blender/intern/cycles/kernel/split/kernel_shader_eval.h
Brecht Van Lommel 90d4b823d7 Cycles: use defensive sampling for picking BSDFs and BSSRDFs.
For the first bounce we now give each BSDF or BSSRDF a minimum sample weight,
which helps reduce noise for a typical case where you have a glossy BSDF with
a small weight due to Fresnel, but not necessarily small contribution relative
to a diffuse or transmission BSDF below.

We can probably find a better heuristic that also enables this on further
bounces, for example when looking through a perfect mirror, but I wasn't able
to find a robust one so far.
2017-09-20 19:38:08 +02:00

67 lines
2.0 KiB
C

/*
* Copyright 2011-2017 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.
*/
CCL_NAMESPACE_BEGIN
/* This kernel evaluates ShaderData structure from the values computed
* by the previous kernels.
*/
ccl_device void kernel_shader_eval(KernelGlobals *kg)
{
int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
/* Sorting on cuda split is not implemented */
#ifdef __KERNEL_CUDA__
int queue_index = kernel_split_params.queue_index[QUEUE_ACTIVE_AND_REGENERATED_RAYS];
#else
int queue_index = kernel_split_params.queue_index[QUEUE_SHADER_SORTED_RAYS];
#endif
if(ray_index >= queue_index) {
return;
}
ray_index = get_ray_index(kg, ray_index,
#ifdef __KERNEL_CUDA__
QUEUE_ACTIVE_AND_REGENERATED_RAYS,
#else
QUEUE_SHADER_SORTED_RAYS,
#endif
kernel_split_state.queue_data,
kernel_split_params.queue_size,
0);
if(ray_index == QUEUE_EMPTY_SLOT) {
return;
}
ccl_global char *ray_state = kernel_split_state.ray_state;
if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
shader_eval_surface(kg, &kernel_split_state.sd[ray_index], state, state->flag);
#ifdef __BRANCHED_PATH__
if(kernel_data.integrator.branched) {
shader_merge_closures(&kernel_split_state.sd[ray_index]);
}
else
#endif
{
shader_prepare_closures(&kernel_split_state.sd[ray_index], state);
}
}
}
CCL_NAMESPACE_END