forked from bartvdbraak/blender
e6ce07a5d4
* Remove the compatible falloff SSS implementation. We shouldn't support two implementations in the long term, and 2.7x is a good release number do break some compatibility as well. * Version patch added, so Files with Compatible falloff will automatically use Cubic now. It was already mentioned in the manual, that Compatible is deprecated. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#BSSRDF
408 lines
12 KiB
C
408 lines
12 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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/* NEW BSSRDF: See "BSSRDF Importance Sampling", SIGGRAPH 2013 */
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/* TODO:
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* - test using power heuristic for combing bssrdfs
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* - try to reduce one sample model variance
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*/
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#define BSSRDF_MULTI_EVAL
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__device ShaderClosure *subsurface_scatter_pick_closure(KernelGlobals *kg, ShaderData *sd, float *probability)
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{
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/* sum sample weights of bssrdf and bsdf */
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float bsdf_sum = 0.0f;
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float bssrdf_sum = 0.0f;
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for(int i = 0; i < sd->num_closure; i++) {
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ShaderClosure *sc = &sd->closure[i];
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if(CLOSURE_IS_BSDF(sc->type))
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bsdf_sum += sc->sample_weight;
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else if(CLOSURE_IS_BSSRDF(sc->type))
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bssrdf_sum += sc->sample_weight;
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}
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/* use bsdf or bssrdf? */
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float r = sd->randb_closure*(bsdf_sum + bssrdf_sum);
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if(r < bsdf_sum) {
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/* use bsdf, and adjust randb so we can reuse it for picking a bsdf */
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sd->randb_closure = r/bsdf_sum;
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*probability = (bsdf_sum > 0.0f)? (bsdf_sum + bssrdf_sum)/bsdf_sum: 1.0f;
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return NULL;
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}
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/* use bssrdf */
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r -= bsdf_sum;
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float sum = 0.0f;
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for(int i = 0; i < sd->num_closure; i++) {
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ShaderClosure *sc = &sd->closure[i];
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if(CLOSURE_IS_BSSRDF(sc->type)) {
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sum += sc->sample_weight;
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if(r <= sum) {
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sd->randb_closure = (r - (sum - sc->sample_weight))/sc->sample_weight;
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#ifdef BSSRDF_MULTI_EVAL
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*probability = (bssrdf_sum > 0.0f)? (bsdf_sum + bssrdf_sum)/bssrdf_sum: 1.0f;
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#else
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*probability = (bssrdf_sum > 0.0f)? (bsdf_sum + bssrdf_sum)/sc->sample_weight: 1.0f;
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#endif
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return sc;
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}
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}
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}
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/* should never happen */
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sd->randb_closure = 0.0f;
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*probability = 1.0f;
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return NULL;
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}
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__device float3 subsurface_scatter_eval(ShaderData *sd, ShaderClosure *sc, float disk_r, float r, bool all)
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{
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#ifdef BSSRDF_MULTI_EVAL
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/* this is the veach one-sample model with balance heuristic, some pdf
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* factors drop out when using balance heuristic weighting */
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float3 eval_sum = make_float3(0.0f, 0.0f, 0.0f);
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float pdf_sum = 0.0f;
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float sample_weight_sum = 0.0f;
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int num_bssrdf = 0;
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for(int i = 0; i < sd->num_closure; i++) {
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sc = &sd->closure[i];
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if(CLOSURE_IS_BSSRDF(sc->type)) {
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float sample_weight = (all)? 1.0f: sc->sample_weight;
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sample_weight_sum += sample_weight;
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}
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}
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float sample_weight_inv = 1.0f/sample_weight_sum;
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//printf("num closures %d\n", sd->num_closure);
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for(int i = 0; i < sd->num_closure; i++) {
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sc = &sd->closure[i];
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if(CLOSURE_IS_BSSRDF(sc->type)) {
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/* in case of branched path integrate we sample all bssrdf's once,
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* for path trace we pick one, so adjust pdf for that */
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float sample_weight = (all)? 1.0f: sc->sample_weight * sample_weight_inv;
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/* compute pdf */
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float pdf = bssrdf_pdf(sc, r);
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float disk_pdf = bssrdf_pdf(sc, disk_r);
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/* TODO power heuristic is not working correct here */
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eval_sum += sc->weight*pdf; //*sample_weight*disk_pdf;
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pdf_sum += sample_weight*disk_pdf; //*sample_weight*disk_pdf;
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num_bssrdf++;
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}
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}
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return (pdf_sum > 0.0f)? eval_sum / pdf_sum : make_float3(0.0f, 0.0f, 0.0f);
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#else
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float pdf = bssrdf_pdf(pick_sc, r);
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float disk_pdf = bssrdf_pdf(pick_sc, disk_r);
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return pick_sc->weight * pdf / disk_pdf;
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#endif
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}
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/* replace closures with a single diffuse bsdf closure after scatter step */
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__device void subsurface_scatter_setup_diffuse_bsdf(ShaderData *sd, float3 weight, bool hit, float3 N)
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{
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sd->flag &= ~SD_CLOSURE_FLAGS;
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sd->randb_closure = 0.0f;
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if(hit) {
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ShaderClosure *sc = &sd->closure[0];
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sd->num_closure = 1;
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sc->weight = weight;
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sc->sample_weight = 1.0f;
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sc->data0 = 0.0f;
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sc->data1 = 0.0f;
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sc->N = N;
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sd->flag |= bsdf_diffuse_setup(sc);
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/* replace CLOSURE_BSDF_DIFFUSE_ID with this special ID so render passes
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* can recognize it as not being a regular diffuse closure */
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sc->type = CLOSURE_BSDF_BSSRDF_ID;
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}
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else
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sd->num_closure = 0;
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}
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/* optionally do blurring of color and/or bump mapping, at the cost of a shader evaluation */
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__device float3 subsurface_color_pow(float3 color, float exponent)
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{
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color = max(color, make_float3(0.0f, 0.0f, 0.0f));
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if(exponent == 1.0f) {
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/* nothing to do */
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}
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else if(exponent == 0.5f) {
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color.x = sqrtf(color.x);
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color.y = sqrtf(color.y);
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color.z = sqrtf(color.z);
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}
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else {
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color.x = powf(color.x, exponent);
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color.y = powf(color.y, exponent);
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color.z = powf(color.z, exponent);
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}
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return color;
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}
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__device void subsurface_color_bump_blur(KernelGlobals *kg, ShaderData *out_sd, ShaderData *in_sd, int state_flag, float3 *eval, float3 *N)
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{
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/* average color and texture blur at outgoing point */
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float texture_blur;
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float3 out_color = shader_bssrdf_sum(out_sd, NULL, &texture_blur);
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/* do we have bump mapping? */
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bool bump = (out_sd->flag & SD_HAS_BSSRDF_BUMP) != 0;
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if(bump || texture_blur > 0.0f) {
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/* average color and normal at incoming point */
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shader_eval_surface(kg, in_sd, 0.0f, state_flag, SHADER_CONTEXT_SSS);
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float3 in_color = shader_bssrdf_sum(in_sd, (bump)? N: NULL, NULL);
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/* we simply divide out the average color and multiply with the average
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* of the other one. we could try to do this per closure but it's quite
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* tricky to match closures between shader evaluations, their number and
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* order may change, this is simpler */
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if(texture_blur > 0.0f) {
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out_color = subsurface_color_pow(out_color, texture_blur);
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in_color = subsurface_color_pow(in_color, texture_blur);
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*eval *= safe_divide_color(in_color, out_color);
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}
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}
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}
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/* subsurface scattering step, from a point on the surface to other nearby points on the same object */
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__device int subsurface_scatter_multi_step(KernelGlobals *kg, ShaderData *sd, ShaderData bssrdf_sd[BSSRDF_MAX_HITS],
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int state_flag, ShaderClosure *sc, uint *lcg_state, float disk_u, float disk_v, bool all)
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{
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/* pick random axis in local frame and point on disk */
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float3 disk_N, disk_T, disk_B;
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float pick_pdf_N, pick_pdf_T, pick_pdf_B;
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disk_N = sd->Ng;
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make_orthonormals(disk_N, &disk_T, &disk_B);
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/* reusing variable for picking the closure gives a bit nicer stratification
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* for path tracer, for branched we do all closures so it doesn't help */
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float axisu = (all)? disk_u: sd->randb_closure;
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if(axisu < 0.5f) {
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pick_pdf_N = 0.5f;
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pick_pdf_T = 0.25f;
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pick_pdf_B = 0.25f;
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if(all)
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disk_u *= 2.0f;
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}
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else if(axisu < 0.75f) {
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float3 tmp = disk_N;
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disk_N = disk_T;
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disk_T = tmp;
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pick_pdf_N = 0.25f;
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pick_pdf_T = 0.5f;
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pick_pdf_B = 0.25f;
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if(all)
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disk_u = (disk_u - 0.5f)*4.0f;
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}
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else {
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float3 tmp = disk_N;
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disk_N = disk_B;
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disk_B = tmp;
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pick_pdf_N = 0.25f;
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pick_pdf_T = 0.25f;
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pick_pdf_B = 0.5f;
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if(all)
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disk_u = (disk_u - 0.75f)*4.0f;
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}
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/* sample point on disk */
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float phi = M_2PI_F * disk_u;
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float disk_r = disk_v;
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float disk_height;
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bssrdf_sample(sc, disk_r, &disk_r, &disk_height);
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float3 disk_P = (disk_r*cosf(phi)) * disk_T + (disk_r*sinf(phi)) * disk_B;
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/* create ray */
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Ray ray;
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ray.P = sd->P + disk_N*disk_height + disk_P;
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ray.D = -disk_N;
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ray.t = 2.0f*disk_height;
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ray.dP = sd->dP;
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ray.dD = differential3_zero();
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ray.time = sd->time;
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/* intersect with the same object. if multiple intersections are found it
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* will use at most BSSRDF_MAX_HITS hits, a random subset of all hits */
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Intersection isect[BSSRDF_MAX_HITS];
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uint num_hits = scene_intersect_subsurface(kg, &ray, isect, sd->object, lcg_state, BSSRDF_MAX_HITS);
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/* evaluate bssrdf */
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float3 eval = make_float3(0.0f, 0.0f, 0.0f);
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int num_eval_hits = min(num_hits, BSSRDF_MAX_HITS);
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for(int hit = 0; hit < num_eval_hits; hit++) {
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ShaderData *bsd = &bssrdf_sd[hit];
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/* setup new shading point */
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*bsd = *sd;
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shader_setup_from_subsurface(kg, bsd, &isect[hit], &ray);
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/* probability densities for local frame axes */
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float pdf_N = pick_pdf_N * fabsf(dot(disk_N, bsd->Ng));
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float pdf_T = pick_pdf_T * fabsf(dot(disk_T, bsd->Ng));
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float pdf_B = pick_pdf_B * fabsf(dot(disk_B, bsd->Ng));
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/* multiple importance sample between 3 axes, power heuristic
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* found to be slightly better than balance heuristic */
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float mis_weight = power_heuristic_3(pdf_N, pdf_T, pdf_B);
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/* real distance to sampled point */
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float r = len(bsd->P - sd->P);
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/* evaluate */
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float w = mis_weight / pdf_N;
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if(num_hits > BSSRDF_MAX_HITS)
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w *= num_hits/(float)BSSRDF_MAX_HITS;
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eval = subsurface_scatter_eval(bsd, sc, disk_r, r, all) * w;
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/* optionally blur colors and bump mapping */
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float3 N = bsd->N;
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subsurface_color_bump_blur(kg, sd, bsd, state_flag, &eval, &N);
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/* setup diffuse bsdf */
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subsurface_scatter_setup_diffuse_bsdf(bsd, eval, true, N);
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}
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return num_eval_hits;
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}
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/* subsurface scattering step, from a point on the surface to another nearby point on the same object */
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__device void subsurface_scatter_step(KernelGlobals *kg, ShaderData *sd,
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int state_flag, ShaderClosure *sc, uint *lcg_state, float disk_u, float disk_v, bool all)
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{
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float3 eval = make_float3(0.0f, 0.0f, 0.0f);
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uint num_hits = 0;
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/* pick random axis in local frame and point on disk */
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float3 disk_N, disk_T, disk_B;
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float pick_pdf_N, pick_pdf_T, pick_pdf_B;
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disk_N = sd->Ng;
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make_orthonormals(disk_N, &disk_T, &disk_B);
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if(sd->randb_closure < 0.5f) {
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pick_pdf_N = 0.5f;
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pick_pdf_T = 0.25f;
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pick_pdf_B = 0.25f;
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}
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else if(sd->randb_closure < 0.75f) {
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float3 tmp = disk_N;
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disk_N = disk_T;
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disk_T = tmp;
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pick_pdf_N = 0.25f;
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pick_pdf_T = 0.5f;
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pick_pdf_B = 0.25f;
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}
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else {
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float3 tmp = disk_N;
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disk_N = disk_B;
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disk_B = tmp;
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pick_pdf_N = 0.25f;
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pick_pdf_T = 0.25f;
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pick_pdf_B = 0.5f;
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}
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/* sample point on disk */
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float phi = M_2PI_F * disk_u;
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float disk_r = disk_v;
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float disk_height;
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bssrdf_sample(sc, disk_r, &disk_r, &disk_height);
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float3 disk_P = (disk_r*cosf(phi)) * disk_T + (disk_r*sinf(phi)) * disk_B;
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/* create ray */
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Ray ray;
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ray.P = sd->P + disk_N*disk_height + disk_P;
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ray.D = -disk_N;
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ray.t = 2.0f*disk_height;
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ray.dP = sd->dP;
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ray.dD = differential3_zero();
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ray.time = sd->time;
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/* intersect with the same object. if multiple intersections are
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* found it will randomly pick one of them */
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Intersection isect;
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num_hits = scene_intersect_subsurface(kg, &ray, &isect, sd->object, lcg_state, 1);
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/* evaluate bssrdf */
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if(num_hits > 0) {
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float3 origP = sd->P;
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/* setup new shading point */
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shader_setup_from_subsurface(kg, sd, &isect, &ray);
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/* probability densities for local frame axes */
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float pdf_N = pick_pdf_N * fabsf(dot(disk_N, sd->Ng));
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float pdf_T = pick_pdf_T * fabsf(dot(disk_T, sd->Ng));
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float pdf_B = pick_pdf_B * fabsf(dot(disk_B, sd->Ng));
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/* multiple importance sample between 3 axes, power heuristic
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* found to be slightly better than balance heuristic */
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float mis_weight = power_heuristic_3(pdf_N, pdf_T, pdf_B);
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/* real distance to sampled point */
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float r = len(sd->P - origP);
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/* evaluate */
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float w = (mis_weight * num_hits) / pdf_N;
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eval = subsurface_scatter_eval(sd, sc, disk_r, r, all) * w;
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}
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/* optionally blur colors and bump mapping */
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float3 N = sd->N;
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subsurface_color_bump_blur(kg, sd, sd, state_flag, &eval, &N);
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/* setup diffuse bsdf */
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subsurface_scatter_setup_diffuse_bsdf(sd, eval, (num_hits > 0), N);
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}
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CCL_NAMESPACE_END
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