forked from bartvdbraak/blender
Cycles: Optimize derivatives calculation by using pre-calculated dx/dy
We've got pixel-wide world-space derivatives which we can use in the perspective camera sampling. This allows to get rid of two calls to transform_direction() function. In theory we can save two transform_perspective() calls if we'll also save pre-calculated camera-space dx/dy.
This commit is contained in:
parent
a8c87bad22
commit
6b91fb706d
@ -114,18 +114,20 @@ ccl_device void camera_sample_perspective(KernelGlobals *kg, float raster_x, flo
|
||||
/* ray differential */
|
||||
ray->dP = differential3_zero();
|
||||
|
||||
tD = transform_direction(&cameratoworld, Pcamera);
|
||||
float3 Pdiff = spherical_stereo_position(kg, tD, Pcamera);
|
||||
float3 Ddiff = spherical_stereo_direction(kg, tD, Pcamera, Pdiff);
|
||||
float3 tD_diff = transform_direction(&cameratoworld, Pcamera);
|
||||
float3 Pdiff = spherical_stereo_position(kg, tD_diff, Pcamera);
|
||||
float3 Ddiff = spherical_stereo_direction(kg, tD_diff, Pcamera, Pdiff);
|
||||
|
||||
tP = transform_perspective(&rastertocamera, make_float3(raster_x + 1.0f, raster_y, 0.0f));
|
||||
tD = transform_direction(&cameratoworld, tP);
|
||||
tP = transform_perspective(&rastertocamera,
|
||||
make_float3(raster_x + 1.0f, raster_y, 0.0f));
|
||||
tD = tD_diff + float4_to_float3(kernel_data.cam.dx);
|
||||
Pcamera = spherical_stereo_position(kg, tD, tP);
|
||||
ray->dD.dx = spherical_stereo_direction(kg, tD, tP, Pcamera) - Ddiff;
|
||||
ray->dP.dx = Pcamera - Pdiff;
|
||||
|
||||
tP = transform_perspective(&rastertocamera, make_float3(raster_x, raster_y + 1.0f, 0.0f));
|
||||
tD = transform_direction(&cameratoworld, tP);
|
||||
tP = transform_perspective(&rastertocamera,
|
||||
make_float3(raster_x, raster_y + 1.0f, 0.0f));
|
||||
tD = tD_diff + float4_to_float3(kernel_data.cam.dy);
|
||||
Pcamera = spherical_stereo_position(kg, tD, tP);
|
||||
ray->dD.dy = spherical_stereo_direction(kg, tD, tP, Pcamera) - Ddiff;
|
||||
/* dP.dy is zero, since the omnidirectional panorama only shift the eyes horizontally */
|
||||
|
Loading…
Reference in New Issue
Block a user