blender/intern/cycles/kernel/light/sample.h
Weizhen Huang 0c9ce4ba4f Refactor: handle MIS weight in lower-level functions
it is difficult to keep in mind when MIS weight is needed, better to
handle this logic in the lower-level functions.
This reduces code duplication in many places.
2024-04-17 18:49:00 +02:00

543 lines
19 KiB
C

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "kernel/integrator/path_state.h"
#include "kernel/integrator/surface_shader.h"
#include "kernel/light/distribution.h"
#include "kernel/light/light.h"
#ifdef __LIGHT_TREE__
# include "kernel/light/tree.h"
#endif
#include "kernel/sample/mapping.h"
#include "kernel/sample/mis.h"
CCL_NAMESPACE_BEGIN
/* Evaluate shader on light. */
ccl_device_noinline_cpu Spectrum
light_sample_shader_eval(KernelGlobals kg,
IntegratorState state,
ccl_private ShaderData *ccl_restrict emission_sd,
ccl_private LightSample *ccl_restrict ls,
float time)
{
/* setup shading at emitter */
Spectrum eval = zero_spectrum();
if (surface_shader_constant_emission(kg, ls->shader, &eval)) {
if ((ls->prim != PRIM_NONE) && dot(ls->Ng, ls->D) > 0.0f) {
ls->Ng = -ls->Ng;
}
}
else {
/* Setup shader data and call surface_shader_eval once, better
* for GPU coherence and compile times. */
PROFILING_INIT_FOR_SHADER(kg, PROFILING_SHADE_LIGHT_SETUP);
if (ls->type == LIGHT_BACKGROUND) {
shader_setup_from_background(kg, emission_sd, ls->P, ls->D, time);
}
else {
shader_setup_from_sample(kg,
emission_sd,
ls->P,
ls->Ng,
-ls->D,
ls->shader,
ls->object,
ls->prim,
ls->u,
ls->v,
ls->t,
time,
false,
ls->lamp);
ls->Ng = emission_sd->Ng;
}
PROFILING_SHADER(emission_sd->object, emission_sd->shader);
PROFILING_EVENT(PROFILING_SHADE_LIGHT_EVAL);
/* No proper path flag, we're evaluating this for all closures. that's
* weak but we'd have to do multiple evaluations otherwise. */
surface_shader_eval<KERNEL_FEATURE_NODE_MASK_SURFACE_LIGHT>(
kg, state, emission_sd, NULL, PATH_RAY_EMISSION);
/* Evaluate closures. */
if (ls->type == LIGHT_BACKGROUND) {
eval = surface_shader_background(emission_sd);
}
else {
eval = surface_shader_emission(emission_sd);
}
}
eval *= ls->eval_fac;
if (ls->lamp != LAMP_NONE) {
ccl_global const KernelLight *klight = &kernel_data_fetch(lights, ls->lamp);
eval *= rgb_to_spectrum(
make_float3(klight->strength[0], klight->strength[1], klight->strength[2]));
}
return eval;
}
/* Early path termination of shadow rays. */
ccl_device_inline bool light_sample_terminate(KernelGlobals kg,
ccl_private BsdfEval *ccl_restrict eval,
const float rand_terminate)
{
if (bsdf_eval_is_zero(eval)) {
return true;
}
if (kernel_data.integrator.light_inv_rr_threshold > 0.0f) {
float probability = reduce_max(fabs(bsdf_eval_sum(eval))) *
kernel_data.integrator.light_inv_rr_threshold;
if (probability < 1.0f) {
if (rand_terminate >= probability) {
return true;
}
bsdf_eval_mul(eval, 1.0f / probability);
}
}
return false;
}
/* This function should be used to compute a modified ray start position for
* rays leaving from a surface. The algorithm slightly distorts flat surface
* of a triangle. Surface is lifted by amount h along normal n in the incident
* point. */
ccl_device_inline float3 shadow_ray_smooth_surface_offset(
KernelGlobals kg, ccl_private const ShaderData *ccl_restrict sd, float3 Ng)
{
float3 V[3], N[3];
if (sd->type == PRIMITIVE_MOTION_TRIANGLE) {
motion_triangle_vertices_and_normals(kg, sd->object, sd->prim, sd->time, V, N);
}
else {
kernel_assert(sd->type == PRIMITIVE_TRIANGLE);
triangle_vertices_and_normals(kg, sd->prim, V, N);
}
const float u = 1.0f - sd->u - sd->v;
const float v = sd->u;
const float w = sd->v;
float3 P = V[0] * u + V[1] * v + V[2] * w; /* Local space */
float3 n = N[0] * u + N[1] * v + N[2] * w; /* We get away without normalization */
if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
object_dir_transform(kg, sd, &n); /* Normal x scale, to world space */
}
/* Parabolic approximation */
float a = dot(N[2] - N[0], V[0] - V[2]);
float b = dot(N[2] - N[1], V[1] - V[2]);
float c = dot(N[1] - N[0], V[1] - V[0]);
float h = a * u * (u - 1) + (a + b + c) * u * v + b * v * (v - 1);
/* Check flipped normals */
if (dot(n, Ng) > 0) {
/* Local linear envelope */
float h0 = max(max(dot(V[1] - V[0], N[0]), dot(V[2] - V[0], N[0])), 0.0f);
float h1 = max(max(dot(V[0] - V[1], N[1]), dot(V[2] - V[1], N[1])), 0.0f);
float h2 = max(max(dot(V[0] - V[2], N[2]), dot(V[1] - V[2], N[2])), 0.0f);
h0 = max(dot(V[0] - P, N[0]) + h0, 0.0f);
h1 = max(dot(V[1] - P, N[1]) + h1, 0.0f);
h2 = max(dot(V[2] - P, N[2]) + h2, 0.0f);
h = max(min(min(h0, h1), h2), h * 0.5f);
}
else {
float h0 = max(max(dot(V[0] - V[1], N[0]), dot(V[0] - V[2], N[0])), 0.0f);
float h1 = max(max(dot(V[1] - V[0], N[1]), dot(V[1] - V[2], N[1])), 0.0f);
float h2 = max(max(dot(V[2] - V[0], N[2]), dot(V[2] - V[1], N[2])), 0.0f);
h0 = max(dot(P - V[0], N[0]) + h0, 0.0f);
h1 = max(dot(P - V[1], N[1]) + h1, 0.0f);
h2 = max(dot(P - V[2], N[2]) + h2, 0.0f);
h = min(-min(min(h0, h1), h2), h * 0.5f);
}
return n * h;
}
/* Ray offset to avoid shadow terminator artifact. */
ccl_device_inline float3 shadow_ray_offset(KernelGlobals kg,
ccl_private const ShaderData *ccl_restrict sd,
float3 L,
ccl_private bool *r_skip_self)
{
float3 P = sd->P;
if ((sd->type & PRIMITIVE_TRIANGLE) && (sd->shader & SHADER_SMOOTH_NORMAL)) {
const float offset_cutoff =
kernel_data_fetch(objects, sd->object).shadow_terminator_geometry_offset;
/* Do ray offset (heavy stuff) only for close to be terminated triangles:
* offset_cutoff = 0.1f means that 10-20% of rays will be affected. Also
* make a smooth transition near the threshold. */
if (offset_cutoff > 0.0f) {
float NL = dot(sd->N, L);
const bool transmit = (NL < 0.0f);
if (NL < 0) {
NL = -NL;
}
const float3 Ng = (transmit ? -sd->Ng : sd->Ng);
const float NgL = dot(Ng, L);
const float offset_amount = (NL < offset_cutoff) ?
clamp(2.0f - (NgL + NL) / offset_cutoff, 0.0f, 1.0f) :
clamp(1.0f - NgL / offset_cutoff, 0.0f, 1.0f);
if (offset_amount > 0.0f) {
P += shadow_ray_smooth_surface_offset(kg, sd, Ng) * offset_amount;
/* Only skip self intersections if light direction and geometric normal point in the same
* direction, otherwise we're meant to hit this surface. */
*r_skip_self = (NgL > 0.0f);
}
}
}
return P;
}
ccl_device_inline void shadow_ray_setup(ccl_private const ShaderData *ccl_restrict sd,
ccl_private const LightSample *ccl_restrict ls,
const float3 P,
ccl_private Ray *ray,
const bool skip_self)
{
if (ls->shader & SHADER_CAST_SHADOW) {
/* setup ray */
ray->P = P;
ray->tmin = 0.0f;
if (ls->t == FLT_MAX) {
/* distant light */
ray->D = ls->D;
ray->tmax = ls->t;
}
else {
/* other lights, avoid self-intersection */
ray->D = ls->P - P;
ray->D = normalize_len(ray->D, &ray->tmax);
}
}
else {
/* signal to not cast shadow ray */
ray->P = zero_float3();
ray->D = zero_float3();
ray->tmax = 0.0f;
}
ray->dP = differential_make_compact(sd->dP);
ray->dD = differential_zero_compact();
ray->time = sd->time;
/* Fill in intersection surface and light details. */
ray->self.object = (skip_self) ? sd->object : OBJECT_NONE;
ray->self.prim = (skip_self) ? sd->prim : PRIM_NONE;
ray->self.light_object = ls->object;
ray->self.light_prim = ls->prim;
ray->self.light = ls->lamp;
}
/* Create shadow ray towards light sample. */
ccl_device_inline void light_sample_to_surface_shadow_ray(
KernelGlobals kg,
ccl_private const ShaderData *ccl_restrict sd,
ccl_private const LightSample *ccl_restrict ls,
ccl_private Ray *ray)
{
bool skip_self = true;
const float3 P = shadow_ray_offset(kg, sd, ls->D, &skip_self);
shadow_ray_setup(sd, ls, P, ray, skip_self);
}
/* Create shadow ray towards light sample. */
ccl_device_inline void light_sample_to_volume_shadow_ray(
KernelGlobals kg,
ccl_private const ShaderData *ccl_restrict sd,
ccl_private const LightSample *ccl_restrict ls,
const float3 P,
ccl_private Ray *ray)
{
shadow_ray_setup(sd, ls, P, ray, false);
}
/* Multiple importance sampling weights. */
ccl_device_inline float light_sample_mis_weight_forward(KernelGlobals kg,
const float forward_pdf,
const float nee_pdf)
{
#ifdef WITH_CYCLES_DEBUG
if (kernel_data.integrator.direct_light_sampling_type == DIRECT_LIGHT_SAMPLING_FORWARD) {
return 1.0f;
}
else if (kernel_data.integrator.direct_light_sampling_type == DIRECT_LIGHT_SAMPLING_NEE) {
return 0.0f;
}
else
#endif
return power_heuristic(forward_pdf, nee_pdf);
}
ccl_device_inline float light_sample_mis_weight_nee(KernelGlobals kg,
const float nee_pdf,
const float forward_pdf)
{
#ifdef WITH_CYCLES_DEBUG
if (kernel_data.integrator.direct_light_sampling_type == DIRECT_LIGHT_SAMPLING_FORWARD) {
/* Return 0.0f to only account for the contribution in forward path tracing, unless when the
* light can not be forward sampled, in which case return 1.0f so it converges to the same
* result. */
return (forward_pdf == 0.0f);
}
else if (kernel_data.integrator.direct_light_sampling_type == DIRECT_LIGHT_SAMPLING_NEE) {
return 1.0f;
}
else
#endif
return power_heuristic(nee_pdf, forward_pdf);
}
/* Next event estimation sampling.
*
* Sample a position on a light in the scene, from a position on a surface or
* from a volume segment.
*
* Uses either a flat distribution or light tree. */
ccl_device_inline bool light_sample_from_volume_segment(KernelGlobals kg,
const float3 rand,
const float time,
const float3 P,
const float3 D,
const float t,
const int object_receiver,
const int bounce,
const uint32_t path_flag,
ccl_private LightSample *ls)
{
const int shader_flags = SD_BSDF_HAS_TRANSMISSION;
#ifdef __LIGHT_TREE__
if (kernel_data.integrator.use_light_tree) {
if (!light_tree_sample<true>(kg, rand.z, P, D, t, object_receiver, shader_flags, ls)) {
return false;
}
}
else
#endif
{
if (!light_distribution_sample(kg, rand.z, ls)) {
return false;
}
}
/* Sample position on the selected light. */
return light_sample<true>(
kg, rand, time, P, D, object_receiver, shader_flags, bounce, path_flag, ls);
}
ccl_device bool light_sample_from_position(KernelGlobals kg,
const float3 rand,
const float time,
const float3 P,
const float3 N,
const int object_receiver,
const int shader_flags,
const int bounce,
const uint32_t path_flag,
ccl_private LightSample *ls)
{
/* Randomly select a light. */
#ifdef __LIGHT_TREE__
if (kernel_data.integrator.use_light_tree) {
if (!light_tree_sample<false>(kg, rand.z, P, N, 0.0f, object_receiver, shader_flags, ls)) {
return false;
}
}
else
#endif
{
if (!light_distribution_sample(kg, rand.z, ls)) {
return false;
}
}
/* Sample position on the selected light. */
return light_sample<false>(
kg, rand, time, P, N, object_receiver, shader_flags, bounce, path_flag, ls);
}
/* Update light sample with new shading point position for MNEE. The position on the light is fixed
* except for directional light. */
ccl_device_forceinline void light_sample_update(KernelGlobals kg,
ccl_private LightSample *ls,
const float3 P,
const float3 N,
const uint32_t path_flag)
{
const ccl_global KernelLight *klight = &kernel_data_fetch(lights, ls->lamp);
if (ls->type == LIGHT_POINT) {
point_light_mnee_sample_update(klight, ls, P, N, path_flag);
}
else if (ls->type == LIGHT_SPOT) {
spot_light_mnee_sample_update(klight, ls, P, N, path_flag);
}
else if (ls->type == LIGHT_AREA) {
area_light_mnee_sample_update(klight, ls, P);
}
else {
/* Keep previous values. */
}
/* Re-apply already computed selection pdf. */
ls->pdf *= ls->pdf_selection;
}
/* Forward sampling.
*
* Multiple importance sampling weights for hitting surface, light or background
* through indirect light ray.
*
* The BSDF or phase pdf from the previous bounce was stored in mis_ray_pdf and
* is used for balancing with the light sampling pdf. */
ccl_device_inline float light_sample_mis_weight_forward_surface(KernelGlobals kg,
IntegratorState state,
const uint32_t path_flag,
const ccl_private ShaderData *sd)
{
bool has_mis = !(path_flag & PATH_RAY_MIS_SKIP) &&
(sd->flag & ((sd->flag & SD_BACKFACING) ? SD_MIS_BACK : SD_MIS_FRONT));
#ifdef __HAIR__
has_mis &= (sd->type & PRIMITIVE_TRIANGLE);
#endif
if (!has_mis) {
return 1.0f;
}
const float bsdf_pdf = INTEGRATOR_STATE(state, path, mis_ray_pdf);
const float t = sd->ray_length;
float pdf = triangle_light_pdf(kg, sd, t);
/* Light selection pdf. */
#ifdef __LIGHT_TREE__
if (kernel_data.integrator.use_light_tree) {
float3 ray_P = INTEGRATOR_STATE(state, ray, P);
const float dt = INTEGRATOR_STATE(state, ray, previous_dt);
const float3 N = INTEGRATOR_STATE(state, path, mis_origin_n);
uint lookup_offset = kernel_data_fetch(object_lookup_offset, sd->object);
uint prim_offset = kernel_data_fetch(object_prim_offset, sd->object);
uint triangle = kernel_data_fetch(triangle_to_tree, sd->prim - prim_offset + lookup_offset);
pdf *= light_tree_pdf(
kg, ray_P, N, dt, path_flag, sd->object, triangle, light_link_receiver_forward(kg, state));
}
else
#endif
{
/* Handled in triangle_light_pdf for efficiency. */
}
return light_sample_mis_weight_forward(kg, bsdf_pdf, pdf);
}
ccl_device_inline float light_sample_mis_weight_forward_lamp(KernelGlobals kg,
IntegratorState state,
const uint32_t path_flag,
const ccl_private LightSample *ls,
const float3 P)
{
if (path_flag & PATH_RAY_MIS_SKIP) {
return 1.0f;
}
const float mis_ray_pdf = INTEGRATOR_STATE(state, path, mis_ray_pdf);
float pdf = ls->pdf;
/* Light selection pdf. */
#ifdef __LIGHT_TREE__
if (kernel_data.integrator.use_light_tree) {
const float3 N = INTEGRATOR_STATE(state, path, mis_origin_n);
const float dt = INTEGRATOR_STATE(state, ray, previous_dt);
pdf *= light_tree_pdf(kg,
P,
N,
dt,
path_flag,
0,
kernel_data_fetch(light_to_tree, ls->lamp),
light_link_receiver_forward(kg, state));
}
else
#endif
{
pdf *= light_distribution_pdf_lamp(kg);
}
return light_sample_mis_weight_forward(kg, mis_ray_pdf, pdf);
}
ccl_device_inline float light_sample_mis_weight_forward_distant(KernelGlobals kg,
IntegratorState state,
const uint32_t path_flag,
const ccl_private LightSample *ls)
{
const float3 ray_P = INTEGRATOR_STATE(state, ray, P);
return light_sample_mis_weight_forward_lamp(kg, state, path_flag, ls, ray_P);
}
ccl_device_inline float light_sample_mis_weight_forward_background(KernelGlobals kg,
IntegratorState state,
const uint32_t path_flag)
{
/* Check if background light exists or if we should skip PDF. */
if (!kernel_data.background.use_mis || (path_flag & PATH_RAY_MIS_SKIP)) {
return 1.0f;
}
const float3 ray_P = INTEGRATOR_STATE(state, ray, P);
const float3 ray_D = INTEGRATOR_STATE(state, ray, D);
const float mis_ray_pdf = INTEGRATOR_STATE(state, path, mis_ray_pdf);
float pdf = background_light_pdf(kg, ray_P, ray_D);
/* Light selection pdf. */
#ifdef __LIGHT_TREE__
if (kernel_data.integrator.use_light_tree) {
const float3 N = INTEGRATOR_STATE(state, path, mis_origin_n);
const float dt = INTEGRATOR_STATE(state, ray, previous_dt);
uint light = kernel_data_fetch(light_to_tree, kernel_data.background.light_index);
pdf *= light_tree_pdf(
kg, ray_P, N, dt, path_flag, 0, light, light_link_receiver_forward(kg, state));
}
else
#endif
{
pdf *= light_distribution_pdf_lamp(kg);
}
return light_sample_mis_weight_forward(kg, mis_ray_pdf, pdf);
}
CCL_NAMESPACE_END