blender/intern/cycles/scene/integrator.cpp
Campbell Barton 5b9740c913 Cleanup: use braces for sources in intern/
Omitted intern/itasc as some of these sources are from KDL:
https://www.orocos.org/kdl.html
2023-09-17 09:05:40 +10:00

425 lines
16 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#include "device/device.h"
#include "scene/background.h"
#include "scene/bake.h"
#include "scene/camera.h"
#include "scene/film.h"
#include "scene/integrator.h"
#include "scene/light.h"
#include "scene/object.h"
#include "scene/scene.h"
#include "scene/shader.h"
#include "scene/stats.h"
#include "scene/tabulated_sobol.h"
#include "kernel/types.h"
#include "util/foreach.h"
#include "util/hash.h"
#include "util/log.h"
#include "util/task.h"
#include "util/time.h"
CCL_NAMESPACE_BEGIN
NODE_DEFINE(Integrator)
{
NodeType *type = NodeType::add("integrator", create);
SOCKET_INT(min_bounce, "Min Bounce", 0);
SOCKET_INT(max_bounce, "Max Bounce", 7);
SOCKET_INT(max_diffuse_bounce, "Max Diffuse Bounce", 7);
SOCKET_INT(max_glossy_bounce, "Max Glossy Bounce", 7);
SOCKET_INT(max_transmission_bounce, "Max Transmission Bounce", 7);
SOCKET_INT(max_volume_bounce, "Max Volume Bounce", 7);
SOCKET_INT(transparent_min_bounce, "Transparent Min Bounce", 0);
SOCKET_INT(transparent_max_bounce, "Transparent Max Bounce", 7);
#ifdef WITH_CYCLES_DEBUG
static NodeEnum direct_light_sampling_type_enum;
direct_light_sampling_type_enum.insert("multiple_importance_sampling",
DIRECT_LIGHT_SAMPLING_MIS);
direct_light_sampling_type_enum.insert("forward_path_tracing", DIRECT_LIGHT_SAMPLING_FORWARD);
direct_light_sampling_type_enum.insert("next_event_estimation", DIRECT_LIGHT_SAMPLING_NEE);
SOCKET_ENUM(direct_light_sampling_type,
"Direct Light Sampling Type",
direct_light_sampling_type_enum,
DIRECT_LIGHT_SAMPLING_MIS);
#endif
SOCKET_INT(ao_bounces, "AO Bounces", 0);
SOCKET_FLOAT(ao_factor, "AO Factor", 0.0f);
SOCKET_FLOAT(ao_distance, "AO Distance", FLT_MAX);
SOCKET_FLOAT(ao_additive_factor, "AO Additive Factor", 0.0f);
SOCKET_INT(volume_max_steps, "Volume Max Steps", 1024);
SOCKET_FLOAT(volume_step_rate, "Volume Step Rate", 1.0f);
static NodeEnum guiding_distribution_enum;
guiding_distribution_enum.insert("PARALLAX_AWARE_VMM", GUIDING_TYPE_PARALLAX_AWARE_VMM);
guiding_distribution_enum.insert("DIRECTIONAL_QUAD_TREE", GUIDING_TYPE_DIRECTIONAL_QUAD_TREE);
guiding_distribution_enum.insert("VMM", GUIDING_TYPE_VMM);
static NodeEnum guiding_directional_sampling_type_enum;
guiding_directional_sampling_type_enum.insert("MIS",
GUIDING_DIRECTIONAL_SAMPLING_TYPE_PRODUCT_MIS);
guiding_directional_sampling_type_enum.insert("RIS", GUIDING_DIRECTIONAL_SAMPLING_TYPE_RIS);
guiding_directional_sampling_type_enum.insert("ROUGHNESS",
GUIDING_DIRECTIONAL_SAMPLING_TYPE_ROUGHNESS);
SOCKET_BOOLEAN(use_guiding, "Guiding", false);
SOCKET_BOOLEAN(deterministic_guiding, "Deterministic Guiding", true);
SOCKET_BOOLEAN(use_surface_guiding, "Surface Guiding", true);
SOCKET_FLOAT(surface_guiding_probability, "Surface Guiding Probability", 0.5f);
SOCKET_BOOLEAN(use_volume_guiding, "Volume Guiding", true);
SOCKET_FLOAT(volume_guiding_probability, "Volume Guiding Probability", 0.5f);
SOCKET_INT(guiding_training_samples, "Training Samples", 128);
SOCKET_BOOLEAN(use_guiding_direct_light, "Guide Direct Light", true);
SOCKET_BOOLEAN(use_guiding_mis_weights, "Use MIS Weights", true);
SOCKET_ENUM(guiding_distribution_type,
"Guiding Distribution Type",
guiding_distribution_enum,
GUIDING_TYPE_PARALLAX_AWARE_VMM);
SOCKET_ENUM(guiding_directional_sampling_type,
"Guiding Directional Sampling Type",
guiding_directional_sampling_type_enum,
GUIDING_DIRECTIONAL_SAMPLING_TYPE_RIS);
SOCKET_FLOAT(guiding_roughness_threshold, "Guiding Roughness Threshold", 0.05f);
SOCKET_BOOLEAN(caustics_reflective, "Reflective Caustics", true);
SOCKET_BOOLEAN(caustics_refractive, "Refractive Caustics", true);
SOCKET_FLOAT(filter_glossy, "Filter Glossy", 0.0f);
SOCKET_BOOLEAN(use_direct_light, "Use Direct Light", true);
SOCKET_BOOLEAN(use_indirect_light, "Use Indirect Light", true);
SOCKET_BOOLEAN(use_diffuse, "Use Diffuse", true);
SOCKET_BOOLEAN(use_glossy, "Use Glossy", true);
SOCKET_BOOLEAN(use_transmission, "Use Transmission", true);
SOCKET_BOOLEAN(use_emission, "Use Emission", true);
SOCKET_INT(seed, "Seed", 0);
SOCKET_FLOAT(sample_clamp_direct, "Sample Clamp Direct", 0.0f);
SOCKET_FLOAT(sample_clamp_indirect, "Sample Clamp Indirect", 10.0f);
SOCKET_BOOLEAN(motion_blur, "Motion Blur", false);
SOCKET_INT(aa_samples, "AA Samples", 0);
SOCKET_INT(start_sample, "Start Sample", 0);
SOCKET_BOOLEAN(use_adaptive_sampling, "Use Adaptive Sampling", true);
SOCKET_FLOAT(adaptive_threshold, "Adaptive Threshold", 0.01f);
SOCKET_INT(adaptive_min_samples, "Adaptive Min Samples", 0);
SOCKET_BOOLEAN(use_light_tree, "Use light tree to optimize many light sampling", true);
SOCKET_FLOAT(light_sampling_threshold, "Light Sampling Threshold", 0.0f);
static NodeEnum sampling_pattern_enum;
sampling_pattern_enum.insert("sobol_burley", SAMPLING_PATTERN_SOBOL_BURLEY);
sampling_pattern_enum.insert("tabulated_sobol", SAMPLING_PATTERN_TABULATED_SOBOL);
SOCKET_ENUM(sampling_pattern,
"Sampling Pattern",
sampling_pattern_enum,
SAMPLING_PATTERN_TABULATED_SOBOL);
SOCKET_FLOAT(scrambling_distance, "Scrambling Distance", 1.0f);
static NodeEnum denoiser_type_enum;
denoiser_type_enum.insert("optix", DENOISER_OPTIX);
denoiser_type_enum.insert("openimagedenoise", DENOISER_OPENIMAGEDENOISE);
static NodeEnum denoiser_prefilter_enum;
denoiser_prefilter_enum.insert("none", DENOISER_PREFILTER_NONE);
denoiser_prefilter_enum.insert("fast", DENOISER_PREFILTER_FAST);
denoiser_prefilter_enum.insert("accurate", DENOISER_PREFILTER_ACCURATE);
/* Default to accurate denoising with OpenImageDenoise. For interactive viewport
* it's best use OptiX and disable the normal pass since it does not always have
* the desired effect for that denoiser. */
SOCKET_BOOLEAN(use_denoise, "Use Denoiser", false);
SOCKET_ENUM(denoiser_type, "Denoiser Type", denoiser_type_enum, DENOISER_OPENIMAGEDENOISE);
SOCKET_INT(denoise_start_sample, "Start Sample to Denoise", 0);
SOCKET_BOOLEAN(use_denoise_pass_albedo, "Use Albedo Pass for Denoiser", true);
SOCKET_BOOLEAN(use_denoise_pass_normal, "Use Normal Pass for Denoiser", true);
SOCKET_ENUM(denoiser_prefilter,
"Denoiser Prefilter",
denoiser_prefilter_enum,
DENOISER_PREFILTER_ACCURATE);
return type;
}
Integrator::Integrator() : Node(get_node_type()) {}
Integrator::~Integrator() {}
void Integrator::device_update(Device *device, DeviceScene *dscene, Scene *scene)
{
if (!is_modified()) {
return;
}
scoped_callback_timer timer([scene](double time) {
if (scene->update_stats) {
scene->update_stats->integrator.times.add_entry({"device_update", time});
}
});
KernelIntegrator *kintegrator = &dscene->data.integrator;
device_free(device, dscene);
/* integrator parameters */
kintegrator->min_bounce = min_bounce + 1;
kintegrator->max_bounce = max_bounce + 1;
kintegrator->max_diffuse_bounce = max_diffuse_bounce + 1;
kintegrator->max_glossy_bounce = max_glossy_bounce + 1;
kintegrator->max_transmission_bounce = max_transmission_bounce + 1;
kintegrator->max_volume_bounce = max_volume_bounce + 1;
kintegrator->transparent_min_bounce = transparent_min_bounce + 1;
kintegrator->transparent_max_bounce = transparent_max_bounce + 1;
kintegrator->ao_bounces = (ao_factor != 0.0f) ? ao_bounces : 0;
kintegrator->ao_bounces_distance = ao_distance;
kintegrator->ao_bounces_factor = ao_factor;
kintegrator->ao_additive_factor = ao_additive_factor;
#ifdef WITH_CYCLES_DEBUG
kintegrator->direct_light_sampling_type = direct_light_sampling_type;
#else
kintegrator->direct_light_sampling_type = DIRECT_LIGHT_SAMPLING_MIS;
#endif
/* Transparent Shadows
* We only need to enable transparent shadows, if we actually have
* transparent shaders in the scene. Otherwise we can disable it
* to improve performance a bit. */
kintegrator->transparent_shadows = false;
foreach (Shader *shader, scene->shaders) {
/* keep this in sync with SD_HAS_TRANSPARENT_SHADOW in shader.cpp */
if ((shader->has_surface_transparent && shader->get_use_transparent_shadow()) ||
shader->has_volume)
{
kintegrator->transparent_shadows = true;
break;
}
}
kintegrator->volume_max_steps = volume_max_steps;
kintegrator->volume_step_rate = volume_step_rate;
kintegrator->caustics_reflective = caustics_reflective;
kintegrator->caustics_refractive = caustics_refractive;
kintegrator->filter_glossy = (filter_glossy == 0.0f) ? FLT_MAX : 1.0f / filter_glossy;
kintegrator->filter_closures = 0;
if (!use_direct_light) {
kintegrator->filter_closures |= FILTER_CLOSURE_DIRECT_LIGHT;
}
if (!use_indirect_light) {
kintegrator->min_bounce = 1;
kintegrator->max_bounce = 1;
}
if (!use_diffuse) {
kintegrator->filter_closures |= FILTER_CLOSURE_DIFFUSE;
}
if (!use_glossy) {
kintegrator->filter_closures |= FILTER_CLOSURE_GLOSSY;
}
if (!use_transmission) {
kintegrator->filter_closures |= FILTER_CLOSURE_TRANSMISSION;
}
if (!use_emission) {
kintegrator->filter_closures |= FILTER_CLOSURE_EMISSION;
}
if (scene->bake_manager->get_baking()) {
/* Baking does not need to trace through transparency, we only want to bake
* the object itself. */
kintegrator->filter_closures |= FILTER_CLOSURE_TRANSPARENT;
}
GuidingParams guiding_params = get_guiding_params(device);
kintegrator->use_guiding = guiding_params.use;
kintegrator->train_guiding = kintegrator->use_guiding;
kintegrator->use_surface_guiding = guiding_params.use_surface_guiding;
kintegrator->use_volume_guiding = guiding_params.use_volume_guiding;
kintegrator->surface_guiding_probability = surface_guiding_probability;
kintegrator->volume_guiding_probability = volume_guiding_probability;
kintegrator->use_guiding_direct_light = use_guiding_direct_light;
kintegrator->use_guiding_mis_weights = use_guiding_mis_weights;
kintegrator->guiding_distribution_type = guiding_params.type;
kintegrator->guiding_directional_sampling_type = guiding_params.sampling_type;
kintegrator->guiding_roughness_threshold = guiding_params.roughness_threshold;
kintegrator->seed = seed;
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->sampling_pattern = sampling_pattern;
kintegrator->scrambling_distance = scrambling_distance;
kintegrator->sobol_index_mask = reverse_integer_bits(next_power_of_two(aa_samples - 1) - 1);
/* NOTE: The kintegrator->use_light_tree is assigned to the efficient value in the light manager,
* and the synchronization code is expected to tag the light manager for update when the
* `use_light_tree` is changed. */
if (light_sampling_threshold > 0.0f && !kintegrator->use_light_tree) {
kintegrator->light_inv_rr_threshold = scene->film->get_exposure() / light_sampling_threshold;
}
else {
kintegrator->light_inv_rr_threshold = 0.0f;
}
/* Build pre-tabulated Sobol samples if needed. */
int sequence_size = clamp(
next_power_of_two(aa_samples - 1), MIN_TAB_SOBOL_SAMPLES, MAX_TAB_SOBOL_SAMPLES);
if (kintegrator->sampling_pattern == SAMPLING_PATTERN_TABULATED_SOBOL &&
dscene->sample_pattern_lut.size() !=
(sequence_size * NUM_TAB_SOBOL_PATTERNS * NUM_TAB_SOBOL_DIMENSIONS))
{
kintegrator->tabulated_sobol_sequence_size = sequence_size;
if (dscene->sample_pattern_lut.size() != 0) {
dscene->sample_pattern_lut.free();
}
float4 *directions = (float4 *)dscene->sample_pattern_lut.alloc(
sequence_size * NUM_TAB_SOBOL_PATTERNS * NUM_TAB_SOBOL_DIMENSIONS);
TaskPool pool;
for (int j = 0; j < NUM_TAB_SOBOL_PATTERNS; ++j) {
float4 *sequence = directions + j * sequence_size;
pool.push(function_bind(&tabulated_sobol_generate_4D, sequence, sequence_size, j));
}
pool.wait_work();
dscene->sample_pattern_lut.copy_to_device();
}
kintegrator->has_shadow_catcher = scene->has_shadow_catcher();
dscene->sample_pattern_lut.clear_modified();
clear_modified();
}
void Integrator::device_free(Device *, DeviceScene *dscene, bool force_free)
{
dscene->sample_pattern_lut.free_if_need_realloc(force_free);
}
void Integrator::tag_update(Scene *scene, uint32_t flag)
{
if (flag & UPDATE_ALL) {
tag_modified();
}
if (flag & AO_PASS_MODIFIED) {
/* tag only the ao_bounces socket as modified so we avoid updating sample_pattern_lut
* unnecessarily */
tag_ao_bounces_modified();
}
if (motion_blur_is_modified()) {
scene->object_manager->tag_update(scene, ObjectManager::MOTION_BLUR_MODIFIED);
scene->camera->tag_modified();
}
}
uint Integrator::get_kernel_features() const
{
uint kernel_features = 0;
if (ao_additive_factor != 0.0f) {
kernel_features |= KERNEL_FEATURE_AO_ADDITIVE;
}
return kernel_features;
}
AdaptiveSampling Integrator::get_adaptive_sampling() const
{
AdaptiveSampling adaptive_sampling;
adaptive_sampling.use = use_adaptive_sampling;
if (!adaptive_sampling.use) {
return adaptive_sampling;
}
if (aa_samples > 0 && adaptive_threshold == 0.0f) {
adaptive_sampling.threshold = max(0.001f, 1.0f / (float)aa_samples);
VLOG_INFO << "Cycles adaptive sampling: automatic threshold = " << adaptive_sampling.threshold;
}
else {
adaptive_sampling.threshold = adaptive_threshold;
}
if (adaptive_sampling.threshold > 0 && adaptive_min_samples == 0) {
/* Threshold 0.1 -> 32, 0.01 -> 64, 0.001 -> 128.
* This is highly scene dependent, we make a guess that seemed to work well
* in various test scenes. */
const int min_samples = (int)ceilf(16.0f / powf(adaptive_sampling.threshold, 0.3f));
adaptive_sampling.min_samples = max(4, min_samples);
VLOG_INFO << "Cycles adaptive sampling: automatic min samples = "
<< adaptive_sampling.min_samples;
}
else {
adaptive_sampling.min_samples = max(4, adaptive_min_samples);
}
/* Arbitrary factor that makes the threshold more similar to what is was before,
* and gives arguably more intuitive values. */
adaptive_sampling.threshold *= 5.0f;
adaptive_sampling.adaptive_step = 16;
DCHECK(is_power_of_two(adaptive_sampling.adaptive_step))
<< "Adaptive step must be a power of two for bitwise operations to work";
return adaptive_sampling;
}
DenoiseParams Integrator::get_denoise_params() const
{
DenoiseParams denoise_params;
denoise_params.use = use_denoise;
denoise_params.type = denoiser_type;
denoise_params.start_sample = denoise_start_sample;
denoise_params.use_pass_albedo = use_denoise_pass_albedo;
denoise_params.use_pass_normal = use_denoise_pass_normal;
denoise_params.prefilter = denoiser_prefilter;
return denoise_params;
}
GuidingParams Integrator::get_guiding_params(const Device *device) const
{
const bool use = use_guiding && device->info.has_guiding;
GuidingParams guiding_params;
guiding_params.use_surface_guiding = use && use_surface_guiding &&
surface_guiding_probability > 0.0f;
guiding_params.use_volume_guiding = use && use_volume_guiding &&
volume_guiding_probability > 0.0f;
guiding_params.use = guiding_params.use_surface_guiding || guiding_params.use_volume_guiding;
guiding_params.type = guiding_distribution_type;
guiding_params.training_samples = guiding_training_samples;
guiding_params.deterministic = deterministic_guiding;
guiding_params.sampling_type = guiding_directional_sampling_type;
// In Blender/Cycles the user set roughness is squared to behave more linear.
guiding_params.roughness_threshold = guiding_roughness_threshold * guiding_roughness_threshold;
return guiding_params;
}
CCL_NAMESPACE_END