forked from bartvdbraak/blender
65f21d9b43
* Avoid special code, when Subsurface is enabled. Ideally we should only use the function, and get rid of the extra duplicate, but this is slower on CUDA.
1392 lines
40 KiB
C
1392 lines
40 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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#ifdef __OSL__
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#include "osl_shader.h"
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#endif
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#include "kernel_differential.h"
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#include "kernel_montecarlo.h"
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#include "kernel_projection.h"
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#include "kernel_object.h"
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#include "kernel_triangle.h"
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#include "kernel_curve.h"
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#include "kernel_primitive.h"
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#include "kernel_projection.h"
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#include "kernel_random.h"
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#include "kernel_bvh.h"
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#include "kernel_accumulate.h"
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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_passes.h"
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#ifdef __SUBSURFACE__
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#include "kernel_subsurface.h"
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#endif
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CCL_NAMESPACE_BEGIN
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typedef struct PathState {
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int 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|PATH_RAY_DIFFUSE_ANCESTOR;
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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|PATH_RAY_GLOSSY_ANCESTOR;
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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 & PATH_RAY_ALL_VISIBILITY;
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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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{
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return 0.0f;
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}
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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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}
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/* probalistic termination */
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return average(throughput); /* todo: try using max here */
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}
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__device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray *ray, float3 *shadow)
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{
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*shadow = make_float3(1.0f, 1.0f, 1.0f);
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if(ray->t == 0.0f)
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return false;
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Intersection isect;
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#ifdef __HAIR__
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bool result = scene_intersect(kg, ray, PATH_RAY_SHADOW_OPAQUE, &isect, NULL, 0.0f, 0.0f);
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#else
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bool result = scene_intersect(kg, ray, PATH_RAY_SHADOW_OPAQUE, &isect);
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#endif
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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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*
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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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#ifdef __HAIR__
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if(!scene_intersect(kg, ray, PATH_RAY_SHADOW_TRANSPARENT, &isect, NULL, 0.0f, 0.0f)) {
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#else
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if(!scene_intersect(kg, ray, PATH_RAY_SHADOW_TRANSPARENT, &isect)) {
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#endif
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*shadow *= 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, state->bounce+1);
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shader_eval_surface(kg, &sd, 0.0f, PATH_RAY_SHADOW, SHADER_CONTEXT_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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#if defined(__BRANCHED_PATH__) || defined(__BSSRDF__)
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__device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, int sample, Ray ray, __global float *buffer,
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float3 throughput, int num_samples, int num_total_samples,
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float min_ray_pdf, float ray_pdf, PathState state, int rng_offset, PathRadiance *L)
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{
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#ifdef __LAMP_MIS__
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float ray_t = 0.0f;
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#endif
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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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#ifdef __HAIR__
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bool hit = scene_intersect(kg, &ray, visibility, &isect, NULL, 0.0f, 0.0f);
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#else
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bool hit = scene_intersect(kg, &ray, visibility, &isect);
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#endif
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#ifdef __LAMP_MIS__
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if(kernel_data.integrator.use_lamp_mis && !(state.flag & PATH_RAY_CAMERA)) {
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/* ray starting from previous non-transparent bounce */
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Ray light_ray;
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light_ray.P = ray.P - ray_t*ray.D;
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ray_t += isect.t;
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light_ray.D = ray.D;
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light_ray.t = ray_t;
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light_ray.time = ray.time;
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light_ray.dD = ray.dD;
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light_ray.dP = ray.dP;
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/* intersect with lamp */
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float light_t = path_rng_1D(kg, rng, sample, num_total_samples, rng_offset + PRNG_LIGHT);
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float3 emission;
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if(indirect_lamp_emission(kg, &light_ray, state.flag, ray_pdf, light_t, &emission, state.bounce))
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path_radiance_accum_emission(L, throughput, emission, state.bounce);
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}
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#endif
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if(!hit) {
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#ifdef __BACKGROUND__
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/* sample background shader */
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float3 L_background = indirect_background(kg, &ray, state.flag, ray_pdf, state.bounce);
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path_radiance_accum_background(L, throughput, L_background, state.bounce);
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#endif
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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, state.bounce);
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float rbsdf = path_rng_1D(kg, rng, sample, num_total_samples, rng_offset + PRNG_BSDF);
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shader_eval_surface(kg, &sd, rbsdf, state.flag, SHADER_CONTEXT_INDIRECT);
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shader_merge_closures(kg, &sd);
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/* blurring of bsdf after bounces, for rays that have a small likelihood
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* of following this particular path (diffuse, rough glossy) */
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if(kernel_data.integrator.filter_glossy != FLT_MAX) {
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float blur_pdf = kernel_data.integrator.filter_glossy*min_ray_pdf;
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if(blur_pdf < 1.0f) {
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float blur_roughness = sqrtf(1.0f - blur_pdf)*0.5f;
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shader_bsdf_blur(kg, &sd, blur_roughness);
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}
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}
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#ifdef __EMISSION__
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/* emission */
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if(sd.flag & SD_EMISSION) {
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float3 emission = indirect_primitive_emission(kg, &sd, isect.t, state.flag, ray_pdf);
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path_radiance_accum_emission(L, throughput, emission, state.bounce);
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}
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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*num_samples);
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if(probability == 0.0f) {
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break;
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}
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else if(probability != 1.0f) {
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float terminate = path_rng_1D(kg, rng, sample, num_total_samples, 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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}
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#ifdef __AO__
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/* ambient occlusion */
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if(kernel_data.integrator.use_ambient_occlusion || (sd.flag & SD_AO)) {
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float bsdf_u, bsdf_v;
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path_rng_2D(kg, rng, sample, num_total_samples, rng_offset + PRNG_BSDF_U, &bsdf_u, &bsdf_v);
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float ao_factor = kernel_data.background.ao_factor;
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float3 ao_N;
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float3 ao_bsdf = shader_bsdf_ao(kg, &sd, ao_factor, &ao_N);
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float3 ao_D;
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float ao_pdf;
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sample_cos_hemisphere(ao_N, bsdf_u, bsdf_v, &ao_D, &ao_pdf);
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if(dot(sd.Ng, ao_D) > 0.0f && ao_pdf != 0.0f) {
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Ray light_ray;
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float3 ao_shadow;
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light_ray.P = ray_offset(sd.P, sd.Ng);
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light_ray.D = ao_D;
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light_ray.t = kernel_data.background.ao_distance;
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#ifdef __OBJECT_MOTION__
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light_ray.time = sd.time;
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#endif
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light_ray.dP = sd.dP;
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light_ray.dD = differential3_zero();
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if(!shadow_blocked(kg, &state, &light_ray, &ao_shadow))
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path_radiance_accum_ao(L, throughput, ao_bsdf, ao_shadow, state.bounce);
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}
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}
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#endif
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#ifdef __SUBSURFACE__
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/* bssrdf scatter to a different location on the same object, replacing
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* the closures with a diffuse BSDF */
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if(sd.flag & SD_BSSRDF) {
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float bssrdf_probability;
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ShaderClosure *sc = subsurface_scatter_pick_closure(kg, &sd, &bssrdf_probability);
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/* modify throughput for picking bssrdf or bsdf */
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throughput *= bssrdf_probability;
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/* do bssrdf scatter step if we picked a bssrdf closure */
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if(sc) {
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uint lcg_state = lcg_init(*rng + rng_offset + sample*0x68bc21eb);
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if(old_subsurface_scatter_use(&sd)) {
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old_subsurface_scatter_step(kg, &sd, state.flag, sc, &lcg_state, false);
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}
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else {
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float bssrdf_u, bssrdf_v;
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path_rng_2D(kg, rng, sample, num_total_samples, rng_offset + PRNG_BSDF_U, &bssrdf_u, &bssrdf_v);
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subsurface_scatter_step(kg, &sd, state.flag, sc, &lcg_state, bssrdf_u, bssrdf_v, false);
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}
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state.flag |= PATH_RAY_BSSRDF_ANCESTOR;
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}
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}
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#endif
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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_1D(kg, rng, sample, num_total_samples, rng_offset + PRNG_LIGHT);
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#ifdef __MULTI_CLOSURE__
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float light_o = 0.0f;
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#else
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float light_o = path_rng_1D(kg, rng, sample, num_total_samples, rng_offset + PRNG_LIGHT_F);
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#endif
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float light_u, light_v;
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path_rng_2D(kg, rng, sample, num_total_samples, rng_offset + PRNG_LIGHT_U, &light_u, &light_v);
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Ray light_ray;
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BsdfEval L_light;
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bool is_lamp;
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#ifdef __OBJECT_MOTION__
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light_ray.time = sd.time;
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#endif
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/* sample random light */
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if(direct_emission(kg, &sd, -1, light_t, light_o, light_u, light_v, &light_ray, &L_light, &is_lamp, state.bounce)) {
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/* trace shadow ray */
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float3 shadow;
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if(!shadow_blocked(kg, &state, &light_ray, &shadow)) {
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/* accumulate */
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path_radiance_accum_light(L, throughput, &L_light, shadow, 1.0f, state.bounce, is_lamp);
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}
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}
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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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BsdfEval 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, bsdf_v;
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path_rng_2D(kg, rng, sample, num_total_samples, rng_offset + PRNG_BSDF_U, &bsdf_u, &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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if(bsdf_pdf == 0.0f || bsdf_eval_is_zero(&bsdf_eval))
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break;
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/* modify throughput */
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path_radiance_bsdf_bounce(L, &throughput, &bsdf_eval, bsdf_pdf, state.bounce, label);
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/* set labels */
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if(!(label & LABEL_TRANSPARENT)) {
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ray_pdf = bsdf_pdf;
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#ifdef __LAMP_MIS__
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ray_t = 0.0f;
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#endif
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min_ray_pdf = fminf(bsdf_pdf, min_ray_pdf);
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}
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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__
|
|
ray.dP = sd.dP;
|
|
ray.dD = bsdf_domega_in;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|
|
#ifdef __SUBSURFACE__
|
|
|
|
__device_inline bool kernel_path_integrate_lighting(KernelGlobals *kg, RNG *rng,
|
|
int sample, int num_samples,
|
|
ShaderData *sd, float3 *throughput,
|
|
float *min_ray_pdf, float *ray_pdf, PathState *state,
|
|
int rng_offset, PathRadiance *L, Ray *ray, float *ray_t)
|
|
{
|
|
#ifdef __EMISSION__
|
|
if(kernel_data.integrator.use_direct_light) {
|
|
/* sample illumination from lights to find path contribution */
|
|
if(sd->flag & SD_BSDF_HAS_EVAL) {
|
|
float light_t = path_rng_1D(kg, rng, sample, num_samples, rng_offset + PRNG_LIGHT);
|
|
#ifdef __MULTI_CLOSURE__
|
|
float light_o = 0.0f;
|
|
#else
|
|
float light_o = path_rng_1D(kg, rng, sample, num_samples, rng_offset + PRNG_LIGHT_F);
|
|
#endif
|
|
float light_u, light_v;
|
|
path_rng_2D(kg, rng, sample, num_samples, rng_offset + PRNG_LIGHT_U, &light_u, &light_v);
|
|
|
|
Ray light_ray;
|
|
BsdfEval L_light;
|
|
bool is_lamp;
|
|
|
|
#ifdef __OBJECT_MOTION__
|
|
light_ray.time = sd->time;
|
|
#endif
|
|
|
|
if(direct_emission(kg, sd, -1, light_t, light_o, light_u, light_v, &light_ray, &L_light, &is_lamp, state->bounce)) {
|
|
/* trace shadow ray */
|
|
float3 shadow;
|
|
|
|
if(!shadow_blocked(kg, state, &light_ray, &shadow)) {
|
|
/* accumulate */
|
|
path_radiance_accum_light(L, *throughput, &L_light, shadow, 1.0f, state->bounce, is_lamp);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/* no BSDF? we can stop here */
|
|
if(!(sd->flag & SD_BSDF))
|
|
return false;
|
|
|
|
/* sample BSDF */
|
|
float bsdf_pdf;
|
|
BsdfEval bsdf_eval;
|
|
float3 bsdf_omega_in;
|
|
differential3 bsdf_domega_in;
|
|
float bsdf_u, bsdf_v;
|
|
path_rng_2D(kg, rng, sample, num_samples, rng_offset + PRNG_BSDF_U, &bsdf_u, &bsdf_v);
|
|
int label;
|
|
|
|
label = shader_bsdf_sample(kg, sd, bsdf_u, bsdf_v, &bsdf_eval,
|
|
&bsdf_omega_in, &bsdf_domega_in, &bsdf_pdf);
|
|
|
|
if(bsdf_pdf == 0.0f || bsdf_eval_is_zero(&bsdf_eval))
|
|
return false;
|
|
|
|
/* modify throughput */
|
|
path_radiance_bsdf_bounce(L, throughput, &bsdf_eval, bsdf_pdf, state->bounce, label);
|
|
|
|
/* set labels */
|
|
if(!(label & LABEL_TRANSPARENT)) {
|
|
*ray_pdf = bsdf_pdf;
|
|
#ifdef __LAMP_MIS__
|
|
*ray_t = 0.0f;
|
|
#endif
|
|
*min_ray_pdf = fminf(bsdf_pdf, *min_ray_pdf);
|
|
}
|
|
|
|
/* update path state */
|
|
path_state_next(kg, state, label);
|
|
|
|
/* setup ray */
|
|
ray->P = ray_offset(sd->P, (label & LABEL_TRANSMIT)? -sd->Ng: sd->Ng);
|
|
ray->D = bsdf_omega_in;
|
|
|
|
if(state->bounce == 0)
|
|
ray->t -= sd->ray_length; /* clipping works through transparent */
|
|
else
|
|
ray->t = FLT_MAX;
|
|
|
|
#ifdef __RAY_DIFFERENTIALS__
|
|
ray->dP = sd->dP;
|
|
ray->dD = bsdf_domega_in;
|
|
#endif
|
|
|
|
return true;
|
|
}
|
|
|
|
#endif
|
|
|
|
__device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int sample, Ray ray, __global float *buffer)
|
|
{
|
|
/* initialize */
|
|
PathRadiance L;
|
|
float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
|
|
float L_transparent = 0.0f;
|
|
|
|
path_radiance_init(&L, kernel_data.film.use_light_pass);
|
|
|
|
float min_ray_pdf = FLT_MAX;
|
|
float ray_pdf = 0.0f;
|
|
float ray_t = 0.0f;
|
|
PathState state;
|
|
int rng_offset = PRNG_BASE_NUM;
|
|
#ifdef __CMJ__
|
|
int num_samples = kernel_data.integrator.aa_samples;
|
|
#else
|
|
int num_samples = 0;
|
|
#endif
|
|
|
|
path_state_init(&state);
|
|
|
|
/* path iteration */
|
|
for(;; rng_offset += PRNG_BOUNCE_NUM) {
|
|
/* intersect scene */
|
|
Intersection isect;
|
|
uint visibility = path_state_ray_visibility(kg, &state);
|
|
|
|
#ifdef __HAIR__
|
|
float difl = 0.0f, extmax = 0.0f;
|
|
uint lcg_state = 0;
|
|
|
|
if(kernel_data.bvh.have_curves) {
|
|
if((kernel_data.cam.resolution == 1) && (state.flag & PATH_RAY_CAMERA)) {
|
|
float3 pixdiff = ray.dD.dx + ray.dD.dy;
|
|
/*pixdiff = pixdiff - dot(pixdiff, ray.D)*ray.D;*/
|
|
difl = kernel_data.curve.minimum_width * len(pixdiff) * 0.5f;
|
|
}
|
|
|
|
extmax = kernel_data.curve.maximum_width;
|
|
lcg_state = lcg_init(*rng + rng_offset + sample*0x51633e2d);
|
|
}
|
|
|
|
bool hit = scene_intersect(kg, &ray, visibility, &isect, &lcg_state, difl, extmax);
|
|
#else
|
|
bool hit = scene_intersect(kg, &ray, visibility, &isect);
|
|
#endif
|
|
|
|
#ifdef __LAMP_MIS__
|
|
if(kernel_data.integrator.use_lamp_mis && !(state.flag & PATH_RAY_CAMERA)) {
|
|
/* ray starting from previous non-transparent bounce */
|
|
Ray light_ray;
|
|
|
|
light_ray.P = ray.P - ray_t*ray.D;
|
|
ray_t += isect.t;
|
|
light_ray.D = ray.D;
|
|
light_ray.t = ray_t;
|
|
light_ray.time = ray.time;
|
|
light_ray.dD = ray.dD;
|
|
light_ray.dP = ray.dP;
|
|
|
|
/* intersect with lamp */
|
|
float light_t = path_rng_1D(kg, rng, sample, num_samples, rng_offset + PRNG_LIGHT);
|
|
float3 emission;
|
|
|
|
if(indirect_lamp_emission(kg, &light_ray, state.flag, ray_pdf, light_t, &emission, state.bounce))
|
|
path_radiance_accum_emission(&L, throughput, emission, state.bounce);
|
|
}
|
|
#endif
|
|
|
|
if(!hit) {
|
|
/* eval background shader if nothing hit */
|
|
if(kernel_data.background.transparent && (state.flag & PATH_RAY_CAMERA)) {
|
|
L_transparent += average(throughput);
|
|
|
|
#ifdef __PASSES__
|
|
if(!(kernel_data.film.pass_flag & PASS_BACKGROUND))
|
|
#endif
|
|
break;
|
|
}
|
|
|
|
#ifdef __BACKGROUND__
|
|
/* sample background shader */
|
|
float3 L_background = indirect_background(kg, &ray, state.flag, ray_pdf, state.bounce);
|
|
path_radiance_accum_background(&L, throughput, L_background, state.bounce);
|
|
#endif
|
|
|
|
break;
|
|
}
|
|
|
|
/* setup shading */
|
|
ShaderData sd;
|
|
shader_setup_from_ray(kg, &sd, &isect, &ray, state.bounce);
|
|
float rbsdf = path_rng_1D(kg, rng, sample, num_samples, rng_offset + PRNG_BSDF);
|
|
shader_eval_surface(kg, &sd, rbsdf, state.flag, SHADER_CONTEXT_MAIN);
|
|
|
|
/* holdout */
|
|
#ifdef __HOLDOUT__
|
|
if((sd.flag & (SD_HOLDOUT|SD_HOLDOUT_MASK)) && (state.flag & PATH_RAY_CAMERA)) {
|
|
if(kernel_data.background.transparent) {
|
|
float3 holdout_weight;
|
|
|
|
if(sd.flag & SD_HOLDOUT_MASK)
|
|
holdout_weight = make_float3(1.0f, 1.0f, 1.0f);
|
|
else
|
|
holdout_weight = shader_holdout_eval(kg, &sd);
|
|
|
|
/* any throughput is ok, should all be identical here */
|
|
L_transparent += average(holdout_weight*throughput);
|
|
}
|
|
|
|
if(sd.flag & SD_HOLDOUT_MASK)
|
|
break;
|
|
}
|
|
#endif
|
|
|
|
/* holdout mask objects do not write data passes */
|
|
kernel_write_data_passes(kg, buffer, &L, &sd, sample, state.flag, throughput);
|
|
|
|
/* blurring of bsdf after bounces, for rays that have a small likelihood
|
|
* of following this particular path (diffuse, rough glossy) */
|
|
if(kernel_data.integrator.filter_glossy != FLT_MAX) {
|
|
float blur_pdf = kernel_data.integrator.filter_glossy*min_ray_pdf;
|
|
|
|
if(blur_pdf < 1.0f) {
|
|
float blur_roughness = sqrtf(1.0f - blur_pdf)*0.5f;
|
|
shader_bsdf_blur(kg, &sd, blur_roughness);
|
|
}
|
|
}
|
|
|
|
#ifdef __EMISSION__
|
|
/* emission */
|
|
if(sd.flag & SD_EMISSION) {
|
|
/* todo: is isect.t wrong here for transparent surfaces? */
|
|
float3 emission = indirect_primitive_emission(kg, &sd, isect.t, state.flag, ray_pdf);
|
|
path_radiance_accum_emission(&L, throughput, emission, state.bounce);
|
|
}
|
|
#endif
|
|
|
|
/* path termination. this is a strange place to put the termination, it's
|
|
* mainly due to the mixed in MIS that we use. gives too many unneeded
|
|
* shader evaluations, only need emission if we are going to terminate */
|
|
float probability = path_state_terminate_probability(kg, &state, throughput);
|
|
|
|
if(probability == 0.0f) {
|
|
break;
|
|
}
|
|
else if(probability != 1.0f) {
|
|
float terminate = path_rng_1D(kg, rng, sample, num_samples, rng_offset + PRNG_TERMINATE);
|
|
|
|
if(terminate >= probability)
|
|
break;
|
|
|
|
throughput /= probability;
|
|
}
|
|
|
|
#ifdef __AO__
|
|
/* ambient occlusion */
|
|
if(kernel_data.integrator.use_ambient_occlusion || (sd.flag & SD_AO)) {
|
|
/* todo: solve correlation */
|
|
float bsdf_u, bsdf_v;
|
|
path_rng_2D(kg, rng, sample, num_samples, rng_offset + PRNG_BSDF_U, &bsdf_u, &bsdf_v);
|
|
|
|
float ao_factor = kernel_data.background.ao_factor;
|
|
float3 ao_N;
|
|
float3 ao_bsdf = shader_bsdf_ao(kg, &sd, ao_factor, &ao_N);
|
|
float3 ao_D;
|
|
float ao_pdf;
|
|
|
|
sample_cos_hemisphere(ao_N, bsdf_u, bsdf_v, &ao_D, &ao_pdf);
|
|
|
|
if(dot(sd.Ng, ao_D) > 0.0f && ao_pdf != 0.0f) {
|
|
Ray light_ray;
|
|
float3 ao_shadow;
|
|
|
|
light_ray.P = ray_offset(sd.P, sd.Ng);
|
|
light_ray.D = ao_D;
|
|
light_ray.t = kernel_data.background.ao_distance;
|
|
#ifdef __OBJECT_MOTION__
|
|
light_ray.time = sd.time;
|
|
#endif
|
|
light_ray.dP = sd.dP;
|
|
light_ray.dD = differential3_zero();
|
|
|
|
if(!shadow_blocked(kg, &state, &light_ray, &ao_shadow))
|
|
path_radiance_accum_ao(&L, throughput, ao_bsdf, ao_shadow, state.bounce);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#ifdef __SUBSURFACE__
|
|
/* bssrdf scatter to a different location on the same object, replacing
|
|
* the closures with a diffuse BSDF */
|
|
if(sd.flag & SD_BSSRDF) {
|
|
float bssrdf_probability;
|
|
ShaderClosure *sc = subsurface_scatter_pick_closure(kg, &sd, &bssrdf_probability);
|
|
|
|
/* modify throughput for picking bssrdf or bsdf */
|
|
throughput *= bssrdf_probability;
|
|
|
|
/* do bssrdf scatter step if we picked a bssrdf closure */
|
|
if(sc) {
|
|
uint lcg_state = lcg_init(*rng + rng_offset + sample*0x68bc21eb);
|
|
|
|
if(old_subsurface_scatter_use(&sd)) {
|
|
old_subsurface_scatter_step(kg, &sd, state.flag, sc, &lcg_state, false);
|
|
}
|
|
else {
|
|
ShaderData bssrdf_sd[BSSRDF_MAX_HITS];
|
|
float bssrdf_u, bssrdf_v;
|
|
path_rng_2D(kg, rng, sample, num_samples, rng_offset + PRNG_BSDF_U, &bssrdf_u, &bssrdf_v);
|
|
int num_hits = subsurface_scatter_multi_step(kg, &sd, bssrdf_sd, state.flag, sc, &lcg_state, bssrdf_u, bssrdf_v, false);
|
|
|
|
/* compute lighting with the BSDF closure */
|
|
for(int hit = 0; hit < num_hits; hit++) {
|
|
float3 tp = throughput;
|
|
PathState hit_state = state;
|
|
Ray hit_ray = ray;
|
|
float hit_ray_t = ray_t;
|
|
float hit_ray_pdf = ray_pdf;
|
|
float hit_min_ray_pdf = min_ray_pdf;
|
|
|
|
hit_state.flag |= PATH_RAY_BSSRDF_ANCESTOR;
|
|
|
|
if(kernel_path_integrate_lighting(kg, rng, sample, num_samples, &bssrdf_sd[hit],
|
|
&tp, &hit_min_ray_pdf, &hit_ray_pdf, &hit_state, rng_offset+PRNG_BOUNCE_NUM, &L, &hit_ray, &hit_ray_t)) {
|
|
kernel_path_indirect(kg, rng, sample, hit_ray, buffer,
|
|
tp, num_samples, num_samples,
|
|
hit_min_ray_pdf, hit_ray_pdf, hit_state, rng_offset+PRNG_BOUNCE_NUM*2, &L);
|
|
|
|
/* for render passes, sum and reset indirect light pass variables
|
|
* for the next samples */
|
|
path_radiance_sum_indirect(&L);
|
|
path_radiance_reset_indirect(&L);
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/* The following code is the same as in kernel_path_integrate_lighting(),
|
|
but for CUDA the function call is slower. */
|
|
#ifdef __EMISSION__
|
|
if(kernel_data.integrator.use_direct_light) {
|
|
/* sample illumination from lights to find path contribution */
|
|
if(sd.flag & SD_BSDF_HAS_EVAL) {
|
|
float light_t = path_rng_1D(kg, rng, sample, num_samples, rng_offset + PRNG_LIGHT);
|
|
#ifdef __MULTI_CLOSURE__
|
|
float light_o = 0.0f;
|
|
#else
|
|
float light_o = path_rng_1D(kg, rng, sample, num_samples, rng_offset + PRNG_LIGHT_F);
|
|
#endif
|
|
float light_u, light_v;
|
|
path_rng_2D(kg, rng, sample, num_samples, rng_offset + PRNG_LIGHT_U, &light_u, &light_v);
|
|
|
|
Ray light_ray;
|
|
BsdfEval L_light;
|
|
bool is_lamp;
|
|
|
|
#ifdef __OBJECT_MOTION__
|
|
light_ray.time = sd.time;
|
|
#endif
|
|
|
|
if(direct_emission(kg, &sd, -1, light_t, light_o, light_u, light_v, &light_ray, &L_light, &is_lamp, state.bounce)) {
|
|
/* trace shadow ray */
|
|
float3 shadow;
|
|
|
|
if(!shadow_blocked(kg, &state, &light_ray, &shadow)) {
|
|
/* accumulate */
|
|
path_radiance_accum_light(&L, throughput, &L_light, shadow, 1.0f, state.bounce, is_lamp);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/* no BSDF? we can stop here */
|
|
if(!(sd.flag & SD_BSDF))
|
|
break;
|
|
|
|
/* sample BSDF */
|
|
float bsdf_pdf;
|
|
BsdfEval bsdf_eval;
|
|
float3 bsdf_omega_in;
|
|
differential3 bsdf_domega_in;
|
|
float bsdf_u, bsdf_v;
|
|
path_rng_2D(kg, rng, sample, num_samples, rng_offset + PRNG_BSDF_U, &bsdf_u, &bsdf_v);
|
|
int label;
|
|
|
|
label = shader_bsdf_sample(kg, &sd, bsdf_u, bsdf_v, &bsdf_eval,
|
|
&bsdf_omega_in, &bsdf_domega_in, &bsdf_pdf);
|
|
|
|
if(bsdf_pdf == 0.0f || bsdf_eval_is_zero(&bsdf_eval))
|
|
break;
|
|
|
|
/* modify throughput */
|
|
path_radiance_bsdf_bounce(&L, &throughput, &bsdf_eval, bsdf_pdf, state.bounce, label);
|
|
|
|
/* set labels */
|
|
if(!(label & LABEL_TRANSPARENT)) {
|
|
ray_pdf = bsdf_pdf;
|
|
#ifdef __LAMP_MIS__
|
|
ray_t = 0.0f;
|
|
#endif
|
|
min_ray_pdf = fminf(bsdf_pdf, min_ray_pdf);
|
|
}
|
|
|
|
/* update path state */
|
|
path_state_next(kg, &state, label);
|
|
|
|
/* setup ray */
|
|
ray.P = ray_offset(sd.P, (label & LABEL_TRANSMIT)? -sd.Ng: sd.Ng);
|
|
ray.D = bsdf_omega_in;
|
|
|
|
if(state.bounce == 0)
|
|
ray.t -= sd.ray_length; /* clipping works through transparent */
|
|
else
|
|
ray.t = FLT_MAX;
|
|
|
|
#ifdef __RAY_DIFFERENTIALS__
|
|
ray.dP = sd.dP;
|
|
ray.dD = bsdf_domega_in;
|
|
#endif
|
|
}
|
|
|
|
float3 L_sum = path_radiance_sum(kg, &L);
|
|
|
|
#ifdef __CLAMP_SAMPLE__
|
|
path_radiance_clamp(&L, &L_sum, kernel_data.integrator.sample_clamp);
|
|
#endif
|
|
|
|
kernel_write_light_passes(kg, buffer, &L, sample);
|
|
|
|
return make_float4(L_sum.x, L_sum.y, L_sum.z, 1.0f - L_transparent);
|
|
}
|
|
|
|
#ifdef __BRANCHED_PATH__
|
|
|
|
__device_noinline void kernel_branched_path_integrate_lighting(KernelGlobals *kg, RNG *rng,
|
|
int sample, int aa_samples,
|
|
ShaderData *sd, float3 throughput, float num_samples_adjust,
|
|
float min_ray_pdf, float ray_pdf, PathState state,
|
|
int rng_offset, PathRadiance *L, __global float *buffer)
|
|
{
|
|
#ifdef __EMISSION__
|
|
/* sample illumination from lights to find path contribution */
|
|
if(sd->flag & SD_BSDF_HAS_EVAL) {
|
|
Ray light_ray;
|
|
BsdfEval L_light;
|
|
bool is_lamp;
|
|
|
|
#ifdef __OBJECT_MOTION__
|
|
light_ray.time = sd->time;
|
|
#endif
|
|
|
|
/* lamp sampling */
|
|
for(int i = 0; i < kernel_data.integrator.num_all_lights; i++) {
|
|
int num_samples = ceil_to_int(num_samples_adjust*light_select_num_samples(kg, i));
|
|
float num_samples_inv = num_samples_adjust/(num_samples*kernel_data.integrator.num_all_lights);
|
|
RNG lamp_rng = cmj_hash(*rng, i);
|
|
|
|
if(kernel_data.integrator.pdf_triangles != 0.0f)
|
|
num_samples_inv *= 0.5f;
|
|
|
|
for(int j = 0; j < num_samples; j++) {
|
|
float light_u, light_v;
|
|
path_rng_2D(kg, &lamp_rng, sample*num_samples + j, aa_samples*num_samples, rng_offset + PRNG_LIGHT_U, &light_u, &light_v);
|
|
|
|
if(direct_emission(kg, sd, i, 0.0f, 0.0f, light_u, light_v, &light_ray, &L_light, &is_lamp, state.bounce)) {
|
|
/* trace shadow ray */
|
|
float3 shadow;
|
|
|
|
if(!shadow_blocked(kg, &state, &light_ray, &shadow)) {
|
|
/* accumulate */
|
|
path_radiance_accum_light(L, throughput*num_samples_inv, &L_light, shadow, num_samples_inv, state.bounce, is_lamp);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* mesh light sampling */
|
|
if(kernel_data.integrator.pdf_triangles != 0.0f) {
|
|
int num_samples = ceil_to_int(num_samples_adjust*kernel_data.integrator.mesh_light_samples);
|
|
float num_samples_inv = num_samples_adjust/num_samples;
|
|
|
|
if(kernel_data.integrator.num_all_lights)
|
|
num_samples_inv *= 0.5f;
|
|
|
|
for(int j = 0; j < num_samples; j++) {
|
|
float light_t = path_rng_1D(kg, rng, sample*num_samples + j, aa_samples*num_samples, rng_offset + PRNG_LIGHT);
|
|
float light_u, light_v;
|
|
path_rng_2D(kg, rng, sample*num_samples + j, aa_samples*num_samples, rng_offset + PRNG_LIGHT_U, &light_u, &light_v);
|
|
|
|
/* only sample triangle lights */
|
|
if(kernel_data.integrator.num_all_lights)
|
|
light_t = 0.5f*light_t;
|
|
|
|
if(direct_emission(kg, sd, -1, light_t, 0.0f, light_u, light_v, &light_ray, &L_light, &is_lamp, state.bounce)) {
|
|
/* trace shadow ray */
|
|
float3 shadow;
|
|
|
|
if(!shadow_blocked(kg, &state, &light_ray, &shadow)) {
|
|
/* accumulate */
|
|
path_radiance_accum_light(L, throughput*num_samples_inv, &L_light, shadow, num_samples_inv, state.bounce, is_lamp);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
for(int i = 0; i< sd->num_closure; i++) {
|
|
const ShaderClosure *sc = &sd->closure[i];
|
|
|
|
if(!CLOSURE_IS_BSDF(sc->type))
|
|
continue;
|
|
/* transparency is not handled here, but in outer loop */
|
|
if(sc->type == CLOSURE_BSDF_TRANSPARENT_ID)
|
|
continue;
|
|
|
|
int num_samples;
|
|
|
|
if(CLOSURE_IS_BSDF_DIFFUSE(sc->type))
|
|
num_samples = kernel_data.integrator.diffuse_samples;
|
|
else if(CLOSURE_IS_BSDF_BSSRDF(sc->type))
|
|
num_samples = 1;
|
|
else if(CLOSURE_IS_BSDF_GLOSSY(sc->type))
|
|
num_samples = kernel_data.integrator.glossy_samples;
|
|
else
|
|
num_samples = kernel_data.integrator.transmission_samples;
|
|
|
|
num_samples = ceil_to_int(num_samples_adjust*num_samples);
|
|
|
|
float num_samples_inv = num_samples_adjust/num_samples;
|
|
RNG bsdf_rng = cmj_hash(*rng, i);
|
|
|
|
for(int j = 0; j < num_samples; j++) {
|
|
/* sample BSDF */
|
|
float bsdf_pdf;
|
|
BsdfEval bsdf_eval;
|
|
float3 bsdf_omega_in;
|
|
differential3 bsdf_domega_in;
|
|
float bsdf_u, bsdf_v;
|
|
path_rng_2D(kg, &bsdf_rng, sample*num_samples + j, aa_samples*num_samples, rng_offset + PRNG_BSDF_U, &bsdf_u, &bsdf_v);
|
|
int label;
|
|
|
|
label = shader_bsdf_sample_closure(kg, sd, sc, bsdf_u, bsdf_v, &bsdf_eval,
|
|
&bsdf_omega_in, &bsdf_domega_in, &bsdf_pdf);
|
|
|
|
if(bsdf_pdf == 0.0f || bsdf_eval_is_zero(&bsdf_eval))
|
|
continue;
|
|
|
|
/* modify throughput */
|
|
float3 tp = throughput;
|
|
path_radiance_bsdf_bounce(L, &tp, &bsdf_eval, bsdf_pdf, state.bounce, label);
|
|
|
|
/* set labels */
|
|
float min_ray_pdf = fminf(bsdf_pdf, FLT_MAX);
|
|
|
|
/* modify path state */
|
|
PathState ps = state;
|
|
path_state_next(kg, &ps, label);
|
|
|
|
/* setup ray */
|
|
Ray bsdf_ray;
|
|
|
|
bsdf_ray.P = ray_offset(sd->P, (label & LABEL_TRANSMIT)? -sd->Ng: sd->Ng);
|
|
bsdf_ray.D = bsdf_omega_in;
|
|
bsdf_ray.t = FLT_MAX;
|
|
#ifdef __RAY_DIFFERENTIALS__
|
|
bsdf_ray.dP = sd->dP;
|
|
bsdf_ray.dD = bsdf_domega_in;
|
|
#endif
|
|
#ifdef __OBJECT_MOTION__
|
|
bsdf_ray.time = sd->time;
|
|
#endif
|
|
|
|
kernel_path_indirect(kg, rng, sample*num_samples + j, bsdf_ray, buffer,
|
|
tp*num_samples_inv, num_samples, aa_samples*num_samples,
|
|
min_ray_pdf, bsdf_pdf, ps, rng_offset+PRNG_BOUNCE_NUM, L);
|
|
|
|
/* for render passes, sum and reset indirect light pass variables
|
|
* for the next samples */
|
|
path_radiance_sum_indirect(L);
|
|
path_radiance_reset_indirect(L);
|
|
}
|
|
}
|
|
}
|
|
|
|
__device float4 kernel_branched_path_integrate(KernelGlobals *kg, RNG *rng, int sample, Ray ray, __global float *buffer)
|
|
{
|
|
/* initialize */
|
|
PathRadiance L;
|
|
float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
|
|
float L_transparent = 0.0f;
|
|
|
|
path_radiance_init(&L, kernel_data.film.use_light_pass);
|
|
|
|
float ray_pdf = 0.0f;
|
|
PathState state;
|
|
int rng_offset = PRNG_BASE_NUM;
|
|
#ifdef __CMJ__
|
|
int aa_samples = kernel_data.integrator.aa_samples;
|
|
#else
|
|
int aa_samples = 0;
|
|
#endif
|
|
|
|
path_state_init(&state);
|
|
|
|
for(;; rng_offset += PRNG_BOUNCE_NUM) {
|
|
/* intersect scene */
|
|
Intersection isect;
|
|
uint visibility = path_state_ray_visibility(kg, &state);
|
|
|
|
#ifdef __HAIR__
|
|
float difl = 0.0f, extmax = 0.0f;
|
|
uint lcg_state = 0;
|
|
|
|
if(kernel_data.bvh.have_curves) {
|
|
if((kernel_data.cam.resolution == 1) && (state.flag & PATH_RAY_CAMERA)) {
|
|
float3 pixdiff = ray.dD.dx + ray.dD.dy;
|
|
/*pixdiff = pixdiff - dot(pixdiff, ray.D)*ray.D;*/
|
|
difl = kernel_data.curve.minimum_width * len(pixdiff) * 0.5f;
|
|
}
|
|
|
|
extmax = kernel_data.curve.maximum_width;
|
|
lcg_state = lcg_init(*rng + rng_offset + sample*0x51633e2d);
|
|
}
|
|
|
|
if(!scene_intersect(kg, &ray, visibility, &isect, &lcg_state, difl, extmax)) {
|
|
#else
|
|
if(!scene_intersect(kg, &ray, visibility, &isect)) {
|
|
#endif
|
|
/* eval background shader if nothing hit */
|
|
if(kernel_data.background.transparent) {
|
|
L_transparent += average(throughput);
|
|
|
|
#ifdef __PASSES__
|
|
if(!(kernel_data.film.pass_flag & PASS_BACKGROUND))
|
|
#endif
|
|
break;
|
|
}
|
|
|
|
#ifdef __BACKGROUND__
|
|
/* sample background shader */
|
|
float3 L_background = indirect_background(kg, &ray, state.flag, ray_pdf, state.bounce);
|
|
path_radiance_accum_background(&L, throughput, L_background, state.bounce);
|
|
#endif
|
|
|
|
break;
|
|
}
|
|
|
|
/* setup shading */
|
|
ShaderData sd;
|
|
shader_setup_from_ray(kg, &sd, &isect, &ray, state.bounce);
|
|
shader_eval_surface(kg, &sd, 0.0f, state.flag, SHADER_CONTEXT_MAIN);
|
|
shader_merge_closures(kg, &sd);
|
|
|
|
/* holdout */
|
|
#ifdef __HOLDOUT__
|
|
if((sd.flag & (SD_HOLDOUT|SD_HOLDOUT_MASK))) {
|
|
if(kernel_data.background.transparent) {
|
|
float3 holdout_weight;
|
|
|
|
if(sd.flag & SD_HOLDOUT_MASK)
|
|
holdout_weight = make_float3(1.0f, 1.0f, 1.0f);
|
|
else
|
|
holdout_weight = shader_holdout_eval(kg, &sd);
|
|
|
|
/* any throughput is ok, should all be identical here */
|
|
L_transparent += average(holdout_weight*throughput);
|
|
}
|
|
|
|
if(sd.flag & SD_HOLDOUT_MASK)
|
|
break;
|
|
}
|
|
#endif
|
|
|
|
/* holdout mask objects do not write data passes */
|
|
kernel_write_data_passes(kg, buffer, &L, &sd, sample, state.flag, throughput);
|
|
|
|
#ifdef __EMISSION__
|
|
/* emission */
|
|
if(sd.flag & SD_EMISSION) {
|
|
float3 emission = indirect_primitive_emission(kg, &sd, isect.t, state.flag, ray_pdf);
|
|
path_radiance_accum_emission(&L, throughput, emission, state.bounce);
|
|
}
|
|
#endif
|
|
|
|
/* transparency termination */
|
|
if(state.flag & PATH_RAY_TRANSPARENT) {
|
|
/* path termination. this is a strange place to put the termination, it's
|
|
* mainly due to the mixed in MIS that we use. gives too many unneeded
|
|
* shader evaluations, only need emission if we are going to terminate */
|
|
float probability = path_state_terminate_probability(kg, &state, throughput);
|
|
|
|
if(probability == 0.0f) {
|
|
break;
|
|
}
|
|
else if(probability != 1.0f) {
|
|
float terminate = path_rng_1D(kg, rng, sample, aa_samples, rng_offset + PRNG_TERMINATE);
|
|
|
|
if(terminate >= probability)
|
|
break;
|
|
|
|
throughput /= probability;
|
|
}
|
|
}
|
|
|
|
#ifdef __AO__
|
|
/* ambient occlusion */
|
|
if(kernel_data.integrator.use_ambient_occlusion || (sd.flag & SD_AO)) {
|
|
int num_samples = kernel_data.integrator.ao_samples;
|
|
float num_samples_inv = 1.0f/num_samples;
|
|
float ao_factor = kernel_data.background.ao_factor;
|
|
float3 ao_N;
|
|
float3 ao_bsdf = shader_bsdf_ao(kg, &sd, ao_factor, &ao_N);
|
|
|
|
for(int j = 0; j < num_samples; j++) {
|
|
float bsdf_u, bsdf_v;
|
|
path_rng_2D(kg, rng, sample*num_samples + j, aa_samples*num_samples, rng_offset + PRNG_BSDF_U, &bsdf_u, &bsdf_v);
|
|
|
|
float3 ao_D;
|
|
float ao_pdf;
|
|
|
|
sample_cos_hemisphere(ao_N, bsdf_u, bsdf_v, &ao_D, &ao_pdf);
|
|
|
|
if(dot(sd.Ng, ao_D) > 0.0f && ao_pdf != 0.0f) {
|
|
Ray light_ray;
|
|
float3 ao_shadow;
|
|
|
|
light_ray.P = ray_offset(sd.P, sd.Ng);
|
|
light_ray.D = ao_D;
|
|
light_ray.t = kernel_data.background.ao_distance;
|
|
#ifdef __OBJECT_MOTION__
|
|
light_ray.time = sd.time;
|
|
#endif
|
|
light_ray.dP = sd.dP;
|
|
light_ray.dD = differential3_zero();
|
|
|
|
if(!shadow_blocked(kg, &state, &light_ray, &ao_shadow))
|
|
path_radiance_accum_ao(&L, throughput*num_samples_inv, ao_bsdf, ao_shadow, state.bounce);
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#ifdef __SUBSURFACE__
|
|
/* bssrdf scatter to a different location on the same object */
|
|
if(sd.flag & SD_BSSRDF) {
|
|
for(int i = 0; i< sd.num_closure; i++) {
|
|
ShaderClosure *sc = &sd.closure[i];
|
|
|
|
if(!CLOSURE_IS_BSSRDF(sc->type))
|
|
continue;
|
|
|
|
/* set up random number generator */
|
|
uint lcg_state = lcg_init(*rng + rng_offset + sample*0x68bc21eb);
|
|
int num_samples = kernel_data.integrator.subsurface_samples;
|
|
float num_samples_inv = 1.0f/num_samples;
|
|
RNG bssrdf_rng = cmj_hash(*rng, i);
|
|
|
|
state.flag |= PATH_RAY_BSSRDF_ANCESTOR;
|
|
|
|
/* do subsurface scatter step with copy of shader data, this will
|
|
* replace the BSSRDF with a diffuse BSDF closure */
|
|
for(int j = 0; j < num_samples; j++) {
|
|
if(old_subsurface_scatter_use(&sd)) {
|
|
ShaderData bssrdf_sd = sd;
|
|
old_subsurface_scatter_step(kg, &bssrdf_sd, state.flag, sc, &lcg_state, true);
|
|
|
|
/* compute lighting with the BSDF closure */
|
|
kernel_branched_path_integrate_lighting(kg, rng, sample*num_samples + j,
|
|
aa_samples*num_samples,
|
|
&bssrdf_sd, throughput, num_samples_inv,
|
|
ray_pdf, ray_pdf, state, rng_offset, &L, buffer);
|
|
}
|
|
else {
|
|
ShaderData bssrdf_sd[BSSRDF_MAX_HITS];
|
|
float bssrdf_u, bssrdf_v;
|
|
path_rng_2D(kg, &bssrdf_rng, sample*num_samples + j, aa_samples*num_samples, rng_offset + PRNG_BSDF_U, &bssrdf_u, &bssrdf_v);
|
|
int num_hits = subsurface_scatter_multi_step(kg, &sd, bssrdf_sd, state.flag, sc, &lcg_state, bssrdf_u, bssrdf_v, true);
|
|
|
|
/* compute lighting with the BSDF closure */
|
|
for(int hit = 0; hit < num_hits; hit++)
|
|
kernel_branched_path_integrate_lighting(kg, rng, sample*num_samples + j,
|
|
aa_samples*num_samples,
|
|
&bssrdf_sd[hit], throughput, num_samples_inv,
|
|
ray_pdf, ray_pdf, state, rng_offset+PRNG_BOUNCE_NUM, &L, buffer);
|
|
}
|
|
}
|
|
|
|
state.flag &= ~PATH_RAY_BSSRDF_ANCESTOR;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/* lighting */
|
|
kernel_branched_path_integrate_lighting(kg, rng, sample, aa_samples,
|
|
&sd, throughput, 1.0f, ray_pdf, ray_pdf, state, rng_offset, &L, buffer);
|
|
|
|
/* continue in case of transparency */
|
|
throughput *= shader_bsdf_transparency(kg, &sd);
|
|
|
|
if(is_zero(throughput))
|
|
break;
|
|
|
|
path_state_next(kg, &state, LABEL_TRANSPARENT);
|
|
ray.P = ray_offset(sd.P, -sd.Ng);
|
|
ray.t -= sd.ray_length; /* clipping works through transparent */
|
|
}
|
|
|
|
float3 L_sum = path_radiance_sum(kg, &L);
|
|
|
|
#ifdef __CLAMP_SAMPLE__
|
|
path_radiance_clamp(&L, &L_sum, kernel_data.integrator.sample_clamp);
|
|
#endif
|
|
|
|
kernel_write_light_passes(kg, buffer, &L, sample);
|
|
|
|
return make_float4(L_sum.x, L_sum.y, L_sum.z, 1.0f - L_transparent);
|
|
}
|
|
|
|
#endif
|
|
|
|
__device_inline void kernel_path_trace_setup(KernelGlobals *kg, __global uint *rng_state, int sample, int x, int y, RNG *rng, Ray *ray)
|
|
{
|
|
float filter_u;
|
|
float filter_v;
|
|
#ifdef __CMJ__
|
|
int num_samples = kernel_data.integrator.aa_samples;
|
|
#else
|
|
int num_samples = 0;
|
|
#endif
|
|
|
|
path_rng_init(kg, rng_state, sample, num_samples, rng, x, y, &filter_u, &filter_v);
|
|
|
|
/* sample camera ray */
|
|
|
|
float lens_u = 0.0f, lens_v = 0.0f;
|
|
|
|
if(kernel_data.cam.aperturesize > 0.0f)
|
|
path_rng_2D(kg, rng, sample, num_samples, PRNG_LENS_U, &lens_u, &lens_v);
|
|
|
|
float time = 0.0f;
|
|
|
|
#ifdef __CAMERA_MOTION__
|
|
if(kernel_data.cam.shuttertime != -1.0f)
|
|
time = path_rng_1D(kg, rng, sample, num_samples, PRNG_TIME);
|
|
#endif
|
|
|
|
camera_sample(kg, x, y, filter_u, filter_v, lens_u, lens_v, time, ray);
|
|
}
|
|
|
|
__device void kernel_path_trace(KernelGlobals *kg,
|
|
__global float *buffer, __global uint *rng_state,
|
|
int sample, int x, int y, int offset, int stride)
|
|
{
|
|
/* buffer offset */
|
|
int index = offset + x + y*stride;
|
|
int pass_stride = kernel_data.film.pass_stride;
|
|
|
|
rng_state += index;
|
|
buffer += index*pass_stride;
|
|
|
|
/* initialize random numbers and ray */
|
|
RNG rng;
|
|
Ray ray;
|
|
|
|
kernel_path_trace_setup(kg, rng_state, sample, x, y, &rng, &ray);
|
|
|
|
/* integrate */
|
|
float4 L;
|
|
|
|
if (ray.t != 0.0f)
|
|
L = kernel_path_integrate(kg, &rng, sample, ray, buffer);
|
|
else
|
|
L = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
|
|
|
|
/* accumulate result in output buffer */
|
|
kernel_write_pass_float4(buffer, sample, L);
|
|
|
|
path_rng_end(kg, rng_state, rng);
|
|
}
|
|
|
|
#ifdef __BRANCHED_PATH__
|
|
__device void kernel_branched_path_trace(KernelGlobals *kg,
|
|
__global float *buffer, __global uint *rng_state,
|
|
int sample, int x, int y, int offset, int stride)
|
|
{
|
|
/* buffer offset */
|
|
int index = offset + x + y*stride;
|
|
int pass_stride = kernel_data.film.pass_stride;
|
|
|
|
rng_state += index;
|
|
buffer += index*pass_stride;
|
|
|
|
/* initialize random numbers and ray */
|
|
RNG rng;
|
|
Ray ray;
|
|
|
|
kernel_path_trace_setup(kg, rng_state, sample, x, y, &rng, &ray);
|
|
|
|
/* integrate */
|
|
float4 L;
|
|
|
|
if (ray.t != 0.0f)
|
|
L = kernel_branched_path_integrate(kg, &rng, sample, ray, buffer);
|
|
else
|
|
L = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
|
|
|
|
/* accumulate result in output buffer */
|
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kernel_write_pass_float4(buffer, sample, L);
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path_rng_end(kg, rng_state, rng);
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}
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#endif
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CCL_NAMESPACE_END
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