forked from bartvdbraak/blender
43b374e8c5
This commit contains the first part of the new Cycles denoising option, which filters the resulting image using information gathered during rendering to get rid of noise while preserving visual features as well as possible. To use the option, enable it in the render layer options. The default settings fit a wide range of scenes, but the user can tweak individual settings to control the tradeoff between a noise-free image, image details, and calculation time. Note that the denoiser may still change in the future and that some features are not implemented yet. The most important missing feature is animation denoising, which uses information from multiple frames at once to produce a flicker-free and smoother result. These features will be added in the future. Finally, thanks to all the people who supported this project: - Google (through the GSoC) and Theory Studios for sponsoring the development - The authors of the papers I used for implementing the denoiser (more details on them will be included in the technical docs) - The other Cycles devs for feedback on the code, especially Sergey for mentoring the GSoC project and Brecht for the code review! - And of course the users who helped with testing, reported bugs and things that could and/or should work better!
824 lines
26 KiB
C
824 lines
26 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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#ifdef __OSL__
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# include "kernel/osl/osl_shader.h"
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#endif
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#include "kernel/kernel_random.h"
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#include "kernel/kernel_projection.h"
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#include "kernel/kernel_montecarlo.h"
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#include "kernel/kernel_differential.h"
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#include "kernel/kernel_camera.h"
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#include "kernel/geom/geom.h"
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#include "kernel/bvh/bvh.h"
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#include "kernel/kernel_accumulate.h"
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#include "kernel/kernel_shader.h"
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#include "kernel/kernel_light.h"
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#include "kernel/kernel_passes.h"
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#ifdef __SUBSURFACE__
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# include "kernel/kernel_subsurface.h"
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#endif
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#ifdef __VOLUME__
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# include "kernel/kernel_volume.h"
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#endif
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#include "kernel/kernel_path_state.h"
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#include "kernel/kernel_shadow.h"
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#include "kernel/kernel_emission.h"
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#include "kernel/kernel_path_common.h"
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#include "kernel/kernel_path_surface.h"
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#include "kernel/kernel_path_volume.h"
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#include "kernel/kernel_path_subsurface.h"
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#ifdef __KERNEL_DEBUG__
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# include "kernel/kernel_debug.h"
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#endif
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CCL_NAMESPACE_BEGIN
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ccl_device_noinline void kernel_path_ao(KernelGlobals *kg,
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ShaderData *sd,
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ShaderData *emission_sd,
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PathRadiance *L,
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ccl_addr_space PathState *state,
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RNG *rng,
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float3 throughput,
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float3 ao_alpha)
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{
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/* todo: solve correlation */
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float bsdf_u, bsdf_v;
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path_state_rng_2D(kg, rng, state, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
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float ao_factor = kernel_data.background.ao_factor;
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float3 ao_N;
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float3 ao_bsdf = shader_bsdf_ao(kg, sd, ao_factor, &ao_N);
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float3 ao_D;
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float ao_pdf;
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sample_cos_hemisphere(ao_N, bsdf_u, bsdf_v, &ao_D, &ao_pdf);
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if(dot(sd->Ng, ao_D) > 0.0f && ao_pdf != 0.0f) {
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Ray light_ray;
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float3 ao_shadow;
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light_ray.P = ray_offset(sd->P, sd->Ng);
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light_ray.D = ao_D;
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light_ray.t = kernel_data.background.ao_distance;
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#ifdef __OBJECT_MOTION__
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light_ray.time = sd->time;
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#endif /* __OBJECT_MOTION__ */
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light_ray.dP = sd->dP;
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light_ray.dD = differential3_zero();
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if(!shadow_blocked(kg, emission_sd, state, &light_ray, &ao_shadow)) {
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path_radiance_accum_ao(L, state, throughput, ao_alpha, ao_bsdf, ao_shadow);
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}
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else {
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path_radiance_accum_total_ao(L, state, throughput, ao_bsdf);
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}
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}
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}
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#ifndef __SPLIT_KERNEL__
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ccl_device void kernel_path_indirect(KernelGlobals *kg,
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ShaderData *sd,
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ShaderData *emission_sd,
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RNG *rng,
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Ray *ray,
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float3 throughput,
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int num_samples,
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PathState *state,
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PathRadiance *L)
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{
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/* path iteration */
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for(;;) {
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/* intersect scene */
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Intersection isect;
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uint visibility = path_state_ray_visibility(kg, state);
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if(state->bounce > kernel_data.integrator.ao_bounces) {
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visibility = PATH_RAY_SHADOW;
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ray->t = kernel_data.background.ao_distance;
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}
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bool hit = scene_intersect(kg,
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*ray,
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visibility,
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&isect,
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NULL,
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0.0f, 0.0f);
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#ifdef __LAMP_MIS__
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if(kernel_data.integrator.use_lamp_mis && !(state->flag & PATH_RAY_CAMERA)) {
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/* ray starting from previous non-transparent bounce */
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Ray light_ray;
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light_ray.P = ray->P - state->ray_t*ray->D;
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state->ray_t += isect.t;
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light_ray.D = ray->D;
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light_ray.t = state->ray_t;
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light_ray.time = ray->time;
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light_ray.dD = ray->dD;
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light_ray.dP = ray->dP;
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/* intersect with lamp */
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float3 emission;
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if(indirect_lamp_emission(kg, emission_sd, state, &light_ray, &emission)) {
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path_radiance_accum_emission(L,
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throughput,
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emission,
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state->bounce);
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}
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}
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#endif /* __LAMP_MIS__ */
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#ifdef __VOLUME__
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/* Sanitize volume stack. */
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if(!hit) {
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kernel_volume_clean_stack(kg, state->volume_stack);
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}
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/* volume attenuation, emission, scatter */
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if(state->volume_stack[0].shader != SHADER_NONE) {
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Ray volume_ray = *ray;
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volume_ray.t = (hit)? isect.t: FLT_MAX;
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bool heterogeneous =
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volume_stack_is_heterogeneous(kg,
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state->volume_stack);
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# ifdef __VOLUME_DECOUPLED__
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int sampling_method =
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volume_stack_sampling_method(kg,
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state->volume_stack);
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bool decoupled = kernel_volume_use_decoupled(kg, heterogeneous, false, sampling_method);
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if(decoupled) {
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/* cache steps along volume for repeated sampling */
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VolumeSegment volume_segment;
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shader_setup_from_volume(kg,
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sd,
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&volume_ray);
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kernel_volume_decoupled_record(kg,
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state,
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&volume_ray,
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sd,
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&volume_segment,
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heterogeneous);
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volume_segment.sampling_method = sampling_method;
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/* emission */
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if(volume_segment.closure_flag & SD_EMISSION) {
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path_radiance_accum_emission(L,
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throughput,
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volume_segment.accum_emission,
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state->bounce);
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}
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/* scattering */
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VolumeIntegrateResult result = VOLUME_PATH_ATTENUATED;
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if(volume_segment.closure_flag & SD_SCATTER) {
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int all = kernel_data.integrator.sample_all_lights_indirect;
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/* direct light sampling */
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kernel_branched_path_volume_connect_light(kg,
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rng,
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sd,
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emission_sd,
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throughput,
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state,
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L,
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all,
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&volume_ray,
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&volume_segment);
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/* indirect sample. if we use distance sampling and take just
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* one sample for direct and indirect light, we could share
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* this computation, but makes code a bit complex */
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float rphase = path_state_rng_1D_for_decision(kg, rng, state, PRNG_PHASE);
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float rscatter = path_state_rng_1D_for_decision(kg, rng, state, PRNG_SCATTER_DISTANCE);
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result = kernel_volume_decoupled_scatter(kg,
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state,
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&volume_ray,
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sd,
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&throughput,
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rphase,
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rscatter,
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&volume_segment,
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NULL,
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true);
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}
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/* free cached steps */
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kernel_volume_decoupled_free(kg, &volume_segment);
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if(result == VOLUME_PATH_SCATTERED) {
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if(kernel_path_volume_bounce(kg,
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rng,
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sd,
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&throughput,
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state,
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L,
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ray))
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{
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continue;
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}
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else {
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break;
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}
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}
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else {
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throughput *= volume_segment.accum_transmittance;
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}
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}
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else
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# endif /* __VOLUME_DECOUPLED__ */
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{
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/* integrate along volume segment with distance sampling */
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VolumeIntegrateResult result = kernel_volume_integrate(
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kg, state, sd, &volume_ray, L, &throughput, rng, heterogeneous);
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# ifdef __VOLUME_SCATTER__
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if(result == VOLUME_PATH_SCATTERED) {
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/* direct lighting */
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kernel_path_volume_connect_light(kg,
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rng,
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sd,
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emission_sd,
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throughput,
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state,
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L);
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/* indirect light bounce */
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if(kernel_path_volume_bounce(kg,
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rng,
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sd,
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&throughput,
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state,
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L,
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ray))
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{
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continue;
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}
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else {
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break;
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}
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}
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# endif /* __VOLUME_SCATTER__ */
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}
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}
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#endif /* __VOLUME__ */
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if(!hit) {
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#ifdef __BACKGROUND__
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/* sample background shader */
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float3 L_background = indirect_background(kg, emission_sd, state, ray);
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path_radiance_accum_background(L,
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state,
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throughput,
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L_background);
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#endif /* __BACKGROUND__ */
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break;
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}
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else if(state->bounce > kernel_data.integrator.ao_bounces) {
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break;
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}
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/* setup shading */
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shader_setup_from_ray(kg,
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sd,
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&isect,
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ray);
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float rbsdf = path_state_rng_1D_for_decision(kg, rng, state, PRNG_BSDF);
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shader_eval_surface(kg, sd, rng, state, rbsdf, state->flag, SHADER_CONTEXT_INDIRECT);
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#ifdef __BRANCHED_PATH__
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shader_merge_closures(sd);
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#endif /* __BRANCHED_PATH__ */
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#ifdef __SHADOW_TRICKS__
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if(!(sd->object_flag & SD_OBJECT_SHADOW_CATCHER)) {
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state->flag &= ~PATH_RAY_SHADOW_CATCHER_ONLY;
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}
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#endif /* __SHADOW_TRICKS__ */
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/* blurring of bsdf after bounces, for rays that have a small likelihood
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* of following this particular path (diffuse, rough glossy) */
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if(kernel_data.integrator.filter_glossy != FLT_MAX) {
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float blur_pdf = kernel_data.integrator.filter_glossy*state->min_ray_pdf;
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if(blur_pdf < 1.0f) {
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float blur_roughness = sqrtf(1.0f - blur_pdf)*0.5f;
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shader_bsdf_blur(kg, sd, blur_roughness);
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}
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}
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#ifdef __EMISSION__
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/* emission */
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if(sd->flag & SD_EMISSION) {
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float3 emission = indirect_primitive_emission(kg,
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sd,
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isect.t,
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state->flag,
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state->ray_pdf);
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path_radiance_accum_emission(L, throughput, emission, state->bounce);
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}
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#endif /* __EMISSION__ */
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/* path termination. this is a strange place to put the termination, it's
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* mainly due to the mixed in MIS that we use. gives too many unneeded
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* shader evaluations, only need emission if we are going to terminate */
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float probability =
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path_state_terminate_probability(kg,
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state,
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throughput*num_samples);
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if(probability == 0.0f) {
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break;
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}
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else if(probability != 1.0f) {
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float terminate = path_state_rng_1D_for_decision(kg, rng, state, PRNG_TERMINATE);
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if(terminate >= probability)
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break;
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throughput /= probability;
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}
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kernel_update_denoising_features(kg, sd, state, L);
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#ifdef __AO__
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/* ambient occlusion */
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if(kernel_data.integrator.use_ambient_occlusion || (sd->flag & SD_AO)) {
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kernel_path_ao(kg, sd, emission_sd, L, state, rng, throughput, make_float3(0.0f, 0.0f, 0.0f));
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}
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#endif /* __AO__ */
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#ifdef __SUBSURFACE__
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/* bssrdf scatter to a different location on the same object, replacing
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* the closures with a diffuse BSDF */
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if(sd->flag & SD_BSSRDF) {
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float bssrdf_probability;
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ShaderClosure *sc = subsurface_scatter_pick_closure(kg, sd, &bssrdf_probability);
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/* modify throughput for picking bssrdf or bsdf */
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throughput *= bssrdf_probability;
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/* do bssrdf scatter step if we picked a bssrdf closure */
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if(sc) {
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uint lcg_state = lcg_state_init(rng, state->rng_offset, state->sample, 0x68bc21eb);
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float bssrdf_u, bssrdf_v;
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path_state_rng_2D(kg,
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rng,
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state,
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PRNG_BSDF_U,
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&bssrdf_u, &bssrdf_v);
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subsurface_scatter_step(kg,
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sd,
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state,
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state->flag,
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sc,
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&lcg_state,
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bssrdf_u, bssrdf_v,
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false);
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}
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}
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#endif /* __SUBSURFACE__ */
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#if defined(__EMISSION__) && defined(__BRANCHED_PATH__)
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if(kernel_data.integrator.use_direct_light) {
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int all = (kernel_data.integrator.sample_all_lights_indirect) ||
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(state->flag & PATH_RAY_SHADOW_CATCHER);
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kernel_branched_path_surface_connect_light(kg,
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rng,
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sd,
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emission_sd,
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state,
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throughput,
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1.0f,
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L,
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all);
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}
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#endif /* defined(__EMISSION__) && defined(__BRANCHED_PATH__) */
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if(!kernel_path_surface_bounce(kg, rng, sd, &throughput, state, L, ray))
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break;
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}
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}
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ccl_device_inline float kernel_path_integrate(KernelGlobals *kg,
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RNG *rng,
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int sample,
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Ray ray,
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ccl_global float *buffer,
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PathRadiance *L,
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bool *is_shadow_catcher)
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{
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/* initialize */
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float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
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float L_transparent = 0.0f;
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path_radiance_init(L, kernel_data.film.use_light_pass);
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/* shader data memory used for both volumes and surfaces, saves stack space */
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ShaderData sd;
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/* shader data used by emission, shadows, volume stacks */
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ShaderData emission_sd;
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PathState state;
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path_state_init(kg, &emission_sd, &state, rng, sample, &ray);
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#ifdef __KERNEL_DEBUG__
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DebugData debug_data;
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debug_data_init(&debug_data);
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#endif /* __KERNEL_DEBUG__ */
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#ifdef __SUBSURFACE__
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SubsurfaceIndirectRays ss_indirect;
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kernel_path_subsurface_init_indirect(&ss_indirect);
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for(;;) {
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#endif /* __SUBSURFACE__ */
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/* path iteration */
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for(;;) {
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/* intersect scene */
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Intersection isect;
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uint visibility = path_state_ray_visibility(kg, &state);
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#ifdef __HAIR__
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float difl = 0.0f, extmax = 0.0f;
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uint lcg_state = 0;
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if(kernel_data.bvh.have_curves) {
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if((kernel_data.cam.resolution == 1) && (state.flag & PATH_RAY_CAMERA)) {
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float3 pixdiff = ray.dD.dx + ray.dD.dy;
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/*pixdiff = pixdiff - dot(pixdiff, ray.D)*ray.D;*/
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difl = kernel_data.curve.minimum_width * len(pixdiff) * 0.5f;
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}
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extmax = kernel_data.curve.maximum_width;
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lcg_state = lcg_state_init(rng, state.rng_offset, state.sample, 0x51633e2d);
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}
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if(state.bounce > kernel_data.integrator.ao_bounces) {
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visibility = PATH_RAY_SHADOW;
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ray.t = kernel_data.background.ao_distance;
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}
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bool hit = scene_intersect(kg, ray, visibility, &isect, &lcg_state, difl, extmax);
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#else
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bool hit = scene_intersect(kg, ray, visibility, &isect, NULL, 0.0f, 0.0f);
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#endif /* __HAIR__ */
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#ifdef __KERNEL_DEBUG__
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if(state.flag & PATH_RAY_CAMERA) {
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debug_data.num_bvh_traversed_nodes += isect.num_traversed_nodes;
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debug_data.num_bvh_traversed_instances += isect.num_traversed_instances;
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debug_data.num_bvh_intersections += isect.num_intersections;
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}
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debug_data.num_ray_bounces++;
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#endif /* __KERNEL_DEBUG__ */
|
|
|
|
#ifdef __LAMP_MIS__
|
|
if(kernel_data.integrator.use_lamp_mis && !(state.flag & PATH_RAY_CAMERA)) {
|
|
/* ray starting from previous non-transparent bounce */
|
|
Ray light_ray;
|
|
|
|
light_ray.P = ray.P - state.ray_t*ray.D;
|
|
state.ray_t += isect.t;
|
|
light_ray.D = ray.D;
|
|
light_ray.t = state.ray_t;
|
|
light_ray.time = ray.time;
|
|
light_ray.dD = ray.dD;
|
|
light_ray.dP = ray.dP;
|
|
|
|
/* intersect with lamp */
|
|
float3 emission;
|
|
|
|
if(indirect_lamp_emission(kg, &emission_sd, &state, &light_ray, &emission))
|
|
path_radiance_accum_emission(L, throughput, emission, state.bounce);
|
|
}
|
|
#endif /* __LAMP_MIS__ */
|
|
|
|
#ifdef __VOLUME__
|
|
/* Sanitize volume stack. */
|
|
if(!hit) {
|
|
kernel_volume_clean_stack(kg, state.volume_stack);
|
|
}
|
|
/* volume attenuation, emission, scatter */
|
|
if(state.volume_stack[0].shader != SHADER_NONE) {
|
|
Ray volume_ray = ray;
|
|
volume_ray.t = (hit)? isect.t: FLT_MAX;
|
|
|
|
bool heterogeneous = volume_stack_is_heterogeneous(kg, state.volume_stack);
|
|
|
|
# ifdef __VOLUME_DECOUPLED__
|
|
int sampling_method = volume_stack_sampling_method(kg, state.volume_stack);
|
|
bool decoupled = kernel_volume_use_decoupled(kg, heterogeneous, true, sampling_method);
|
|
|
|
if(decoupled) {
|
|
/* cache steps along volume for repeated sampling */
|
|
VolumeSegment volume_segment;
|
|
|
|
shader_setup_from_volume(kg, &sd, &volume_ray);
|
|
kernel_volume_decoupled_record(kg, &state,
|
|
&volume_ray, &sd, &volume_segment, heterogeneous);
|
|
|
|
volume_segment.sampling_method = sampling_method;
|
|
|
|
/* emission */
|
|
if(volume_segment.closure_flag & SD_EMISSION)
|
|
path_radiance_accum_emission(L, throughput, volume_segment.accum_emission, state.bounce);
|
|
|
|
/* scattering */
|
|
VolumeIntegrateResult result = VOLUME_PATH_ATTENUATED;
|
|
|
|
if(volume_segment.closure_flag & SD_SCATTER) {
|
|
int all = false;
|
|
|
|
/* direct light sampling */
|
|
kernel_branched_path_volume_connect_light(kg, rng, &sd,
|
|
&emission_sd, throughput, &state, L, all,
|
|
&volume_ray, &volume_segment);
|
|
|
|
/* indirect sample. if we use distance sampling and take just
|
|
* one sample for direct and indirect light, we could share
|
|
* this computation, but makes code a bit complex */
|
|
float rphase = path_state_rng_1D_for_decision(kg, rng, &state, PRNG_PHASE);
|
|
float rscatter = path_state_rng_1D_for_decision(kg, rng, &state, PRNG_SCATTER_DISTANCE);
|
|
|
|
result = kernel_volume_decoupled_scatter(kg,
|
|
&state, &volume_ray, &sd, &throughput,
|
|
rphase, rscatter, &volume_segment, NULL, true);
|
|
}
|
|
|
|
/* free cached steps */
|
|
kernel_volume_decoupled_free(kg, &volume_segment);
|
|
|
|
if(result == VOLUME_PATH_SCATTERED) {
|
|
if(kernel_path_volume_bounce(kg, rng, &sd, &throughput, &state, L, &ray))
|
|
continue;
|
|
else
|
|
break;
|
|
}
|
|
else {
|
|
throughput *= volume_segment.accum_transmittance;
|
|
}
|
|
}
|
|
else
|
|
# endif /* __VOLUME_DECOUPLED__ */
|
|
{
|
|
/* integrate along volume segment with distance sampling */
|
|
VolumeIntegrateResult result = kernel_volume_integrate(
|
|
kg, &state, &sd, &volume_ray, L, &throughput, rng, heterogeneous);
|
|
|
|
# ifdef __VOLUME_SCATTER__
|
|
if(result == VOLUME_PATH_SCATTERED) {
|
|
/* direct lighting */
|
|
kernel_path_volume_connect_light(kg, rng, &sd, &emission_sd, throughput, &state, L);
|
|
|
|
/* indirect light bounce */
|
|
if(kernel_path_volume_bounce(kg, rng, &sd, &throughput, &state, L, &ray))
|
|
continue;
|
|
else
|
|
break;
|
|
}
|
|
# endif /* __VOLUME_SCATTER__ */
|
|
}
|
|
}
|
|
#endif /* __VOLUME__ */
|
|
|
|
if(!hit) {
|
|
/* eval background shader if nothing hit */
|
|
if(kernel_data.background.transparent && (state.flag & PATH_RAY_CAMERA)) {
|
|
L_transparent += average(throughput);
|
|
|
|
#ifdef __PASSES__
|
|
if(!(kernel_data.film.pass_flag & PASS_BACKGROUND))
|
|
#endif /* __PASSES__ */
|
|
break;
|
|
}
|
|
|
|
#ifdef __BACKGROUND__
|
|
/* sample background shader */
|
|
float3 L_background = indirect_background(kg, &emission_sd, &state, &ray);
|
|
path_radiance_accum_background(L, &state, throughput, L_background);
|
|
#endif /* __BACKGROUND__ */
|
|
|
|
break;
|
|
}
|
|
else if(state.bounce > kernel_data.integrator.ao_bounces) {
|
|
break;
|
|
}
|
|
|
|
/* setup shading */
|
|
shader_setup_from_ray(kg, &sd, &isect, &ray);
|
|
float rbsdf = path_state_rng_1D_for_decision(kg, rng, &state, PRNG_BSDF);
|
|
shader_eval_surface(kg, &sd, rng, &state, rbsdf, state.flag, SHADER_CONTEXT_MAIN);
|
|
|
|
#ifdef __SHADOW_TRICKS__
|
|
if((sd.object_flag & SD_OBJECT_SHADOW_CATCHER)) {
|
|
if(state.flag & PATH_RAY_CAMERA) {
|
|
state.flag |= (PATH_RAY_SHADOW_CATCHER | PATH_RAY_SHADOW_CATCHER_ONLY | PATH_RAY_STORE_SHADOW_INFO);
|
|
state.catcher_object = sd.object;
|
|
if(!kernel_data.background.transparent) {
|
|
L->shadow_color = indirect_background(kg, &emission_sd, &state, &ray);
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
state.flag &= ~PATH_RAY_SHADOW_CATCHER_ONLY;
|
|
}
|
|
#endif /* __SHADOW_TRICKS__ */
|
|
|
|
/* holdout */
|
|
#ifdef __HOLDOUT__
|
|
if(((sd.flag & SD_HOLDOUT) ||
|
|
(sd.object_flag & SD_OBJECT_HOLDOUT_MASK)) &&
|
|
(state.flag & PATH_RAY_CAMERA))
|
|
{
|
|
if(kernel_data.background.transparent) {
|
|
float3 holdout_weight;
|
|
if(sd.object_flag & SD_OBJECT_HOLDOUT_MASK) {
|
|
holdout_weight = make_float3(1.0f, 1.0f, 1.0f);
|
|
}
|
|
else {
|
|
holdout_weight = shader_holdout_eval(kg, &sd);
|
|
}
|
|
/* any throughput is ok, should all be identical here */
|
|
L_transparent += average(holdout_weight*throughput);
|
|
}
|
|
|
|
if(sd.object_flag & SD_OBJECT_HOLDOUT_MASK) {
|
|
break;
|
|
}
|
|
}
|
|
#endif /* __HOLDOUT__ */
|
|
|
|
/* holdout mask objects do not write data passes */
|
|
kernel_write_data_passes(kg, buffer, L, &sd, sample, &state, throughput);
|
|
|
|
/* blurring of bsdf after bounces, for rays that have a small likelihood
|
|
* of following this particular path (diffuse, rough glossy) */
|
|
if(kernel_data.integrator.filter_glossy != FLT_MAX) {
|
|
float blur_pdf = kernel_data.integrator.filter_glossy*state.min_ray_pdf;
|
|
|
|
if(blur_pdf < 1.0f) {
|
|
float blur_roughness = sqrtf(1.0f - blur_pdf)*0.5f;
|
|
shader_bsdf_blur(kg, &sd, blur_roughness);
|
|
}
|
|
}
|
|
|
|
#ifdef __EMISSION__
|
|
/* emission */
|
|
if(sd.flag & SD_EMISSION) {
|
|
/* todo: is isect.t wrong here for transparent surfaces? */
|
|
float3 emission = indirect_primitive_emission(kg, &sd, isect.t, state.flag, state.ray_pdf);
|
|
path_radiance_accum_emission(L, throughput, emission, state.bounce);
|
|
}
|
|
#endif /* __EMISSION__ */
|
|
|
|
/* path termination. this is a strange place to put the termination, it's
|
|
* mainly due to the mixed in MIS that we use. gives too many unneeded
|
|
* shader evaluations, only need emission if we are going to terminate */
|
|
float probability = path_state_terminate_probability(kg, &state, throughput);
|
|
|
|
if(probability == 0.0f) {
|
|
break;
|
|
}
|
|
else if(probability != 1.0f) {
|
|
float terminate = path_state_rng_1D_for_decision(kg, rng, &state, PRNG_TERMINATE);
|
|
if(terminate >= probability)
|
|
break;
|
|
|
|
throughput /= probability;
|
|
}
|
|
|
|
kernel_update_denoising_features(kg, &sd, &state, L);
|
|
|
|
#ifdef __AO__
|
|
/* ambient occlusion */
|
|
if(kernel_data.integrator.use_ambient_occlusion || (sd.flag & SD_AO)) {
|
|
kernel_path_ao(kg, &sd, &emission_sd, L, &state, rng, throughput, shader_bsdf_alpha(kg, &sd));
|
|
}
|
|
#endif /* __AO__ */
|
|
|
|
#ifdef __SUBSURFACE__
|
|
/* bssrdf scatter to a different location on the same object, replacing
|
|
* the closures with a diffuse BSDF */
|
|
if(sd.flag & SD_BSSRDF) {
|
|
if(kernel_path_subsurface_scatter(kg,
|
|
&sd,
|
|
&emission_sd,
|
|
L,
|
|
&state,
|
|
rng,
|
|
&ray,
|
|
&throughput,
|
|
&ss_indirect))
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
#endif /* __SUBSURFACE__ */
|
|
|
|
/* direct lighting */
|
|
kernel_path_surface_connect_light(kg, rng, &sd, &emission_sd, throughput, &state, L);
|
|
|
|
/* compute direct lighting and next bounce */
|
|
if(!kernel_path_surface_bounce(kg, rng, &sd, &throughput, &state, L, &ray))
|
|
break;
|
|
}
|
|
|
|
#ifdef __SUBSURFACE__
|
|
kernel_path_subsurface_accum_indirect(&ss_indirect, L);
|
|
|
|
/* Trace indirect subsurface rays by restarting the loop. this uses less
|
|
* stack memory than invoking kernel_path_indirect.
|
|
*/
|
|
if(ss_indirect.num_rays) {
|
|
kernel_path_subsurface_setup_indirect(kg,
|
|
&ss_indirect,
|
|
&state,
|
|
&ray,
|
|
L,
|
|
&throughput);
|
|
}
|
|
else {
|
|
break;
|
|
}
|
|
}
|
|
#endif /* __SUBSURFACE__ */
|
|
|
|
#ifdef __SHADOW_TRICKS__
|
|
*is_shadow_catcher = (state.flag & PATH_RAY_SHADOW_CATCHER);
|
|
#endif /* __SHADOW_TRICKS__ */
|
|
|
|
#ifdef __KERNEL_DEBUG__
|
|
kernel_write_debug_passes(kg, buffer, &state, &debug_data, sample);
|
|
#endif /* __KERNEL_DEBUG__ */
|
|
|
|
return 1.0f - L_transparent;
|
|
}
|
|
|
|
ccl_device void kernel_path_trace(KernelGlobals *kg,
|
|
ccl_global float *buffer, ccl_global uint *rng_state,
|
|
int sample, int x, int y, int offset, int stride)
|
|
{
|
|
/* buffer offset */
|
|
int index = offset + x + y*stride;
|
|
int pass_stride = kernel_data.film.pass_stride;
|
|
|
|
rng_state += index;
|
|
buffer += index*pass_stride;
|
|
|
|
/* initialize random numbers and ray */
|
|
RNG rng;
|
|
Ray ray;
|
|
|
|
kernel_path_trace_setup(kg, rng_state, sample, x, y, &rng, &ray);
|
|
|
|
/* integrate */
|
|
PathRadiance L;
|
|
bool is_shadow_catcher;
|
|
|
|
if(ray.t != 0.0f) {
|
|
float alpha = kernel_path_integrate(kg, &rng, sample, ray, buffer, &L, &is_shadow_catcher);
|
|
kernel_write_result(kg, buffer, sample, &L, alpha, is_shadow_catcher);
|
|
}
|
|
else {
|
|
kernel_write_result(kg, buffer, sample, NULL, 0.0f, false);
|
|
}
|
|
|
|
path_rng_end(kg, rng_state, rng);
|
|
}
|
|
|
|
#endif /* __SPLIT_KERNEL__ */
|
|
|
|
CCL_NAMESPACE_END
|
|
|