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
264 lines
7.1 KiB
C
264 lines
7.1 KiB
C
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "kernel_differential.h"
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#include "kernel_montecarlo.h"
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#include "kernel_triangle.h"
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#include "kernel_object.h"
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#ifdef __QBVH__
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#include "kernel_qbvh.h"
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#else
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#include "kernel_bvh.h"
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#endif
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#include "kernel_camera.h"
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#include "kernel_shader.h"
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#include "kernel_light.h"
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#include "kernel_emission.h"
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#include "kernel_random.h"
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CCL_NAMESPACE_BEGIN
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#ifdef __MODIFY_TP__
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__device float3 path_terminate_modified_throughput(KernelGlobals *kg, __global float3 *buffer, int x, int y, int pass)
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{
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/* modify throughput to influence path termination probability, to avoid
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darker regions receiving fewer samples than lighter regions. also RGB
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are weighted differently. proper validation still remains to be done. */
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const float3 weights = make_float3(1.0f, 1.33f, 0.66f);
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const float3 one = make_float3(1.0f, 1.0f, 1.0f);
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const int minpass = 5;
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const float minL = 0.1f;
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if(pass >= minpass) {
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float3 L = buffer[x + y*kernel_data.cam.width];
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float3 Lmin = make_float3(minL, minL, minL);
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float correct = (float)(pass+1)/(float)pass;
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L = film_map(L*correct, pass);
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return weights/clamp(L, Lmin, one);
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}
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return weights;
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}
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#endif
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__device float path_terminate_probability(KernelGlobals *kg, int bounce, const float3 throughput)
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{
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if(bounce >= kernel_data.integrator.maxbounce)
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return 0.0f;
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else if(bounce <= kernel_data.integrator.minbounce)
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return 1.0f;
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return average(throughput);
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}
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__device int path_flag_from_label(int path_flag, int label)
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{
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/* reflect/transmit */
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if(label & LABEL_REFLECT) {
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path_flag |= PATH_RAY_REFLECT;
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path_flag &= ~PATH_RAY_TRANSMIT;
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}
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else {
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kernel_assert(label & LABEL_TRANSMIT);
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path_flag |= PATH_RAY_TRANSMIT;
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path_flag &= ~PATH_RAY_REFLECT;
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}
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/* diffuse/glossy/singular */
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if(label & LABEL_DIFFUSE) {
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path_flag |= PATH_RAY_DIFFUSE;
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path_flag &= ~(PATH_RAY_GLOSSY|PATH_RAY_SINGULAR);
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}
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else if(label & LABEL_GLOSSY) {
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path_flag |= PATH_RAY_GLOSSY;
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path_flag &= ~(PATH_RAY_DIFFUSE|PATH_RAY_SINGULAR);
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}
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else {
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kernel_assert(label & (LABEL_SINGULAR|LABEL_STRAIGHT));
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path_flag |= PATH_RAY_SINGULAR;
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path_flag &= ~(PATH_RAY_DIFFUSE|PATH_RAY_GLOSSY);
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}
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/* ray through transparent is still camera ray */
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if(!(label & LABEL_STRAIGHT))
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path_flag &= ~PATH_RAY_CAMERA;
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return path_flag;
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}
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__device float3 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int pass, Ray ray, float3 throughput)
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{
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/* initialize */
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float3 L = make_float3(0.0f, 0.0f, 0.0f);
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#ifdef __EMISSION__
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float ray_pdf = 0.0f;
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#endif
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int path_flag = PATH_RAY_CAMERA|PATH_RAY_SINGULAR;
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int rng_offset = PRNG_BASE_NUM;
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/* path iteration */
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for(int bounce = 0; ; bounce++, rng_offset += PRNG_BOUNCE_NUM) {
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/* intersect scene */
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Intersection isect;
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if(!scene_intersect(kg, &ray, false, &isect)) {
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/* eval background shader if nothing hit */
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#ifdef __BACKGROUND__
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ShaderData sd;
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shader_setup_from_background(kg, &sd, &ray);
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L += throughput*shader_eval_background(kg, &sd, path_flag);
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shader_release(kg, &sd);
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#else
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L += throughputmake_float3(0.8f, 0.8f, 0.8f);
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#endif
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break;
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}
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/* setup shading */
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ShaderData sd;
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shader_setup_from_ray(kg, &sd, &isect, &ray);
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float rbsdf = path_rng(kg, rng, pass, rng_offset + PRNG_BSDF);
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shader_eval_surface(kg, &sd, rbsdf, path_flag);
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#ifdef __EMISSION__
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/* emission */
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if(kernel_data.integrator.use_emission) {
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if(sd.flag & SD_EMISSION)
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L += throughput*indirect_emission(kg, &sd, isect.t, path_flag, ray_pdf);
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/* sample illumination from lights to find path contribution */
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if((sd.flag & SD_BSDF_HAS_EVAL) &&
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bounce != kernel_data.integrator.maxbounce) {
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float light_t = path_rng(kg, rng, pass, rng_offset + PRNG_LIGHT);
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float light_o = path_rng(kg, rng, pass, rng_offset + PRNG_LIGHT_F);
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float light_u = path_rng(kg, rng, pass, rng_offset + PRNG_LIGHT_U);
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float light_v = path_rng(kg, rng, pass, rng_offset + PRNG_LIGHT_V);
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Ray light_ray;
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float3 light_L;
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if(direct_emission(kg, &sd, light_t, light_o, light_u, light_v, &light_ray, &light_L)) {
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/* trace shadow ray */
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if(!scene_intersect(kg, &light_ray, true, &isect))
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L += throughput*light_L;
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}
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}
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}
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#endif
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/* sample BSDF */
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float bsdf_pdf;
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float3 bsdf_eval;
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float3 bsdf_omega_in;
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differential3 bsdf_domega_in;
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float bsdf_u = path_rng(kg, rng, pass, rng_offset + PRNG_BSDF_U);
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float bsdf_v = path_rng(kg, rng, pass, rng_offset + PRNG_BSDF_V);
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int label;
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label = shader_bsdf_sample(kg, &sd, bsdf_u, bsdf_v, &bsdf_eval,
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&bsdf_omega_in, &bsdf_domega_in, &bsdf_pdf);
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shader_release(kg, &sd);
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if(bsdf_pdf == 0.0f || is_zero(bsdf_eval))
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break;
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/* modify throughput */
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throughput *= bsdf_eval/bsdf_pdf;
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/* set labels */
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#ifdef __EMISSION__
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ray_pdf = bsdf_pdf;
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#endif
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path_flag = path_flag_from_label(path_flag, label);
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/* path termination */
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float probability = path_terminate_probability(kg, bounce, throughput);
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float terminate = path_rng(kg, rng, pass, rng_offset + PRNG_TERMINATE);
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if(terminate >= probability)
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break;
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throughput /= probability;
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/* setup ray */
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ray.P = ray_offset(sd.P, (label & LABEL_TRANSMIT)? -sd.Ng: sd.Ng);
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ray.D = bsdf_omega_in;
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ray.t = FLT_MAX;
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#ifdef __RAY_DIFFERENTIALS__
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ray.dP = sd.dP;
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ray.dD = bsdf_domega_in;
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#endif
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}
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return L;
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}
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__device void kernel_path_trace(KernelGlobals *kg, __global float4 *buffer, __global uint *rng_state, int pass, int x, int y)
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{
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/* initialize random numbers */
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RNG rng;
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float filter_u;
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float filter_v;
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path_rng_init(kg, rng_state, pass, &rng, x, y, &filter_u, &filter_v);
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/* sample camera ray */
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Ray ray;
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float lens_u = path_rng(kg, &rng, pass, PRNG_LENS_U);
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float lens_v = path_rng(kg, &rng, pass, PRNG_LENS_V);
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camera_sample(kg, x, y, filter_u, filter_v, lens_u, lens_v, &ray);
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/* integrate */
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#ifdef __MODIFY_TP__
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float3 throughput = path_terminate_modified_throughput(kg, buffer, x, y, pass);
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float3 L = kernel_path_integrate(kg, &rng, pass, ray, throughput)/throughput;
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#else
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float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
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float3 L = kernel_path_integrate(kg, &rng, pass, ray, throughput);
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#endif
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/* accumulate result in output buffer */
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int index = x + y*kernel_data.cam.width;
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float4 result;
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result.x = L.x;
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result.y = L.y;
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result.z = L.z;
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result.w = 1.0f;
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if(pass == 0)
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buffer[index] = result;
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else
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buffer[index] += result;
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path_rng_end(kg, rng_state, rng, x, y);
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}
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CCL_NAMESPACE_END
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