Files
blender/intern/cycles/kernel/integrator/subsurface_disk.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

195 lines
6.1 KiB
C

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
CCL_NAMESPACE_BEGIN
/* BSSRDF using disk based importance sampling.
*
* BSSRDF Importance Sampling, SIGGRAPH 2013
* http://library.imageworks.com/pdfs/imageworks-library-BSSRDF-sampling.pdf
*/
ccl_device_inline Spectrum subsurface_disk_eval(const Spectrum radius, float disk_r, float r)
{
const Spectrum eval = bssrdf_eval(radius, r);
const float pdf = bssrdf_pdf(radius, disk_r);
return (pdf > 0.0f) ? eval / pdf : zero_spectrum();
}
/* Subsurface scattering step, from a point on the surface to other
* nearby points on the same object. */
ccl_device_inline bool subsurface_disk(KernelGlobals kg,
IntegratorState state,
RNGState rng_state,
ccl_private Ray &ray,
ccl_private LocalIntersection &ss_isect)
{
float disk_u, disk_v;
path_state_rng_2D(kg, &rng_state, PRNG_BSDF_U, &disk_u, &disk_v);
/* Read shading point info from integrator state. */
const float3 P = INTEGRATOR_STATE(state, ray, P);
const float ray_dP = INTEGRATOR_STATE(state, ray, dP);
const float time = INTEGRATOR_STATE(state, ray, time);
const float3 Ng = INTEGRATOR_STATE(state, subsurface, Ng);
const int object = INTEGRATOR_STATE(state, isect, object);
const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
/* Read subsurface scattering parameters. */
const Spectrum radius = INTEGRATOR_STATE(state, subsurface, radius);
/* Pick random axis in local frame and point on disk. */
float3 disk_N, disk_T, disk_B;
float pick_pdf_N, pick_pdf_T, pick_pdf_B;
disk_N = Ng;
make_orthonormals(disk_N, &disk_T, &disk_B);
if (disk_v < 0.5f) {
pick_pdf_N = 0.5f;
pick_pdf_T = 0.25f;
pick_pdf_B = 0.25f;
disk_v *= 2.0f;
}
else if (disk_v < 0.75f) {
float3 tmp = disk_N;
disk_N = disk_T;
disk_T = tmp;
pick_pdf_N = 0.25f;
pick_pdf_T = 0.5f;
pick_pdf_B = 0.25f;
disk_v = (disk_v - 0.5f) * 4.0f;
}
else {
float3 tmp = disk_N;
disk_N = disk_B;
disk_B = tmp;
pick_pdf_N = 0.25f;
pick_pdf_T = 0.25f;
pick_pdf_B = 0.5f;
disk_v = (disk_v - 0.75f) * 4.0f;
}
/* Sample point on disk. */
float phi = M_2PI_F * disk_v;
float disk_height, disk_r;
bssrdf_sample(radius, disk_u, &disk_r, &disk_height);
float3 disk_P = (disk_r * cosf(phi)) * disk_T + (disk_r * sinf(phi)) * disk_B;
/* Create ray. */
ray.P = P + disk_N * disk_height + disk_P;
ray.D = -disk_N;
ray.tmin = 0.0f;
ray.tmax = 2.0f * disk_height;
ray.dP = ray_dP;
ray.dD = differential_zero_compact();
ray.time = time;
ray.self.object = OBJECT_NONE;
ray.self.prim = PRIM_NONE;
ray.self.light_object = OBJECT_NONE;
ray.self.light_prim = OBJECT_NONE;
/* Intersect with the same object. if multiple intersections are found it
* will use at most BSSRDF_MAX_HITS hits, a random subset of all hits. */
uint lcg_state = lcg_state_init(
rng_state.rng_hash, rng_state.rng_offset, rng_state.sample, 0x68bc21eb);
const int max_hits = BSSRDF_MAX_HITS;
scene_intersect_local(kg, &ray, &ss_isect, object, &lcg_state, max_hits);
const int num_eval_hits = min(ss_isect.num_hits, max_hits);
if (num_eval_hits == 0) {
return false;
}
/* Sort for consistent renders between CPU and GPU, independent of the BVH
* traversal algorithm. */
sort_intersections_and_normals(ss_isect.hits, ss_isect.Ng, num_eval_hits);
Spectrum weights[BSSRDF_MAX_HITS]; /* TODO: zero? */
float sum_weights = 0.0f;
for (int hit = 0; hit < num_eval_hits; hit++) {
/* Get geometric normal. */
const int object = ss_isect.hits[hit].object;
const int object_flag = kernel_data_fetch(object_flag, object);
float3 hit_Ng = ss_isect.Ng[hit];
if (path_flag & PATH_RAY_SUBSURFACE_BACKFACING) {
hit_Ng = -hit_Ng;
}
if (object_flag & SD_OBJECT_NEGATIVE_SCALE_APPLIED) {
hit_Ng = -hit_Ng;
}
if (!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
/* Transform normal to world space. */
Transform itfm;
object_fetch_transform_motion_test(kg, object, time, &itfm);
hit_Ng = normalize(transform_direction_transposed(&itfm, hit_Ng));
}
/* Quickly retrieve P and Ng without setting up ShaderData. */
const float3 hit_P = ray.P + ray.D * ss_isect.hits[hit].t;
/* Probability densities for local frame axes. */
const float pdf_N = pick_pdf_N * fabsf(dot(disk_N, hit_Ng));
const float pdf_T = pick_pdf_T * fabsf(dot(disk_T, hit_Ng));
const float pdf_B = pick_pdf_B * fabsf(dot(disk_B, hit_Ng));
/* Multiple importance sample between 3 axes, power heuristic
* found to be slightly better than balance heuristic. pdf_N
* in the MIS weight and denominator cancelled out. */
float w = pdf_N / (sqr(pdf_N) + sqr(pdf_T) + sqr(pdf_B));
if (ss_isect.num_hits > max_hits) {
w *= ss_isect.num_hits / (float)max_hits;
}
/* Real distance to sampled point. */
const float r = len(hit_P - P);
/* Evaluate profiles. */
const Spectrum weight = subsurface_disk_eval(radius, disk_r, r) * w;
/* Store result. */
ss_isect.Ng[hit] = hit_Ng;
weights[hit] = weight;
sum_weights += average(fabs(weight));
}
if (sum_weights == 0.0f) {
return false;
}
/* Use importance resampling, sampling one of the hits proportional to weight. */
const float r = lcg_step_float(&lcg_state) * sum_weights;
float partial_sum = 0.0f;
for (int hit = 0; hit < num_eval_hits; hit++) {
const Spectrum weight = weights[hit];
const float sample_weight = average(fabs(weight));
float next_sum = partial_sum + sample_weight;
if (r < next_sum) {
/* Return exit point. */
INTEGRATOR_STATE_WRITE(state, path, throughput) *= weight * sum_weights / sample_weight;
ss_isect.hits[0] = ss_isect.hits[hit];
ss_isect.Ng[0] = ss_isect.Ng[hit];
ray.P = ray.P + ray.D * ss_isect.hits[hit].t;
ray.D = ss_isect.Ng[hit];
ray.tmin = 0.0f;
ray.tmax = 1.0f;
return true;
}
partial_sum = next_sum;
}
return false;
}
CCL_NAMESPACE_END