blender/intern/cycles/kernel/kernel_montecarlo.h
2019-05-01 21:41:07 +10:00

294 lines
9.4 KiB
C

/*
* Parts adapted from Open Shading Language with this license:
*
* Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
* All Rights Reserved.
*
* Modifications Copyright 2011, Blender Foundation.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of Sony Pictures Imageworks nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef __KERNEL_MONTECARLO_CL__
#define __KERNEL_MONTECARLO_CL__
CCL_NAMESPACE_BEGIN
/* distribute uniform xy on [0,1] over unit disk [-1,1] */
ccl_device void to_unit_disk(float *x, float *y)
{
float phi = M_2PI_F * (*x);
float r = sqrtf(*y);
*x = r * cosf(phi);
*y = r * sinf(phi);
}
/* return an orthogonal tangent and bitangent given a normal and tangent that
* may not be exactly orthogonal */
ccl_device void make_orthonormals_tangent(const float3 N, const float3 T, float3 *a, float3 *b)
{
*b = normalize(cross(N, T));
*a = cross(*b, N);
}
/* sample direction with cosine weighted distributed in hemisphere */
ccl_device_inline void sample_cos_hemisphere(
const float3 N, float randu, float randv, float3 *omega_in, float *pdf)
{
to_unit_disk(&randu, &randv);
float costheta = sqrtf(max(1.0f - randu * randu - randv * randv, 0.0f));
float3 T, B;
make_orthonormals(N, &T, &B);
*omega_in = randu * T + randv * B + costheta * N;
*pdf = costheta * M_1_PI_F;
}
/* sample direction uniformly distributed in hemisphere */
ccl_device_inline void sample_uniform_hemisphere(
const float3 N, float randu, float randv, float3 *omega_in, float *pdf)
{
float z = randu;
float r = sqrtf(max(0.0f, 1.0f - z * z));
float phi = M_2PI_F * randv;
float x = r * cosf(phi);
float y = r * sinf(phi);
float3 T, B;
make_orthonormals(N, &T, &B);
*omega_in = x * T + y * B + z * N;
*pdf = 0.5f * M_1_PI_F;
}
/* sample direction uniformly distributed in cone */
ccl_device_inline void sample_uniform_cone(
const float3 N, float angle, float randu, float randv, float3 *omega_in, float *pdf)
{
float z = cosf(angle * randu);
float r = sqrtf(max(0.0f, 1.0f - z * z));
float phi = M_2PI_F * randv;
float x = r * cosf(phi);
float y = r * sinf(phi);
float3 T, B;
make_orthonormals(N, &T, &B);
*omega_in = x * T + y * B + z * N;
*pdf = 0.5f * M_1_PI_F / (1.0f - cosf(angle));
}
/* sample uniform point on the surface of a sphere */
ccl_device float3 sample_uniform_sphere(float u1, float u2)
{
float z = 1.0f - 2.0f * u1;
float r = sqrtf(fmaxf(0.0f, 1.0f - z * z));
float phi = M_2PI_F * u2;
float x = r * cosf(phi);
float y = r * sinf(phi);
return make_float3(x, y, z);
}
ccl_device float balance_heuristic(float a, float b)
{
return (a) / (a + b);
}
ccl_device float balance_heuristic_3(float a, float b, float c)
{
return (a) / (a + b + c);
}
ccl_device float power_heuristic(float a, float b)
{
return (a * a) / (a * a + b * b);
}
ccl_device float power_heuristic_3(float a, float b, float c)
{
return (a * a) / (a * a + b * b + c * c);
}
ccl_device float max_heuristic(float a, float b)
{
return (a > b) ? 1.0f : 0.0f;
}
/* distribute uniform xy on [0,1] over unit disk [-1,1], with concentric mapping
* to better preserve stratification for some RNG sequences */
ccl_device float2 concentric_sample_disk(float u1, float u2)
{
float phi, r;
float a = 2.0f * u1 - 1.0f;
float b = 2.0f * u2 - 1.0f;
if (a == 0.0f && b == 0.0f) {
return make_float2(0.0f, 0.0f);
}
else if (a * a > b * b) {
r = a;
phi = M_PI_4_F * (b / a);
}
else {
r = b;
phi = M_PI_2_F - M_PI_4_F * (a / b);
}
return make_float2(r * cosf(phi), r * sinf(phi));
}
/* sample point in unit polygon with given number of corners and rotation */
ccl_device float2 regular_polygon_sample(float corners, float rotation, float u, float v)
{
/* sample corner number and reuse u */
float corner = floorf(u * corners);
u = u * corners - corner;
/* uniform sampled triangle weights */
u = sqrtf(u);
v = v * u;
u = 1.0f - u;
/* point in triangle */
float angle = M_PI_F / corners;
float2 p = make_float2((u + v) * cosf(angle), (u - v) * sinf(angle));
/* rotate */
rotation += corner * 2.0f * angle;
float cr = cosf(rotation);
float sr = sinf(rotation);
return make_float2(cr * p.x - sr * p.y, sr * p.x + cr * p.y);
}
ccl_device float3 ensure_valid_reflection(float3 Ng, float3 I, float3 N)
{
float3 R = 2 * dot(N, I) * N - I;
/* Reflection rays may always be at least as shallow as the incoming ray. */
float threshold = min(0.9f * dot(Ng, I), 0.01f);
if (dot(Ng, R) >= threshold) {
return N;
}
/* Form coordinate system with Ng as the Z axis and N inside the X-Z-plane.
* The X axis is found by normalizing the component of N that's orthogonal to Ng.
* The Y axis isn't actually needed.
*/
float NdotNg = dot(N, Ng);
float3 X = normalize(N - NdotNg * Ng);
/* Keep math expressions. */
/* clang-format off */
/* Calculate N.z and N.x in the local coordinate system.
*
* The goal of this computation is to find a N' that is rotated towards Ng just enough
* to lift R' above the threshold (here called t), therefore dot(R', Ng) = t.
*
* According to the standard reflection equation,
* this means that we want dot(2*dot(N', I)*N' - I, Ng) = t.
*
* Since the Z axis of our local coordinate system is Ng, dot(x, Ng) is just x.z, so we get
* 2*dot(N', I)*N'.z - I.z = t.
*
* The rotation is simple to express in the coordinate system we formed -
* since N lies in the X-Z-plane, we know that N' will also lie in the X-Z-plane,
* so N'.y = 0 and therefore dot(N', I) = N'.x*I.x + N'.z*I.z .
*
* Furthermore, we want N' to be normalized, so N'.x = sqrt(1 - N'.z^2).
*
* With these simplifications,
* we get the final equation 2*(sqrt(1 - N'.z^2)*I.x + N'.z*I.z)*N'.z - I.z = t.
*
* The only unknown here is N'.z, so we can solve for that.
*
* The equation has four solutions in general:
*
* N'.z = +-sqrt(0.5*(+-sqrt(I.x^2*(I.x^2 + I.z^2 - t^2)) + t*I.z + I.x^2 + I.z^2)/(I.x^2 + I.z^2))
* We can simplify this expression a bit by grouping terms:
*
* a = I.x^2 + I.z^2
* b = sqrt(I.x^2 * (a - t^2))
* c = I.z*t + a
* N'.z = +-sqrt(0.5*(+-b + c)/a)
*
* Two solutions can immediately be discarded because they're negative so N' would lie in the
* lower hemisphere.
*/
/* clang-format on */
float Ix = dot(I, X), Iz = dot(I, Ng);
float Ix2 = sqr(Ix), Iz2 = sqr(Iz);
float a = Ix2 + Iz2;
float b = safe_sqrtf(Ix2 * (a - sqr(threshold)));
float c = Iz * threshold + a;
/* Evaluate both solutions.
* In many cases one can be immediately discarded (if N'.z would be imaginary or larger than
* one), so check for that first. If no option is viable (might happen in extreme cases like N
* being in the wrong hemisphere), give up and return Ng. */
float fac = 0.5f / a;
float N1_z2 = fac * (b + c), N2_z2 = fac * (-b + c);
bool valid1 = (N1_z2 > 1e-5f) && (N1_z2 <= (1.0f + 1e-5f));
bool valid2 = (N2_z2 > 1e-5f) && (N2_z2 <= (1.0f + 1e-5f));
float2 N_new;
if (valid1 && valid2) {
/* If both are possible, do the expensive reflection-based check. */
float2 N1 = make_float2(safe_sqrtf(1.0f - N1_z2), safe_sqrtf(N1_z2));
float2 N2 = make_float2(safe_sqrtf(1.0f - N2_z2), safe_sqrtf(N2_z2));
float R1 = 2 * (N1.x * Ix + N1.y * Iz) * N1.y - Iz;
float R2 = 2 * (N2.x * Ix + N2.y * Iz) * N2.y - Iz;
valid1 = (R1 >= 1e-5f);
valid2 = (R2 >= 1e-5f);
if (valid1 && valid2) {
/* If both solutions are valid, return the one with the shallower reflection since it will be
* closer to the input (if the original reflection wasn't shallow, we would not be in this
* part of the function). */
N_new = (R1 < R2) ? N1 : N2;
}
else {
/* If only one reflection is valid (= positive), pick that one. */
N_new = (R1 > R2) ? N1 : N2;
}
}
else if (valid1 || valid2) {
/* Only one solution passes the N'.z criterium, so pick that one. */
float Nz2 = valid1 ? N1_z2 : N2_z2;
N_new = make_float2(safe_sqrtf(1.0f - Nz2), safe_sqrtf(Nz2));
}
else {
return Ng;
}
return N_new.x * X + N_new.y * Ng;
}
CCL_NAMESPACE_END
#endif /* __KERNEL_MONTECARLO_CL__ */