forked from bartvdbraak/blender
Brecht Van Lommel
0780f5915b
Transparent objects could become subtly visible by the different sampling patterns for pixels covered and not covered by the object. It still converged to the right solution but that can take a while. Now we try to use the same sampling pattern here.
177 lines
5.2 KiB
C
177 lines
5.2 KiB
C
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License
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*/
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CCL_NAMESPACE_BEGIN
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ccl_device_inline void path_state_init(KernelGlobals *kg, PathState *state, RNG *rng, int sample)
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{
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state->flag = PATH_RAY_CAMERA|PATH_RAY_SINGULAR|PATH_RAY_MIS_SKIP;
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state->rng_offset = PRNG_BASE_NUM;
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state->sample = sample;
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#ifdef __CMJ__
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state->num_samples = kernel_data.integrator.aa_samples;
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#else
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state->num_samples = 0;
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#endif
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state->bounce = 0;
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state->diffuse_bounce = 0;
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state->glossy_bounce = 0;
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state->transmission_bounce = 0;
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state->transparent_bounce = 0;
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state->min_ray_pdf = FLT_MAX;
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state->ray_pdf = 0.0f;
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#ifdef __LAMP_MIS__
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state->ray_t = 0.0f;
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#endif
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#ifdef __VOLUME__
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state->volume_bounce = 0;
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if(kernel_data.integrator.use_volumes) {
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/* initialize volume stack with volume we are inside of */
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kernel_volume_stack_init(kg, state->volume_stack);
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/* seed RNG for cases where we can't use stratified samples */
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state->rng_congruential = lcg_init(*rng + sample*0x51633e2d);
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}
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else {
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state->volume_stack[0].shader = SHADER_NONE;
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}
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#endif
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}
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ccl_device_inline void path_state_next(KernelGlobals *kg, PathState *state, int label)
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{
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/* ray through transparent keeps same flags from previous ray and is
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* not counted as a regular bounce, transparent has separate max */
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if(label & LABEL_TRANSPARENT) {
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state->flag |= PATH_RAY_TRANSPARENT;
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state->transparent_bounce++;
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/* don't increase random number generator offset here, to avoid some
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* unwanted patterns, see path_state_rng_1D_for_decision */
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if(!kernel_data.integrator.transparent_shadows)
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state->flag |= PATH_RAY_MIS_SKIP;
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return;
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}
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state->bounce++;
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#ifdef __VOLUME__
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if(label & LABEL_VOLUME_SCATTER) {
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/* volume scatter */
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state->flag |= PATH_RAY_VOLUME_SCATTER;
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state->flag &= ~(PATH_RAY_REFLECT|PATH_RAY_TRANSMIT|PATH_RAY_CAMERA|PATH_RAY_TRANSPARENT|PATH_RAY_DIFFUSE|PATH_RAY_GLOSSY|PATH_RAY_SINGULAR|PATH_RAY_MIS_SKIP);
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state->volume_bounce++;
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}
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else
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#endif
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{
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/* surface reflection/transmission */
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if(label & LABEL_REFLECT) {
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state->flag |= PATH_RAY_REFLECT;
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state->flag &= ~(PATH_RAY_TRANSMIT|PATH_RAY_VOLUME_SCATTER|PATH_RAY_CAMERA|PATH_RAY_TRANSPARENT);
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if(label & LABEL_DIFFUSE)
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state->diffuse_bounce++;
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else
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state->glossy_bounce++;
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}
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else {
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kernel_assert(label & LABEL_TRANSMIT);
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state->flag |= PATH_RAY_TRANSMIT;
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state->flag &= ~(PATH_RAY_REFLECT|PATH_RAY_VOLUME_SCATTER|PATH_RAY_CAMERA|PATH_RAY_TRANSPARENT);
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state->transmission_bounce++;
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}
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/* diffuse/glossy/singular */
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if(label & LABEL_DIFFUSE) {
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state->flag |= PATH_RAY_DIFFUSE|PATH_RAY_DIFFUSE_ANCESTOR;
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state->flag &= ~(PATH_RAY_GLOSSY|PATH_RAY_SINGULAR|PATH_RAY_MIS_SKIP);
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}
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else if(label & LABEL_GLOSSY) {
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state->flag |= PATH_RAY_GLOSSY|PATH_RAY_GLOSSY_ANCESTOR;
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state->flag &= ~(PATH_RAY_DIFFUSE|PATH_RAY_SINGULAR|PATH_RAY_MIS_SKIP);
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}
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else {
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kernel_assert(label & LABEL_SINGULAR);
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state->flag |= PATH_RAY_GLOSSY|PATH_RAY_SINGULAR|PATH_RAY_MIS_SKIP;
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state->flag &= ~PATH_RAY_DIFFUSE;
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}
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}
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/* random number generator next bounce */
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state->rng_offset += PRNG_BOUNCE_NUM;
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}
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ccl_device_inline uint path_state_ray_visibility(KernelGlobals *kg, PathState *state)
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{
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uint flag = state->flag & PATH_RAY_ALL_VISIBILITY;
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/* for visibility, diffuse/glossy are for reflection only */
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if(flag & PATH_RAY_TRANSMIT)
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flag &= ~(PATH_RAY_DIFFUSE|PATH_RAY_GLOSSY);
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/* todo: this is not supported as its own ray visibility yet */
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if(state->flag & PATH_RAY_VOLUME_SCATTER)
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flag |= PATH_RAY_DIFFUSE;
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/* for camera visibility, use render layer flags */
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if(flag & PATH_RAY_CAMERA)
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flag |= kernel_data.integrator.layer_flag;
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return flag;
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}
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ccl_device_inline float path_state_terminate_probability(KernelGlobals *kg, PathState *state, const float3 throughput)
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{
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if(state->flag & PATH_RAY_TRANSPARENT) {
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/* transparent rays treated separately */
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if(state->transparent_bounce >= kernel_data.integrator.transparent_max_bounce)
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return 0.0f;
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else if(state->transparent_bounce <= kernel_data.integrator.transparent_min_bounce)
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return 1.0f;
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}
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else {
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/* other rays */
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if((state->bounce >= kernel_data.integrator.max_bounce) ||
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(state->diffuse_bounce >= kernel_data.integrator.max_diffuse_bounce) ||
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(state->glossy_bounce >= kernel_data.integrator.max_glossy_bounce) ||
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#ifdef __VOLUME__
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(state->volume_bounce >= kernel_data.integrator.max_volume_bounce) ||
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#endif
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(state->transmission_bounce >= kernel_data.integrator.max_transmission_bounce))
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{
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return 0.0f;
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}
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else if(state->bounce <= kernel_data.integrator.min_bounce) {
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return 1.0f;
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}
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}
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/* probalistic termination */
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return average(throughput); /* todo: try using max here */
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}
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CCL_NAMESPACE_END
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