forked from bartvdbraak/blender
5873301257
By default lighting from the world is computed solely with indirect light sampling. However for more complex environment maps this can be too noisy, as sampling the BSDF may not easily find the highlights in the environment map image. By enabling this option, the world background will be sampled as a lamp, with lighter parts automatically given more samples. Map Resolution specifies the size of the importance map (res x res). Before rendering starts, an importance map is generated by "baking" a grayscale image from the world shader. This will then be used to determine which parts of the background are light and so should receive more samples than darker parts. Higher resolutions will result in more accurate sampling but take more setup time and memory. Patch by Mike Farnsworth, thanks!
420 lines
12 KiB
C
420 lines
12 KiB
C
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "kernel_differential.h"
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#include "kernel_montecarlo.h"
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#include "kernel_triangle.h"
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#include "kernel_object.h"
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#ifdef __QBVH__
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#include "kernel_qbvh.h"
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#else
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#include "kernel_bvh.h"
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#endif
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#include "kernel_camera.h"
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#include "kernel_shader.h"
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#include "kernel_light.h"
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#include "kernel_emission.h"
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#include "kernel_random.h"
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CCL_NAMESPACE_BEGIN
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#ifdef __MODIFY_TP__
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__device float3 path_terminate_modified_throughput(KernelGlobals *kg, __global float3 *buffer, int x, int y, int offset, int stride, int sample)
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{
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/* modify throughput to influence path termination probability, to avoid
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darker regions receiving fewer samples than lighter regions. also RGB
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are weighted differently. proper validation still remains to be done. */
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const float3 weights = make_float3(1.0f, 1.33f, 0.66f);
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const float3 one = make_float3(1.0f, 1.0f, 1.0f);
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const int minsample = 5;
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const float minL = 0.1f;
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if(sample >= minsample) {
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float3 L = buffer[offset + x + y*stride];
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float3 Lmin = make_float3(minL, minL, minL);
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float correct = (float)(sample+1)/(float)sample;
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L = film_map(L*correct, sample);
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return weights/clamp(L, Lmin, one);
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}
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return weights;
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}
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#endif
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typedef struct PathState {
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uint flag;
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int bounce;
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int diffuse_bounce;
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int glossy_bounce;
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int transmission_bounce;
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int transparent_bounce;
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} PathState;
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__device_inline void path_state_init(PathState *state)
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{
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state->flag = PATH_RAY_CAMERA|PATH_RAY_SINGULAR|PATH_RAY_MIS_SKIP;
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state->bounce = 0;
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state->diffuse_bounce = 0;
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state->glossy_bounce = 0;
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state->transmission_bounce = 0;
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state->transparent_bounce = 0;
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}
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__device_inline void path_state_next(KernelGlobals *kg, PathState *state, int label)
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{
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/* ray through transparent keeps same flags from previous ray and is
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not counted as a regular bounce, transparent has separate max */
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if(label & LABEL_TRANSPARENT) {
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state->flag |= PATH_RAY_TRANSPARENT;
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state->transparent_bounce++;
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if(!kernel_data.integrator.transparent_shadows)
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state->flag |= PATH_RAY_MIS_SKIP;
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return;
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}
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state->bounce++;
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/* reflection/transmission */
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if(label & LABEL_REFLECT) {
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state->flag |= PATH_RAY_REFLECT;
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state->flag &= ~(PATH_RAY_TRANSMIT|PATH_RAY_CAMERA|PATH_RAY_TRANSPARENT);
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if(label & LABEL_DIFFUSE)
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state->diffuse_bounce++;
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else
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state->glossy_bounce++;
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}
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else {
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kernel_assert(label & LABEL_TRANSMIT);
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state->flag |= PATH_RAY_TRANSMIT;
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state->flag &= ~(PATH_RAY_REFLECT|PATH_RAY_CAMERA|PATH_RAY_TRANSPARENT);
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state->transmission_bounce++;
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}
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/* diffuse/glossy/singular */
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if(label & LABEL_DIFFUSE) {
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state->flag |= PATH_RAY_DIFFUSE;
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state->flag &= ~(PATH_RAY_GLOSSY|PATH_RAY_SINGULAR|PATH_RAY_MIS_SKIP);
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}
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else if(label & LABEL_GLOSSY) {
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state->flag |= PATH_RAY_GLOSSY;
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state->flag &= ~(PATH_RAY_DIFFUSE|PATH_RAY_SINGULAR|PATH_RAY_MIS_SKIP);
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}
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else {
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kernel_assert(label & LABEL_SINGULAR);
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state->flag |= PATH_RAY_GLOSSY|PATH_RAY_SINGULAR|PATH_RAY_MIS_SKIP;
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state->flag &= ~PATH_RAY_DIFFUSE;
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}
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}
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__device_inline uint path_state_ray_visibility(KernelGlobals *kg, PathState *state)
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{
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uint flag = state->flag;
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/* for visibility, diffuse/glossy are for reflection only */
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if(flag & PATH_RAY_TRANSMIT)
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flag &= ~(PATH_RAY_DIFFUSE|PATH_RAY_GLOSSY);
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/* for camera visibility, use render layer flags */
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if(flag & PATH_RAY_CAMERA)
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flag |= kernel_data.integrator.layer_flag;
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return flag;
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}
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__device_inline float path_state_terminate_probability(KernelGlobals *kg, PathState *state, const float3 throughput)
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{
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if(state->flag & PATH_RAY_TRANSPARENT) {
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/* transparent rays treated separately */
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if(state->transparent_bounce >= kernel_data.integrator.transparent_max_bounce)
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return 0.0f;
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else if(state->transparent_bounce <= kernel_data.integrator.transparent_min_bounce)
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return 1.0f;
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}
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else {
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/* other rays */
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if((state->bounce >= kernel_data.integrator.max_bounce) ||
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(state->diffuse_bounce >= kernel_data.integrator.max_diffuse_bounce) ||
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(state->glossy_bounce >= kernel_data.integrator.max_glossy_bounce) ||
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(state->transmission_bounce >= kernel_data.integrator.max_transmission_bounce))
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return 0.0f;
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else if(state->bounce <= kernel_data.integrator.min_bounce)
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return 1.0f;
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}
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/* probalistic termination */
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return average(throughput);
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}
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__device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray *ray, Intersection *isect, float3 *light_L)
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{
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if(ray->t == 0.0f)
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return false;
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bool result = scene_intersect(kg, ray, PATH_RAY_SHADOW_OPAQUE, isect);
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#ifdef __TRANSPARENT_SHADOWS__
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if(result && kernel_data.integrator.transparent_shadows) {
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/* transparent shadows work in such a way to try to minimize overhead
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in cases where we don't need them. after a regular shadow ray is
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cast we check if the hit primitive was potentially transparent, and
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only in that case start marching. this gives on extra ray cast for
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the cases were we do want transparency.
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also note that for this to work correct, multi close sampling must
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be used, since we don't pass a random number to shader_eval_surface */
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if(shader_transparent_shadow(kg, isect)) {
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float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
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float3 Pend = ray->P + ray->D*ray->t;
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int bounce = state->transparent_bounce;
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for(;;) {
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if(bounce >= kernel_data.integrator.transparent_max_bounce) {
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return true;
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}
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else if(bounce >= kernel_data.integrator.transparent_min_bounce) {
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/* todo: get random number somewhere for probabilistic terminate */
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#if 0
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float probability = average(throughput);
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float terminate = 0.0f;
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if(terminate >= probability)
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return true;
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throughput /= probability;
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#endif
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}
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if(!scene_intersect(kg, ray, PATH_RAY_SHADOW_TRANSPARENT, isect)) {
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*light_L *= throughput;
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return false;
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}
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if(!shader_transparent_shadow(kg, isect))
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return true;
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ShaderData sd;
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shader_setup_from_ray(kg, &sd, isect, ray);
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shader_eval_surface(kg, &sd, 0.0f, PATH_RAY_SHADOW);
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throughput *= shader_bsdf_transparency(kg, &sd);
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ray->P = ray_offset(sd.P, -sd.Ng);
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if(ray->t != FLT_MAX)
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ray->D = normalize_len(Pend - ray->P, &ray->t);
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bounce++;
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}
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}
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}
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#endif
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return result;
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}
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__device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int sample, Ray ray, float3 throughput)
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{
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/* initialize */
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float3 L = make_float3(0.0f, 0.0f, 0.0f);
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float Ltransparent = 0.0f;
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#ifdef __EMISSION__
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float ray_pdf = 0.0f;
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#endif
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PathState state;
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int rng_offset = PRNG_BASE_NUM;
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path_state_init(&state);
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/* path iteration */
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for(;; rng_offset += PRNG_BOUNCE_NUM) {
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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(!scene_intersect(kg, &ray, visibility, &isect)) {
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/* eval background shader if nothing hit */
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if(kernel_data.background.transparent && (state.flag & PATH_RAY_CAMERA)) {
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Ltransparent += average(throughput);
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}
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else {
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/* sample background shader */
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float3 background_L = indirect_background(kg, &ray, state.flag, ray_pdf);
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L += throughput*background_L;
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}
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break;
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}
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/* setup shading */
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ShaderData sd;
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shader_setup_from_ray(kg, &sd, &isect, &ray);
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float rbsdf = path_rng(kg, rng, sample, rng_offset + PRNG_BSDF);
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shader_eval_surface(kg, &sd, rbsdf, state.flag);
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#ifdef __HOLDOUT__
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if((sd.flag & SD_HOLDOUT) && (state.flag & PATH_RAY_CAMERA)) {
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float3 holdout_weight = shader_holdout_eval(kg, &sd);
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if(kernel_data.background.transparent)
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Ltransparent += average(holdout_weight*throughput);
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}
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#endif
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#ifdef __EMISSION__
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/* emission */
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if(sd.flag & SD_EMISSION)
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L += throughput*indirect_emission(kg, &sd, isect.t, state.flag, ray_pdf);
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#endif
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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 = path_state_terminate_probability(kg, &state, throughput);
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float terminate = path_rng(kg, rng, sample, rng_offset + PRNG_TERMINATE);
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if(terminate >= probability)
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break;
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throughput /= probability;
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#ifdef __EMISSION__
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if(kernel_data.integrator.use_direct_light) {
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/* sample illumination from lights to find path contribution */
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if(sd.flag & SD_BSDF_HAS_EVAL) {
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float light_t = path_rng(kg, rng, sample, rng_offset + PRNG_LIGHT);
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float light_o = path_rng(kg, rng, sample, rng_offset + PRNG_LIGHT_F);
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float light_u = path_rng(kg, rng, sample, rng_offset + PRNG_LIGHT_U);
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float light_v = path_rng(kg, rng, sample, rng_offset + PRNG_LIGHT_V);
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Ray light_ray;
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float3 light_L;
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#ifdef __MULTI_LIGHT__
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/* index -1 means randomly sample from distribution */
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int i = (kernel_data.integrator.num_distribution)? -1: 0;
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for(; i < kernel_data.integrator.num_all_lights; i++) {
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#else
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const int i = -1;
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#endif
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if(direct_emission(kg, &sd, i, light_t, light_o, light_u, light_v, &light_ray, &light_L)) {
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/* trace shadow ray */
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if(!shadow_blocked(kg, &state, &light_ray, &isect, &light_L))
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L += throughput*light_L;
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}
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#ifdef __MULTI_LIGHT__
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}
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#endif
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}
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}
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#endif
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/* no BSDF? we can stop here */
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if(!(sd.flag & SD_BSDF))
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break;
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/* sample BSDF */
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float bsdf_pdf;
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float3 bsdf_eval;
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float3 bsdf_omega_in;
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differential3 bsdf_domega_in;
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float bsdf_u = path_rng(kg, rng, sample, rng_offset + PRNG_BSDF_U);
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float bsdf_v = path_rng(kg, rng, sample, rng_offset + PRNG_BSDF_V);
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int label;
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label = shader_bsdf_sample(kg, &sd, bsdf_u, bsdf_v, &bsdf_eval,
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&bsdf_omega_in, &bsdf_domega_in, &bsdf_pdf);
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shader_release(kg, &sd);
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if(bsdf_pdf == 0.0f || is_zero(bsdf_eval))
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break;
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/* modify throughput */
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throughput *= bsdf_eval/bsdf_pdf;
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/* set labels */
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#if defined(__EMISSION__) || defined(__BACKGROUND__)
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ray_pdf = bsdf_pdf;
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#endif
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/* update path state */
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path_state_next(kg, &state, label);
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/* setup ray */
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ray.P = ray_offset(sd.P, (label & LABEL_TRANSMIT)? -sd.Ng: sd.Ng);
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ray.D = bsdf_omega_in;
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ray.t = FLT_MAX;
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#ifdef __RAY_DIFFERENTIALS__
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ray.dP = sd.dP;
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ray.dD = bsdf_domega_in;
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#endif
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}
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return make_float4(L.x, L.y, L.z, 1.0f - Ltransparent);
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}
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__device void kernel_path_trace(KernelGlobals *kg, __global float4 *buffer, __global uint *rng_state, int sample, int x, int y, int offset, int stride)
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{
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/* initialize random numbers */
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RNG rng;
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float filter_u;
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float filter_v;
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path_rng_init(kg, rng_state, sample, &rng, x, y, offset, stride, &filter_u, &filter_v);
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/* sample camera ray */
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Ray ray;
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float lens_u = path_rng(kg, &rng, sample, PRNG_LENS_U);
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float lens_v = path_rng(kg, &rng, sample, PRNG_LENS_V);
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camera_sample(kg, x, y, filter_u, filter_v, lens_u, lens_v, &ray);
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/* integrate */
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#ifdef __MODIFY_TP__
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float3 throughput = path_terminate_modified_throughput(kg, buffer, x, y, offset, stride, sample);
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float4 L = kernel_path_integrate(kg, &rng, sample, ray, throughput)/throughput;
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#else
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float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
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float4 L = kernel_path_integrate(kg, &rng, sample, ray, throughput);
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#endif
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/* accumulate result in output buffer */
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int index = offset + x + y*stride;
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if(sample == 0)
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buffer[index] = L;
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else
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buffer[index] += L;
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path_rng_end(kg, rng_state, rng, x, y, offset, stride);
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}
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CCL_NAMESPACE_END
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