/* * Copyright 2011, Blender Foundation. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ CCL_NAMESPACE_BEGIN /* See "Tracing Ray Differentials", Homan Igehy, 1999. */ __device void differential_transfer(differential3 *dP_, const differential3 dP, float3 D, const differential3 dD, float3 Ng, float t) { /* ray differential transfer through homogenous medium, to * compute dPdx/dy at a shading point from the incoming ray */ float3 tmp = D/dot(D, Ng); float3 tmpx = dP.dx + t*dD.dx; float3 tmpy = dP.dy + t*dD.dy; dP_->dx = tmpx - dot(tmpx, Ng)*tmp; dP_->dy = tmpy - dot(tmpy, Ng)*tmp; } __device void differential_incoming(differential3 *dI, const differential3 dD) { /* compute dIdx/dy at a shading point, we just need to negate the * differential of the ray direction */ dI->dx = -dD.dx; dI->dy = -dD.dy; } __device void differential_dudv(differential *du, differential *dv, float3 dPdu, float3 dPdv, differential3 dP, float3 Ng) { /* now we have dPdx/dy from the ray differential transfer, and dPdu/dv * from the primitive, we can compute dudx/dy and dvdx/dy. these are * mainly used for differentials of arbitrary mesh attributes. */ /* find most stable axis to project to 2D */ float xn = fabsf(Ng.x); float yn = fabsf(Ng.y); float zn = fabsf(Ng.z); if(zn < xn || zn < yn) { if(yn < xn || yn < zn) { dPdu.x = dPdu.y; dPdv.x = dPdv.y; dP.dx.x = dP.dx.y; dP.dy.x = dP.dy.y; } dPdu.y = dPdu.z; dPdv.y = dPdv.z; dP.dx.y = dP.dx.z; dP.dy.y = dP.dy.z; } /* using Cramer's rule, we solve for dudx and dvdx in a 2x2 linear system, * and the same for dudy and dvdy. the denominator is the same for both * solutions, so we compute it only once. * * dP.dx = dPdu * dudx + dPdv * dvdx; * dP.dy = dPdu * dudy + dPdv * dvdy; */ float det = (dPdu.x*dPdv.y - dPdv.x*dPdu.y); if(det != 0.0f) det = 1.0f/det; du->dx = (dP.dx.x*dPdv.y - dP.dx.y*dPdv.x)*det; dv->dx = (dP.dx.y*dPdu.x - dP.dx.x*dPdu.y)*det; du->dy = (dP.dy.x*dPdv.y - dP.dy.y*dPdv.x)*det; dv->dy = (dP.dy.y*dPdu.x - dP.dy.x*dPdu.y)*det; } CCL_NAMESPACE_END