Brecht Van Lommel
90d4b823d7
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.
67 lines
2.0 KiB
C
67 lines
2.0 KiB
C
/*
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* Copyright 2011-2017 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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CCL_NAMESPACE_BEGIN
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/* This kernel evaluates ShaderData structure from the values computed
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* by the previous kernels.
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*/
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ccl_device void kernel_shader_eval(KernelGlobals *kg)
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{
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int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
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/* Sorting on cuda split is not implemented */
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#ifdef __KERNEL_CUDA__
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int queue_index = kernel_split_params.queue_index[QUEUE_ACTIVE_AND_REGENERATED_RAYS];
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#else
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int queue_index = kernel_split_params.queue_index[QUEUE_SHADER_SORTED_RAYS];
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#endif
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if(ray_index >= queue_index) {
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return;
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}
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ray_index = get_ray_index(kg, ray_index,
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#ifdef __KERNEL_CUDA__
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QUEUE_ACTIVE_AND_REGENERATED_RAYS,
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#else
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QUEUE_SHADER_SORTED_RAYS,
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#endif
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kernel_split_state.queue_data,
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kernel_split_params.queue_size,
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0);
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if(ray_index == QUEUE_EMPTY_SLOT) {
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return;
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}
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ccl_global char *ray_state = kernel_split_state.ray_state;
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if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
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ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
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shader_eval_surface(kg, &kernel_split_state.sd[ray_index], state, state->flag);
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#ifdef __BRANCHED_PATH__
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if(kernel_data.integrator.branched) {
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shader_merge_closures(&kernel_split_state.sd[ray_index]);
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}
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else
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#endif
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{
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shader_prepare_closures(&kernel_split_state.sd[ray_index], state);
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}
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}
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}
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CCL_NAMESPACE_END
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