forked from bartvdbraak/blender
b20a7e01d0
instead of sobol. So far one doesn't seem to be consistently better or worse than the other for the same number of samples but more testing is needed. The random number generator itself is slower than sobol for most number of samples, except 16, 64, 256, .. because they can be computed faster. This can probably be optimized, but we can do that when/if this actually turns out to be useful. Paper this implementation is based on: http://graphics.pixar.com/library/MultiJitteredSampling/ Also includes some refactoring of RNG code, fixing a Sobol correlation issue with the first BSDF and < 16 samples, skipping some unneeded RNG calls and using a simpler unit square to unit disk function.
82 lines
1.8 KiB
C++
82 lines
1.8 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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#ifndef __INTEGRATOR_H__
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#define __INTEGRATOR_H__
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#include "kernel_types.h"
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CCL_NAMESPACE_BEGIN
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class Device;
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class DeviceScene;
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class Scene;
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class Integrator {
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public:
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int min_bounce;
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int max_bounce;
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int max_diffuse_bounce;
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int max_glossy_bounce;
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int max_transmission_bounce;
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bool probalistic_termination;
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int transparent_min_bounce;
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int transparent_max_bounce;
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bool transparent_probalistic;
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bool transparent_shadows;
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bool no_caustics;
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float filter_glossy;
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int seed;
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int layer_flag;
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float sample_clamp;
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bool motion_blur;
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int aa_samples;
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int diffuse_samples;
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int glossy_samples;
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int transmission_samples;
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int ao_samples;
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int mesh_light_samples;
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int subsurface_samples;
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bool progressive;
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SamplingPattern sampling_pattern;
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bool need_update;
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Integrator();
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~Integrator();
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void device_update(Device *device, DeviceScene *dscene, Scene *scene);
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void device_free(Device *device, DeviceScene *dscene);
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bool modified(const Integrator& integrator);
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void tag_update(Scene *scene);
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};
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CCL_NAMESPACE_END
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#endif /* __INTEGRATOR_H__ */
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