blender/intern/cycles/kernel/kernel_path_branched.h

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/*
* 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
#ifdef __BRANCHED_PATH__
ccl_device_inline void kernel_branched_path_ao(KernelGlobals *kg,
ShaderData *sd,
ShaderData *emission_sd,
PathRadiance *L,
ccl_addr_space PathState *state,
float3 throughput)
{
int num_samples = kernel_data.integrator.ao_samples;
float num_samples_inv = 1.0f / num_samples;
float ao_factor = kernel_data.background.ao_factor;
float3 ao_N;
float3 ao_bsdf = shader_bsdf_ao(kg, sd, ao_factor, &ao_N);
float3 ao_alpha = shader_bsdf_alpha(kg, sd);
for (int j = 0; j < num_samples; j++) {
float bsdf_u, bsdf_v;
path_branched_rng_2D(
kg, state->rng_hash, state, j, num_samples, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
float3 ao_D;
float ao_pdf;
sample_cos_hemisphere(ao_N, bsdf_u, bsdf_v, &ao_D, &ao_pdf);
if (dot(sd->Ng, ao_D) > 0.0f && ao_pdf != 0.0f) {
Ray light_ray;
float3 ao_shadow;
light_ray.P = ray_offset(sd->P, sd->Ng);
light_ray.D = ao_D;
light_ray.t = kernel_data.background.ao_distance;
light_ray.time = sd->time;
light_ray.dP = sd->dP;
light_ray.dD = differential3_zero();
if (!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &ao_shadow)) {
path_radiance_accum_ao(
kg, L, state, throughput * num_samples_inv, ao_alpha, ao_bsdf, ao_shadow);
}
else {
path_radiance_accum_total_ao(L, state, throughput * num_samples_inv, ao_bsdf);
}
}
}
}
# ifndef __SPLIT_KERNEL__
# ifdef __VOLUME__
ccl_device_forceinline void kernel_branched_path_volume(KernelGlobals *kg,
ShaderData *sd,
PathState *state,
Ray *ray,
float3 *throughput,
ccl_addr_space Intersection *isect,
bool hit,
ShaderData *indirect_sd,
ShaderData *emission_sd,
PathRadiance *L)
{
/* Sanitize volume stack. */
if (!hit) {
kernel_volume_clean_stack(kg, state->volume_stack);
}
if (state->volume_stack[0].shader == SHADER_NONE) {
return;
}
/* volume attenuation, emission, scatter */
Ray volume_ray = *ray;
volume_ray.t = (hit) ? isect->t : FLT_MAX;
float step_size = volume_stack_step_size(kg, state->volume_stack);
# ifdef __VOLUME_DECOUPLED__
/* decoupled ray marching only supported on CPU */
if (kernel_data.integrator.volume_decoupled) {
/* cache steps along volume for repeated sampling */
VolumeSegment volume_segment;
shader_setup_from_volume(kg, sd, &volume_ray);
kernel_volume_decoupled_record(kg, state, &volume_ray, sd, &volume_segment, step_size);
/* direct light sampling */
if (volume_segment.closure_flag & SD_SCATTER) {
volume_segment.sampling_method = volume_stack_sampling_method(kg, state->volume_stack);
int all = kernel_data.integrator.sample_all_lights_direct;
kernel_branched_path_volume_connect_light(
kg, sd, emission_sd, *throughput, state, L, all, &volume_ray, &volume_segment);
/* indirect light sampling */
int num_samples = kernel_data.integrator.volume_samples;
float num_samples_inv = 1.0f / num_samples;
for (int j = 0; j < num_samples; j++) {
PathState ps = *state;
Ray pray = *ray;
float3 tp = *throughput;
/* branch RNG state */
path_state_branch(&ps, j, num_samples);
/* scatter sample. if we use distance sampling and take just one
* sample for direct and indirect light, we could share this
* computation, but makes code a bit complex */
float rphase = path_state_rng_1D(kg, &ps, PRNG_PHASE_CHANNEL);
float rscatter = path_state_rng_1D(kg, &ps, PRNG_SCATTER_DISTANCE);
VolumeIntegrateResult result = kernel_volume_decoupled_scatter(
kg, &ps, &pray, sd, &tp, rphase, rscatter, &volume_segment, NULL, false);
if (result == VOLUME_PATH_SCATTERED &&
kernel_path_volume_bounce(kg, sd, &tp, &ps, &L->state, &pray)) {
kernel_path_indirect(kg, indirect_sd, emission_sd, &pray, tp * num_samples_inv, &ps, L);
/* for render passes, sum and reset indirect light pass variables
* for the next samples */
path_radiance_sum_indirect(L);
path_radiance_reset_indirect(L);
}
}
}
/* emission and transmittance */
if (volume_segment.closure_flag & SD_EMISSION)
path_radiance_accum_emission(kg, L, state, *throughput, volume_segment.accum_emission);
*throughput *= volume_segment.accum_transmittance;
/* free cached steps */
kernel_volume_decoupled_free(kg, &volume_segment);
}
else
# endif /* __VOLUME_DECOUPLED__ */
{
/* GPU: no decoupled ray marching, scatter probalistically */
int num_samples = kernel_data.integrator.volume_samples;
float num_samples_inv = 1.0f / num_samples;
/* todo: we should cache the shader evaluations from stepping
* through the volume, for now we redo them multiple times */
for (int j = 0; j < num_samples; j++) {
PathState ps = *state;
Ray pray = *ray;
float3 tp = (*throughput) * num_samples_inv;
/* branch RNG state */
path_state_branch(&ps, j, num_samples);
VolumeIntegrateResult result = kernel_volume_integrate(
kg, &ps, sd, &volume_ray, L, &tp, step_size);
# ifdef __VOLUME_SCATTER__
if (result == VOLUME_PATH_SCATTERED) {
/* todo: support equiangular, MIS and all light sampling.
* alternatively get decoupled ray marching working on the GPU */
kernel_path_volume_connect_light(kg, sd, emission_sd, tp, state, L);
if (kernel_path_volume_bounce(kg, sd, &tp, &ps, &L->state, &pray)) {
kernel_path_indirect(kg, indirect_sd, emission_sd, &pray, tp, &ps, L);
/* for render passes, sum and reset indirect light pass variables
* for the next samples */
path_radiance_sum_indirect(L);
path_radiance_reset_indirect(L);
}
}
# endif /* __VOLUME_SCATTER__ */
}
/* todo: avoid this calculation using decoupled ray marching */
kernel_volume_shadow(kg, emission_sd, state, &volume_ray, throughput);
}
}
# endif /* __VOLUME__ */
/* bounce off surface and integrate indirect light */
ccl_device_noinline_cpu void kernel_branched_path_surface_indirect_light(KernelGlobals *kg,
ShaderData *sd,
ShaderData *indirect_sd,
ShaderData *emission_sd,
float3 throughput,
float num_samples_adjust,
PathState *state,
PathRadiance *L)
{
float sum_sample_weight = 0.0f;
# ifdef __DENOISING_FEATURES__
if (state->denoising_feature_weight > 0.0f) {
for (int i = 0; i < sd->num_closure; i++) {
const ShaderClosure *sc = &sd->closure[i];
/* transparency is not handled here, but in outer loop */
if (!CLOSURE_IS_BSDF(sc->type) || CLOSURE_IS_BSDF_TRANSPARENT(sc->type)) {
continue;
}
sum_sample_weight += sc->sample_weight;
}
}
else {
sum_sample_weight = 1.0f;
}
# endif /* __DENOISING_FEATURES__ */
for (int i = 0; i < sd->num_closure; i++) {
const ShaderClosure *sc = &sd->closure[i];
/* transparency is not handled here, but in outer loop */
if (!CLOSURE_IS_BSDF(sc->type) || CLOSURE_IS_BSDF_TRANSPARENT(sc->type)) {
continue;
}
int num_samples;
if (CLOSURE_IS_BSDF_DIFFUSE(sc->type))
num_samples = kernel_data.integrator.diffuse_samples;
else if (CLOSURE_IS_BSDF_BSSRDF(sc->type))
num_samples = 1;
else if (CLOSURE_IS_BSDF_GLOSSY(sc->type))
num_samples = kernel_data.integrator.glossy_samples;
else
num_samples = kernel_data.integrator.transmission_samples;
num_samples = ceil_to_int(num_samples_adjust * num_samples);
float num_samples_inv = num_samples_adjust / num_samples;
for (int j = 0; j < num_samples; j++) {
PathState ps = *state;
float3 tp = throughput;
Ray bsdf_ray;
# ifdef __SHADOW_TRICKS__
float shadow_transparency = L->shadow_transparency;
# endif
ps.rng_hash = cmj_hash(state->rng_hash, i);
if (!kernel_branched_path_surface_bounce(
kg, sd, sc, j, num_samples, &tp, &ps, &L->state, &bsdf_ray, sum_sample_weight)) {
continue;
}
ps.rng_hash = state->rng_hash;
kernel_path_indirect(kg, indirect_sd, emission_sd, &bsdf_ray, tp * num_samples_inv, &ps, L);
/* for render passes, sum and reset indirect light pass variables
* for the next samples */
path_radiance_sum_indirect(L);
path_radiance_reset_indirect(L);
# ifdef __SHADOW_TRICKS__
L->shadow_transparency = shadow_transparency;
# endif
}
}
}
# ifdef __SUBSURFACE__
ccl_device void kernel_branched_path_subsurface_scatter(KernelGlobals *kg,
ShaderData *sd,
ShaderData *indirect_sd,
ShaderData *emission_sd,
PathRadiance *L,
PathState *state,
Ray *ray,
float3 throughput)
{
for (int i = 0; i < sd->num_closure; i++) {
ShaderClosure *sc = &sd->closure[i];
if (!CLOSURE_IS_BSSRDF(sc->type))
continue;
/* set up random number generator */
uint lcg_state = lcg_state_init(state, 0x68bc21eb);
int num_samples = kernel_data.integrator.subsurface_samples * 3;
float num_samples_inv = 1.0f / num_samples;
uint bssrdf_rng_hash = cmj_hash(state->rng_hash, i);
/* do subsurface scatter step with copy of shader data, this will
* replace the BSSRDF with a diffuse BSDF closure */
for (int j = 0; j < num_samples; j++) {
PathState hit_state = *state;
path_state_branch(&hit_state, j, num_samples);
hit_state.rng_hash = bssrdf_rng_hash;
LocalIntersection ss_isect;
float bssrdf_u, bssrdf_v;
path_state_rng_2D(kg, &hit_state, PRNG_BSDF_U, &bssrdf_u, &bssrdf_v);
int num_hits = subsurface_scatter_multi_intersect(
kg, &ss_isect, sd, &hit_state, sc, &lcg_state, bssrdf_u, bssrdf_v, true);
hit_state.rng_offset += PRNG_BOUNCE_NUM;
# ifdef __VOLUME__
Ray volume_ray = *ray;
bool need_update_volume_stack = kernel_data.integrator.use_volumes &&
sd->object_flag & SD_OBJECT_INTERSECTS_VOLUME;
# endif /* __VOLUME__ */
/* compute lighting with the BSDF closure */
for (int hit = 0; hit < num_hits; hit++) {
ShaderData bssrdf_sd = *sd;
Bssrdf *bssrdf = (Bssrdf *)sc;
ClosureType bssrdf_type = sc->type;
float bssrdf_roughness = bssrdf->roughness;
subsurface_scatter_multi_setup(
kg, &ss_isect, hit, &bssrdf_sd, &hit_state, bssrdf_type, bssrdf_roughness);
# ifdef __VOLUME__
if (need_update_volume_stack) {
/* Setup ray from previous surface point to the new one. */
float3 P = ray_offset(bssrdf_sd.P, -bssrdf_sd.Ng);
volume_ray.D = normalize_len(P - volume_ray.P, &volume_ray.t);
for (int k = 0; k < VOLUME_STACK_SIZE; k++) {
hit_state.volume_stack[k] = state->volume_stack[k];
}
kernel_volume_stack_update_for_subsurface(
kg, emission_sd, &volume_ray, hit_state.volume_stack);
}
# endif /* __VOLUME__ */
# ifdef __EMISSION__
/* direct light */
if (kernel_data.integrator.use_direct_light) {
int all = (kernel_data.integrator.sample_all_lights_direct) ||
(hit_state.flag & PATH_RAY_SHADOW_CATCHER);
kernel_branched_path_surface_connect_light(
kg, &bssrdf_sd, emission_sd, &hit_state, throughput, num_samples_inv, L, all);
}
# endif /* __EMISSION__ */
/* indirect light */
kernel_branched_path_surface_indirect_light(
kg, &bssrdf_sd, indirect_sd, emission_sd, throughput, num_samples_inv, &hit_state, L);
}
}
}
}
# endif /* __SUBSURFACE__ */
ccl_device void kernel_branched_path_integrate(KernelGlobals *kg,
uint rng_hash,
int sample,
Ray ray,
ccl_global float *buffer,
PathRadiance *L)
{
/* initialize */
float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
path_radiance_init(kg, L);
/* shader data memory used for both volumes and surfaces, saves stack space */
ShaderData sd;
/* shader data used by emission, shadows, volume stacks, indirect path */
ShaderDataTinyStorage emission_sd_storage;
ShaderData *emission_sd = AS_SHADER_DATA(&emission_sd_storage);
ShaderData indirect_sd;
PathState state;
path_state_init(kg, emission_sd, &state, rng_hash, sample, &ray);
/* Main Loop
* Here we only handle transparency intersections from the camera ray.
* Indirect bounces are handled in kernel_branched_path_surface_indirect_light().
*/
for (;;) {
/* Find intersection with objects in scene. */
Intersection isect;
bool hit = kernel_path_scene_intersect(kg, &state, &ray, &isect, L);
# ifdef __VOLUME__
/* Volume integration. */
kernel_branched_path_volume(
kg, &sd, &state, &ray, &throughput, &isect, hit, &indirect_sd, emission_sd, L);
# endif /* __VOLUME__ */
/* Shade background. */
if (!hit) {
kernel_path_background(kg, &state, &ray, throughput, &sd, buffer, L);
break;
}
/* Setup and evaluate shader. */
shader_setup_from_ray(kg, &sd, &isect, &ray);
/* Skip most work for volume bounding surface. */
# ifdef __VOLUME__
if (!(sd.flag & SD_HAS_ONLY_VOLUME)) {
# endif
shader_eval_surface(kg, &sd, &state, buffer, state.flag);
shader_merge_closures(&sd);
/* Apply shadow catcher, holdout, emission. */
if (!kernel_path_shader_apply(kg, &sd, &state, &ray, throughput, emission_sd, L, buffer)) {
break;
}
/* transparency termination */
if (state.flag & PATH_RAY_TRANSPARENT) {
/* path termination. this is a strange place to put the termination, it's
* mainly due to the mixed in MIS that we use. gives too many unneeded
* shader evaluations, only need emission if we are going to terminate */
float probability = path_state_continuation_probability(kg, &state, throughput);
if (probability == 0.0f) {
break;
}
else if (probability != 1.0f) {
float terminate = path_state_rng_1D(kg, &state, PRNG_TERMINATE);
if (terminate >= probability)
break;
throughput /= probability;
}
}
# ifdef __DENOISING_FEATURES__
kernel_update_denoising_features(kg, &sd, &state, L);
# endif
# ifdef __AO__
/* ambient occlusion */
if (kernel_data.integrator.use_ambient_occlusion) {
kernel_branched_path_ao(kg, &sd, emission_sd, L, &state, throughput);
}
# endif /* __AO__ */
# ifdef __SUBSURFACE__
/* bssrdf scatter to a different location on the same object */
if (sd.flag & SD_BSSRDF) {
kernel_branched_path_subsurface_scatter(
kg, &sd, &indirect_sd, emission_sd, L, &state, &ray, throughput);
}
# endif /* __SUBSURFACE__ */
PathState hit_state = state;
# ifdef __EMISSION__
/* direct light */
if (kernel_data.integrator.use_direct_light) {
int all = (kernel_data.integrator.sample_all_lights_direct) ||
(state.flag & PATH_RAY_SHADOW_CATCHER);
kernel_branched_path_surface_connect_light(
kg, &sd, emission_sd, &hit_state, throughput, 1.0f, L, all);
}
# endif /* __EMISSION__ */
/* indirect light */
kernel_branched_path_surface_indirect_light(
kg, &sd, &indirect_sd, emission_sd, throughput, 1.0f, &hit_state, L);
/* continue in case of transparency */
throughput *= shader_bsdf_transparency(kg, &sd);
if (is_zero(throughput))
break;
/* Update Path State */
path_state_next(kg, &state, LABEL_TRANSPARENT);
# ifdef __VOLUME__
}
else {
if (!path_state_volume_next(kg, &state)) {
break;
}
}
# endif
ray.P = ray_offset(sd.P, -sd.Ng);
ray.t -= sd.ray_length; /* clipping works through transparent */
# ifdef __RAY_DIFFERENTIALS__
ray.dP = sd.dP;
ray.dD.dx = -sd.dI.dx;
ray.dD.dy = -sd.dI.dy;
# endif /* __RAY_DIFFERENTIALS__ */
# ifdef __VOLUME__
/* enter/exit volume */
kernel_volume_stack_enter_exit(kg, &sd, state.volume_stack);
# endif /* __VOLUME__ */
}
}
ccl_device void kernel_branched_path_trace(
KernelGlobals *kg, ccl_global float *buffer, int sample, int x, int y, int offset, int stride)
{
/* buffer offset */
int index = offset + x + y * stride;
int pass_stride = kernel_data.film.pass_stride;
buffer += index * pass_stride;
if (kernel_data.film.pass_adaptive_aux_buffer) {
ccl_global float4 *aux = (ccl_global float4 *)(buffer +
kernel_data.film.pass_adaptive_aux_buffer);
if ((*aux).w > 0.0f) {
return;
}
}
/* initialize random numbers and ray */
uint rng_hash;
Ray ray;
kernel_path_trace_setup(kg, sample, x, y, &rng_hash, &ray);
/* integrate */
PathRadiance L;
if (ray.t != 0.0f) {
kernel_branched_path_integrate(kg, rng_hash, sample, ray, buffer, &L);
kernel_write_result(kg, buffer, sample, &L);
}
}
# endif /* __SPLIT_KERNEL__ */
#endif /* __BRANCHED_PATH__ */
CCL_NAMESPACE_END