blender/intern/cycles/kernel/kernel_light.h

694 lines
19 KiB
C
Raw Normal View History

/*
* 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
/* Light Sample result */
typedef struct LightSample {
float3 P; /* position on light, or direction for distant light */
float3 Ng; /* normal on light */
float3 D; /* direction from shading point to light */
float t; /* distance to light (FLT_MAX for distant light) */
float u, v; /* parametric coordinate on primitive */
float pdf; /* light sampling probability density function */
float eval_fac; /* intensity multiplier */
int object; /* object id for triangle/curve lights */
2014-08-14 14:31:34 +00:00
int prim; /* primitive id for triangle/curve lights */
int shader; /* shader id */
int lamp; /* lamp id */
LightType type; /* type of light */
} LightSample;
/* Background Light */
#ifdef __BACKGROUND_MIS__
ccl_device float3 background_light_sample(KernelGlobals *kg, float randu, float randv, float *pdf)
{
/* for the following, the CDF values are actually a pair of floats, with the
2012-06-09 17:22:52 +00:00
* function value as X and the actual CDF as Y. The last entry's function
* value is the CDF total. */
int res = kernel_data.integrator.pdf_background_res;
int cdf_count = res + 1;
/* this is basically std::lower_bound as used by pbrt */
int first = 0;
int count = res;
while(count > 0) {
int step = count >> 1;
int middle = first + step;
if(kernel_tex_fetch(__light_background_marginal_cdf, middle).y < randv) {
first = middle + 1;
count -= step + 1;
}
else
count = step;
}
int index_v = max(0, first - 1);
kernel_assert(index_v >= 0 && index_v < res);
float2 cdf_v = kernel_tex_fetch(__light_background_marginal_cdf, index_v);
float2 cdf_next_v = kernel_tex_fetch(__light_background_marginal_cdf, index_v + 1);
float2 cdf_last_v = kernel_tex_fetch(__light_background_marginal_cdf, res);
/* importance-sampled V direction */
float dv = (randv - cdf_v.y) / (cdf_next_v.y - cdf_v.y);
float v = (index_v + dv) / res;
/* this is basically std::lower_bound as used by pbrt */
first = 0;
count = res;
while(count > 0) {
int step = count >> 1;
int middle = first + step;
if(kernel_tex_fetch(__light_background_conditional_cdf, index_v * cdf_count + middle).y < randu) {
first = middle + 1;
count -= step + 1;
}
else
count = step;
}
int index_u = max(0, first - 1);
kernel_assert(index_u >= 0 && index_u < res);
float2 cdf_u = kernel_tex_fetch(__light_background_conditional_cdf, index_v * cdf_count + index_u);
float2 cdf_next_u = kernel_tex_fetch(__light_background_conditional_cdf, index_v * cdf_count + index_u + 1);
float2 cdf_last_u = kernel_tex_fetch(__light_background_conditional_cdf, index_v * cdf_count + res);
/* importance-sampled U direction */
float du = (randu - cdf_u.y) / (cdf_next_u.y - cdf_u.y);
float u = (index_u + du) / res;
/* compute pdf */
float denom = cdf_last_u.x * cdf_last_v.x;
float sin_theta = sinf(M_PI_F * v);
if(sin_theta == 0.0f || denom == 0.0f)
*pdf = 0.0f;
else
*pdf = (cdf_u.x * cdf_v.x)/(M_2PI_F * M_PI_F * sin_theta * denom);
*pdf *= kernel_data.integrator.pdf_lights;
/* compute direction */
return -equirectangular_to_direction(u, v);
}
ccl_device float background_light_pdf(KernelGlobals *kg, float3 direction)
{
float2 uv = direction_to_equirectangular(direction);
int res = kernel_data.integrator.pdf_background_res;
float sin_theta = sinf(uv.y * M_PI_F);
if(sin_theta == 0.0f)
return 0.0f;
int index_u = clamp(float_to_int(uv.x * res), 0, res - 1);
int index_v = clamp(float_to_int(uv.y * res), 0, res - 1);
/* pdfs in V direction */
float2 cdf_last_u = kernel_tex_fetch(__light_background_conditional_cdf, index_v * (res + 1) + res);
float2 cdf_last_v = kernel_tex_fetch(__light_background_marginal_cdf, res);
float denom = cdf_last_u.x * cdf_last_v.x;
if(denom == 0.0f)
return 0.0f;
/* pdfs in U direction */
float2 cdf_u = kernel_tex_fetch(__light_background_conditional_cdf, index_v * (res + 1) + index_u);
float2 cdf_v = kernel_tex_fetch(__light_background_marginal_cdf, index_v);
float pdf = (cdf_u.x * cdf_v.x)/(M_2PI_F * M_PI_F * sin_theta * denom);
return pdf * kernel_data.integrator.pdf_lights;
}
#endif
/* Regular Light */
ccl_device float3 disk_light_sample(float3 v, float randu, float randv)
{
float3 ru, rv;
make_orthonormals(v, &ru, &rv);
to_unit_disk(&randu, &randv);
return ru*randu + rv*randv;
}
ccl_device float3 distant_light_sample(float3 D, float radius, float randu, float randv)
{
return normalize(D + disk_light_sample(D, randu, randv)*radius);
}
ccl_device float3 sphere_light_sample(float3 P, float3 center, float radius, float randu, float randv)
{
return disk_light_sample(normalize(P - center), randu, randv)*radius;
}
/* Uses the following paper:
*
* Carlos Urena et al.
* An Area-Preserving Parametrization for Spherical Rectangles.
*
* https://www.solidangle.com/research/egsr2013_spherical_rectangle.pdf
*/
ccl_device float3 area_light_sample(float3 P,
float3 light_p,
float3 axisu, float3 axisv,
float randu, float randv,
float *pdf)
{
/* In our name system we're using P for the center,
* which is o in the paper.
*/
float3 corner = light_p - axisu * 0.5f - axisv * 0.5f;
float axisu_len, axisv_len;
/* Compute local reference system R. */
float3 x = normalize_len(axisu, &axisu_len);
float3 y = normalize_len(axisv, &axisv_len);
float3 z = cross(x, y);
/* Compute rectangle coords in local reference system. */
float3 dir = corner - P;
float z0 = dot(dir, z);
/* Flip 'z' to make it point against Q. */
if(z0 > 0.0f) {
z *= -1.0f;
z0 *= -1.0f;
}
float z0sq = z0 * z0;
float x0 = dot(dir, x);
float y0 = dot(dir, y);
float x1 = x0 + axisu_len;
float y1 = y0 + axisv_len;
float y0sq = y0 * y0;
float y1sq = y1 * y1;
/* Create vectors to four vertices. */
float3 v00 = make_float3(x0, y0, z0);
float3 v01 = make_float3(x0, y1, z0);
float3 v10 = make_float3(x1, y0, z0);
float3 v11 = make_float3(x1, y1, z0);
/* Compute normals to edges. */
float3 n0 = normalize(cross(v00, v10));
float3 n1 = normalize(cross(v10, v11));
float3 n2 = normalize(cross(v11, v01));
float3 n3 = normalize(cross(v01, v00));
/* Compute internal angles (gamma_i). */
float g0 = acosf(-dot(n0, n1));
float g1 = acosf(-dot(n1, n2));
float g2 = acosf(-dot(n2, n3));
float g3 = acosf(-dot(n3, n0));
/* Compute predefined constants. */
float b0 = n0.z;
float b1 = n2.z;
float b0sq = b0 * b0;
float k = M_2PI_F - g2 - g3;
/* Compute solid angle from internal angles. */
float S = g0 + g1 - k;
/* Compute cu. */
float au = randu * S + k;
float fu = (cosf(au) * b0 - b1) / sinf(au);
float cu = 1.0f / sqrtf(fu * fu + b0sq) * (fu > 0.0f ? 1.0f : -1.0f);
cu = clamp(cu, -1.0f, 1.0f);
/* Compute xu. */
float xu = -(cu * z0) / sqrtf(1.0f - cu * cu);
xu = clamp(xu, x0, x1);
/* Compute yv. */
float d = sqrtf(xu * xu + z0sq);
float h0 = y0 / sqrtf(d * d + y0sq);
float h1 = y1 / sqrtf(d * d + y1sq);
float hv = h0 + randv * (h1 - h0), hv2 = hv * hv;
float yv = (hv2 < 1.0f - 1e-6f) ? (hv * d) / sqrtf(1.0f - hv2) : y1;
*pdf = 1.0f / S;
/* Transform (xu, yv, z0) to world coords. */
return P + xu * x + yv * y + z0 * z;
}
/* TODO(sergey): This is actually a duplicated code from above, but how to avoid
* this without having some nasty function with loads of parameters?
*/
ccl_device float area_light_pdf(float3 P,
float3 light_p,
float3 axisu, float3 axisv)
{
/* In our name system we're using P for the center,
* which is o in the paper.
*/
float3 corner = light_p - axisu * 0.5f - axisv * 0.5f;
float axisu_len, axisv_len;
/* Compute local reference system R. */
float3 x = normalize_len(axisu, &axisu_len);
float3 y = normalize_len(axisv, &axisv_len);
float3 z = cross(x, y);
/* Compute rectangle coords in local reference system. */
float3 dir = corner - P;
float z0 = dot(dir, z);
/* Flip 'z' to make it point against Q. */
if(z0 > 0.0f) {
z *= -1.0f;
z0 *= -1.0f;
}
float x0 = dot(dir, x);
float y0 = dot(dir, y);
float x1 = x0 + axisu_len;
float y1 = y0 + axisv_len;
/* Create vectors to four vertices. */
float3 v00 = make_float3(x0, y0, z0);
float3 v01 = make_float3(x0, y1, z0);
float3 v10 = make_float3(x1, y0, z0);
float3 v11 = make_float3(x1, y1, z0);
/* Compute normals to edges. */
float3 n0 = normalize(cross(v00, v10));
float3 n1 = normalize(cross(v10, v11));
float3 n2 = normalize(cross(v11, v01));
float3 n3 = normalize(cross(v01, v00));
/* Compute internal angles (gamma_i). */
float g0 = acosf(-dot(n0, n1));
float g1 = acosf(-dot(n1, n2));
float g2 = acosf(-dot(n2, n3));
float g3 = acosf(-dot(n3, n0));
/* Compute predefined constants. */
float k = M_2PI_F - g2 - g3;
/* Compute solid angle from internal angles. */
float S = g0 + g1 - k;
2014-11-08 12:28:40 +00:00
return 1.0f / S;
}
ccl_device float spot_light_attenuation(float4 data1, float4 data2, LightSample *ls)
{
float3 dir = make_float3(data2.y, data2.z, data2.w);
float3 I = ls->Ng;
float spot_angle = data1.w;
float spot_smooth = data2.x;
float attenuation = dot(dir, I);
if(attenuation <= spot_angle) {
attenuation = 0.0f;
}
else {
float t = attenuation - spot_angle;
if(t < spot_smooth && spot_smooth != 0.0f)
attenuation *= smoothstepf(t/spot_smooth);
}
return attenuation;
}
ccl_device float lamp_light_pdf(KernelGlobals *kg, const float3 Ng, const float3 I, float t)
{
float cos_pi = dot(Ng, I);
if(cos_pi <= 0.0f)
return 0.0f;
return t*t/cos_pi;
}
ccl_device void lamp_light_sample(KernelGlobals *kg, int lamp,
float randu, float randv, float3 P, LightSample *ls)
{
float4 data0 = kernel_tex_fetch(__light_data, lamp*LIGHT_SIZE + 0);
float4 data1 = kernel_tex_fetch(__light_data, lamp*LIGHT_SIZE + 1);
LightType type = (LightType)__float_as_int(data0.x);
ls->type = type;
ls->shader = __float_as_int(data1.x);
ls->object = PRIM_NONE;
ls->prim = PRIM_NONE;
ls->lamp = lamp;
ls->u = randu;
ls->v = randv;
if(type == LIGHT_DISTANT) {
/* distant light */
float3 lightD = make_float3(data0.y, data0.z, data0.w);
float3 D = lightD;
float radius = data1.y;
float invarea = data1.w;
if(radius > 0.0f)
D = distant_light_sample(D, radius, randu, randv);
ls->P = D;
ls->Ng = D;
ls->D = -D;
ls->t = FLT_MAX;
float costheta = dot(lightD, D);
ls->pdf = invarea/(costheta*costheta*costheta);
ls->eval_fac = ls->pdf*kernel_data.integrator.inv_pdf_lights;
}
#ifdef __BACKGROUND_MIS__
else if(type == LIGHT_BACKGROUND) {
/* infinite area light (e.g. light dome or env light) */
float3 D = background_light_sample(kg, randu, randv, &ls->pdf);
ls->P = D;
ls->Ng = D;
ls->D = -D;
ls->t = FLT_MAX;
2012-06-04 17:17:10 +00:00
ls->eval_fac = 1.0f;
}
#endif
else {
ls->P = make_float3(data0.y, data0.z, data0.w);
if(type == LIGHT_POINT || type == LIGHT_SPOT) {
float radius = data1.y;
2012-06-04 17:17:10 +00:00
if(radius > 0.0f)
/* sphere light */
ls->P += sphere_light_sample(P, ls->P, radius, randu, randv);
2012-06-04 17:17:10 +00:00
ls->D = normalize_len(ls->P - P, &ls->t);
ls->Ng = -ls->D;
2012-06-04 17:17:10 +00:00
float invarea = data1.z;
ls->eval_fac = (0.25f*M_1_PI_F)*invarea;
ls->pdf = invarea;
2012-06-04 17:17:10 +00:00
if(type == LIGHT_SPOT) {
2013-07-17 21:25:44 +00:00
/* spot light attenuation */
float4 data2 = kernel_tex_fetch(__light_data, lamp*LIGHT_SIZE + 2);
ls->eval_fac *= spot_light_attenuation(data1, data2, ls);
2012-06-04 17:17:10 +00:00
}
ls->pdf *= lamp_light_pdf(kg, ls->Ng, -ls->D, ls->t);
}
else {
/* area light */
float4 data2 = kernel_tex_fetch(__light_data, lamp*LIGHT_SIZE + 2);
float4 data3 = kernel_tex_fetch(__light_data, lamp*LIGHT_SIZE + 3);
float3 axisu = make_float3(data1.y, data1.z, data1.w);
float3 axisv = make_float3(data2.y, data2.z, data2.w);
float3 D = make_float3(data3.y, data3.z, data3.w);
ls->P = area_light_sample(P, ls->P,
axisu, axisv,
randu, randv,
&ls->pdf);
ls->Ng = D;
ls->D = normalize_len(ls->P - P, &ls->t);
float invarea = data2.x;
ls->eval_fac = 0.25f*invarea;
if(dot(ls->D, D) > 0.0f)
ls->pdf = 0.0f;
}
ls->eval_fac *= kernel_data.integrator.inv_pdf_lights;
}
}
ccl_device bool lamp_light_eval(KernelGlobals *kg, int lamp, float3 P, float3 D, float t, LightSample *ls)
{
float4 data0 = kernel_tex_fetch(__light_data, lamp*LIGHT_SIZE + 0);
float4 data1 = kernel_tex_fetch(__light_data, lamp*LIGHT_SIZE + 1);
LightType type = (LightType)__float_as_int(data0.x);
ls->type = type;
ls->shader = __float_as_int(data1.x);
ls->object = PRIM_NONE;
ls->prim = PRIM_NONE;
ls->lamp = lamp;
/* todo: missing texture coordinates */
ls->u = 0.0f;
ls->v = 0.0f;
if(!(ls->shader & SHADER_USE_MIS))
return false;
if(type == LIGHT_DISTANT) {
/* distant light */
float radius = data1.y;
if(radius == 0.0f)
return false;
if(t != FLT_MAX)
return false;
/* a distant light is infinitely far away, but equivalent to a disk
* shaped light exactly 1 unit away from the current shading point.
*
* radius t^2/cos(theta)
* <----------> t = sqrt(1^2 + tan(theta)^2)
* tan(th) area = radius*radius*pi
* <----->
* \ | (1 + tan(theta)^2)/cos(theta)
* \ | (1 + tan(acos(cos(theta)))^2)/cos(theta)
* t \th| 1 simplifies to
* \-| 1/(cos(theta)^3)
* \| magic!
* P
*/
float3 lightD = make_float3(data0.y, data0.z, data0.w);
float costheta = dot(-lightD, D);
float cosangle = data1.z;
if(costheta < cosangle)
return false;
ls->P = -D;
ls->Ng = -D;
ls->D = D;
ls->t = FLT_MAX;
/* compute pdf */
float invarea = data1.w;
ls->pdf = invarea/(costheta*costheta*costheta);
ls->eval_fac = ls->pdf;
}
else if(type == LIGHT_POINT || type == LIGHT_SPOT) {
float3 lightP = make_float3(data0.y, data0.z, data0.w);
float radius = data1.y;
/* sphere light */
if(radius == 0.0f)
return false;
if(!ray_aligned_disk_intersect(P, D, t,
lightP, radius, &ls->P, &ls->t))
return false;
ls->Ng = -D;
ls->D = D;
float invarea = data1.z;
ls->eval_fac = (0.25f*M_1_PI_F)*invarea;
ls->pdf = invarea;
if(type == LIGHT_SPOT) {
/* spot light attenuation */
float4 data2 = kernel_tex_fetch(__light_data, lamp*LIGHT_SIZE + 2);
ls->eval_fac *= spot_light_attenuation(data1, data2, ls);
if(ls->eval_fac == 0.0f)
return false;
}
/* compute pdf */
if(ls->t != FLT_MAX)
ls->pdf *= lamp_light_pdf(kg, ls->Ng, -ls->D, ls->t);
}
else if(type == LIGHT_AREA) {
/* area light */
float4 data2 = kernel_tex_fetch(__light_data, lamp*LIGHT_SIZE + 2);
float4 data3 = kernel_tex_fetch(__light_data, lamp*LIGHT_SIZE + 3);
float invarea = data2.x;
if(invarea == 0.0f)
return false;
float3 axisu = make_float3(data1.y, data1.z, data1.w);
float3 axisv = make_float3(data2.y, data2.z, data2.w);
float3 Ng = make_float3(data3.y, data3.z, data3.w);
/* one sided */
if(dot(D, Ng) >= 0.0f)
return false;
ls->P = make_float3(data0.y, data0.z, data0.w);
if(!ray_quad_intersect(P, D, t,
ls->P, axisu, axisv, &ls->P, &ls->t))
return false;
ls->D = D;
ls->Ng = Ng;
ls->pdf = area_light_pdf(P, ls->P, axisu, axisv);
ls->eval_fac = 0.25f*invarea;
}
else
return false;
return true;
}
/* Triangle Light */
ccl_device void object_transform_light_sample(KernelGlobals *kg, LightSample *ls, int object, float time)
{
#ifdef __INSTANCING__
/* instance transform */
if(object >= 0) {
#ifdef __OBJECT_MOTION__
Transform itfm;
Transform tfm = object_fetch_transform_motion_test(kg, object, time, &itfm);
#else
Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
#endif
ls->P = transform_point(&tfm, ls->P);
ls->Ng = normalize(transform_direction(&tfm, ls->Ng));
}
#endif
}
ccl_device void triangle_light_sample(KernelGlobals *kg, int prim, int object,
float randu, float randv, float time, LightSample *ls)
{
float u, v;
/* compute random point in triangle */
randu = sqrtf(randu);
u = 1.0f - randu;
v = randv*randu;
/* triangle, so get position, normal, shader */
triangle_point_normal(kg, object, prim, u, v, &ls->P, &ls->Ng, &ls->shader);
ls->object = object;
ls->prim = prim;
ls->lamp = LAMP_NONE;
ls->shader |= SHADER_USE_MIS;
ls->t = 0.0f;
ls->u = u;
ls->v = v;
ls->type = LIGHT_TRIANGLE;
ls->eval_fac = 1.0f;
object_transform_light_sample(kg, ls, object, time);
}
ccl_device float triangle_light_pdf(KernelGlobals *kg,
const float3 Ng, const float3 I, float t)
{
float pdf = kernel_data.integrator.pdf_triangles;
float cos_pi = fabsf(dot(Ng, I));
if(cos_pi == 0.0f)
return 0.0f;
return t*t*pdf/cos_pi;
}
/* Light Distribution */
ccl_device int light_distribution_sample(KernelGlobals *kg, float randt)
{
/* this is basically std::upper_bound as used by pbrt, to find a point light or
2012-06-09 17:22:52 +00:00
* triangle to emit from, proportional to area. a good improvement would be to
* also sample proportional to power, though it's not so well defined with
* OSL shaders. */
int first = 0;
int len = kernel_data.integrator.num_distribution + 1;
while(len > 0) {
int half_len = len >> 1;
int middle = first + half_len;
if(randt < kernel_tex_fetch(__light_distribution, middle).x) {
len = half_len;
}
else {
first = middle + 1;
len = len - half_len - 1;
}
}
/* clamping should not be needed but float rounding errors seem to
* make this fail on rare occasions */
return clamp(first-1, 0, kernel_data.integrator.num_distribution-1);
}
/* Generic Light */
ccl_device bool light_select_reached_max_bounces(KernelGlobals *kg, int index, int bounce)
{
float4 data4 = kernel_tex_fetch(__light_data, index*LIGHT_SIZE + 4);
return (bounce > __float_as_int(data4.x));
}
ccl_device void light_sample(KernelGlobals *kg, float randt, float randu, float randv, float time, float3 P, int bounce, LightSample *ls)
{
/* sample index */
int index = light_distribution_sample(kg, randt);
/* fetch light data */
float4 l = kernel_tex_fetch(__light_distribution, index);
int prim = __float_as_int(l.y);
if(prim >= 0) {
int object = __float_as_int(l.w);
int shader_flag = __float_as_int(l.z);
triangle_light_sample(kg, prim, object, randu, randv, time, ls);
/* compute incoming direction, distance and pdf */
ls->D = normalize_len(ls->P - P, &ls->t);
ls->pdf = triangle_light_pdf(kg, ls->Ng, -ls->D, ls->t);
ls->shader |= shader_flag;
}
else {
int lamp = -prim-1;
if(UNLIKELY(light_select_reached_max_bounces(kg, lamp, bounce))) {
ls->pdf = 0.0f;
return;
}
lamp_light_sample(kg, lamp, randu, randv, P, ls);
}
}
ccl_device int light_select_num_samples(KernelGlobals *kg, int index)
{
float4 data3 = kernel_tex_fetch(__light_data, index*LIGHT_SIZE + 3);
return __float_as_int(data3.x);
}
CCL_NAMESPACE_END