blender/intern/cycles/render/camera.h

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/*
* 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.
*/
#ifndef __CAMERA_H__
#define __CAMERA_H__
#include "kernel_types.h"
#include "node.h"
#include "util_boundbox.h"
#include "util_transform.h"
#include "util_types.h"
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class Scene;
/* Camera
*
* The camera parameters are quite standard, tested to be both compatible with
* Renderman, and Blender after remapping.
*/
class Camera : public Node {
public:
NODE_DECLARE
/* Specifies an offset for the shutter's time interval. */
enum MotionPosition {
/* Shutter opens at the current frame. */
MOTION_POSITION_START = 0,
/* Shutter is fully open at the current frame. */
MOTION_POSITION_CENTER = 1,
/* Shutter closes at the current frame. */
MOTION_POSITION_END = 2,
MOTION_NUM_POSITIONS,
};
/* Specifies rolling shutter effect. */
enum RollingShutterType {
/* No rolling shutter effect. */
ROLLING_SHUTTER_NONE = 0,
/* Sensor is being scanned vertically from top to bottom. */
ROLLING_SHUTTER_TOP = 1,
ROLLING_SHUTTER_NUM_TYPES,
};
Multi-View: Cycles - Spherical Stereo support (VR Panoramas) This is a new option for panorama cameras to render stereo that can be used in virtual reality devices The option is available under the camera panel when Multi-View is enabled (Views option in the Render Layers panel) Known limitations: ------------------ * Parallel convergence is not supported (you need to set a convergence distance really high to simulate this effect). * Pivot was not supposed to affect the render but it does, this has to be looked at, but for now set it to CENTER * Derivatives in perspective camera need to be pre-computed or we shuld get rid of kcam->dx/dy (Sergey words, I don't fully grasp the implication shere) * This works in perspective mode and in panorama mode. However, for fully benefit from this effect in perspective mode you need to render a cube map. (there is an addon for this, developed separately, perhaps we could include it in master). * We have no support for "neck distance" at the moment. This is supposed to help with objects at short distances. * We have no support to rotate the "Up Axis" of the stereo plane. Meaning, we hardcode 0,0,1 as UP, and create the stereo pair related to that. (although we could take the camera local UP when rendering panoramas, this wouldn't work for perspective cameras. * We have no support for interocular distance attenuation based on the proximity of the poles (which helps to reduce the pole rotation effect/artifact). THIS NEEDS DOCS - both in 2.78 release log and the Blender manual. Meanwhile you can read about it here: http://code.blender.org/2015/03/1451 This patch specifically dates from March 2015, as you can see in the code.blender.org post. Many thanks to all the reviewers, testers and minor sponsors who helped me maintain spherical-stereo for 1 year. All that said, have fun with this. This feature was what got me started with Multi-View development (at the time what I was looking for was Fulldome stereo support, but the implementation is the same). In order to make this into Blender I had to make it aiming at a less-specic user-case Thus Multi-View started. (this was December 2012, during Siggraph Asia and a chat I had with Paul Bourke during the conference). I don't have the original patch anymore, but you can find a re-based version of it from March 2013, right before I start with the Multi-View project https://developer.blender.org/P332 Reviewers: sergey, dingto Subscribers: #cycles Differential Revision: https://developer.blender.org/D1223
2016-03-10 12:28:29 +00:00
/* Stereo Type */
enum StereoEye {
STEREO_NONE,
STEREO_LEFT,
STEREO_RIGHT,
};
/* motion blur */
float shuttertime;
MotionPosition motion_position;
array<float> shutter_curve;
size_t shutter_table_offset;
/* ** Rolling shutter effect. ** */
/* Defines rolling shutter effect type. */
RollingShutterType rolling_shutter_type;
/* Specifies exposure time of scanlines when using
* rolling shutter effect.
*/
float rolling_shutter_duration;
/* depth of field */
float focaldistance;
float aperturesize;
uint blades;
float bladesrotation;
/* type */
CameraType type;
float fov;
Fisheye Camera for Cycles For sample images see: http://www.dalaifelinto.com/?p=399 (equisolid) http://www.dalaifelinto.com/?p=389 (equidistant) The 'use_panorama' option is now part of a new Camera type: 'Panorama'. Created two other panorama cameras: - Equisolid: most of lens in the market simulate this lens - e.g. Nikon, Canon, ...) this works as a real lens up to an extent. The final result takes the sensor dimensions into account also. .:. to simulate a Nikon DX2S with a 10.5mm lens do: sensor: 23.7 x 15.7 fisheye lens: 10.5 fisheye fov: 180 render dimensions: 4288 x 2848 - Equidistant: this is not a real lens model. Although the old equidistant lens simulate this lens. The result is always as a circular fisheye that takes the whole sensor (in other words, it doesn't take the sensor into consideration). This is perfect for fulldomes ;) For the UI we have 10 to 360 as soft values and 10 to 3600 as hard values (because we can). Reference material: http://www.hdrlabs.com/tutorials/downloads_files/HDRI%20for%20CGI.pdf http://www.bobatkins.com/photography/technical/field_of_view.html Note, this is not a real simulation of the light path through the lens. The ideal solution would be this: https://graphics.stanford.edu/wikis/cs348b-11/Assignment3 http://www.graphics.stanford.edu/papers/camera/ Thanks Brecht for the fix, suggestions and code review. Kudos for the dome community for keeping me stimulated on the topic since 2009 ;) Patch partly implemented during lab time at VisGraf, IMPA - Rio de Janeiro.
2012-05-04 16:20:51 +00:00
/* panorama */
PanoramaType panorama_type;
float fisheye_fov;
float fisheye_lens;
float latitude_min;
float latitude_max;
float longitude_min;
float longitude_max;
Fisheye Camera for Cycles For sample images see: http://www.dalaifelinto.com/?p=399 (equisolid) http://www.dalaifelinto.com/?p=389 (equidistant) The 'use_panorama' option is now part of a new Camera type: 'Panorama'. Created two other panorama cameras: - Equisolid: most of lens in the market simulate this lens - e.g. Nikon, Canon, ...) this works as a real lens up to an extent. The final result takes the sensor dimensions into account also. .:. to simulate a Nikon DX2S with a 10.5mm lens do: sensor: 23.7 x 15.7 fisheye lens: 10.5 fisheye fov: 180 render dimensions: 4288 x 2848 - Equidistant: this is not a real lens model. Although the old equidistant lens simulate this lens. The result is always as a circular fisheye that takes the whole sensor (in other words, it doesn't take the sensor into consideration). This is perfect for fulldomes ;) For the UI we have 10 to 360 as soft values and 10 to 3600 as hard values (because we can). Reference material: http://www.hdrlabs.com/tutorials/downloads_files/HDRI%20for%20CGI.pdf http://www.bobatkins.com/photography/technical/field_of_view.html Note, this is not a real simulation of the light path through the lens. The ideal solution would be this: https://graphics.stanford.edu/wikis/cs348b-11/Assignment3 http://www.graphics.stanford.edu/papers/camera/ Thanks Brecht for the fix, suggestions and code review. Kudos for the dome community for keeping me stimulated on the topic since 2009 ;) Patch partly implemented during lab time at VisGraf, IMPA - Rio de Janeiro.
2012-05-04 16:20:51 +00:00
Multi-View: Cycles - Spherical Stereo support (VR Panoramas) This is a new option for panorama cameras to render stereo that can be used in virtual reality devices The option is available under the camera panel when Multi-View is enabled (Views option in the Render Layers panel) Known limitations: ------------------ * Parallel convergence is not supported (you need to set a convergence distance really high to simulate this effect). * Pivot was not supposed to affect the render but it does, this has to be looked at, but for now set it to CENTER * Derivatives in perspective camera need to be pre-computed or we shuld get rid of kcam->dx/dy (Sergey words, I don't fully grasp the implication shere) * This works in perspective mode and in panorama mode. However, for fully benefit from this effect in perspective mode you need to render a cube map. (there is an addon for this, developed separately, perhaps we could include it in master). * We have no support for "neck distance" at the moment. This is supposed to help with objects at short distances. * We have no support to rotate the "Up Axis" of the stereo plane. Meaning, we hardcode 0,0,1 as UP, and create the stereo pair related to that. (although we could take the camera local UP when rendering panoramas, this wouldn't work for perspective cameras. * We have no support for interocular distance attenuation based on the proximity of the poles (which helps to reduce the pole rotation effect/artifact). THIS NEEDS DOCS - both in 2.78 release log and the Blender manual. Meanwhile you can read about it here: http://code.blender.org/2015/03/1451 This patch specifically dates from March 2015, as you can see in the code.blender.org post. Many thanks to all the reviewers, testers and minor sponsors who helped me maintain spherical-stereo for 1 year. All that said, have fun with this. This feature was what got me started with Multi-View development (at the time what I was looking for was Fulldome stereo support, but the implementation is the same). In order to make this into Blender I had to make it aiming at a less-specic user-case Thus Multi-View started. (this was December 2012, during Siggraph Asia and a chat I had with Paul Bourke during the conference). I don't have the original patch anymore, but you can find a re-based version of it from March 2013, right before I start with the Multi-View project https://developer.blender.org/P332 Reviewers: sergey, dingto Subscribers: #cycles Differential Revision: https://developer.blender.org/D1223
2016-03-10 12:28:29 +00:00
/* panorama stereo */
StereoEye stereo_eye;
bool use_spherical_stereo;
float interocular_distance;
float convergence_distance;
bool use_pole_merge;
float pole_merge_angle_from;
float pole_merge_angle_to;
Multi-View: Cycles - Spherical Stereo support (VR Panoramas) This is a new option for panorama cameras to render stereo that can be used in virtual reality devices The option is available under the camera panel when Multi-View is enabled (Views option in the Render Layers panel) Known limitations: ------------------ * Parallel convergence is not supported (you need to set a convergence distance really high to simulate this effect). * Pivot was not supposed to affect the render but it does, this has to be looked at, but for now set it to CENTER * Derivatives in perspective camera need to be pre-computed or we shuld get rid of kcam->dx/dy (Sergey words, I don't fully grasp the implication shere) * This works in perspective mode and in panorama mode. However, for fully benefit from this effect in perspective mode you need to render a cube map. (there is an addon for this, developed separately, perhaps we could include it in master). * We have no support for "neck distance" at the moment. This is supposed to help with objects at short distances. * We have no support to rotate the "Up Axis" of the stereo plane. Meaning, we hardcode 0,0,1 as UP, and create the stereo pair related to that. (although we could take the camera local UP when rendering panoramas, this wouldn't work for perspective cameras. * We have no support for interocular distance attenuation based on the proximity of the poles (which helps to reduce the pole rotation effect/artifact). THIS NEEDS DOCS - both in 2.78 release log and the Blender manual. Meanwhile you can read about it here: http://code.blender.org/2015/03/1451 This patch specifically dates from March 2015, as you can see in the code.blender.org post. Many thanks to all the reviewers, testers and minor sponsors who helped me maintain spherical-stereo for 1 year. All that said, have fun with this. This feature was what got me started with Multi-View development (at the time what I was looking for was Fulldome stereo support, but the implementation is the same). In order to make this into Blender I had to make it aiming at a less-specic user-case Thus Multi-View started. (this was December 2012, during Siggraph Asia and a chat I had with Paul Bourke during the conference). I don't have the original patch anymore, but you can find a re-based version of it from March 2013, right before I start with the Multi-View project https://developer.blender.org/P332 Reviewers: sergey, dingto Subscribers: #cycles Differential Revision: https://developer.blender.org/D1223
2016-03-10 12:28:29 +00:00
/* anamorphic lens bokeh */
float aperture_ratio;
Fisheye Camera for Cycles For sample images see: http://www.dalaifelinto.com/?p=399 (equisolid) http://www.dalaifelinto.com/?p=389 (equidistant) The 'use_panorama' option is now part of a new Camera type: 'Panorama'. Created two other panorama cameras: - Equisolid: most of lens in the market simulate this lens - e.g. Nikon, Canon, ...) this works as a real lens up to an extent. The final result takes the sensor dimensions into account also. .:. to simulate a Nikon DX2S with a 10.5mm lens do: sensor: 23.7 x 15.7 fisheye lens: 10.5 fisheye fov: 180 render dimensions: 4288 x 2848 - Equidistant: this is not a real lens model. Although the old equidistant lens simulate this lens. The result is always as a circular fisheye that takes the whole sensor (in other words, it doesn't take the sensor into consideration). This is perfect for fulldomes ;) For the UI we have 10 to 360 as soft values and 10 to 3600 as hard values (because we can). Reference material: http://www.hdrlabs.com/tutorials/downloads_files/HDRI%20for%20CGI.pdf http://www.bobatkins.com/photography/technical/field_of_view.html Note, this is not a real simulation of the light path through the lens. The ideal solution would be this: https://graphics.stanford.edu/wikis/cs348b-11/Assignment3 http://www.graphics.stanford.edu/papers/camera/ Thanks Brecht for the fix, suggestions and code review. Kudos for the dome community for keeping me stimulated on the topic since 2009 ;) Patch partly implemented during lab time at VisGraf, IMPA - Rio de Janeiro.
2012-05-04 16:20:51 +00:00
/* sensor */
float sensorwidth;
float sensorheight;
/* clipping */
float nearclip;
float farclip;
/* screen */
int width, height;
int resolution;
BoundBox2D viewplane;
/* width and height change during preview, so we need these for calculating dice rates. */
int full_width, full_height;
/* border */
BoundBox2D border;
BoundBox2D viewport_camera_border;
/* transformation */
Transform matrix;
/* motion */
MotionTransform motion;
bool use_motion, use_perspective_motion;
float fov_pre, fov_post;
PerspectiveMotionTransform perspective_motion;
/* computed camera parameters */
Transform screentoworld;
Transform rastertoworld;
Transform ndctoworld;
Transform cameratoworld;
Transform worldtoraster;
Transform worldtoscreen;
Transform worldtondc;
Transform worldtocamera;
Transform rastertocamera;
Transform cameratoraster;
float3 dx;
float3 dy;
float3 full_dx;
float3 full_dy;
/* update */
bool need_update;
bool need_device_update;
bool need_flags_update;
int previous_need_motion;
/* functions */
Camera();
~Camera();
void compute_auto_viewplane();
void update();
void device_update(Device *device, DeviceScene *dscene, Scene *scene);
void device_update_volume(Device *device, DeviceScene *dscene, Scene *scene);
void device_free(Device *device, DeviceScene *dscene, Scene *scene);
bool modified(const Camera& cam);
bool motion_modified(const Camera& cam);
void tag_update();
Cycles: Add support for cameras inside volume Basically the title says it all, volume stack initialization now is aware that camera might be inside of the volume. This gives quite noticeable render time regressions in cases camera is in the volume (didn't measure them yet) because this requires quite a few of ray-casting per camera ray in order to check which objects we're inside. Not quite sure if this might be optimized. But the good thing is that we can do quite a good job on detecting whether camera is outside of any of the volumes and in this case there should be no time penalty at all (apart from some extra checks during the sync state). For now we're only doing rather simple AABB checks between the viewplane and volume objects. This could give some false-positives, but this should be good starting point. Need to mention panoramic cameras here, for them it's only check for whether there are volumes in the scene, which would lead to speed regressions even if the camera is outside of the volumes. Would need to figure out proper check for such cameras. There are still quite a few of TODOs in the code, but the patch is good enough to start playing around with it checking whether there are some obvious mistakes somewhere. Currently the feature is only available in the Experimental feature sey, need to solve some of the TODOs and look into making things faster before considering the feature is ready for the official feature set. This would still likely happen in current release cycle. Reviewers: brecht, juicyfruit, dingto Differential Revision: https://developer.blender.org/D794
2014-09-16 17:49:59 +00:00
/* Public utility functions. */
Cycles: Add support for cameras inside volume Basically the title says it all, volume stack initialization now is aware that camera might be inside of the volume. This gives quite noticeable render time regressions in cases camera is in the volume (didn't measure them yet) because this requires quite a few of ray-casting per camera ray in order to check which objects we're inside. Not quite sure if this might be optimized. But the good thing is that we can do quite a good job on detecting whether camera is outside of any of the volumes and in this case there should be no time penalty at all (apart from some extra checks during the sync state). For now we're only doing rather simple AABB checks between the viewplane and volume objects. This could give some false-positives, but this should be good starting point. Need to mention panoramic cameras here, for them it's only check for whether there are volumes in the scene, which would lead to speed regressions even if the camera is outside of the volumes. Would need to figure out proper check for such cameras. There are still quite a few of TODOs in the code, but the patch is good enough to start playing around with it checking whether there are some obvious mistakes somewhere. Currently the feature is only available in the Experimental feature sey, need to solve some of the TODOs and look into making things faster before considering the feature is ready for the official feature set. This would still likely happen in current release cycle. Reviewers: brecht, juicyfruit, dingto Differential Revision: https://developer.blender.org/D794
2014-09-16 17:49:59 +00:00
BoundBox viewplane_bounds_get();
/* Calculates the width of a pixel at point in world space. */
float world_to_raster_size(float3 P);
private:
/* Private utility functions. */
Cycles: Add support for cameras inside volume Basically the title says it all, volume stack initialization now is aware that camera might be inside of the volume. This gives quite noticeable render time regressions in cases camera is in the volume (didn't measure them yet) because this requires quite a few of ray-casting per camera ray in order to check which objects we're inside. Not quite sure if this might be optimized. But the good thing is that we can do quite a good job on detecting whether camera is outside of any of the volumes and in this case there should be no time penalty at all (apart from some extra checks during the sync state). For now we're only doing rather simple AABB checks between the viewplane and volume objects. This could give some false-positives, but this should be good starting point. Need to mention panoramic cameras here, for them it's only check for whether there are volumes in the scene, which would lead to speed regressions even if the camera is outside of the volumes. Would need to figure out proper check for such cameras. There are still quite a few of TODOs in the code, but the patch is good enough to start playing around with it checking whether there are some obvious mistakes somewhere. Currently the feature is only available in the Experimental feature sey, need to solve some of the TODOs and look into making things faster before considering the feature is ready for the official feature set. This would still likely happen in current release cycle. Reviewers: brecht, juicyfruit, dingto Differential Revision: https://developer.blender.org/D794
2014-09-16 17:49:59 +00:00
float3 transform_raster_to_world(float raster_x, float raster_y);
};
CCL_NAMESPACE_END
#endif /* __CAMERA_H__ */