blender/intern/cycles/kernel/kernel_emission.h
Brecht Van Lommel ad10cbf04a Cycles: multiple importance sampling for lamps, which helps reduce noise for
big lamps and sharp glossy reflections. This was already supported for mesh
lights and the background, so lamps should do it too.

This is not for free and it's a bit slower than I hoped even though there is
no extra BVH ray intersection. I'll try to optimize it more later.

* Area lights look a bit different now, they had the wrong shape before.
* Also fixes a sampling issue in the non-progressive integrator.
* Only enabled for the CPU, will test on the GPU later.
* An option to disable this will be added for situations where it does not help.

Same time comparison before/after:
http://www.pasteall.org/pic/show.php?id=43313
http://www.pasteall.org/pic/show.php?id=43314
2013-01-09 21:09:20 +00:00

237 lines
6.0 KiB
C

/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
CCL_NAMESPACE_BEGIN
/* Direction Emission */
__device float3 direct_emissive_eval(KernelGlobals *kg, float rando,
LightSample *ls, float u, float v, float3 I, float t, float time)
{
/* setup shading at emitter */
ShaderData sd;
float3 eval;
#ifdef __BACKGROUND_MIS__
if(ls->type == LIGHT_BACKGROUND) {
Ray ray;
ray.D = ls->D;
ray.P = ls->P;
ray.t = 1.0f;
#ifdef __OBJECT_MOTION__
ray.time = time;
#endif
ray.dP.dx = make_float3(0.0f, 0.0f, 0.0f);
ray.dP.dy = make_float3(0.0f, 0.0f, 0.0f);
#ifdef __CAMERA_MOTION__
ray.time = time;
#endif
shader_setup_from_background(kg, &sd, &ray);
eval = shader_eval_background(kg, &sd, 0, SHADER_CONTEXT_EMISSION);
}
else
#endif
{
#ifdef __HAIR__
if(ls->type == LIGHT_STRAND)
shader_setup_from_sample(kg, &sd, ls->P, ls->Ng, I, ls->shader, ls->object, ls->prim, u, v, t, time, ls->prim);
else
#endif
shader_setup_from_sample(kg, &sd, ls->P, ls->Ng, I, ls->shader, ls->object, ls->prim, u, v, t, time);
ls->Ng = sd.Ng;
/* no path flag, we're evaluating this for all closures. that's weak but
* we'd have to do multiple evaluations otherwise */
shader_eval_surface(kg, &sd, rando, 0, SHADER_CONTEXT_EMISSION);
/* evaluate emissive closure */
if(sd.flag & SD_EMISSION)
eval = shader_emissive_eval(kg, &sd);
else
eval = make_float3(0.0f, 0.0f, 0.0f);
}
eval *= ls->eval_fac;
shader_release(kg, &sd);
return eval;
}
__device bool direct_emission(KernelGlobals *kg, ShaderData *sd, int lindex,
float randt, float rando, float randu, float randv, Ray *ray, BsdfEval *eval,
int *lamp)
{
LightSample ls;
#ifdef __NON_PROGRESSIVE__
if(lindex != -1) {
/* sample position on a specified light */
light_select(kg, lindex, randu, randv, sd->P, &ls);
}
else
#endif
{
/* sample a light and position on int */
light_sample(kg, randt, randu, randv, sd->time, sd->P, &ls);
}
/* return lamp index for MIS */
if(ls.use_mis)
*lamp = ls.lamp;
else
*lamp= ~0;
if(ls.pdf == 0.0f)
return false;
/* evaluate closure */
float3 light_eval = direct_emissive_eval(kg, rando, &ls, randu, randv, -ls.D, ls.t, sd->time);
if(is_zero(light_eval))
return false;
/* todo: use visbility flag to skip lights */
/* evaluate BSDF at shading point */
float bsdf_pdf;
shader_bsdf_eval(kg, sd, ls.D, eval, &bsdf_pdf);
if(ls.use_mis) {
/* multiple importance sampling */
float mis_weight = power_heuristic(ls.pdf, bsdf_pdf);
light_eval *= mis_weight;
}
bsdf_eval_mul(eval, light_eval/ls.pdf);
if(bsdf_eval_is_zero(eval))
return false;
if(ls.shader & SHADER_CAST_SHADOW) {
/* setup ray */
bool transmit = (dot(sd->Ng, ls.D) < 0.0f);
ray->P = ray_offset(sd->P, (transmit)? -sd->Ng: sd->Ng);
if(ls.t == FLT_MAX) {
/* distant light */
ray->D = ls.D;
ray->t = ls.t;
}
else {
/* other lights, avoid self-intersection */
ray->D = ray_offset(ls.P, ls.Ng) - ray->P;
ray->D = normalize_len(ray->D, &ray->t);
}
}
else {
/* signal to not cast shadow ray */
ray->t = 0.0f;
}
return true;
}
/* Indirect Primitive Emission */
__device float3 indirect_primitive_emission(KernelGlobals *kg, ShaderData *sd, float t, int path_flag, float bsdf_pdf)
{
/* evaluate emissive closure */
float3 L = shader_emissive_eval(kg, sd);
#ifdef __HAIR__
if(!(path_flag & PATH_RAY_MIS_SKIP) && (sd->flag & SD_SAMPLE_AS_LIGHT) && (sd->segment == ~0)) {
#else
if(!(path_flag & PATH_RAY_MIS_SKIP) && (sd->flag & SD_SAMPLE_AS_LIGHT)) {
#endif
/* multiple importance sampling, get triangle light pdf,
* and compute weight with respect to BSDF pdf */
float pdf = triangle_light_pdf(kg, sd->Ng, sd->I, t);
float mis_weight = power_heuristic(bsdf_pdf, pdf);
return L*mis_weight;
}
return L;
}
/* Indirect Lamp Emission */
__device bool indirect_lamp_emission(KernelGlobals *kg, Ray *ray, int path_flag, float bsdf_pdf, float randt, float3 *emission)
{
LightSample ls;
int lamp = lamp_light_eval_sample(kg, randt);
if(lamp == ~0)
return false;
if(!lamp_light_eval(kg, lamp, ray->P, ray->D, ray->t, &ls))
return false;
/* todo: missing texture coordinates */
float u = 0.0f;
float v = 0.0f;
float3 L = direct_emissive_eval(kg, 0.0f, &ls, u, v, -ray->D, ls.t, ray->time);
if(!(path_flag & PATH_RAY_MIS_SKIP)) {
/* multiple importance sampling, get regular light pdf,
* and compute weight with respect to BSDF pdf */
float mis_weight = power_heuristic(bsdf_pdf, ls.pdf);
L *= mis_weight;
}
*emission = L;
return true;
}
/* Indirect Background */
__device float3 indirect_background(KernelGlobals *kg, Ray *ray, int path_flag, float bsdf_pdf)
{
#ifdef __BACKGROUND__
/* evaluate background closure */
ShaderData sd;
shader_setup_from_background(kg, &sd, ray);
float3 L = shader_eval_background(kg, &sd, path_flag, SHADER_CONTEXT_EMISSION);
shader_release(kg, &sd);
#ifdef __BACKGROUND_MIS__
/* check if background light exists or if we should skip pdf */
int res = kernel_data.integrator.pdf_background_res;
if(!(path_flag & PATH_RAY_MIS_SKIP) && res) {
/* multiple importance sampling, get background light pdf for ray
* direction, and compute weight with respect to BSDF pdf */
float pdf = background_light_pdf(kg, ray->D);
float mis_weight = power_heuristic(bsdf_pdf, pdf);
return L*mis_weight;
}
#endif
return L;
#else
return make_float3(0.8f, 0.8f, 0.8f);
#endif
}
CCL_NAMESPACE_END