forked from bartvdbraak/blender
1084 lines
34 KiB
C
1084 lines
34 KiB
C
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License
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*/
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CCL_NAMESPACE_BEGIN
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/* Events for probalistic scattering */
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typedef enum VolumeIntegrateResult {
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VOLUME_PATH_SCATTERED = 0,
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VOLUME_PATH_ATTENUATED = 1,
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VOLUME_PATH_MISSED = 2
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} VolumeIntegrateResult;
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/* Volume shader properties
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*
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* extinction coefficient = absorption coefficient + scattering coefficient
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* sigma_t = sigma_a + sigma_s */
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typedef struct VolumeShaderCoefficients {
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float3 sigma_a;
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float3 sigma_s;
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float3 emission;
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} VolumeShaderCoefficients;
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/* evaluate shader to get extinction coefficient at P */
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ccl_device bool volume_shader_extinction_sample(KernelGlobals *kg, ShaderData *sd, PathState *state, float3 P, float3 *extinction)
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{
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sd->P = P;
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shader_eval_volume(kg, sd, state->volume_stack, PATH_RAY_SHADOW, SHADER_CONTEXT_SHADOW);
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if(!(sd->flag & (SD_ABSORPTION|SD_SCATTER)))
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return false;
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float3 sigma_t = make_float3(0.0f, 0.0f, 0.0f);
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for(int i = 0; i < sd->num_closure; i++) {
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const ShaderClosure *sc = &sd->closure[i];
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if(CLOSURE_IS_VOLUME(sc->type))
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sigma_t += sc->weight;
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}
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*extinction = sigma_t;
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return true;
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}
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/* evaluate shader to get absorption, scattering and emission at P */
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ccl_device bool volume_shader_sample(KernelGlobals *kg, ShaderData *sd, PathState *state, float3 P, VolumeShaderCoefficients *coeff)
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{
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sd->P = P;
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shader_eval_volume(kg, sd, state->volume_stack, state->flag, SHADER_CONTEXT_VOLUME);
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if(!(sd->flag & (SD_ABSORPTION|SD_SCATTER|SD_EMISSION)))
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return false;
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coeff->sigma_a = make_float3(0.0f, 0.0f, 0.0f);
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coeff->sigma_s = make_float3(0.0f, 0.0f, 0.0f);
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coeff->emission = make_float3(0.0f, 0.0f, 0.0f);
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for(int i = 0; i < sd->num_closure; i++) {
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const ShaderClosure *sc = &sd->closure[i];
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if(sc->type == CLOSURE_VOLUME_ABSORPTION_ID)
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coeff->sigma_a += sc->weight;
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else if(sc->type == CLOSURE_EMISSION_ID)
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coeff->emission += sc->weight;
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else if(CLOSURE_IS_VOLUME(sc->type))
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coeff->sigma_s += sc->weight;
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}
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/* when at the max number of bounces, treat scattering as absorption */
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if(sd->flag & SD_SCATTER) {
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if(state->volume_bounce >= kernel_data.integrator.max_volume_bounce) {
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coeff->sigma_a += coeff->sigma_s;
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coeff->sigma_s = make_float3(0.0f, 0.0f, 0.0f);
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sd->flag &= ~SD_SCATTER;
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sd->flag |= SD_ABSORPTION;
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}
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}
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return true;
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}
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ccl_device float3 volume_color_transmittance(float3 sigma, float t)
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{
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return make_float3(expf(-sigma.x * t), expf(-sigma.y * t), expf(-sigma.z * t));
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}
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ccl_device float kernel_volume_channel_get(float3 value, int channel)
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{
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return (channel == 0)? value.x: ((channel == 1)? value.y: value.z);
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}
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ccl_device bool volume_stack_is_heterogeneous(KernelGlobals *kg, VolumeStack *stack)
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{
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for(int i = 0; stack[i].shader != SHADER_NONE; i++) {
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int shader_flag = kernel_tex_fetch(__shader_flag, (stack[i].shader & SHADER_MASK)*2);
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if(shader_flag & SD_HETEROGENEOUS_VOLUME)
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return true;
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}
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return false;
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}
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ccl_device int volume_stack_sampling_method(KernelGlobals *kg, VolumeStack *stack)
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{
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if(kernel_data.integrator.num_all_lights == 0)
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return 0;
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int method = -1;
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for(int i = 0; stack[i].shader != SHADER_NONE; i++) {
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int shader_flag = kernel_tex_fetch(__shader_flag, (stack[i].shader & SHADER_MASK)*2);
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if(shader_flag & SD_VOLUME_MIS) {
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return SD_VOLUME_MIS;
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}
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else if(shader_flag & SD_VOLUME_EQUIANGULAR) {
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if(method == 0)
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return SD_VOLUME_MIS;
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method = SD_VOLUME_EQUIANGULAR;
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}
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else {
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if(method == SD_VOLUME_EQUIANGULAR)
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return SD_VOLUME_MIS;
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method = 0;
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}
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}
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return method;
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}
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/* Volume Shadows
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*
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* These functions are used to attenuate shadow rays to lights. Both absorption
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* and scattering will block light, represented by the extinction coefficient. */
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/* homogeneous volume: assume shader evaluation at the starts gives
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* the extinction coefficient for the entire line segment */
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ccl_device void kernel_volume_shadow_homogeneous(KernelGlobals *kg, PathState *state, Ray *ray, ShaderData *sd, float3 *throughput)
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{
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float3 sigma_t;
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if(volume_shader_extinction_sample(kg, sd, state, ray->P, &sigma_t))
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*throughput *= volume_color_transmittance(sigma_t, ray->t);
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}
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/* heterogeneous volume: integrate stepping through the volume until we
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* reach the end, get absorbed entirely, or run out of iterations */
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ccl_device void kernel_volume_shadow_heterogeneous(KernelGlobals *kg, PathState *state, Ray *ray, ShaderData *sd, float3 *throughput)
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{
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float3 tp = *throughput;
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const float tp_eps = 1e-6f; /* todo: this is likely not the right value */
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/* prepare for stepping */
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int max_steps = kernel_data.integrator.volume_max_steps;
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float step = kernel_data.integrator.volume_step_size;
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float random_jitter_offset = lcg_step_float(&state->rng_congruential) * step;
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/* compute extinction at the start */
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float t = 0.0f;
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float3 sum = make_float3(0.0f, 0.0f, 0.0f);
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for(int i = 0; i < max_steps; i++) {
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/* advance to new position */
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float new_t = min(ray->t, (i+1) * step);
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float dt = new_t - t;
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/* use random position inside this segment to sample shader */
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if(new_t == ray->t)
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random_jitter_offset = lcg_step_float(&state->rng_congruential) * dt;
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float3 new_P = ray->P + ray->D * (t + random_jitter_offset);
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float3 sigma_t;
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/* compute attenuation over segment */
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if(volume_shader_extinction_sample(kg, sd, state, new_P, &sigma_t)) {
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/* Compute expf() only for every Nth step, to save some calculations
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* because exp(a)*exp(b) = exp(a+b), also do a quick tp_eps check then. */
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sum += (-sigma_t * (new_t - t));
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if((i & 0x07) == 0) { /* ToDo: Other interval? */
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tp = *throughput * make_float3(expf(sum.x), expf(sum.y), expf(sum.z));
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/* stop if nearly all light is blocked */
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if(tp.x < tp_eps && tp.y < tp_eps && tp.z < tp_eps)
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break;
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}
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}
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/* stop if at the end of the volume */
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t = new_t;
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if(t == ray->t) {
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/* Update throughput in case we haven't done it above */
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tp = *throughput * make_float3(expf(sum.x), expf(sum.y), expf(sum.z));
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break;
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}
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}
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*throughput = tp;
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}
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/* get the volume attenuation over line segment defined by ray, with the
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* assumption that there are no surfaces blocking light between the endpoints */
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ccl_device_noinline void kernel_volume_shadow(KernelGlobals *kg, PathState *state, Ray *ray, float3 *throughput)
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{
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ShaderData sd;
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shader_setup_from_volume(kg, &sd, ray, state->bounce, state->transparent_bounce);
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if(volume_stack_is_heterogeneous(kg, state->volume_stack))
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kernel_volume_shadow_heterogeneous(kg, state, ray, &sd, throughput);
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else
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kernel_volume_shadow_homogeneous(kg, state, ray, &sd, throughput);
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}
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/* Equi-angular sampling as in:
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* "Importance Sampling Techniques for Path Tracing in Participating Media" */
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ccl_device float kernel_volume_equiangular_sample(Ray *ray, float3 light_P, float xi, float *pdf)
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{
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float t = ray->t;
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float delta = dot((light_P - ray->P) , ray->D);
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float D = sqrtf(len_squared(light_P - ray->P) - delta * delta);
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float theta_a = -atan2f(delta, D);
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float theta_b = atan2f(t - delta, D);
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float t_ = D * tanf((xi * theta_b) + (1 - xi) * theta_a);
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*pdf = D / ((theta_b - theta_a) * (D * D + t_ * t_));
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return min(t, delta + t_); /* min is only for float precision errors */
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}
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ccl_device float kernel_volume_equiangular_pdf(Ray *ray, float3 light_P, float sample_t)
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{
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float delta = dot((light_P - ray->P) , ray->D);
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float D = sqrtf(len_squared(light_P - ray->P) - delta * delta);
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float t = ray->t;
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float t_ = sample_t - delta;
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float theta_a = -atan2f(delta, D);
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float theta_b = atan2f(t - delta, D);
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float pdf = D / ((theta_b - theta_a) * (D * D + t_ * t_));
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return pdf;
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}
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/* Distance sampling */
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ccl_device float kernel_volume_distance_sample(float max_t, float3 sigma_t, int channel, float xi, float3 *transmittance, float3 *pdf)
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{
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/* xi is [0, 1[ so log(0) should never happen, division by zero is
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* avoided because sample_sigma_t > 0 when SD_SCATTER is set */
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float sample_sigma_t = kernel_volume_channel_get(sigma_t, channel);
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float3 full_transmittance = volume_color_transmittance(sigma_t, max_t);
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float sample_transmittance = kernel_volume_channel_get(full_transmittance, channel);
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float sample_t = min(max_t, -logf(1.0f - xi*(1.0f - sample_transmittance))/sample_sigma_t);
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*transmittance = volume_color_transmittance(sigma_t, sample_t);
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*pdf = (sigma_t * *transmittance)/(make_float3(1.0f, 1.0f, 1.0f) - full_transmittance);
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/* todo: optimization: when taken together with hit/miss decision,
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* the full_transmittance cancels out drops out and xi does not
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* need to be remapped */
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return sample_t;
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}
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ccl_device float3 kernel_volume_distance_pdf(float max_t, float3 sigma_t, float sample_t)
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{
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float3 full_transmittance = volume_color_transmittance(sigma_t, max_t);
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float3 transmittance = volume_color_transmittance(sigma_t, sample_t);
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return (sigma_t * transmittance)/(make_float3(1.0f, 1.0f, 1.0f) - full_transmittance);
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}
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/* Emission */
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ccl_device float3 kernel_volume_emission_integrate(VolumeShaderCoefficients *coeff, int closure_flag, float3 transmittance, float t)
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{
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/* integral E * exp(-sigma_t * t) from 0 to t = E * (1 - exp(-sigma_t * t))/sigma_t
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* this goes to E * t as sigma_t goes to zero
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*
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* todo: we should use an epsilon to avoid precision issues near zero sigma_t */
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float3 emission = coeff->emission;
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if(closure_flag & SD_ABSORPTION) {
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float3 sigma_t = coeff->sigma_a + coeff->sigma_s;
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emission.x *= (sigma_t.x > 0.0f)? (1.0f - transmittance.x)/sigma_t.x: t;
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emission.y *= (sigma_t.y > 0.0f)? (1.0f - transmittance.y)/sigma_t.y: t;
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emission.z *= (sigma_t.z > 0.0f)? (1.0f - transmittance.z)/sigma_t.z: t;
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}
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else
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emission *= t;
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return emission;
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}
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/* Volume Path */
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/* homogeneous volume: assume shader evaluation at the start gives
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* the volume shading coefficient for the entire line segment */
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ccl_device VolumeIntegrateResult kernel_volume_integrate_homogeneous(KernelGlobals *kg,
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PathState *state, Ray *ray, ShaderData *sd, PathRadiance *L, float3 *throughput,
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RNG *rng, bool probalistic_scatter)
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{
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VolumeShaderCoefficients coeff;
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if(!volume_shader_sample(kg, sd, state, ray->P, &coeff))
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return VOLUME_PATH_MISSED;
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int closure_flag = sd->flag;
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float t = ray->t;
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float3 new_tp;
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#ifdef __VOLUME_SCATTER__
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/* randomly scatter, and if we do t is shortened */
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if(closure_flag & SD_SCATTER) {
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/* extinction coefficient */
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float3 sigma_t = coeff.sigma_a + coeff.sigma_s;
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/* pick random color channel, we use the Veach one-sample
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* model with balance heuristic for the channels */
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float rphase = path_state_rng_1D_for_decision(kg, rng, state, PRNG_PHASE);
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int channel = (int)(rphase*3.0f);
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sd->randb_closure = rphase*3.0f - channel;
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/* decide if we will hit or miss */
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bool scatter = true;
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float xi = path_state_rng_1D_for_decision(kg, rng, state, PRNG_SCATTER_DISTANCE);
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if(probalistic_scatter) {
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float sample_sigma_t = kernel_volume_channel_get(sigma_t, channel);
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float sample_transmittance = expf(-sample_sigma_t * t);
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if(1.0f - xi >= sample_transmittance) {
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scatter = true;
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/* rescale random number so we can reuse it */
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xi = 1.0f - (1.0f - xi - sample_transmittance)/(1.0f - sample_transmittance);
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}
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else
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scatter = false;
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}
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if(scatter) {
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/* scattering */
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float3 pdf;
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float3 transmittance;
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float sample_t;
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/* distance sampling */
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sample_t = kernel_volume_distance_sample(ray->t, sigma_t, channel, xi, &transmittance, &pdf);
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/* modifiy pdf for hit/miss decision */
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if(probalistic_scatter)
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pdf *= make_float3(1.0f, 1.0f, 1.0f) - volume_color_transmittance(sigma_t, t);
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new_tp = *throughput * coeff.sigma_s * transmittance / average(pdf);
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t = sample_t;
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}
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else {
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/* no scattering */
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float3 transmittance = volume_color_transmittance(sigma_t, t);
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float pdf = average(transmittance);
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new_tp = *throughput * transmittance / pdf;
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}
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}
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else
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#endif
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if(closure_flag & SD_ABSORPTION) {
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/* absorption only, no sampling needed */
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float3 transmittance = volume_color_transmittance(coeff.sigma_a, t);
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new_tp = *throughput * transmittance;
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}
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/* integrate emission attenuated by extinction */
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if(L && (closure_flag & SD_EMISSION)) {
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float3 sigma_t = coeff.sigma_a + coeff.sigma_s;
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float3 transmittance = volume_color_transmittance(sigma_t, ray->t);
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float3 emission = kernel_volume_emission_integrate(&coeff, closure_flag, transmittance, ray->t);
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path_radiance_accum_emission(L, *throughput, emission, state->bounce);
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}
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/* modify throughput */
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if(closure_flag & (SD_ABSORPTION|SD_SCATTER)) {
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*throughput = new_tp;
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/* prepare to scatter to new direction */
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if(t < ray->t) {
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/* adjust throughput and move to new location */
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sd->P = ray->P + t*ray->D;
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return VOLUME_PATH_SCATTERED;
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}
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}
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return VOLUME_PATH_ATTENUATED;
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}
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/* heterogeneous volume distance sampling: integrate stepping through the
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* volume until we reach the end, get absorbed entirely, or run out of
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* iterations. this does probalistically scatter or get transmitted through
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* for path tracing where we don't want to branch. */
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ccl_device VolumeIntegrateResult kernel_volume_integrate_heterogeneous_distance(KernelGlobals *kg,
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PathState *state, Ray *ray, ShaderData *sd, PathRadiance *L, float3 *throughput, RNG *rng)
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{
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float3 tp = *throughput;
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const float tp_eps = 1e-6f; /* todo: this is likely not the right value */
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/* prepare for stepping */
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int max_steps = kernel_data.integrator.volume_max_steps;
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float step_size = kernel_data.integrator.volume_step_size;
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float random_jitter_offset = lcg_step_float(&state->rng_congruential) * step_size;
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/* compute coefficients at the start */
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float t = 0.0f;
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float3 accum_transmittance = make_float3(1.0f, 1.0f, 1.0f);
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/* pick random color channel, we use the Veach one-sample
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* model with balance heuristic for the channels */
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float xi = path_state_rng_1D_for_decision(kg, rng, state, PRNG_SCATTER_DISTANCE);
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float rphase = path_state_rng_1D_for_decision(kg, rng, state, PRNG_PHASE);
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int channel = (int)(rphase*3.0f);
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sd->randb_closure = rphase*3.0f - channel;
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bool has_scatter = false;
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for(int i = 0; i < max_steps; i++) {
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/* advance to new position */
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float new_t = min(ray->t, (i+1) * step_size);
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float dt = new_t - t;
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/* use random position inside this segment to sample shader */
|
|
if(new_t == ray->t)
|
|
random_jitter_offset = lcg_step_float(&state->rng_congruential) * dt;
|
|
|
|
float3 new_P = ray->P + ray->D * (t + random_jitter_offset);
|
|
VolumeShaderCoefficients coeff;
|
|
|
|
/* compute segment */
|
|
if(volume_shader_sample(kg, sd, state, new_P, &coeff)) {
|
|
int closure_flag = sd->flag;
|
|
float3 new_tp;
|
|
float3 transmittance;
|
|
bool scatter = false;
|
|
|
|
/* distance sampling */
|
|
#ifdef __VOLUME_SCATTER__
|
|
if((closure_flag & SD_SCATTER) || (has_scatter && (closure_flag & SD_ABSORPTION))) {
|
|
has_scatter = true;
|
|
|
|
float3 sigma_t = coeff.sigma_a + coeff.sigma_s;
|
|
float3 sigma_s = coeff.sigma_s;
|
|
|
|
/* compute transmittance over full step */
|
|
transmittance = volume_color_transmittance(sigma_t, dt);
|
|
|
|
/* decide if we will scatter or continue */
|
|
float sample_transmittance = kernel_volume_channel_get(transmittance, channel);
|
|
|
|
if(1.0f - xi >= sample_transmittance) {
|
|
/* compute sampling distance */
|
|
float sample_sigma_t = kernel_volume_channel_get(sigma_t, channel);
|
|
float new_dt = -logf(1.0f - xi)/sample_sigma_t;
|
|
new_t = t + new_dt;
|
|
|
|
/* transmittance and pdf */
|
|
float3 new_transmittance = volume_color_transmittance(sigma_t, new_dt);
|
|
float3 pdf = sigma_t * new_transmittance;
|
|
|
|
/* throughput */
|
|
new_tp = tp * sigma_s * new_transmittance / average(pdf);
|
|
scatter = true;
|
|
}
|
|
else {
|
|
/* throughput */
|
|
float pdf = average(transmittance);
|
|
new_tp = tp * transmittance / pdf;
|
|
|
|
/* remap xi so we can reuse it and keep thing stratified */
|
|
xi = 1.0f - (1.0f - xi)/sample_transmittance;
|
|
}
|
|
}
|
|
else
|
|
#endif
|
|
if(closure_flag & SD_ABSORPTION) {
|
|
/* absorption only, no sampling needed */
|
|
float3 sigma_a = coeff.sigma_a;
|
|
|
|
transmittance = volume_color_transmittance(sigma_a, dt);
|
|
new_tp = tp * transmittance;
|
|
}
|
|
|
|
/* integrate emission attenuated by absorption */
|
|
if(L && (closure_flag & SD_EMISSION)) {
|
|
float3 emission = kernel_volume_emission_integrate(&coeff, closure_flag, transmittance, dt);
|
|
path_radiance_accum_emission(L, tp, emission, state->bounce);
|
|
}
|
|
|
|
/* modify throughput */
|
|
if(closure_flag & (SD_ABSORPTION|SD_SCATTER)) {
|
|
tp = new_tp;
|
|
|
|
/* stop if nearly all light blocked */
|
|
if(tp.x < tp_eps && tp.y < tp_eps && tp.z < tp_eps) {
|
|
tp = make_float3(0.0f, 0.0f, 0.0f);
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* prepare to scatter to new direction */
|
|
if(scatter) {
|
|
/* adjust throughput and move to new location */
|
|
sd->P = ray->P + new_t*ray->D;
|
|
*throughput = tp;
|
|
|
|
return VOLUME_PATH_SCATTERED;
|
|
}
|
|
else {
|
|
/* accumulate transmittance */
|
|
accum_transmittance *= transmittance;
|
|
}
|
|
}
|
|
|
|
/* stop if at the end of the volume */
|
|
t = new_t;
|
|
if(t == ray->t)
|
|
break;
|
|
}
|
|
|
|
*throughput = tp;
|
|
|
|
return VOLUME_PATH_ATTENUATED;
|
|
}
|
|
|
|
/* get the volume attenuation and emission over line segment defined by
|
|
* ray, with the assumption that there are no surfaces blocking light
|
|
* between the endpoints. distance sampling is used to decide if we will
|
|
* scatter or not. */
|
|
ccl_device_noinline VolumeIntegrateResult kernel_volume_integrate(KernelGlobals *kg,
|
|
PathState *state, ShaderData *sd, Ray *ray, PathRadiance *L, float3 *throughput, RNG *rng, bool heterogeneous)
|
|
{
|
|
/* workaround to fix correlation bug in T38710, can find better solution
|
|
* in random number generator later, for now this is done here to not impact
|
|
* performance of rendering without volumes */
|
|
RNG tmp_rng = cmj_hash(*rng, state->rng_offset);
|
|
|
|
shader_setup_from_volume(kg, sd, ray, state->bounce, state->transparent_bounce);
|
|
|
|
if(heterogeneous)
|
|
return kernel_volume_integrate_heterogeneous_distance(kg, state, ray, sd, L, throughput, &tmp_rng);
|
|
else
|
|
return kernel_volume_integrate_homogeneous(kg, state, ray, sd, L, throughput, &tmp_rng, true);
|
|
}
|
|
|
|
/* Decoupled Volume Sampling
|
|
*
|
|
* VolumeSegment is list of coefficients and transmittance stored at all steps
|
|
* through a volume. This can then latter be used for decoupled sampling as in:
|
|
* "Importance Sampling Techniques for Path Tracing in Participating Media"
|
|
*
|
|
* On the GPU this is only supported (but currently not enabled)
|
|
* for homogeneous volumes (1 step), due to
|
|
* no support for malloc/free and too much stack usage with a fix size array. */
|
|
|
|
typedef struct VolumeStep {
|
|
float3 sigma_s; /* scatter coefficient */
|
|
float3 sigma_t; /* extinction coefficient */
|
|
float3 accum_transmittance; /* accumulated transmittance including this step */
|
|
float3 cdf_distance; /* cumulative density function for distance sampling */
|
|
float t; /* distance at end of this step */
|
|
float shade_t; /* jittered distance where shading was done in step */
|
|
int closure_flag; /* shader evaluation closure flags */
|
|
} VolumeStep;
|
|
|
|
typedef struct VolumeSegment {
|
|
VolumeStep stack_step; /* stack storage for homogeneous step, to avoid malloc */
|
|
VolumeStep *steps; /* recorded steps */
|
|
int numsteps; /* number of steps */
|
|
int closure_flag; /* accumulated closure flags from all steps */
|
|
|
|
float3 accum_emission; /* accumulated emission at end of segment */
|
|
float3 accum_transmittance; /* accumulated transmittance at end of segment */
|
|
|
|
int sampling_method; /* volume sampling method */
|
|
} VolumeSegment;
|
|
|
|
/* record volume steps to the end of the volume.
|
|
*
|
|
* it would be nice if we could only record up to the point that we need to scatter,
|
|
* but the entire segment is needed to do always scattering, rather than probalistically
|
|
* hitting or missing the volume. if we don't know the transmittance at the end of the
|
|
* volume we can't generate stratified distance samples up to that transmittance */
|
|
ccl_device void kernel_volume_decoupled_record(KernelGlobals *kg, PathState *state,
|
|
Ray *ray, ShaderData *sd, VolumeSegment *segment, bool heterogeneous)
|
|
{
|
|
const float tp_eps = 1e-6f; /* todo: this is likely not the right value */
|
|
|
|
/* prepare for volume stepping */
|
|
int max_steps;
|
|
float step_size, random_jitter_offset;
|
|
|
|
if(heterogeneous) {
|
|
max_steps = kernel_data.integrator.volume_max_steps;
|
|
step_size = kernel_data.integrator.volume_step_size;
|
|
random_jitter_offset = lcg_step_float(&state->rng_congruential) * step_size;
|
|
|
|
/* compute exact steps in advance for malloc */
|
|
max_steps = max((int)ceilf(ray->t/step_size), 1);
|
|
segment->steps = (VolumeStep*)malloc(sizeof(VolumeStep)*max_steps);
|
|
}
|
|
else {
|
|
max_steps = 1;
|
|
step_size = ray->t;
|
|
random_jitter_offset = 0.0f;
|
|
segment->steps = &segment->stack_step;
|
|
}
|
|
|
|
/* init accumulation variables */
|
|
float3 accum_emission = make_float3(0.0f, 0.0f, 0.0f);
|
|
float3 accum_transmittance = make_float3(1.0f, 1.0f, 1.0f);
|
|
float3 cdf_distance = make_float3(0.0f, 0.0f, 0.0f);
|
|
float t = 0.0f;
|
|
|
|
segment->numsteps = 0;
|
|
segment->closure_flag = 0;
|
|
|
|
VolumeStep *step = segment->steps;
|
|
|
|
for(int i = 0; i < max_steps; i++, step++) {
|
|
/* advance to new position */
|
|
float new_t = min(ray->t, (i+1) * step_size);
|
|
float dt = new_t - t;
|
|
|
|
/* use random position inside this segment to sample shader */
|
|
if(heterogeneous && new_t == ray->t)
|
|
random_jitter_offset = lcg_step_float(&state->rng_congruential) * dt;
|
|
|
|
float3 new_P = ray->P + ray->D * (t + random_jitter_offset);
|
|
VolumeShaderCoefficients coeff;
|
|
|
|
/* compute segment */
|
|
if(volume_shader_sample(kg, sd, state, new_P, &coeff)) {
|
|
int closure_flag = sd->flag;
|
|
float3 sigma_t = coeff.sigma_a + coeff.sigma_s;
|
|
|
|
/* compute accumulated transmittance */
|
|
float3 transmittance = volume_color_transmittance(sigma_t, dt);
|
|
|
|
/* compute emission attenuated by absorption */
|
|
if(closure_flag & SD_EMISSION) {
|
|
float3 emission = kernel_volume_emission_integrate(&coeff, closure_flag, transmittance, dt);
|
|
accum_emission += accum_transmittance * emission;
|
|
}
|
|
|
|
accum_transmittance *= transmittance;
|
|
|
|
/* compute pdf for distance sampling */
|
|
float3 pdf_distance = dt * accum_transmittance * coeff.sigma_s;
|
|
cdf_distance = cdf_distance + pdf_distance;
|
|
|
|
/* write step data */
|
|
step->sigma_t = sigma_t;
|
|
step->sigma_s = coeff.sigma_s;
|
|
step->closure_flag = closure_flag;
|
|
|
|
segment->closure_flag |= closure_flag;
|
|
}
|
|
else {
|
|
/* store empty step (todo: skip consecutive empty steps) */
|
|
step->sigma_t = make_float3(0.0f, 0.0f, 0.0f);
|
|
step->sigma_s = make_float3(0.0f, 0.0f, 0.0f);
|
|
step->closure_flag = 0;
|
|
}
|
|
|
|
step->accum_transmittance = accum_transmittance;
|
|
step->cdf_distance = cdf_distance;
|
|
step->t = new_t;
|
|
step->shade_t = t + random_jitter_offset;
|
|
|
|
segment->numsteps++;
|
|
|
|
/* stop if at the end of the volume */
|
|
t = new_t;
|
|
if(t == ray->t)
|
|
break;
|
|
|
|
/* stop if nearly all light blocked */
|
|
if(accum_transmittance.x < tp_eps && accum_transmittance.y < tp_eps && accum_transmittance.z < tp_eps)
|
|
break;
|
|
}
|
|
|
|
/* store total emission and transmittance */
|
|
segment->accum_emission = accum_emission;
|
|
segment->accum_transmittance = accum_transmittance;
|
|
|
|
/* normalize cumulative density function for distance sampling */
|
|
VolumeStep *last_step = segment->steps + segment->numsteps - 1;
|
|
|
|
if(!is_zero(last_step->cdf_distance)) {
|
|
VolumeStep *step = &segment->steps[0];
|
|
int numsteps = segment->numsteps;
|
|
float3 inv_cdf_distance_sum = safe_invert_color(last_step->cdf_distance);
|
|
|
|
for(int i = 0; i < numsteps; i++, step++)
|
|
step->cdf_distance *= inv_cdf_distance_sum;
|
|
}
|
|
}
|
|
|
|
ccl_device void kernel_volume_decoupled_free(KernelGlobals *kg, VolumeSegment *segment)
|
|
{
|
|
if(segment->steps != &segment->stack_step)
|
|
free(segment->steps);
|
|
}
|
|
|
|
/* scattering for homogeneous and heterogeneous volumes, using decoupled ray
|
|
* marching. this function does not do emission or modify throughput.
|
|
*
|
|
* function is expected to return VOLUME_PATH_SCATTERED when probalistic_scatter is false */
|
|
ccl_device VolumeIntegrateResult kernel_volume_decoupled_scatter(
|
|
KernelGlobals *kg, PathState *state, Ray *ray, ShaderData *sd,
|
|
float3 *throughput, float rphase, float rscatter,
|
|
const VolumeSegment *segment, const float3 *light_P, bool probalistic_scatter)
|
|
{
|
|
kernel_assert(segment->closure_flag & SD_SCATTER);
|
|
|
|
/* pick random color channel, we use the Veach one-sample
|
|
* model with balance heuristic for the channels */
|
|
int channel = (int)(rphase*3.0f);
|
|
sd->randb_closure = rphase*3.0f - channel;
|
|
float xi = rscatter;
|
|
|
|
/* probalistic scattering decision based on transmittance */
|
|
if(probalistic_scatter) {
|
|
float sample_transmittance = kernel_volume_channel_get(segment->accum_transmittance, channel);
|
|
|
|
if(1.0f - xi >= sample_transmittance) {
|
|
/* rescale random number so we can reuse it */
|
|
xi = 1.0f - (1.0f - xi - sample_transmittance)/(1.0f - sample_transmittance);
|
|
}
|
|
else {
|
|
*throughput /= sample_transmittance;
|
|
return VOLUME_PATH_MISSED;
|
|
}
|
|
}
|
|
|
|
VolumeStep *step;
|
|
float3 transmittance;
|
|
float pdf, sample_t;
|
|
float mis_weight = 1.0f;
|
|
bool distance_sample = true;
|
|
bool use_mis = false;
|
|
|
|
if(segment->sampling_method && light_P) {
|
|
if(segment->sampling_method == SD_VOLUME_MIS) {
|
|
/* multiple importance sample: randomly pick between
|
|
* equiangular and distance sampling strategy */
|
|
if(xi < 0.5f) {
|
|
xi *= 2.0f;
|
|
}
|
|
else {
|
|
xi = (xi - 0.5f)*2.0f;
|
|
distance_sample = false;
|
|
}
|
|
|
|
use_mis = true;
|
|
}
|
|
else {
|
|
/* only equiangular sampling */
|
|
distance_sample = false;
|
|
}
|
|
}
|
|
|
|
/* distance sampling */
|
|
if(distance_sample) {
|
|
/* find step in cdf */
|
|
step = segment->steps;
|
|
|
|
float prev_t = 0.0f;
|
|
float3 step_pdf_distance = make_float3(1.0f, 1.0f, 1.0f);
|
|
|
|
if(segment->numsteps > 1) {
|
|
float prev_cdf = 0.0f;
|
|
float step_cdf = 1.0f;
|
|
float3 prev_cdf_distance = make_float3(0.0f, 0.0f, 0.0f);
|
|
|
|
for(int i = 0; ; i++, step++) {
|
|
/* todo: optimize using binary search */
|
|
step_cdf = kernel_volume_channel_get(step->cdf_distance, channel);
|
|
|
|
if(xi < step_cdf || i == segment->numsteps-1)
|
|
break;
|
|
|
|
prev_cdf = step_cdf;
|
|
prev_t = step->t;
|
|
prev_cdf_distance = step->cdf_distance;
|
|
}
|
|
|
|
/* remap xi so we can reuse it */
|
|
xi = (xi - prev_cdf)/(step_cdf - prev_cdf);
|
|
|
|
/* pdf for picking step */
|
|
step_pdf_distance = step->cdf_distance - prev_cdf_distance;
|
|
}
|
|
|
|
/* determine range in which we will sample */
|
|
float step_t = step->t - prev_t;
|
|
|
|
/* sample distance and compute transmittance */
|
|
float3 distance_pdf;
|
|
sample_t = prev_t + kernel_volume_distance_sample(step_t, step->sigma_t, channel, xi, &transmittance, &distance_pdf);
|
|
|
|
/* modifiy pdf for hit/miss decision */
|
|
if(probalistic_scatter)
|
|
distance_pdf *= make_float3(1.0f, 1.0f, 1.0f) - segment->accum_transmittance;
|
|
|
|
pdf = average(distance_pdf * step_pdf_distance);
|
|
|
|
/* multiple importance sampling */
|
|
if(use_mis) {
|
|
float equi_pdf = kernel_volume_equiangular_pdf(ray, *light_P, sample_t);
|
|
mis_weight = 2.0f*power_heuristic(pdf, equi_pdf);
|
|
}
|
|
}
|
|
/* equi-angular sampling */
|
|
else {
|
|
/* sample distance */
|
|
sample_t = kernel_volume_equiangular_sample(ray, *light_P, xi, &pdf);
|
|
|
|
/* find step in which sampled distance is located */
|
|
step = segment->steps;
|
|
|
|
float prev_t = 0.0f;
|
|
float3 step_pdf_distance = make_float3(1.0f, 1.0f, 1.0f);
|
|
|
|
if(segment->numsteps > 1) {
|
|
float3 prev_cdf_distance = make_float3(0.0f, 0.0f, 0.0f);
|
|
|
|
int numsteps = segment->numsteps;
|
|
int high = numsteps - 1;
|
|
int low = 0;
|
|
int mid;
|
|
|
|
while(low < high) {
|
|
mid = (low + high) >> 1;
|
|
|
|
if(sample_t < step[mid].t)
|
|
high = mid;
|
|
else if(sample_t >= step[mid + 1].t)
|
|
low = mid + 1;
|
|
else {
|
|
/* found our interval in step[mid] .. step[mid+1] */
|
|
prev_t = step[mid].t;
|
|
prev_cdf_distance = step[mid].cdf_distance;
|
|
step += mid+1;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(low >= numsteps - 1) {
|
|
prev_t = step[numsteps - 1].t;
|
|
prev_cdf_distance = step[numsteps-1].cdf_distance;
|
|
step += numsteps - 1;
|
|
}
|
|
|
|
/* pdf for picking step with distance sampling */
|
|
step_pdf_distance = step->cdf_distance - prev_cdf_distance;
|
|
}
|
|
|
|
/* determine range in which we will sample */
|
|
float step_t = step->t - prev_t;
|
|
float step_sample_t = sample_t - prev_t;
|
|
|
|
/* compute transmittance */
|
|
transmittance = volume_color_transmittance(step->sigma_t, step_sample_t);
|
|
|
|
/* multiple importance sampling */
|
|
if(use_mis) {
|
|
float3 distance_pdf3 = kernel_volume_distance_pdf(step_t, step->sigma_t, step_sample_t);
|
|
float distance_pdf = average(distance_pdf3 * step_pdf_distance);
|
|
mis_weight = 2.0f*power_heuristic(pdf, distance_pdf);
|
|
}
|
|
}
|
|
|
|
/* compute transmittance up to this step */
|
|
if(step != segment->steps)
|
|
transmittance *= (step-1)->accum_transmittance;
|
|
|
|
/* modify throughput */
|
|
*throughput *= step->sigma_s * transmittance * (mis_weight / pdf);
|
|
|
|
/* evaluate shader to create closures at shading point */
|
|
if(segment->numsteps > 1) {
|
|
sd->P = ray->P + step->shade_t*ray->D;
|
|
|
|
VolumeShaderCoefficients coeff;
|
|
volume_shader_sample(kg, sd, state, sd->P, &coeff);
|
|
}
|
|
|
|
/* move to new position */
|
|
sd->P = ray->P + sample_t*ray->D;
|
|
|
|
return VOLUME_PATH_SCATTERED;
|
|
}
|
|
|
|
/* decide if we need to use decoupled or not */
|
|
ccl_device bool kernel_volume_use_decoupled(KernelGlobals *kg, bool heterogeneous, bool direct, int sampling_method)
|
|
{
|
|
/* decoupled ray marching for heterogenous volumes not supported on the GPU,
|
|
* which also means equiangular and multiple importance sampling is not
|
|
* support for that case */
|
|
#ifdef __KERNEL_GPU__
|
|
if(heterogeneous)
|
|
return false;
|
|
#endif
|
|
|
|
/* equiangular and multiple importance sampling only implemented for decoupled */
|
|
if(sampling_method != 0)
|
|
return true;
|
|
|
|
/* for all light sampling use decoupled, reusing shader evaluations is
|
|
* typically faster in that case */
|
|
if(direct)
|
|
return kernel_data.integrator.sample_all_lights_direct;
|
|
else
|
|
return kernel_data.integrator.sample_all_lights_indirect;
|
|
}
|
|
|
|
/* Volume Stack
|
|
*
|
|
* This is an array of object/shared ID's that the current segment of the path
|
|
* is inside of. */
|
|
|
|
ccl_device void kernel_volume_stack_init(KernelGlobals *kg,
|
|
Ray *ray,
|
|
VolumeStack *stack)
|
|
{
|
|
/* NULL ray happens in the baker, does it need proper initialization of
|
|
* camera in volume?
|
|
*/
|
|
if(!kernel_data.cam.is_inside_volume || ray == NULL) {
|
|
/* Camera is guaranteed to be in the air, only take background volume
|
|
* into account in this case.
|
|
*/
|
|
if(kernel_data.background.volume_shader != SHADER_NONE) {
|
|
stack[0].shader = kernel_data.background.volume_shader;
|
|
stack[0].object = PRIM_NONE;
|
|
stack[1].shader = SHADER_NONE;
|
|
}
|
|
else {
|
|
stack[0].shader = SHADER_NONE;
|
|
}
|
|
return;
|
|
}
|
|
|
|
Ray volume_ray = *ray;
|
|
volume_ray.t = FLT_MAX;
|
|
|
|
int stack_index = 0, enclosed_index = 0;
|
|
int enclosed_volumes[VOLUME_STACK_SIZE];
|
|
|
|
while(stack_index < VOLUME_STACK_SIZE - 1 &&
|
|
enclosed_index < VOLUME_STACK_SIZE - 1)
|
|
{
|
|
Intersection isect;
|
|
if(!scene_intersect_volume(kg, &volume_ray, &isect)) {
|
|
break;
|
|
}
|
|
|
|
ShaderData sd;
|
|
shader_setup_from_ray(kg, &sd, &isect, &volume_ray, 0, 0);
|
|
if(sd.flag & SD_BACKFACING) {
|
|
/* If ray exited the volume and never entered to that volume
|
|
* it means that camera is inside such a volume.
|
|
*/
|
|
bool is_enclosed = false;
|
|
for(int i = 0; i < enclosed_index; ++i) {
|
|
if(enclosed_volumes[i] == sd.object) {
|
|
is_enclosed = true;
|
|
break;
|
|
}
|
|
}
|
|
if(is_enclosed == false) {
|
|
stack[stack_index].object = sd.object;
|
|
stack[stack_index].shader = sd.shader;
|
|
++stack_index;
|
|
}
|
|
}
|
|
else {
|
|
/* If ray from camera enters the volume, this volume shouldn't
|
|
* be added to the stack on exit.
|
|
*/
|
|
enclosed_volumes[enclosed_index++] = sd.object;
|
|
}
|
|
|
|
/* Move ray forward. */
|
|
volume_ray.P = ray_offset(sd.P, -sd.Ng);
|
|
}
|
|
/* stack_index of 0 means quick checks outside of the kernel gave false
|
|
* positive, nothing to worry about, just we've wasted quite a few of
|
|
* ticks just to come into conclusion that camera is in the air.
|
|
*
|
|
* In this case we're doing the same above -- check whether background has
|
|
* volume.
|
|
*/
|
|
if(stack_index == 0 && kernel_data.background.volume_shader == SHADER_NONE) {
|
|
stack[0].shader = kernel_data.background.volume_shader;
|
|
stack[0].object = PRIM_NONE;
|
|
stack[1].shader = SHADER_NONE;
|
|
}
|
|
else {
|
|
stack[stack_index].shader = SHADER_NONE;
|
|
}
|
|
}
|
|
|
|
ccl_device void kernel_volume_stack_enter_exit(KernelGlobals *kg, ShaderData *sd, VolumeStack *stack)
|
|
{
|
|
/* todo: we should have some way for objects to indicate if they want the
|
|
* world shader to work inside them. excluding it by default is problematic
|
|
* because non-volume objects can't be assumed to be closed manifolds */
|
|
|
|
if(!(sd->flag & SD_HAS_VOLUME))
|
|
return;
|
|
|
|
if(sd->flag & SD_BACKFACING) {
|
|
/* exit volume object: remove from stack */
|
|
for(int i = 0; stack[i].shader != SHADER_NONE; i++) {
|
|
if(stack[i].object == sd->object) {
|
|
/* shift back next stack entries */
|
|
do {
|
|
stack[i] = stack[i+1];
|
|
i++;
|
|
}
|
|
while(stack[i].shader != SHADER_NONE);
|
|
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
/* enter volume object: add to stack */
|
|
int i;
|
|
|
|
for(i = 0; stack[i].shader != SHADER_NONE; i++) {
|
|
/* already in the stack? then we have nothing to do */
|
|
if(stack[i].object == sd->object)
|
|
return;
|
|
}
|
|
|
|
/* if we exceed the stack limit, ignore */
|
|
if(i >= VOLUME_STACK_SIZE-1)
|
|
return;
|
|
|
|
/* add to the end of the stack */
|
|
stack[i].shader = sd->shader;
|
|
stack[i].object = sd->object;
|
|
stack[i+1].shader = SHADER_NONE;
|
|
}
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|