forked from bartvdbraak/blender
da376e0237
Cycles uses code from some great open source projects, many thanks them: * BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs": http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ * Open Shading Language for a large part of the shading system: http://code.google.com/p/openshadinglanguage/ * Blender for procedural textures and a few other nodes. * Approximate Catmull Clark subdivision from NVidia Mesh tools: http://code.google.com/p/nvidia-mesh-tools/ * Sobol direction vectors from: http://web.maths.unsw.edu.au/~fkuo/sobol/ * Film response functions from: http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
197 lines
5.2 KiB
C
197 lines
5.2 KiB
C
/*
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* Parts adapted from Open Shading Language with this license:
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*
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* Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
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* All Rights Reserved.
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*
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* Modifications Copyright 2011, Blender Foundation.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of Sony Pictures Imageworks nor the names of its
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* contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef __KERNEL_MONTECARLO_CL__
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#define __KERNEL_MONTECARLO_CL__
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CCL_NAMESPACE_BEGIN
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/// Given values x and y on [0,1], convert them in place to values on
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/// [-1,1] uniformly distributed over a unit sphere. This code is
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/// derived from Peter Shirley, "Realistic Ray Tracing", p. 103.
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__device void to_unit_disk(float *x, float *y)
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{
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float r, phi;
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float a = 2.0f * (*x) - 1.0f;
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float b = 2.0f * (*y) - 1.0f;
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if(a > -b) {
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if(a > b) {
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r = a;
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phi = M_PI_4_F *(b/a);
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} else {
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r = b;
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phi = M_PI_4_F *(2.0f - a/b);
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}
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} else {
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if(a < b) {
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r = -a;
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phi = M_PI_4_F *(4.0f + b/a);
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} else {
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r = -b;
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if(b != 0.0f)
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phi = M_PI_4_F *(6.0f - a/b);
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else
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phi = 0.0f;
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}
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}
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*x = r * cosf(phi);
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*y = r * sinf(phi);
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}
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__device_inline void make_orthonormals(const float3 N, float3 *a, float3 *b)
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{
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if(N.x != N.y || N.x != N.z)
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*a = make_float3(N.z-N.y, N.x-N.z, N.y-N.x); //(1,1,1)x N
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else
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*a = make_float3(N.z-N.y, N.x+N.z, -N.y-N.x); //(-1,1,1)x N
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*a = normalize(*a);
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*b = cross(N, *a);
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}
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__device void make_orthonormals_tangent(const float3 N, const float3 T, float3 *a, float3 *b)
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{
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*b = cross(N, T);
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*a = cross(*b, N);
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}
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__device_inline void sample_cos_hemisphere(const float3 N,
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float randu, float randv, float3 *omega_in, float *pdf)
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{
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// Default closure BSDF implementation: uniformly sample
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// cosine-weighted hemisphere above the point.
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to_unit_disk(&randu, &randv);
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float costheta = sqrtf(max(1.0f - randu * randu - randv * randv, 0.0f));
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float3 T, B;
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make_orthonormals(N, &T, &B);
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*omega_in = randu * T + randv * B + costheta * N;
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*pdf = costheta *M_1_PI_F;
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}
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__device_inline void sample_uniform_hemisphere(const float3 N,
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float randu, float randv,
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float3 *omega_in, float *pdf)
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{
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float z = randu;
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float r = sqrtf(max(0.f, 1.f - z*z));
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float phi = 2.f * M_PI_F * randv;
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float x = r * cosf(phi);
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float y = r * sinf(phi);
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float3 T, B;
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make_orthonormals (N, &T, &B);
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*omega_in = x * T + y * B + z * N;
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*pdf = 0.5f * M_1_PI_F;
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}
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__device float3 sample_uniform_sphere(float u1, float u2)
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{
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float z = 1.0f - 2.0f*u1;
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float r = sqrtf(fmaxf(0.0f, 1.0f - z*z));
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float phi = 2.0f*M_PI_F*u2;
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float x = r*cosf(phi);
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float y = r*sinf(phi);
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return make_float3(x, y, z);
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}
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__device float power_heuristic(float a, float b)
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{
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return (a*a)/(a*a + b*b);
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}
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__device float2 concentric_sample_disk(float u1, float u2)
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{
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float r, theta;
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// Map uniform random numbers to $[-1,1]^2$
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float sx = 2 * u1 - 1;
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float sy = 2 * u2 - 1;
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// Map square to $(r,\theta)$
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// Handle degeneracy at the origin
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if(sx == 0.0f && sy == 0.0f) {
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return make_float2(0.0f, 0.0f);
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}
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if(sx >= -sy) {
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if(sx > sy) {
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// Handle first region of disk
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r = sx;
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if(sy > 0.0f) theta = sy/r;
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else theta = 8.0f + sy/r;
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}
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else {
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// Handle second region of disk
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r = sy;
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theta = 2.0f - sx/r;
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}
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}
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else {
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if(sx <= sy) {
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// Handle third region of disk
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r = -sx;
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theta = 4.0f - sy/r;
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}
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else {
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// Handle fourth region of disk
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r = -sy;
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theta = 6.0f + sx/r;
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}
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}
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theta *= M_PI_4_F;
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return make_float2(r * cosf(theta), r * sinf(theta));
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}
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/* Spherical coordinates <-> Cartesion direction */
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__device float2 direction_to_spherical(float3 dir)
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{
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float theta = acosf(dir.z);
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float phi = atan2f(dir.x, dir.y);
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return make_float2(theta, phi);
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}
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__device float3 spherical_to_direction(float theta, float phi)
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{
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return make_float3(
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sinf(theta)*cosf(phi),
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sinf(theta)*sinf(phi),
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cosf(theta));
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}
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CCL_NAMESPACE_END
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#endif /* __KERNEL_MONTECARLO_CL__ */
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