INTERSECTION_COUNT 10
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# define MNEE_SOLVER_THRESHOLD 0.001f
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# define MNEE_MINIMUM_STEP_SIZE 0.0001f
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# define MNEE_MAX_CAUSTIC_CASTERS 6
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# define MNEE_MIN_DISTANCE 0.001f
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# define MNEE_MIN_PROGRESS_DISTANCE 0.0001f
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# define MNEE_MIN_DETERMINANT 0.0001f
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# define MNEE_PROJECTION_DISTANCE_MULTIPLIER 2.f
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CCL_NAMESPACE_BEGIN
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/* Manifold struct containing the local differential geometry quantity */
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typedef ccl_private struct ManifoldVertex {
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/* Position and partials */
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float3 p;
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float3 dp_du;
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float3 dp_dv;
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/* Normal and partials */
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float3 n;
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float3 ng;
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float3 dn_du;
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float3 dn_dv;
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/* geometric info */
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float2 uv;
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int object;
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int prim;
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int shader;
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/* closure info */
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float eta;
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ccl_private ShaderClosure *bsdf;
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float2 n_offset;
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/* constraint and its derivative matrices */
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float2 constraint;
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float4 a;
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float4 b;
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float4 c;
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} ManifoldVertex;
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/* Multiplication of a 2x2 matrix encoded in a row-major order float4 by a vector */
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ccl_device_inline float2 mat22_mult(const float4 a, const float2 b)
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{
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return make_float2(a.x * b.x + a.y * b.y, a.z * b.x + a.w * b.y);
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}
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/* Multiplication of 2x2 matrices encoded in a row-major order float4 */
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ccl_device_inline float4 mat22_mult(const float4 a, const float4 b)
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{
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return make_float4(
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a.x * b.x + a.y * b.z, a.x * b.y + a.y * b.w, a.z * b.x + a.w * b.z, a.z * b.y + a.w * b.w);
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}
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/* Determinant of a 2x2 matrix encoded in a row-major order float4 */
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ccl_device_inline float mat22_determinant(const float4 m)
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{
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return m.x * m.w - m.y * m.z;
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}
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/* Inverse of a 2x2 matrix encoded in a row-major order float4 */
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ccl_device_inline float mat22_inverse(const float4 m, ccl_private float4 &m_inverse)
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{
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float det = mat22_determinant(m);
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if (fabsf(det) < MNEE_MIN_DETERMINANT)
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return 0.f;
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m_inverse = make_float4(m.w, -m.y, -m.z, m.x) / det;
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return det;
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}
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/* Update light sample */
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ccl_device_forceinline void mnee_update_light_sample(KernelGlobals kg,
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const float3 P,
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ccl_private LightSample *ls)
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{
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/* correct light sample position/direction and pdf
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* NOTE: preserve pdf in area measure */
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const ccl_global KernelLight *klight = &kernel_data_fetch(lights, ls->lamp);
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if (ls->type == LIGHT_POINT || ls->type == LIGHT_SPOT) {
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ls->D = normalize_len(ls->P - P, &ls->t);
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ls->Ng = -ls->D;
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float2 uv = map_to_sphere(ls->Ng);
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ls->u = uv.x;
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ls->v = uv.y;
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float invarea = klight->spot.invarea;
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ls->eval_fac = (0.25f * M_1_PI_F) * invarea;
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ls->pdf = invarea;
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if (ls->type == LIGHT_SPOT) {
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/* spot light attenuation */
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float3 dir = make_float3(klight->spot.dir[0], klight->spot.dir[1], klight->spot.dir[2]);
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ls->eval_fac *= spot_light_attenuation(
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dir, klight->spot.spot_angle, klight->spot.spot_smooth, ls->Ng);
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}
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}
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else if (ls->type == LIGHT_AREA) {
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float invarea = fabsf(klight->area.invarea);
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ls->D = normalize_len(ls->P - P, &ls->t);
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ls->pdf = invarea;
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if (klight->area.tan_spread > 0.f) {
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ls->eval_fac = 0.25f * invarea;
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ls->eval_fac *= light_spread_attenuation(
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ls->D, ls->Ng, klight->area.tan_spread, klight->area.normalize_spread);
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}
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}
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ls->pdf *= kernel_data.integrator.pdf_lights;
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}
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/* Manifold vertex setup from ray and intersection data */
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ccl_device_forceinline void mnee_setup_manifold_vertex(KernelGlobals kg,
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ccl_private ManifoldVertex *vtx,
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ccl_private ShaderClosure *bsdf,
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const float eta,
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const float2 n_offset,
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ccl_private const Ray *ray,
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ccl_private const Intersection *isect,
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ccl_private ShaderData *sd_vtx)
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{
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sd_vtx->object = (isect->object == OBJECT_NONE) ? kernel_data_fetch(prim_object, isect->prim) :
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isect->object;
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sd_vtx->type = isect->type;
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sd_vtx->flag = 0;
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sd_vtx->object_flag = kernel_data_fetch(object_flag, sd_vtx->object);
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/* Matrices and time. */
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shader_setup_object_transforms(kg, sd_vtx, ray->time);
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sd_vtx->time = ray->time;
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sd_vtx->prim = isect->prim;
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sd_vtx->ray_length = isect->t;
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sd_vtx->u = isect->u;
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sd_vtx->v = isect->v;
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sd_vtx->shader = kernel_data_fetch(tri_shader, sd_vtx->prim);
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float3 verts[3];
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float3 normals[3];
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if (sd_vtx->type & PRIMITIVE_TRIANGLE) {
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/* Load triangle vertices and normals. */
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triangle_vertices_and_normals(kg, sd_vtx->prim, verts, normals);
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/* Compute refined position (same code as in triangle_point_from_uv). */
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sd_vtx->P = (1.f - isect->u - isect->v) * verts[0] + isect->u * verts[1] + isect->v * verts[2];
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if (!(sd_vtx->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
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const Transform tfm = object_get_transform(kg, sd_vtx);
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sd_vtx->P = transform_point(&tfm, sd_vtx->P);
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}
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}
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else { /* if (sd_vtx->type & PRIMITIVE_MOTION_TRIANGLE) */
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/* Load triangle vertices and normals. */
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motion_triangle_vertices_and_normals(
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kg, sd_vtx->object, sd_vtx->prim, sd_vtx->time, verts, normals);
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/* Compute refined position. */
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sd_vtx->P = motion_triangle_point_from_uv(
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kg, sd_vtx, isect->object, isect->prim, isect->u, isect->v, verts);
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}
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/* Instance transform. */
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if (!(sd_vtx->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
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object_position_transform_auto(kg, sd_vtx, &verts[0]);
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object_position_transform_auto(kg, sd_vtx, &verts[1]);
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object_position_transform_auto(kg, sd_vtx, &verts[2]);
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object_normal_transform_auto(kg, sd_vtx, &normals[0]);
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object_normal_transform_auto(kg, sd_vtx, &normals[1]);
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object_normal_transform_auto(kg, sd_vtx, &normals[2]);
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}
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/* Tangent space (position derivatives) WRT barycentric (u, v). */
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float3 dp_du = verts[1] - verts[0];
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float3 dp_dv = verts[2] - verts[0];
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/* Geometric normal. */
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vtx->ng = normalize(cross(dp_du, dp_dv));
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if (sd_vtx->object_flag & SD_OBJECT_NEGATIVE_SCALE_APPLIED)
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vtx->ng = -vtx->ng;
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/* Shading normals: Interpolate normals between vertices. */
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float n_len;
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vtx->n = normalize_len(normals[0] * (1.0f - sd_vtx->u - sd_vtx->v) + normals[1] * sd_vtx->u +
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normals[2] * sd_vtx->v,
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&n_len);
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/* Shading normal derivatives WRT barycentric (u, v)
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* we calculate the derivative of n = |u*n0 + v*n1 + (1-u-v)*n2| using:
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* d/du [f(u)/|f(u)|] = [d/du f(u)]/|f(u)| - f(u)/|f(u)|^3 <f(u), d/du f(u)>. */
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const float inv_n_len = 1.f / n_len;
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float3 dn_du = inv_n_len * (normals[1] - normals[0]);
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float3 dn_dv = inv_n_len * (normals[2] - normals[0]);
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dn_du -= vtx->n * dot(vtx->n, dn_du);
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dn_dv -= vtx->n * dot(vtx->n, dn_dv);
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/* Orthonormalize (dp_du,dp_dv) using a linear transformation, which
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* we use on (dn_du,dn_dv) as well so the new (u,v) are consistent. */
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const float inv_len_dp_du = 1.f / len(dp_du);
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dp_du *= inv_len_dp_du;
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dn_du *= inv_len_dp_du;
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const float dpdu_dot_dpdv = dot(dp_du, dp_dv);
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dp_dv -= dpdu_dot_dpdv * dp_du;
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dn_dv -= dpdu_dot_dpdv * dn_du;
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const float inv_len_dp_dv = 1.f / len(dp_dv);
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dp_dv *= inv_len_dp_dv;
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dn_dv *= inv_len_dp_dv;
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/* Find consistent tangent frame for every point on the surface. */
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make_orthonormals(vtx->ng, &vtx->dp_du, &vtx->dp_dv);
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/* Apply the equivalent rotation to the normal derivatives. */
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const float cos_theta = dot(dp_du, vtx->dp_du);
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const float sin_theta = -dot(dp_dv, vtx->dp_du);
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vtx->dn_du = cos_theta * dn_du - sin_theta * dn_dv;
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vtx->dn_dv = sin_theta * dn_du + cos_theta * dn_dv;
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/* Manifold vertex position. */
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vtx->p = sd_vtx->P;
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/* Initialize constraint and its derivates. */
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vtx->a = vtx->c = zero_float4();
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vtx->b = make_float4(1.f, 0.f, 0.f, 1.f);
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vtx->constraint = zero_float2();
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vtx->n_offset = n_offset;
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/* Closure information. */
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vtx->bsdf = bsdf;
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vtx->eta = eta;
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/* Geometric information. */
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vtx->uv = make_float2(isect->u, isect->v);
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vtx->object = sd_vtx->object;
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vtx->prim = sd_vtx->prim;
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vtx->shader = sd_vtx->shader;
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}
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/* Compute constraint derivatives. */
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ccl_device_forceinline bool mnee_compute_constraint_derivatives(
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int vertex_count,
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ccl_private ManifoldVertex *vertices,
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ccl_private const float3 &surface_sample_pos,
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const bool light_fixed_direction,
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const float3 light_sample)
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{
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for (int vi = 0; vi < vertex_count; vi++) {
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ccl_private ManifoldVertex &v = vertices[vi];
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/* Direction toward surface sample. */
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float3 wi = (vi == 0) ? surface_sample_pos - v.p : vertices[vi - 1].p - v.p;
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float ili = len(wi);
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if (ili < MNEE_MIN_DISTANCE)
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return false;
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ili = 1.f / ili;
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wi *= ili;
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/* Direction toward light sample. */
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float3 wo = (vi == vertex_count - 1) ?
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(light_fixed_direction ? light_sample : light_sample - v.p) :
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vertices[vi + 1].p - v.p;
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float ilo = len(wo);
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if (ilo < MNEE_MIN_DISTANCE)
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return false;
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ilo = 1.f / ilo;
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wo *= ilo;
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/* Invert ior if coming from inside. */
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float eta = v.eta;
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if (dot(wi, v.ng) < .0f)
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eta = 1.f / eta;
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/* Half vector. */
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float3 H = -(wi + eta * wo);
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float ilh = 1.f / len(H);
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H *= ilh;
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ilo *= eta * ilh;
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ili *= ilh;
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/* Local shading frame. */
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float dp_du_dot_n = dot(v.dp_du, v.n);
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float3 s = v.dp_du - dp_du_dot_n * v.n;
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float inv_len_s = 1.f / len(s);
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s *= inv_len_s;
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float3 t = cross(v.n, s);
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float3 dH_du, dH_dv;
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/* Constraint derivatives WRT previous vertex. */
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if (vi > 0) {
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ccl_private ManifoldVertex &v_prev = vertices[vi - 1];
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dH_du = (v_prev.dp_du - wi * dot(wi, v_prev.dp_du)) * ili;
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dH_dv = (v_prev.dp_dv - wi * dot(wi, v_prev.dp_dv)) * ili;
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dH_du -= H * dot(dH_du, H);
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dH_dv -= H * dot(dH_dv, H);
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dH_du = -dH_du;
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dH_dv = -dH_dv;
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v.a = make_float4(dot(dH_du, s), dot(dH_dv, s), dot(dH_du, t), dot(dH_dv, t));
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}
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/* Constraint derivatives WRT current vertex. */
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if (vi == vertex_count - 1 && light_fixed_direction) {
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dH_du = ili * (-v.dp_du + wi * dot(wi, v.dp_du));
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dH_dv = ili * (-v.dp_dv + wi * dot(wi, v.dp_dv));
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}
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else {
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dH_du = -v.dp_du * (ili + ilo) + wi * (dot(wi, v.dp_du) * ili) +
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wo * (dot(wo, v.dp_du) * ilo);
|
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dH_dv = -v.dp_dv * (ili + ilo) + wi * (dot(wi, v.dp_dv) * ili) +
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wo * (dot(wo, v.dp_dv) * ilo);
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}
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||
dH_du -= H * dot(dH_du, H);
|
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dH_dv -= H * dot(dH_dv, H);
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dH_du = -dH_du;
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dH_dv = -dH_dv;
|
||
|
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float3 ds_du = -inv_len_s * (dot(v.dp_du, v.dn_du) * v.n + dp_du_dot_n * v.dn_du);
|
||
float3 ds_dv = -inv_len_s * (dot(v.dp_du, v.dn_dv) * v.n + dp_du_dot_n * v.dn_dv);
|
||
ds_du -= s * dot(s, ds_du);
|
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ds_dv -= s * dot(s, ds_dv);
|
||
float3 dt_du = cross(v.dn_du, s) + cross(v.n, ds_du);
|
||
float3 dt_dv = cross(v.dn_dv, s) + cross(v.n, ds_dv);
|
||
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||
v.b = make_float4(dot(dH_du, s) + dot(H, ds_du),
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dot(dH_dv, s) + dot(H, ds_dv),
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dot(dH_du, t) + dot(H, dt_du),
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dot(dH_dv, t) + dot(H, dt_dv));
|
||
|
||
/* Constraint derivatives WRT next vertex. */
|
||
if (vi < vertex_count - 1) {
|
||
ccl_private ManifoldVertex &v_next = vertices[vi + 1];
|
||
dH_du = (v_next.dp_du - wo * dot(wo, v_next.dp_du)) * ilo;
|
||
dH_dv = (v_next.dp_dv - wo * dot(wo, v_next.dp_dv)) * ilo;
|
||
dH_du -= H * dot(dH_du, H);
|
||
dH_dv -= H * dot(dH_dv, H);
|
||
dH_du = -dH_du;
|
||
dH_dv = -dH_dv;
|
||
|
||
v.c = make_float4(dot(dH_du, s), dot(dH_dv, s), dot(dH_du, t), dot(dH_dv, t));
|
||
}
|
||
|
||
/* Constraint vector WRT. the local shading frame. */
|
||
v.constraint = make_float2(dot(s, H), dot(t, H)) - v.n_offset;
|
||
}
|
||
return true;
|
||
}
|
||
|
||
/* Invert (block) constraint derivative matrix and solve linear system so we can map dh back to dx:
|
||
* dh / dx = A
|
||
* dx = inverse(A) x dh
|
||
* to use for specular specular manifold walk
|
||
* (See for example http://faculty.washington.edu/finlayso/ebook/algebraic/advanced/LUtri.htm
|
||
* for block tridiagonal matrix based linear system solve) */
|
||
ccl_device_forceinline bool mnee_solve_matrix_h_to_x(int vertex_count,
|
||
ccl_private ManifoldVertex *vertices,
|
||
ccl_private float2 *dx)
|
||
{
|
||
float4 Li[MNEE_MAX_CAUSTIC_CASTERS];
|
||
float2 C[MNEE_MAX_CAUSTIC_CASTERS];
|
||
|
||
/* Block tridiagonal LU factorization. */
|
||
float4 Lk = vertices[0].b;
|
||
if (mat22_inverse(Lk, Li[0]) == 0.f)
|
||
return false;
|
||
|
||
C[0] = vertices[0].constraint;
|
||
|
||
for (int k = 1; k < vertex_count; k++) {
|
||
float4 A = mat22_mult(vertices[k].a, Li[k - 1]);
|
||
|
||
Lk = vertices[k].b - mat22_mult(A, vertices[k - 1].c);
|
||
if (mat22_inverse(Lk, Li[k]) == 0.f)
|
||
return false;
|
||
|
||
C[k] = vertices[k].constraint - mat22_mult(A, C[k - 1]);
|
||
}
|
||
|
||
dx[vertex_count - 1] = mat22_mult(Li[vertex_count - 1], C[vertex_count - 1]);
|
||
for (int k = vertex_count - 2; k > -1; k--)
|
||
dx[k] = mat22_mult(Li[k], C[k] - mat22_mult(vertices[k].c, dx[k + 1]));
|
||
|
||
return true;
|
||
}
|
||
|
||
/* Newton solver to walk on specular manifold. */
|
||
ccl_device_forceinline bool mnee_newton_solver(KernelGlobals kg,
|
||
ccl_private const ShaderData *sd,
|
||
ccl_private ShaderData *sd_vtx,
|
||
ccl_private const LightSample *ls,
|
||
int vertex_count,
|
||
ccl_private ManifoldVertex *vertices)
|
||
{
|
||
float2 dx[MNEE_MAX_CAUSTIC_CASTERS];
|
||
ManifoldVertex tentative[MNEE_MAX_CAUSTIC_CASTERS];
|
||
|
||
Ray projection_ray;
|
||
projection_ray.self.light_object = OBJECT_NONE;
|
||
projection_ray.self.light_prim = PRIM_NONE;
|
||
projection_ray.dP = differential_make_compact(sd->dP);
|
||
projection_ray.dD = differential_zero_compact();
|
||
projection_ray.tmin = 0.0f;
|
||
projection_ray.time = sd->time;
|
||
Intersection projection_isect;
|
||
|
||
const bool light_fixed_direction = (ls->t == FLT_MAX);
|
||
const float3 light_sample = light_fixed_direction ? ls->D : ls->P;
|
||
|
||
/* We start gently, potentially ramping up to beta = 1, since target configurations
|
||
* far from the seed path can send the proposed solution further than the linearized
|
||
* local differential geometric quantities are meant for (especially dn/du and dn/dv). */
|
||
float beta = .1f;
|
||
bool reduce_stepsize = false;
|
||
bool resolve_constraint = true;
|
||
for (int iteration = 0; iteration < MNEE_MAX_ITERATIONS; iteration++) {
|
||
if (resolve_constraint) {
|
||
/* Calculate constraint and its derivatives for vertices. */
|
||
if (!mnee_compute_constraint_derivatives(
|
||
vertex_count, vertices, sd->P, light_fixed_direction, light_sample))
|
||
return false;
|
||
|
||
/* Calculate constraint norm. */
|
||
float constraint_norm = 0.f;
|
||
for (int vi = 0; vi < vertex_count; vi++)
|
||
constraint_norm = fmaxf(constraint_norm, len(vertices[vi].constraint));
|
||
|
||
/* Return if solve successful. */
|
||
if (constraint_norm < MNEE_SOLVER_THRESHOLD)
|
||
return true;
|
||
|
||
/* Invert derivative matrix. */
|
||
if (!mnee_solve_matrix_h_to_x(vertex_count, vertices, dx))
|
||
return false;
|
||
}
|
||
|
||
/* Construct tentative new vertices and project back onto surface. */
|
||
for (int vi = 0; vi < vertex_count; vi++) {
|
||
ccl_private ManifoldVertex &mv = vertices[vi];
|
||
|
||
/* Tentative new position on linearized manifold (tangent plane). */
|
||
float3 tentative_p = mv.p - beta * (dx[vi].x * mv.dp_du + dx[vi].y * mv.dp_dv);
|
||
|
||
/* For certain configs, the first solve ends up below the receiver. */
|
||
if (vi == 0) {
|
||
const float3 wo = tentative_p - sd->P;
|
||
if (dot(sd->Ng, wo) <= 0.f) {
|
||
/* Change direction for the 1st interface. */
|
||
tentative_p = mv.p + beta * (dx[vi].x * mv.dp_du + dx[vi].y * mv.dp_dv);
|
||
}
|
||
}
|
||
|
||
/* Project tentative point from tangent plane back to surface
|
||
* we ignore all other intersections since this tentative path could lead
|
||
* valid to a valid path even if occluded. */
|
||
if (vi == 0) {
|
||
projection_ray.self.object = sd->object;
|
||
projection_ray.self.prim = sd->prim;
|
||
projection_ray.P = sd->P;
|
||
}
|
||
else {
|
||
ccl_private const ManifoldVertex &pv = vertices[vi - 1];
|
||
projection_ray.self.object = pv.object;
|
||
projection_ray.self.prim = pv.prim;
|
||
projection_ray.P = pv.p;
|
||
}
|
||
projection_ray.D = normalize_len(tentative_p - projection_ray.P, &projection_ray.tmax);
|
||
projection_ray.tmax *= MNEE_PROJECTION_DISTANCE_MULTIPLIER;
|
||
|
||
bool projection_success = false;
|
||
for (int isect_count = 0; isect_count < MNEE_MAX_INTERSECTION_COUNT; isect_count++) {
|
||
bool hit = scene_intersect(kg, &projection_ray, PATH_RAY_TRANSMIT, &projection_isect);
|
||
if (!hit)
|
||
break;
|
||
|
||
int hit_object = (projection_isect.object == OBJECT_NONE) ?
|
||
kernel_data_fetch(prim_object, projection_isect.prim) :
|
||
projection_isect.object;
|
||
|
||
if (hit_object == mv.object) {
|
||
projection_success = true;
|
||
break;
|
||
}
|
||
|
||
projection_ray.self.object = projection_isect.object;
|
||
projection_ray.self.prim = projection_isect.prim;
|
||
projection_ray.tmin = intersection_t_offset(projection_isect.t);
|
||
}
|
||
if (!projection_success) {
|
||
reduce_stepsize = true;
|
||
break;
|
||
}
|
||
|
||
/* Initialize tangent frame, which will be used as reference. */
|
||
ccl_private ManifoldVertex &tv = tentative[vi];
|
||
tv.p = mv.p;
|
||
tv.dp_du = mv.dp_du;
|
||
tv.dp_dv = mv.dp_dv;
|
||
|
||
/* Setup corrected manifold vertex. */
|
||
mnee_setup_manifold_vertex(
|
||
kg, &tv, mv.bsdf, mv.eta, mv.n_offset, &projection_ray, &projection_isect, sd_vtx);
|
||
|
||
/* Fail newton solve if we are not making progress, probably stuck trying to move off the
|
||
* edge of the mesh. */
|
||
const float distance = len(tv.p - mv.p);
|
||
if (distance < MNEE_MIN_PROGRESS_DISTANCE)
|
||
return false;
|
||
}
|
||
|
||
/* Check that tentative path is still transmissive. */
|
||
if (!reduce_stepsize) {
|
||
for (int vi = 0; vi < vertex_count; vi++) {
|
||
ccl_private ManifoldVertex &tv = tentative[vi];
|
||
|
||
/* Direction toward surface sample. */
|
||
const float3 wi = (vi == 0 ? sd->P : tentative[vi - 1].p) - tv.p;
|
||
/* Direction toward light sample. */
|
||
const float3 wo = (vi == vertex_count - 1) ? light_fixed_direction ? ls->D : ls->P - tv.p :
|
||
tentative[vi + 1].p - tv.p;
|
||
|
||
if (dot(tv.n, wi) * dot(tv.n, wo) >= 0.f) {
|
||
reduce_stepsize = true;
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
if (reduce_stepsize) {
|
||
/* Adjust step if can't land on right surface. */
|
||
reduce_stepsize = false;
|
||
resolve_constraint = false;
|
||
beta *= .5f;
|
||
|
||
/* Fail newton solve if the stepsize is too small. */
|
||
if (beta < MNEE_MINIMUM_STEP_SIZE)
|
||
return false;
|
||
|
||
continue;
|
||
}
|
||
|
||
/* Copy tentative vertices to main vertex list. */
|
||
for (int vi = 0; vi < vertex_count; vi++)
|
||
vertices[vi] = tentative[vi];
|
||
|
||
/* Increase the step to get back to 1. */
|
||
resolve_constraint = true;
|
||
beta = min(1.f, 2.f * beta);
|
||
}
|
||
|
||
return false;
|
||
}
|
||
|
||
/* Sample bsdf in half-vector measure. */
|
||
ccl_device_forceinline float2
|
||
mnee_sample_bsdf_dh(ClosureType type, float alpha_x, float alpha_y, float sample_u, float sample_v)
|
||
{
|
||
float alpha2;
|
||
float cos_phi, sin_phi;
|
||
|
||
if (alpha_x == alpha_y) {
|
||
float phi = sample_v * M_2PI_F;
|
||
fast_sincosf(phi, &sin_phi, &cos_phi);
|
||
alpha2 = alpha_x * alpha_x;
|
||
}
|
||
else {
|
||
float phi = atanf(alpha_y / alpha_x * tanf(M_2PI_F * sample_v + M_PI_2_F));
|
||
if (sample_v > .5f)
|
||
phi += M_PI_F;
|
||
fast_sincosf(phi, &sin_phi, &cos_phi);
|
||
float alpha_x2 = alpha_x * alpha_x;
|
||
float alpha_y2 = alpha_y * alpha_y;
|
||
alpha2 = 1.f / (cos_phi * cos_phi / alpha_x2 + sin_phi * sin_phi / alpha_y2);
|
||
}
|
||
|
||
/* Map sampled angles to micro-normal direction h. */
|
||
float tan2_theta = alpha2;
|
||
if (type == CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID) {
|
||
tan2_theta *= -logf(1.0f - sample_u);
|
||
}
|
||
else { /* type == CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID assumed */
|
||
tan2_theta *= sample_u / (1.0f - sample_u);
|
||
}
|
||
float cos2_theta = 1.0f / (1.0f + tan2_theta);
|
||
float sin_theta = safe_sqrtf(1.0f - cos2_theta);
|
||
return make_float2(cos_phi * sin_theta, sin_phi * sin_theta);
|
||
}
|
||
|
||
/* Evaluate product term inside eq.6 at solution interface vi
|
||
* divided by corresponding sampled pdf:
|
||
* fr(vi)_do / pdf_dh(vi) x |do/dh| x |n.wo / n.h|
|
||
* We assume here that the pdf (in half-vector measure) is the same as
|
||
* the one calculation when sampling the microfacet normals from the
|
||
* specular chain above: this allows us to simplify the bsdf weight */
|
||
ccl_device_forceinline Spectrum mnee_eval_bsdf_contribution(ccl_private ShaderClosure *closure,
|
||
float3 wi,
|
||
float3 wo)
|
||
{
|
||
ccl_private MicrofacetBsdf *bsdf = (ccl_private MicrofacetBsdf *)closure;
|
||
|
||
float cosNO = dot(bsdf->N, wi);
|
||
float cosNI = dot(bsdf->N, wo);
|
||
|
||
float3 Ht = normalize(-(bsdf->ior * wo + wi));
|
||
float cosHO = dot(Ht, wi);
|
||
|
||
float alpha2 = bsdf->alpha_x * bsdf->alpha_y;
|
||
float cosThetaM = dot(bsdf->N, Ht);
|
||
|
||
float G;
|
||
if (bsdf->type == CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID) {
|
||
/* Eq. 26, 27: now calculate G1(i,m) and G1(o,m). */
|
||
G = bsdf_beckmann_G1(bsdf->alpha_x, cosNO) * bsdf_beckmann_G1(bsdf->alpha_x, cosNI);
|
||
}
|
||
else { /* bsdf->type == CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID assumed */
|
||
/* Eq. 34: now calculate G1(i,m) and G1(o,m). */
|
||
G = (2.f / (1.f + safe_sqrtf(1.f + alpha2 * (1.f - cosNO * cosNO) / (cosNO * cosNO)))) *
|
||
(2.f / (1.f + safe_sqrtf(1.f + alpha2 * (1.f - cosNI * cosNI) / (cosNI * cosNI))));
|
||
}
|
||
|
||
/*
|
||
* bsdf_do = (1 - F) * D_do * G * |h.wi| / (n.wi * n.wo)
|
||
* pdf_dh = D_dh * cosThetaM
|
||
* D_do = D_dh * |dh/do|
|
||
*
|
||
* contribution = bsdf_do * |do/dh| * |n.wo / n.h| / pdf_dh
|
||
* = (1 - F) * G * |h.wi / (n.wi * n.h^2)|
|
||
*/
|
||
return bsdf->weight * G * fabsf(cosHO / (cosNO * sqr(cosThetaM)));
|
||
}
|
||
|
||
/* Compute transfer matrix determinant |T1| = |dx1/dxn| (and |dh/dx| in the process) */
|
||
ccl_device_forceinline bool mnee_compute_transfer_matrix(ccl_private const ShaderData *sd,
|
||
ccl_private const LightSample *ls,
|
||
int vertex_count,
|
||
ccl_private ManifoldVertex *vertices,
|
||
ccl_private float *dx1_dxlight,
|
||
ccl_private float *dh_dx)
|
||
{
|
||
/* Simplified block tridiagonal LU factorization. */
|
||
float4 Li;
|
||
float4 U[MNEE_MAX_CAUSTIC_CASTERS - 1];
|
||
|
||
float4 Lk = vertices[0].b;
|
||
float Lk_det = mat22_inverse(Lk, Li);
|
||
if (Lk_det == 0.f)
|
||
return false;
|
||
|
||
float det_dh_dx = Lk_det;
|
||
|
||
for (int k = 1; k < vertex_count; k++) {
|
||
U[k - 1] = mat22_mult(Li, vertices[k - 1].c);
|
||
|
||
Lk = vertices[k].b - mat22_mult(vertices[k].a, U[k - 1]);
|
||
Lk_det = mat22_inverse(Lk, Li);
|
||
if (Lk_det == 0.f)
|
||
return false;
|
||
|
||
det_dh_dx *= Lk_det;
|
||
}
|
||
|
||
/* Fill out constraint derivatives WRT light vertex param. */
|
||
|
||
/* Local shading frame at last free vertex. */
|
||
int mi = vertex_count - 1;
|
||
ccl_private const ManifoldVertex &m = vertices[mi];
|
||
|
||
float3 s = normalize(m.dp_du - dot(m.dp_du, m.n) * m.n);
|
||
float3 t = cross(m.n, s);
|
||
|
||
/* Local differential geometry. */
|
||
float3 dp_du, dp_dv;
|
||
make_orthonormals(ls->Ng, &dp_du, &dp_dv);
|
||
|
||
/* Direction toward surface sample. */
|
||
float3 wi = vertex_count == 1 ? sd->P - m.p : vertices[mi - 1].p - m.p;
|
||
float ili = 1.f / len(wi);
|
||
wi *= ili;
|
||
|
||
/* Invert ior if coming from inside. */
|
||
float eta = m.eta;
|
||
if (dot(wi, m.ng) < .0f)
|
||
eta = 1.f / eta;
|
||
|
||
float dxn_dwn;
|
||
float4 dc_dlight;
|
||
|
||
if (ls->t == FLT_MAX) {
|
||
/* Constant direction toward light sample. */
|
||
float3 wo = ls->D;
|
||
|
||
/* Half vector. */
|
||
float3 H = -(wi + eta * wo);
|
||
float ilh = 1.f / len(H);
|
||
H *= ilh;
|
||
|
||
float ilo = -eta * ilh;
|
||
|
||
float cos_theta = dot(wo, m.n);
|
||
float sin_theta = safe_sqrtf(1.f - sqr(cos_theta));
|
||
float cos_phi = dot(wo, s);
|
||
float sin_phi = safe_sqrtf(1.f - sqr(cos_phi));
|
||
|
||
/* Wo = (cos_phi * sin_theta) * s + (sin_phi * sin_theta) * t + cos_theta * n. */
|
||
float3 dH_dtheta = ilo * (cos_theta * (cos_phi * s + sin_phi * t) - sin_theta * m.n);
|
||
float3 dH_dphi = ilo * sin_theta * (-sin_phi * s + cos_phi * t);
|
||
dH_dtheta -= H * dot(dH_dtheta, H);
|
||
dH_dphi -= H * dot(dH_dphi, H);
|
||
|
||
/* Constraint derivatives WRT light direction expressed
|
||
* in spherical coordinates (theta, phi). */
|
||
dc_dlight = make_float4(
|
||
dot(dH_dtheta, s), dot(dH_dphi, s), dot(dH_dtheta, t), dot(dH_dphi, t));
|
||
|
||
/* Jacobian to convert dtheta x dphi to dw measure. */
|
||
dxn_dwn = 1.f / fmaxf(MNEE_MIN_DISTANCE, fabsf(sin_theta));
|
||
}
|
||
else {
|
||
/* Direction toward light sample. */
|
||
float3 wo = ls->P - m.p;
|
||
float ilo = 1.f / len(wo);
|
||
wo *= ilo;
|
||
|
||
/* Half vector. */
|
||
float3 H = -(wi + eta * wo);
|
||
float ilh = 1.f / len(H);
|
||
H *= ilh;
|
||
|
||
ilo *= eta * ilh;
|
||
|
||
float3 dH_du = (dp_du - wo * dot(wo, dp_du)) * ilo;
|
||
float3 dH_dv = (dp_dv - wo * dot(wo, dp_dv)) * ilo;
|
||
dH_du -= H * dot(dH_du, H);
|
||
dH_dv -= H * dot(dH_dv, H);
|
||
dH_du = -dH_du;
|
||
dH_dv = -dH_dv;
|
||
|
||
dc_dlight = make_float4(dot(dH_du, s), dot(dH_dv, s), dot(dH_du, t), dot(dH_dv, t));
|
||
|
||
/* Neutral value since dc_dlight is already in the desired vertex area measure. */
|
||
dxn_dwn = 1.f;
|
||
}
|
||
|
||
/* Compute transfer matrix. */
|
||
float4 Tp = -mat22_mult(Li, dc_dlight);
|
||
for (int k = vertex_count - 2; k > -1; k--)
|
||
Tp = -mat22_mult(U[k], Tp);
|
||
|
||
*dx1_dxlight = fabsf(mat22_determinant(Tp)) * dxn_dwn;
|
||
*dh_dx = fabsf(det_dh_dx);
|
||
return true;
|
||
}
|
||
|
||
/* Calculate the path contribution. */
|
||
ccl_device_forceinline bool mnee_path_contribution(KernelGlobals kg,
|
||
IntegratorState state,
|
||
ccl_private ShaderData *sd,
|
||
ccl_private ShaderData *sd_mnee,
|
||
ccl_private LightSample *ls,
|
||
int vertex_count,
|
||
ccl_private ManifoldVertex *vertices,
|
||
ccl_private BsdfEval *throughput)
|
||
{
|
||
float wo_len;
|
||
float3 wo = normalize_len(vertices[0].p - sd->P, &wo_len);
|
||
|
||
/* Initialize throughput and evaluate receiver bsdf * |n.wo|. */
|
||
shader_bsdf_eval(kg, sd, wo, false, throughput, ls->shader);
|
||
|
||
/* Update light sample with new position / direct.ion
|
||
* and keep pdf in vertex area measure */
|
||
mnee_update_light_sample(kg, vertices[vertex_count - 1].p, ls);
|
||
|
||
/* Save state path bounce info in case a light path node is used in the refractive interface or
|
||
* light shader graph. */
|
||
const int transmission_bounce = INTEGRATOR_STATE(state, path, transmission_bounce);
|
||
const int diffuse_bounce = INTEGRATOR_STATE(state, path, diffuse_bounce);
|
||
const int bounce = INTEGRATOR_STATE(state, path, bounce);
|
||
|
||
/* Set diffuse bounce info . */
|
||
INTEGRATOR_STATE_WRITE(state, path, diffuse_bounce) = diffuse_bounce + 1;
|
||
|
||
/* Evaluate light sample
|
||
* in case the light has a node-based shader:
|
||
* 1. sd_mnee will be used to store light data, which is why we need to do
|
||
* this evaluation here. sd_mnee needs to contain the solution's last
|
||
* interface data at the end of the call for the shadow ray setup to work.
|
||
* 2. ls needs to contain the last interface data for the light shader to
|
||
* evaluate properly */
|
||
|
||
/* Set bounce info in case a light path node is used in the light shader graph. */
|
||
INTEGRATOR_STATE_WRITE(state, path, transmission_bounce) = transmission_bounce + vertex_count -
|
||
1;
|
||
INTEGRATOR_STATE_WRITE(state, path, bounce) = bounce + vertex_count;
|
||
|
||
Spectrum light_eval = light_sample_shader_eval(kg, state, sd_mnee, ls, sd->time);
|
||
bsdf_eval_mul(throughput, light_eval / ls->pdf);
|
||
|
||
/* Generalized geometry term. */
|
||
|
||
float dh_dx;
|
||
float dx1_dxlight;
|
||
if (!mnee_compute_transfer_matrix(sd, ls, vertex_count, vertices, &dx1_dxlight, &dh_dx))
|
||
return false;
|
||
|
||
/* Receiver bsdf eval above already contains |n.wo|. */
|
||
const float dw0_dx1 = fabsf(dot(wo, vertices[0].n)) / sqr(wo_len);
|
||
|
||
/* Clamp since it has a tendency to be unstable. */
|
||
const float G = fminf(dw0_dx1 * dx1_dxlight, 2.f);
|
||
bsdf_eval_mul(throughput, G);
|
||
|
||
/* Specular reflectance. */
|
||
|
||
/* Probe ray / isect. */
|
||
Ray probe_ray;
|
||
probe_ray.self.light_object = ls->object;
|
||
probe_ray.self.light_prim = ls->prim;
|
||
probe_ray.tmin = 0.0f;
|
||
probe_ray.dP = differential_make_compact(sd->dP);
|
||
probe_ray.dD = differential_zero_compact();
|
||
probe_ray.time = sd->time;
|
||
Intersection probe_isect;
|
||
|
||
probe_ray.self.object = sd->object;
|
||
probe_ray.self.prim = sd->prim;
|
||
probe_ray.P = sd->P;
|
||
|
||
float3 wi;
|
||
float wi_len;
|
||
for (int vi = 0; vi < vertex_count; vi++) {
|
||
ccl_private const ManifoldVertex &v = vertices[vi];
|
||
|
||
/* Check visibility. */
|
||
probe_ray.D = normalize_len(v.p - probe_ray.P, &probe_ray.tmax);
|
||
if (scene_intersect(kg, &probe_ray, PATH_RAY_TRANSMIT, &probe_isect)) {
|
||
int hit_object = (probe_isect.object == OBJECT_NONE) ?
|
||
kernel_data_fetch(prim_object, probe_isect.prim) :
|
||
probe_isect.object;
|
||
/* Test whether the ray hit the appropriate object at its intended location. */
|
||
if (hit_object != v.object || fabsf(probe_ray.tmax - probe_isect.t) > MNEE_MIN_DISTANCE)
|
||
return false;
|
||
}
|
||
probe_ray.self.object = v.object;
|
||
probe_ray.self.prim = v.prim;
|
||
probe_ray.P = v.p;
|
||
|
||
/* Set view looking dir. */
|
||
wi = -wo;
|
||
wi_len = wo_len;
|
||
|
||
/* Setup shader data for vertex vi. */
|
||
shader_setup_from_sample(kg,
|
||
sd_mnee,
|
||
v.p,
|
||
v.n,
|
||
wi,
|
||
v.shader,
|
||
v.object,
|
||
v.prim,
|
||
v.uv.x,
|
||
v.uv.y,
|
||
wi_len,
|
||
sd->time,
|
||
false,
|
||
LAMP_NONE);
|
||
|
||
/* Set bounce info in case a light path node is used in the refractive interface
|
||
* shader graph. */
|
||
INTEGRATOR_STATE_WRITE(state, path, transmission_bounce) = transmission_bounce + vi;
|
||
INTEGRATOR_STATE_WRITE(state, path, bounce) = bounce + 1 + vi;
|
||
|
||
/* Evaluate shader nodes at solution vi. */
|
||
shader_eval_surface<KERNEL_FEATURE_NODE_MASK_SURFACE_SHADOW>(
|
||
kg, state, sd_mnee, NULL, PATH_RAY_DIFFUSE, true);
|
||
|
||
/* Set light looking dir. */
|
||
wo = (vi == vertex_count - 1) ? (ls->t == FLT_MAX ? ls->D : ls->P - v.p) :
|
||
vertices[vi + 1].p - v.p;
|
||
wo = normalize_len(wo, &wo_len);
|
||
|
||
/* Evaluate product term inside eq.6 at solution interface. vi
|
||
* divided by corresponding sampled pdf:
|
||
* fr(vi)_do / pdf_dh(vi) x |do/dh| x |n.wo / n.h| */
|
||
Spectrum bsdf_contribution = mnee_eval_bsdf_contribution(v.bsdf, wi, wo);
|
||
bsdf_eval_mul(throughput, bsdf_contribution);
|
||
}
|
||
|
||
/* Restore original state path bounce info. */
|
||
INTEGRATOR_STATE_WRITE(state, path, transmission_bounce) = transmission_bounce;
|
||
INTEGRATOR_STATE_WRITE(state, path, diffuse_bounce) = diffuse_bounce;
|
||
INTEGRATOR_STATE_WRITE(state, path, bounce) = bounce;
|
||
|
||
return true;
|
||
}
|
||
|
||
/* Manifold next event estimation path sampling. */
|
||
ccl_device_forceinline int kernel_path_mnee_sample(KernelGlobals kg,
|
||
IntegratorState state,
|
||
ccl_private ShaderData *sd,
|
||
ccl_private ShaderData *sd_mnee,
|
||
ccl_private const RNGState *rng_state,
|
||
ccl_private LightSample *ls,
|
||
ccl_private BsdfEval *throughput)
|
||
{
|
||
/*
|
||
* 1. send seed ray from shading point to light sample position (or along sampled light
|
||
* direction), making sure it intersects a caustic caster at least once, ignoring all other
|
||
* intersections (the final path could be valid even though objects could occlude the light
|
||
* this seed point), building an array of manifold vertices.
|
||
*/
|
||
|
||
/* Setup probe ray. */
|
||
Ray probe_ray;
|
||
probe_ray.self.object = sd->object;
|
||
probe_ray.self.prim = sd->prim;
|
||
probe_ray.self.light_object = ls->object;
|
||
probe_ray.self.light_prim = ls->prim;
|
||
probe_ray.P = sd->P;
|
||
probe_ray.tmin = 0.0f;
|
||
if (ls->t == FLT_MAX) {
|
||
/* Distant / env light. */
|
||
probe_ray.D = ls->D;
|
||
probe_ray.tmax = ls->t;
|
||
}
|
||
else {
|
||
/* Other lights, avoid self-intersection. */
|
||
probe_ray.D = ls->P - probe_ray.P;
|
||
probe_ray.D = normalize_len(probe_ray.D, &probe_ray.tmax);
|
||
}
|
||
probe_ray.dP = differential_make_compact(sd->dP);
|
||
probe_ray.dD = differential_zero_compact();
|
||
probe_ray.time = sd->time;
|
||
Intersection probe_isect;
|
||
|
||
ManifoldVertex vertices[MNEE_MAX_CAUSTIC_CASTERS];
|
||
|
||
int vertex_count = 0;
|
||
for (int isect_count = 0; isect_count < MNEE_MAX_INTERSECTION_COUNT; isect_count++) {
|
||
bool hit = scene_intersect(kg, &probe_ray, PATH_RAY_TRANSMIT, &probe_isect);
|
||
if (!hit)
|
||
break;
|
||
|
||
const int object_flags = intersection_get_object_flags(kg, &probe_isect);
|
||
if (object_flags & SD_OBJECT_CAUSTICS_CASTER) {
|
||
|
||
/* Do we have enough slots. */
|
||
if (vertex_count >= MNEE_MAX_CAUSTIC_CASTERS)
|
||
return 0;
|
||
|
||
/* Reject caster if it is not a triangles mesh. */
|
||
if (!(probe_isect.type & PRIMITIVE_TRIANGLE))
|
||
return 0;
|
||
|
||
ccl_private ManifoldVertex &mv = vertices[vertex_count++];
|
||
|
||
/* Setup shader data on caustic caster and evaluate context. */
|
||
shader_setup_from_ray(kg, sd_mnee, &probe_ray, &probe_isect);
|
||
|
||
/* Reject caster if smooth normals are not available: Manifold exploration assumes local
|
||
* differential geometry can be created at any point on the surface which is not possible if
|
||
* normals are not smooth. */
|
||
if (!(sd_mnee->shader & SHADER_SMOOTH_NORMAL))
|
||
return 0;
|
||
|
||
/* Last bool argument is the MNEE flag (for TINY_MAX_CLOSURE cap in kernel_shader.h). */
|
||
shader_eval_surface<KERNEL_FEATURE_NODE_MASK_SURFACE_SHADOW>(
|
||
kg, state, sd_mnee, NULL, PATH_RAY_DIFFUSE, true);
|
||
|
||
/* Get and sample refraction bsdf */
|
||
bool found_transimissive_microfacet_bsdf = false;
|
||
for (int ci = 0; ci < sd_mnee->num_closure; ci++) {
|
||
ccl_private ShaderClosure *bsdf = &sd_mnee->closure[ci];
|
||
if (bsdf->type == CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID ||
|
||
bsdf->type == CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID ||
|
||
bsdf->type == CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID ||
|
||
bsdf->type == CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_FRESNEL_ID ||
|
||
bsdf->type == CLOSURE_BSDF_REFRACTION_ID ||
|
||
bsdf->type == CLOSURE_BSDF_SHARP_GLASS_ID) {
|
||
/* Note that CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID and
|
||
* CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_FRESNEL_ID are treated as
|
||
* CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID further below. */
|
||
|
||
found_transimissive_microfacet_bsdf = true;
|
||
ccl_private MicrofacetBsdf *microfacet_bsdf = (ccl_private MicrofacetBsdf *)bsdf;
|
||
|
||
/* Figure out appropriate index of refraction ratio. */
|
||
const float eta = (sd_mnee->flag & SD_BACKFACING) ? 1.0f / microfacet_bsdf->ior :
|
||
microfacet_bsdf->ior;
|
||
|
||
float2 h = zero_float2();
|
||
if (microfacet_bsdf->alpha_x > 0.f && microfacet_bsdf->alpha_y > 0.f) {
|
||
/* Sample transmissive microfacet bsdf. */
|
||
float bsdf_u, bsdf_v;
|
||
path_state_rng_2D(kg, rng_state, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
|
||
h = mnee_sample_bsdf_dh(
|
||
bsdf->type, microfacet_bsdf->alpha_x, microfacet_bsdf->alpha_y, bsdf_u, bsdf_v);
|
||
}
|
||
|
||
/* Setup differential geometry on vertex. */
|
||
mnee_setup_manifold_vertex(kg, &mv, bsdf, eta, h, &probe_ray, &probe_isect, sd_mnee);
|
||
break;
|
||
}
|
||
}
|
||
if (!found_transimissive_microfacet_bsdf)
|
||
return 0;
|
||
}
|
||
|
||
probe_ray.self.object = probe_isect.object;
|
||
probe_ray.self.prim = probe_isect.prim;
|
||
probe_ray.tmin = intersection_t_offset(probe_isect.t);
|
||
};
|
||
|
||
/* Mark the manifold walk invalid to keep mollification on by default. */
|
||
INTEGRATOR_STATE_WRITE(state, path, mnee) &= ~PATH_MNEE_VALID;
|
||
|
||
if (vertex_count == 0)
|
||
return 0;
|
||
|
||
/* Check whether the transmission depth limit is reached before continuing. */
|
||
if ((INTEGRATOR_STATE(state, path, transmission_bounce) + vertex_count - 1) >=
|
||
kernel_data.integrator.max_transmission_bounce)
|
||
return 0;
|
||
|
||
/* Check whether the diffuse depth limit is reached before continuing. */
|
||
if ((INTEGRATOR_STATE(state, path, diffuse_bounce) + 1) >=
|
||
kernel_data.integrator.max_diffuse_bounce)
|
||
return 0;
|
||
|
||
/* Check whether the overall depth limit is reached before continuing. */
|
||
if ((INTEGRATOR_STATE(state, path, bounce) + vertex_count) >= kernel_data.integrator.max_bounce)
|
||
return 0;
|
||
|
||
/* Mark the manifold walk valid to turn off mollification regardless of how successful the walk
|
||
* is: this is noticeable when another mnee is performed deeper in the path, for an internally
|
||
* reflected ray for example. If mollification was active for the reflection, a clear
|
||
* discontinuity is visible between direct and indirect contributions */
|
||
INTEGRATOR_STATE_WRITE(state, path, mnee) |= PATH_MNEE_VALID;
|
||
|
||
/* 2. Walk on the specular manifold to find vertices on the
|
||
* casters that satisfy snell's law for each interface
|
||
*/
|
||
if (mnee_newton_solver(kg, sd, sd_mnee, ls, vertex_count, vertices)) {
|
||
/* 3. If a solution exists, calculate contribution of the corresponding path */
|
||
if (!mnee_path_contribution(kg, state, sd, sd_mnee, ls, vertex_count, vertices, throughput))
|
||
return 0;
|
||
|
||
return vertex_count;
|
||
}
|
||
|
||
return 0;
|
||
}
|
||
|
||
CCL_NAMESPACE_END
|
||
|
||
#endif /* __MNEE__ */
|