forked from bartvdbraak/blender
Brecht Van Lommel
5fa68133c9
This gives you "Multiple Importance", "Distance" and "Equiangular" choices. What multiple importance sampling does is make things more robust to certain types of noise at the cost of a bit more noise in cases where the individual strategies are always better. So if you've got a pretty dense volume that's lit from far away then distance sampling is usually more efficient. If you've got a light inside or near the volume then equiangular sampling is better. If you have a combination of both, then the multiple importance sampling will be better.
214 lines
6.8 KiB
C++
214 lines
6.8 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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#include "device.h"
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#include "integrator.h"
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#include "light.h"
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#include "scene.h"
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#include "sobol.h"
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#include "util_foreach.h"
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#include "util_hash.h"
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CCL_NAMESPACE_BEGIN
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Integrator::Integrator()
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{
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min_bounce = 2;
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max_bounce = 7;
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max_diffuse_bounce = max_bounce;
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max_glossy_bounce = max_bounce;
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max_transmission_bounce = max_bounce;
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max_volume_bounce = max_bounce;
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transparent_min_bounce = min_bounce;
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transparent_max_bounce = max_bounce;
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transparent_shadows = false;
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volume_homogeneous_sampling = 0;
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volume_max_steps = 1024;
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volume_step_size = 0.1f;
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no_caustics = false;
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filter_glossy = 0.0f;
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seed = 0;
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layer_flag = ~0;
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sample_clamp_direct = 0.0f;
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sample_clamp_indirect = 0.0f;
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motion_blur = false;
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aa_samples = 0;
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diffuse_samples = 1;
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glossy_samples = 1;
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transmission_samples = 1;
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ao_samples = 1;
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mesh_light_samples = 1;
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subsurface_samples = 1;
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volume_samples = 1;
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method = PATH;
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sampling_pattern = SAMPLING_PATTERN_SOBOL;
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need_update = true;
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}
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Integrator::~Integrator()
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{
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}
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void Integrator::device_update(Device *device, DeviceScene *dscene, Scene *scene)
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{
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if(!need_update)
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return;
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device_free(device, dscene);
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KernelIntegrator *kintegrator = &dscene->data.integrator;
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/* integrator parameters */
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kintegrator->max_bounce = max_bounce + 1;
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kintegrator->min_bounce = min_bounce + 1;
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kintegrator->max_diffuse_bounce = max_diffuse_bounce + 1;
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kintegrator->max_glossy_bounce = max_glossy_bounce + 1;
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kintegrator->max_transmission_bounce = max_transmission_bounce + 1;
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if(kintegrator->use_volumes)
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kintegrator->max_volume_bounce = max_volume_bounce + 1;
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else
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kintegrator->max_volume_bounce = 1;
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kintegrator->transparent_max_bounce = transparent_max_bounce + 1;
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kintegrator->transparent_min_bounce = transparent_min_bounce + 1;
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/* At this point kintegrator->transparent_shadows is set automatically
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* based on whether shaders use transparent shadows (see shader.cpp).
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* If user doesn't want transparent shadows, force them off. */
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if(!transparent_shadows)
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kintegrator->transparent_shadows = false;
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kintegrator->volume_max_steps = volume_max_steps;
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kintegrator->volume_step_size = volume_step_size;
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kintegrator->no_caustics = no_caustics;
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kintegrator->filter_glossy = (filter_glossy == 0.0f)? FLT_MAX: 1.0f/filter_glossy;
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kintegrator->seed = hash_int(seed);
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kintegrator->layer_flag = layer_flag << PATH_RAY_LAYER_SHIFT;
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kintegrator->use_ambient_occlusion =
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((dscene->data.film.pass_flag & PASS_AO) || dscene->data.background.ao_factor != 0.0f);
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kintegrator->sample_clamp_direct = (sample_clamp_direct == 0.0f)? FLT_MAX: sample_clamp_direct*3.0f;
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kintegrator->sample_clamp_indirect = (sample_clamp_indirect == 0.0f)? FLT_MAX: sample_clamp_indirect*3.0f;
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kintegrator->branched = (method == BRANCHED_PATH);
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kintegrator->diffuse_samples = diffuse_samples;
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kintegrator->glossy_samples = glossy_samples;
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kintegrator->transmission_samples = transmission_samples;
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kintegrator->ao_samples = ao_samples;
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kintegrator->mesh_light_samples = mesh_light_samples;
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kintegrator->subsurface_samples = subsurface_samples;
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kintegrator->volume_samples = volume_samples;
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if(method == BRANCHED_PATH) {
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kintegrator->sample_all_lights_direct = sample_all_lights_direct;
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kintegrator->sample_all_lights_indirect = sample_all_lights_indirect;
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}
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else {
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kintegrator->sample_all_lights_direct = false;
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kintegrator->sample_all_lights_indirect = false;
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}
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kintegrator->sampling_pattern = sampling_pattern;
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kintegrator->aa_samples = aa_samples;
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/* sobol directions table */
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int max_samples = 1;
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if(method == BRANCHED_PATH) {
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foreach(Light *light, scene->lights)
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max_samples = max(max_samples, light->samples);
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max_samples = max(max_samples, max(diffuse_samples, max(glossy_samples, transmission_samples)));
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max_samples = max(max_samples, max(ao_samples, max(mesh_light_samples, subsurface_samples)));
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max_samples = max(max_samples, volume_samples);
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}
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max_samples *= (max_bounce + transparent_max_bounce + 3);
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int dimensions = PRNG_BASE_NUM + max_samples*PRNG_BOUNCE_NUM;
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dimensions = min(dimensions, SOBOL_MAX_DIMENSIONS);
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uint *directions = dscene->sobol_directions.resize(SOBOL_BITS*dimensions);
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sobol_generate_direction_vectors((uint(*)[SOBOL_BITS])directions, dimensions);
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device->tex_alloc("__sobol_directions", dscene->sobol_directions);
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need_update = false;
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}
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void Integrator::device_free(Device *device, DeviceScene *dscene)
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{
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device->tex_free(dscene->sobol_directions);
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dscene->sobol_directions.clear();
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}
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bool Integrator::modified(const Integrator& integrator)
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{
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return !(min_bounce == integrator.min_bounce &&
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max_bounce == integrator.max_bounce &&
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max_diffuse_bounce == integrator.max_diffuse_bounce &&
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max_glossy_bounce == integrator.max_glossy_bounce &&
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max_transmission_bounce == integrator.max_transmission_bounce &&
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max_volume_bounce == integrator.max_volume_bounce &&
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transparent_min_bounce == integrator.transparent_min_bounce &&
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transparent_max_bounce == integrator.transparent_max_bounce &&
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transparent_shadows == integrator.transparent_shadows &&
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volume_homogeneous_sampling == integrator.volume_homogeneous_sampling &&
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volume_max_steps == integrator.volume_max_steps &&
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volume_step_size == integrator.volume_step_size &&
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no_caustics == integrator.no_caustics &&
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filter_glossy == integrator.filter_glossy &&
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layer_flag == integrator.layer_flag &&
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seed == integrator.seed &&
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sample_clamp_direct == integrator.sample_clamp_direct &&
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sample_clamp_indirect == integrator.sample_clamp_indirect &&
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method == integrator.method &&
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aa_samples == integrator.aa_samples &&
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diffuse_samples == integrator.diffuse_samples &&
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glossy_samples == integrator.glossy_samples &&
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transmission_samples == integrator.transmission_samples &&
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ao_samples == integrator.ao_samples &&
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mesh_light_samples == integrator.mesh_light_samples &&
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subsurface_samples == integrator.subsurface_samples &&
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volume_samples == integrator.volume_samples &&
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motion_blur == integrator.motion_blur &&
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sampling_pattern == integrator.sampling_pattern &&
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sample_all_lights_direct == integrator.sample_all_lights_direct &&
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sample_all_lights_indirect == integrator.sample_all_lights_indirect);
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}
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void Integrator::tag_update(Scene *scene)
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{
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need_update = true;
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}
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CCL_NAMESPACE_END
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