blender/intern/cycles/render/integrator.cpp
Brecht Van Lommel 2bf591762a Cycles: equi-angular sampling for homogeneous volumes
This adds an option in the Volume Sampling panel, which helps rendering lamps
inside or near volumes with less noise. It can also increase noise though and
needs improvements to support MIS and heterogeneous volumes, but since it's
useful in some cases already (especially world volumes) it's there now.

Based on the code in the old branch by Stuart, with modifications by Thomas
and Brecht.

Differential Revision: https://developer.blender.org/D291
2014-02-14 17:37:34 +01:00

210 lines
6.6 KiB
C++

/*
* 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
*/
#include "device.h"
#include "integrator.h"
#include "light.h"
#include "scene.h"
#include "sobol.h"
#include "util_foreach.h"
#include "util_hash.h"
CCL_NAMESPACE_BEGIN
Integrator::Integrator()
{
min_bounce = 2;
max_bounce = 7;
max_diffuse_bounce = max_bounce;
max_glossy_bounce = max_bounce;
max_transmission_bounce = max_bounce;
max_volume_bounce = max_bounce;
probalistic_termination = true;
transparent_min_bounce = min_bounce;
transparent_max_bounce = max_bounce;
transparent_probalistic = true;
transparent_shadows = false;
volume_homogeneous_sampling = 0;
volume_max_steps = 1024;
volume_step_size = 0.1;
no_caustics = false;
filter_glossy = 0.0f;
seed = 0;
layer_flag = ~0;
sample_clamp_direct = 0.0f;
sample_clamp_indirect = 0.0f;
motion_blur = false;
aa_samples = 0;
diffuse_samples = 1;
glossy_samples = 1;
transmission_samples = 1;
ao_samples = 1;
mesh_light_samples = 1;
subsurface_samples = 1;
volume_samples = 1;
method = PATH;
sampling_pattern = SAMPLING_PATTERN_SOBOL;
need_update = true;
}
Integrator::~Integrator()
{
}
void Integrator::device_update(Device *device, DeviceScene *dscene, Scene *scene)
{
if(!need_update)
return;
device_free(device, dscene);
KernelIntegrator *kintegrator = &dscene->data.integrator;
/* integrator parameters */
kintegrator->max_bounce = max_bounce + 1;
if(probalistic_termination)
kintegrator->min_bounce = min_bounce + 1;
else
kintegrator->min_bounce = kintegrator->max_bounce;
kintegrator->max_diffuse_bounce = max_diffuse_bounce + 1;
kintegrator->max_glossy_bounce = max_glossy_bounce + 1;
kintegrator->max_transmission_bounce = max_transmission_bounce + 1;
if(kintegrator->use_volumes)
kintegrator->max_volume_bounce = max_volume_bounce + 1;
else
kintegrator->max_volume_bounce = 1;
kintegrator->transparent_max_bounce = transparent_max_bounce + 1;
if(transparent_probalistic)
kintegrator->transparent_min_bounce = transparent_min_bounce + 1;
else
kintegrator->transparent_min_bounce = kintegrator->transparent_max_bounce;
kintegrator->transparent_shadows = transparent_shadows;
kintegrator->volume_homogeneous_sampling = volume_homogeneous_sampling;
kintegrator->volume_max_steps = volume_max_steps;
kintegrator->volume_step_size = volume_step_size;
kintegrator->no_caustics = no_caustics;
kintegrator->filter_glossy = (filter_glossy == 0.0f)? FLT_MAX: 1.0f/filter_glossy;
kintegrator->seed = hash_int(seed);
kintegrator->layer_flag = layer_flag << PATH_RAY_LAYER_SHIFT;
kintegrator->use_ambient_occlusion =
((dscene->data.film.pass_flag & PASS_AO) || dscene->data.background.ao_factor != 0.0f);
kintegrator->sample_clamp_direct = (sample_clamp_direct == 0.0f)? FLT_MAX: sample_clamp_direct*3.0f;
kintegrator->sample_clamp_indirect = (sample_clamp_indirect == 0.0f)? FLT_MAX: sample_clamp_indirect*3.0f;
kintegrator->branched = (method == BRANCHED_PATH);
kintegrator->aa_samples = aa_samples;
kintegrator->diffuse_samples = diffuse_samples;
kintegrator->glossy_samples = glossy_samples;
kintegrator->transmission_samples = transmission_samples;
kintegrator->ao_samples = ao_samples;
kintegrator->mesh_light_samples = mesh_light_samples;
kintegrator->subsurface_samples = subsurface_samples;
kintegrator->volume_samples = volume_samples;
kintegrator->sampling_pattern = sampling_pattern;
/* sobol directions table */
int max_samples = 1;
if(method == BRANCHED_PATH) {
foreach(Light *light, scene->lights)
max_samples = max(max_samples, light->samples);
max_samples = max(max_samples, max(diffuse_samples, max(glossy_samples, transmission_samples)));
max_samples = max(max_samples, max(ao_samples, max(mesh_light_samples, subsurface_samples)));
max_samples = max(max_samples, volume_samples);
}
max_samples *= (max_bounce + transparent_max_bounce + 3);
int dimensions = PRNG_BASE_NUM + max_samples*PRNG_BOUNCE_NUM;
dimensions = min(dimensions, SOBOL_MAX_DIMENSIONS);
uint *directions = dscene->sobol_directions.resize(SOBOL_BITS*dimensions);
sobol_generate_direction_vectors((uint(*)[SOBOL_BITS])directions, dimensions);
device->tex_alloc("__sobol_directions", dscene->sobol_directions);
need_update = false;
}
void Integrator::device_free(Device *device, DeviceScene *dscene)
{
device->tex_free(dscene->sobol_directions);
dscene->sobol_directions.clear();
}
bool Integrator::modified(const Integrator& integrator)
{
return !(min_bounce == integrator.min_bounce &&
max_bounce == integrator.max_bounce &&
max_diffuse_bounce == integrator.max_diffuse_bounce &&
max_glossy_bounce == integrator.max_glossy_bounce &&
max_transmission_bounce == integrator.max_transmission_bounce &&
max_volume_bounce == integrator.max_volume_bounce &&
probalistic_termination == integrator.probalistic_termination &&
transparent_min_bounce == integrator.transparent_min_bounce &&
transparent_max_bounce == integrator.transparent_max_bounce &&
transparent_probalistic == integrator.transparent_probalistic &&
transparent_shadows == integrator.transparent_shadows &&
volume_homogeneous_sampling == integrator.volume_homogeneous_sampling &&
volume_max_steps == integrator.volume_max_steps &&
volume_step_size == integrator.volume_step_size &&
no_caustics == integrator.no_caustics &&
filter_glossy == integrator.filter_glossy &&
layer_flag == integrator.layer_flag &&
seed == integrator.seed &&
sample_clamp_direct == integrator.sample_clamp_direct &&
sample_clamp_indirect == integrator.sample_clamp_indirect &&
method == integrator.method &&
aa_samples == integrator.aa_samples &&
diffuse_samples == integrator.diffuse_samples &&
glossy_samples == integrator.glossy_samples &&
transmission_samples == integrator.transmission_samples &&
ao_samples == integrator.ao_samples &&
mesh_light_samples == integrator.mesh_light_samples &&
subsurface_samples == integrator.subsurface_samples &&
volume_samples == integrator.volume_samples &&
motion_blur == integrator.motion_blur &&
sampling_pattern == integrator.sampling_pattern);
}
void Integrator::tag_update(Scene *scene)
{
need_update = true;
}
CCL_NAMESPACE_END