blender/intern/cycles/kernel/kernel_path_volume.h
Lukas Stockner 07de832e22 Cycles: Use correct light sampling PDF for MIS calculation with Branched Path Tracing
The light sampling functions calculate light sampling PDF for the case that the light has been randomly selected out of all lights.
However, since BPT handles lamps and meshlights separately, this isn't the case. So, to avoid a wrong result, the code just included the 0.5 factor in the throughput.

In theory, however, the correction should be made to the sampling probability, which needs to be doubled. Now, for the regular calculation, that's no real difference since the throughput is divided by the pdf.
However, it does matter for the MIS calculation - it's unbiased both ways, but including the factor in the PDF instead of the throughput should give slightly better results.

Reviewers: sergey, brecht, dingto, juicyfruit

Differential Revision: https://developer.blender.org/D2258
2016-09-25 23:16:05 +02:00

267 lines
8.3 KiB
C

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
CCL_NAMESPACE_BEGIN
#ifdef __VOLUME_SCATTER__
ccl_device_inline void kernel_path_volume_connect_light(
KernelGlobals *kg,
RNG *rng,
ShaderData *sd,
ShaderData *emission_sd,
float3 throughput,
PathState *state,
PathRadiance *L)
{
#ifdef __EMISSION__
if(!kernel_data.integrator.use_direct_light)
return;
/* sample illumination from lights to find path contribution */
float light_t = path_state_rng_1D(kg, rng, state, PRNG_LIGHT);
float light_u, light_v;
path_state_rng_2D(kg, rng, state, PRNG_LIGHT_U, &light_u, &light_v);
Ray light_ray;
BsdfEval L_light;
LightSample ls;
bool is_lamp;
/* connect to light from given point where shader has been evaluated */
# ifdef __OBJECT_MOTION__
light_ray.time = sd->time;
# endif
if(light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, state->bounce, &ls))
{
if(direct_emission(kg, sd, emission_sd, &ls, state, &light_ray, &L_light, &is_lamp)) {
/* trace shadow ray */
float3 shadow;
if(!shadow_blocked(kg, emission_sd, state, &light_ray, &shadow)) {
/* accumulate */
path_radiance_accum_light(L, throughput, &L_light, shadow, 1.0f, state->bounce, is_lamp);
}
}
}
#endif
}
#ifdef __KERNEL_GPU__
ccl_device_noinline
#else
ccl_device
#endif
bool kernel_path_volume_bounce(KernelGlobals *kg, RNG *rng,
ShaderData *sd, float3 *throughput, PathState *state, PathRadiance *L, Ray *ray)
{
/* sample phase function */
float phase_pdf;
BsdfEval phase_eval;
float3 phase_omega_in;
differential3 phase_domega_in;
float phase_u, phase_v;
path_state_rng_2D(kg, rng, state, PRNG_PHASE_U, &phase_u, &phase_v);
int label;
label = shader_volume_phase_sample(kg, sd, phase_u, phase_v, &phase_eval,
&phase_omega_in, &phase_domega_in, &phase_pdf);
if(phase_pdf == 0.0f || bsdf_eval_is_zero(&phase_eval))
return false;
/* modify throughput */
path_radiance_bsdf_bounce(L, throughput, &phase_eval, phase_pdf, state->bounce, label);
/* set labels */
state->ray_pdf = phase_pdf;
#ifdef __LAMP_MIS__
state->ray_t = 0.0f;
#endif
state->min_ray_pdf = fminf(phase_pdf, state->min_ray_pdf);
/* update path state */
path_state_next(kg, state, label);
/* setup ray */
ray->P = sd->P;
ray->D = phase_omega_in;
ray->t = FLT_MAX;
#ifdef __RAY_DIFFERENTIALS__
ray->dP = sd->dP;
ray->dD = phase_domega_in;
#endif
return true;
}
ccl_device void kernel_branched_path_volume_connect_light(KernelGlobals *kg, RNG *rng,
ShaderData *sd, ShaderData *emission_sd, float3 throughput, PathState *state, PathRadiance *L,
bool sample_all_lights, Ray *ray, const VolumeSegment *segment)
{
#ifdef __EMISSION__
if(!kernel_data.integrator.use_direct_light)
return;
Ray light_ray;
BsdfEval L_light;
bool is_lamp;
# ifdef __OBJECT_MOTION__
light_ray.time = sd->time;
# endif
if(sample_all_lights) {
/* lamp sampling */
for(int i = 0; i < kernel_data.integrator.num_all_lights; i++) {
if(UNLIKELY(light_select_reached_max_bounces(kg, i, state->bounce)))
continue;
int num_samples = light_select_num_samples(kg, i);
float num_samples_inv = 1.0f/(num_samples*kernel_data.integrator.num_all_lights);
RNG lamp_rng = cmj_hash(*rng, i);
for(int j = 0; j < num_samples; j++) {
/* sample random position on given light */
float light_u, light_v;
path_branched_rng_2D(kg, &lamp_rng, state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v);
LightSample ls;
lamp_light_sample(kg, i, light_u, light_v, ray->P, &ls);
float3 tp = throughput;
/* sample position on volume segment */
float rphase = path_branched_rng_1D_for_decision(kg, rng, state, j, num_samples, PRNG_PHASE);
float rscatter = path_branched_rng_1D_for_decision(kg, rng, state, j, num_samples, PRNG_SCATTER_DISTANCE);
VolumeIntegrateResult result = kernel_volume_decoupled_scatter(kg,
state, ray, sd, &tp, rphase, rscatter, segment, (ls.t != FLT_MAX)? &ls.P: NULL, false);
(void)result;
kernel_assert(result == VOLUME_PATH_SCATTERED);
/* todo: split up light_sample so we don't have to call it again with new position */
if(lamp_light_sample(kg, i, light_u, light_v, sd->P, &ls)) {
if(kernel_data.integrator.pdf_triangles != 0.0f)
ls.pdf *= 2.0f;
if(direct_emission(kg, sd, emission_sd, &ls, state, &light_ray, &L_light, &is_lamp)) {
/* trace shadow ray */
float3 shadow;
if(!shadow_blocked(kg, emission_sd, state, &light_ray, &shadow)) {
/* accumulate */
path_radiance_accum_light(L, tp*num_samples_inv, &L_light, shadow, num_samples_inv, state->bounce, is_lamp);
}
}
}
}
}
/* mesh light sampling */
if(kernel_data.integrator.pdf_triangles != 0.0f) {
int num_samples = kernel_data.integrator.mesh_light_samples;
float num_samples_inv = 1.0f/num_samples;
for(int j = 0; j < num_samples; j++) {
/* sample random position on random triangle */
float light_t = path_branched_rng_1D_for_decision(kg, rng, state, j, num_samples, PRNG_LIGHT);
float light_u, light_v;
path_branched_rng_2D(kg, rng, state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v);
/* only sample triangle lights */
if(kernel_data.integrator.num_all_lights)
light_t = 0.5f*light_t;
LightSample ls;
light_sample(kg, light_t, light_u, light_v, sd->time, ray->P, state->bounce, &ls);
float3 tp = throughput;
/* sample position on volume segment */
float rphase = path_branched_rng_1D_for_decision(kg, rng, state, j, num_samples, PRNG_PHASE);
float rscatter = path_branched_rng_1D_for_decision(kg, rng, state, j, num_samples, PRNG_SCATTER_DISTANCE);
VolumeIntegrateResult result = kernel_volume_decoupled_scatter(kg,
state, ray, sd, &tp, rphase, rscatter, segment, (ls.t != FLT_MAX)? &ls.P: NULL, false);
(void)result;
kernel_assert(result == VOLUME_PATH_SCATTERED);
/* todo: split up light_sample so we don't have to call it again with new position */
if(light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, state->bounce, &ls)) {
if(kernel_data.integrator.num_all_lights)
ls.pdf *= 2.0f;
if(direct_emission(kg, sd, emission_sd, &ls, state, &light_ray, &L_light, &is_lamp)) {
/* trace shadow ray */
float3 shadow;
if(!shadow_blocked(kg, emission_sd, state, &light_ray, &shadow)) {
/* accumulate */
path_radiance_accum_light(L, tp*num_samples_inv, &L_light, shadow, num_samples_inv, state->bounce, is_lamp);
}
}
}
}
}
}
else {
/* sample random position on random light */
float light_t = path_state_rng_1D(kg, rng, state, PRNG_LIGHT);
float light_u, light_v;
path_state_rng_2D(kg, rng, state, PRNG_LIGHT_U, &light_u, &light_v);
LightSample ls;
light_sample(kg, light_t, light_u, light_v, sd->time, ray->P, state->bounce, &ls);
float3 tp = throughput;
/* sample position on volume segment */
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);
VolumeIntegrateResult result = kernel_volume_decoupled_scatter(kg,
state, ray, sd, &tp, rphase, rscatter, segment, (ls.t != FLT_MAX)? &ls.P: NULL, false);
(void)result;
kernel_assert(result == VOLUME_PATH_SCATTERED);
/* todo: split up light_sample so we don't have to call it again with new position */
if(light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, state->bounce, &ls)) {
/* sample random light */
if(direct_emission(kg, sd, emission_sd, &ls, state, &light_ray, &L_light, &is_lamp)) {
/* trace shadow ray */
float3 shadow;
if(!shadow_blocked(kg, emission_sd, state, &light_ray, &shadow)) {
/* accumulate */
path_radiance_accum_light(L, tp, &L_light, shadow, 1.0f, state->bounce, is_lamp);
}
}
}
}
#endif
}
#endif
CCL_NAMESPACE_END