blender/intern/cycles/render/integrator.h
Lukas Stockner 26bf230920 Cycles: Add optional probabilistic termination of light samples based on their expected contribution
In scenes with many lights, some of them might have a very small contribution to some pixels, but the shadow rays are traced anyways.
To avoid that, this patch adds probabilistic termination to light samples - if the contribution before checking for shadowing is below a user-defined threshold, the sample will be discarded with probability (1 - (contribution / threshold)) and otherwise kept, but weighted more to remain unbiased.
This is the same approach that's also used in path termination based on length.

Note that the rendering remains unbiased with this option, it just adds a bit of noise - but if the setting is used moderately, the speedup gained easily outweighs the additional noise.

Reviewers: #cycles

Subscribers: sergey, brecht

Differential Revision: https://developer.blender.org/D2217
2016-10-30 11:31:28 +01:00

99 lines
1.9 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.
*/
#ifndef __INTEGRATOR_H__
#define __INTEGRATOR_H__
#include "kernel_types.h"
#include "node.h"
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class Scene;
class Integrator : public Node {
public:
NODE_DECLARE;
int min_bounce;
int max_bounce;
int max_diffuse_bounce;
int max_glossy_bounce;
int max_transmission_bounce;
int max_volume_bounce;
int transparent_min_bounce;
int transparent_max_bounce;
bool transparent_shadows;
int volume_max_steps;
float volume_step_size;
bool caustics_reflective;
bool caustics_refractive;
float filter_glossy;
int seed;
float sample_clamp_direct;
float sample_clamp_indirect;
bool motion_blur;
int aa_samples;
int diffuse_samples;
int glossy_samples;
int transmission_samples;
int ao_samples;
int mesh_light_samples;
int subsurface_samples;
int volume_samples;
bool sample_all_lights_direct;
bool sample_all_lights_indirect;
float light_sampling_threshold;
enum Method {
BRANCHED_PATH = 0,
PATH = 1,
NUM_METHODS,
};
Method method;
SamplingPattern sampling_pattern;
bool need_update;
Integrator();
~Integrator();
void device_update(Device *device, DeviceScene *dscene, Scene *scene);
void device_free(Device *device, DeviceScene *dscene);
bool modified(const Integrator& integrator);
void tag_update(Scene *scene);
};
CCL_NAMESPACE_END
#endif /* __INTEGRATOR_H__ */