blender/intern/cycles/kernel/kernel_subsurface.h
Patrick Mours db257e679a Cycles: remove workaround to pass ray by value
CUDA is working correct without it now, and it's more efficient not to do this.

Ref D5363
2019-08-26 10:26:53 +02:00

496 lines
17 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.
*/
CCL_NAMESPACE_BEGIN
/* BSSRDF using disk based importance sampling.
*
* BSSRDF Importance Sampling, SIGGRAPH 2013
* http://library.imageworks.com/pdfs/imageworks-library-BSSRDF-sampling.pdf
*/
ccl_device_inline float3
subsurface_scatter_eval(ShaderData *sd, const ShaderClosure *sc, float disk_r, float r, bool all)
{
/* this is the veach one-sample model with balance heuristic, some pdf
* factors drop out when using balance heuristic weighting */
float3 eval_sum = make_float3(0.0f, 0.0f, 0.0f);
float pdf_sum = 0.0f;
float sample_weight_inv = 0.0f;
if (!all) {
float sample_weight_sum = 0.0f;
for (int i = 0; i < sd->num_closure; i++) {
sc = &sd->closure[i];
if (CLOSURE_IS_DISK_BSSRDF(sc->type)) {
sample_weight_sum += sc->sample_weight;
}
}
sample_weight_inv = 1.0f / sample_weight_sum;
}
for (int i = 0; i < sd->num_closure; i++) {
sc = &sd->closure[i];
if (CLOSURE_IS_DISK_BSSRDF(sc->type)) {
/* in case of branched path integrate we sample all bssrdf's once,
* for path trace we pick one, so adjust pdf for that */
float sample_weight = (all) ? 1.0f : sc->sample_weight * sample_weight_inv;
/* compute pdf */
float3 eval = bssrdf_eval(sc, r);
float pdf = bssrdf_pdf(sc, disk_r);
eval_sum += sc->weight * eval;
pdf_sum += sample_weight * pdf;
}
}
return (pdf_sum > 0.0f) ? eval_sum / pdf_sum : make_float3(0.0f, 0.0f, 0.0f);
}
/* replace closures with a single diffuse bsdf closure after scatter step */
ccl_device void subsurface_scatter_setup_diffuse_bsdf(
KernelGlobals *kg, ShaderData *sd, ClosureType type, float roughness, float3 weight, float3 N)
{
sd->flag &= ~SD_CLOSURE_FLAGS;
sd->num_closure = 0;
sd->num_closure_left = kernel_data.integrator.max_closures;
#ifdef __PRINCIPLED__
if (type == CLOSURE_BSSRDF_PRINCIPLED_ID || type == CLOSURE_BSSRDF_PRINCIPLED_RANDOM_WALK_ID) {
PrincipledDiffuseBsdf *bsdf = (PrincipledDiffuseBsdf *)bsdf_alloc(
sd, sizeof(PrincipledDiffuseBsdf), weight);
if (bsdf) {
bsdf->N = N;
bsdf->roughness = roughness;
sd->flag |= bsdf_principled_diffuse_setup(bsdf);
/* replace CLOSURE_BSDF_PRINCIPLED_DIFFUSE_ID with this special ID so render passes
* can recognize it as not being a regular Disney principled diffuse closure */
bsdf->type = CLOSURE_BSDF_BSSRDF_PRINCIPLED_ID;
}
}
else if (CLOSURE_IS_BSDF_BSSRDF(type) || CLOSURE_IS_BSSRDF(type))
#endif /* __PRINCIPLED__ */
{
DiffuseBsdf *bsdf = (DiffuseBsdf *)bsdf_alloc(sd, sizeof(DiffuseBsdf), weight);
if (bsdf) {
bsdf->N = N;
sd->flag |= bsdf_diffuse_setup(bsdf);
/* replace CLOSURE_BSDF_DIFFUSE_ID with this special ID so render passes
* can recognize it as not being a regular diffuse closure */
bsdf->type = CLOSURE_BSDF_BSSRDF_ID;
}
}
}
/* optionally do blurring of color and/or bump mapping, at the cost of a shader evaluation */
ccl_device float3 subsurface_color_pow(float3 color, float exponent)
{
color = max(color, make_float3(0.0f, 0.0f, 0.0f));
if (exponent == 1.0f) {
/* nothing to do */
}
else if (exponent == 0.5f) {
color.x = sqrtf(color.x);
color.y = sqrtf(color.y);
color.z = sqrtf(color.z);
}
else {
color.x = powf(color.x, exponent);
color.y = powf(color.y, exponent);
color.z = powf(color.z, exponent);
}
return color;
}
ccl_device void subsurface_color_bump_blur(
KernelGlobals *kg, ShaderData *sd, ccl_addr_space PathState *state, float3 *eval, float3 *N)
{
/* average color and texture blur at outgoing point */
float texture_blur;
float3 out_color = shader_bssrdf_sum(sd, NULL, &texture_blur);
/* do we have bump mapping? */
bool bump = (sd->flag & SD_HAS_BSSRDF_BUMP) != 0;
if (bump || texture_blur > 0.0f) {
/* average color and normal at incoming point */
shader_eval_surface(kg, sd, state, state->flag);
float3 in_color = shader_bssrdf_sum(sd, (bump) ? N : NULL, NULL);
/* we simply divide out the average color and multiply with the average
* of the other one. we could try to do this per closure but it's quite
* tricky to match closures between shader evaluations, their number and
* order may change, this is simpler */
if (texture_blur > 0.0f) {
out_color = subsurface_color_pow(out_color, texture_blur);
in_color = subsurface_color_pow(in_color, texture_blur);
*eval *= safe_divide_color(in_color, out_color);
}
}
}
/* Subsurface scattering step, from a point on the surface to other
* nearby points on the same object.
*/
ccl_device_inline int subsurface_scatter_disk(KernelGlobals *kg,
LocalIntersection *ss_isect,
ShaderData *sd,
const ShaderClosure *sc,
uint *lcg_state,
float disk_u,
float disk_v,
bool all)
{
/* pick random axis in local frame and point on disk */
float3 disk_N, disk_T, disk_B;
float pick_pdf_N, pick_pdf_T, pick_pdf_B;
disk_N = sd->Ng;
make_orthonormals(disk_N, &disk_T, &disk_B);
if (disk_v < 0.5f) {
pick_pdf_N = 0.5f;
pick_pdf_T = 0.25f;
pick_pdf_B = 0.25f;
disk_v *= 2.0f;
}
else if (disk_v < 0.75f) {
float3 tmp = disk_N;
disk_N = disk_T;
disk_T = tmp;
pick_pdf_N = 0.25f;
pick_pdf_T = 0.5f;
pick_pdf_B = 0.25f;
disk_v = (disk_v - 0.5f) * 4.0f;
}
else {
float3 tmp = disk_N;
disk_N = disk_B;
disk_B = tmp;
pick_pdf_N = 0.25f;
pick_pdf_T = 0.25f;
pick_pdf_B = 0.5f;
disk_v = (disk_v - 0.75f) * 4.0f;
}
/* sample point on disk */
float phi = M_2PI_F * disk_v;
float disk_height, disk_r;
bssrdf_sample(sc, disk_u, &disk_r, &disk_height);
float3 disk_P = (disk_r * cosf(phi)) * disk_T + (disk_r * sinf(phi)) * disk_B;
/* create ray */
#ifdef __SPLIT_KERNEL__
Ray ray_object = ss_isect->ray;
Ray *ray = &ray_object;
#else
Ray *ray = &ss_isect->ray;
#endif
ray->P = sd->P + disk_N * disk_height + disk_P;
ray->D = -disk_N;
ray->t = 2.0f * disk_height;
ray->dP = sd->dP;
ray->dD = differential3_zero();
ray->time = sd->time;
/* intersect with the same object. if multiple intersections are found it
* will use at most BSSRDF_MAX_HITS hits, a random subset of all hits */
scene_intersect_local(kg, ray, ss_isect, sd->object, lcg_state, BSSRDF_MAX_HITS);
int num_eval_hits = min(ss_isect->num_hits, BSSRDF_MAX_HITS);
for (int hit = 0; hit < num_eval_hits; hit++) {
/* Quickly retrieve P and Ng without setting up ShaderData. */
float3 hit_P;
if (sd->type & PRIMITIVE_TRIANGLE) {
hit_P = triangle_refine_local(kg, sd, &ss_isect->hits[hit], ray);
}
#ifdef __OBJECT_MOTION__
else if (sd->type & PRIMITIVE_MOTION_TRIANGLE) {
float3 verts[3];
motion_triangle_vertices(kg,
sd->object,
kernel_tex_fetch(__prim_index, ss_isect->hits[hit].prim),
sd->time,
verts);
hit_P = motion_triangle_refine_local(kg, sd, &ss_isect->hits[hit], ray, verts);
}
#endif /* __OBJECT_MOTION__ */
else {
ss_isect->weight[hit] = make_float3(0.0f, 0.0f, 0.0f);
continue;
}
float3 hit_Ng = ss_isect->Ng[hit];
if (ss_isect->hits[hit].object != OBJECT_NONE) {
object_normal_transform(kg, sd, &hit_Ng);
}
/* Probability densities for local frame axes. */
float pdf_N = pick_pdf_N * fabsf(dot(disk_N, hit_Ng));
float pdf_T = pick_pdf_T * fabsf(dot(disk_T, hit_Ng));
float pdf_B = pick_pdf_B * fabsf(dot(disk_B, hit_Ng));
/* Multiple importance sample between 3 axes, power heuristic
* found to be slightly better than balance heuristic. pdf_N
* in the MIS weight and denominator cancelled out. */
float w = pdf_N / (sqr(pdf_N) + sqr(pdf_T) + sqr(pdf_B));
if (ss_isect->num_hits > BSSRDF_MAX_HITS) {
w *= ss_isect->num_hits / (float)BSSRDF_MAX_HITS;
}
/* Real distance to sampled point. */
float r = len(hit_P - sd->P);
/* Evaluate profiles. */
float3 eval = subsurface_scatter_eval(sd, sc, disk_r, r, all) * w;
ss_isect->weight[hit] = eval;
}
#ifdef __SPLIT_KERNEL__
ss_isect->ray = *ray;
#endif
return num_eval_hits;
}
ccl_device_noinline void subsurface_scatter_multi_setup(KernelGlobals *kg,
LocalIntersection *ss_isect,
int hit,
ShaderData *sd,
ccl_addr_space PathState *state,
ClosureType type,
float roughness)
{
#ifdef __SPLIT_KERNEL__
Ray ray_object = ss_isect->ray;
Ray *ray = &ray_object;
#else
Ray *ray = &ss_isect->ray;
#endif
/* Workaround for AMD GPU OpenCL compiler. Most probably cache bypass issue. */
#if defined(__SPLIT_KERNEL__) && defined(__KERNEL_OPENCL_AMD__) && defined(__KERNEL_GPU__)
kernel_split_params.dummy_sd_flag = sd->flag;
#endif
/* Setup new shading point. */
shader_setup_from_subsurface(kg, sd, &ss_isect->hits[hit], ray);
/* Optionally blur colors and bump mapping. */
float3 weight = ss_isect->weight[hit];
float3 N = sd->N;
subsurface_color_bump_blur(kg, sd, state, &weight, &N);
/* Setup diffuse BSDF. */
subsurface_scatter_setup_diffuse_bsdf(kg, sd, type, roughness, weight, N);
}
/* Random walk subsurface scattering.
*
* "Practical and Controllable Subsurface Scattering for Production Path
* Tracing". Matt Jen-Yuan Chiang, Peter Kutz, Brent Burley. SIGGRAPH 2016. */
ccl_device void subsurface_random_walk_remap(const float A,
const float d,
float *sigma_t,
float *sigma_s)
{
/* Compute attenuation and scattering coefficients from albedo. */
const float a = 1.0f - expf(A * (-5.09406f + A * (2.61188f - A * 4.31805f)));
const float s = 1.9f - A + 3.5f * sqr(A - 0.8f);
*sigma_t = 1.0f / fmaxf(d * s, 1e-16f);
*sigma_s = *sigma_t * a;
}
ccl_device void subsurface_random_walk_coefficients(const ShaderClosure *sc,
float3 *sigma_t,
float3 *sigma_s,
float3 *weight)
{
const Bssrdf *bssrdf = (const Bssrdf *)sc;
const float3 A = bssrdf->albedo;
const float3 d = bssrdf->radius;
float sigma_t_x, sigma_t_y, sigma_t_z;
float sigma_s_x, sigma_s_y, sigma_s_z;
subsurface_random_walk_remap(A.x, d.x, &sigma_t_x, &sigma_s_x);
subsurface_random_walk_remap(A.y, d.y, &sigma_t_y, &sigma_s_y);
subsurface_random_walk_remap(A.z, d.z, &sigma_t_z, &sigma_s_z);
*sigma_t = make_float3(sigma_t_x, sigma_t_y, sigma_t_z);
*sigma_s = make_float3(sigma_s_x, sigma_s_y, sigma_s_z);
/* Closure mixing and Fresnel weights separate from albedo. */
*weight = safe_divide_color(bssrdf->weight, A);
}
ccl_device_noinline bool subsurface_random_walk(KernelGlobals *kg,
LocalIntersection *ss_isect,
ShaderData *sd,
ccl_addr_space PathState *state,
const ShaderClosure *sc,
const float bssrdf_u,
const float bssrdf_v)
{
/* Sample diffuse surface scatter into the object. */
float3 D;
float pdf;
sample_cos_hemisphere(-sd->N, bssrdf_u, bssrdf_v, &D, &pdf);
if (dot(-sd->Ng, D) <= 0.0f) {
return 0;
}
/* Convert subsurface to volume coefficients. */
float3 sigma_t, sigma_s;
float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
subsurface_random_walk_coefficients(sc, &sigma_t, &sigma_s, &throughput);
/* Setup ray. */
#ifdef __SPLIT_KERNEL__
Ray ray_object = ss_isect->ray;
Ray *ray = &ray_object;
#else
Ray *ray = &ss_isect->ray;
#endif
ray->P = ray_offset(sd->P, -sd->Ng);
ray->D = D;
ray->t = FLT_MAX;
ray->time = sd->time;
/* Modify state for RNGs, decorrelated from other paths. */
uint prev_rng_offset = state->rng_offset;
uint prev_rng_hash = state->rng_hash;
state->rng_hash = cmj_hash(state->rng_hash + state->rng_offset, 0xdeadbeef);
/* Random walk until we hit the surface again. */
bool hit = false;
for (int bounce = 0; bounce < BSSRDF_MAX_BOUNCES; bounce++) {
/* Advance random number offset. */
state->rng_offset += PRNG_BOUNCE_NUM;
if (bounce > 0) {
/* Sample scattering direction. */
const float anisotropy = 0.0f;
float scatter_u, scatter_v;
path_state_rng_2D(kg, state, PRNG_BSDF_U, &scatter_u, &scatter_v);
ray->D = henyey_greenstrein_sample(ray->D, anisotropy, scatter_u, scatter_v, NULL);
}
/* Sample color channel, use MIS with balance heuristic. */
float rphase = path_state_rng_1D(kg, state, PRNG_PHASE_CHANNEL);
float3 albedo = safe_divide_color(sigma_s, sigma_t);
float3 channel_pdf;
int channel = kernel_volume_sample_channel(albedo, throughput, rphase, &channel_pdf);
/* Distance sampling. */
float rdist = path_state_rng_1D(kg, state, PRNG_SCATTER_DISTANCE);
float sample_sigma_t = kernel_volume_channel_get(sigma_t, channel);
float t = -logf(1.0f - rdist) / sample_sigma_t;
ray->t = t;
scene_intersect_local(kg, ray, ss_isect, sd->object, NULL, 1);
hit = (ss_isect->num_hits > 0);
if (hit) {
/* Compute world space distance to surface hit. */
float3 D = ray->D;
object_inverse_dir_transform(kg, sd, &D);
D = normalize(D) * ss_isect->hits[0].t;
object_dir_transform(kg, sd, &D);
t = len(D);
}
/* Advance to new scatter location. */
ray->P += t * ray->D;
/* Update throughput. */
float3 transmittance = volume_color_transmittance(sigma_t, t);
float pdf = dot(channel_pdf, (hit) ? transmittance : sigma_t * transmittance);
throughput *= ((hit) ? transmittance : sigma_s * transmittance) / pdf;
if (hit) {
/* If we hit the surface, we are done. */
break;
}
/* Russian roulette. */
float terminate = path_state_rng_1D(kg, state, PRNG_TERMINATE);
float probability = min(max3(fabs(throughput)), 1.0f);
if (terminate >= probability) {
break;
}
throughput /= probability;
}
kernel_assert(isfinite_safe(throughput.x) && isfinite_safe(throughput.y) &&
isfinite_safe(throughput.z));
state->rng_offset = prev_rng_offset;
state->rng_hash = prev_rng_hash;
/* Return number of hits in ss_isect. */
if (!hit) {
return 0;
}
/* TODO: gain back performance lost from merging with disk BSSRDF. We
* only need to return on hit so this indirect ray push/pop overhead
* is not actually needed, but it does keep the code simpler. */
ss_isect->weight[0] = throughput;
#ifdef __SPLIT_KERNEL__
ss_isect->ray = *ray;
#endif
return 1;
}
ccl_device_inline int subsurface_scatter_multi_intersect(KernelGlobals *kg,
LocalIntersection *ss_isect,
ShaderData *sd,
ccl_addr_space PathState *state,
const ShaderClosure *sc,
uint *lcg_state,
float bssrdf_u,
float bssrdf_v,
bool all)
{
if (CLOSURE_IS_DISK_BSSRDF(sc->type)) {
return subsurface_scatter_disk(kg, ss_isect, sd, sc, lcg_state, bssrdf_u, bssrdf_v, all);
}
else {
return subsurface_random_walk(kg, ss_isect, sd, state, sc, bssrdf_u, bssrdf_v);
}
}
CCL_NAMESPACE_END