blender/intern/cycles/kernel/kernel_volume.h
Brecht Van Lommel 7537cad576 Volumes: add render settings for volume datablock
* Space: volume density and step size in object or world space
* Step Size: override automatic step size
* Clipping: values below this are ignored for tighter volume bounds

The last two are Cycles only currently.

Ref T73201
2020-03-18 11:23:05 +01:00

1427 lines
48 KiB
C

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
CCL_NAMESPACE_BEGIN
/* Events for probalistic scattering */
typedef enum VolumeIntegrateResult {
VOLUME_PATH_SCATTERED = 0,
VOLUME_PATH_ATTENUATED = 1,
VOLUME_PATH_MISSED = 2
} VolumeIntegrateResult;
/* Volume shader properties
*
* extinction coefficient = absorption coefficient + scattering coefficient
* sigma_t = sigma_a + sigma_s */
typedef struct VolumeShaderCoefficients {
float3 sigma_t;
float3 sigma_s;
float3 emission;
} VolumeShaderCoefficients;
#ifdef __VOLUME__
/* evaluate shader to get extinction coefficient at P */
ccl_device_inline bool volume_shader_extinction_sample(KernelGlobals *kg,
ShaderData *sd,
ccl_addr_space PathState *state,
float3 P,
float3 *extinction)
{
sd->P = P;
shader_eval_volume(kg, sd, state, state->volume_stack, PATH_RAY_SHADOW);
if (sd->flag & SD_EXTINCTION) {
const float density = object_volume_density(kg, sd->object);
*extinction = sd->closure_transparent_extinction * density;
return true;
}
else {
return false;
}
}
/* evaluate shader to get absorption, scattering and emission at P */
ccl_device_inline bool volume_shader_sample(KernelGlobals *kg,
ShaderData *sd,
ccl_addr_space PathState *state,
float3 P,
VolumeShaderCoefficients *coeff)
{
sd->P = P;
shader_eval_volume(kg, sd, state, state->volume_stack, state->flag);
if (!(sd->flag & (SD_EXTINCTION | SD_SCATTER | SD_EMISSION)))
return false;
coeff->sigma_s = make_float3(0.0f, 0.0f, 0.0f);
coeff->sigma_t = (sd->flag & SD_EXTINCTION) ? sd->closure_transparent_extinction :
make_float3(0.0f, 0.0f, 0.0f);
coeff->emission = (sd->flag & SD_EMISSION) ? sd->closure_emission_background :
make_float3(0.0f, 0.0f, 0.0f);
if (sd->flag & SD_SCATTER) {
for (int i = 0; i < sd->num_closure; i++) {
const ShaderClosure *sc = &sd->closure[i];
if (CLOSURE_IS_VOLUME(sc->type))
coeff->sigma_s += sc->weight;
}
}
const float density = object_volume_density(kg, sd->object);
coeff->sigma_s *= density;
coeff->sigma_t *= density;
coeff->emission *= density;
return true;
}
#endif /* __VOLUME__ */
ccl_device float3 volume_color_transmittance(float3 sigma, float t)
{
return exp3(-sigma * t);
}
ccl_device float kernel_volume_channel_get(float3 value, int channel)
{
return (channel == 0) ? value.x : ((channel == 1) ? value.y : value.z);
}
#ifdef __VOLUME__
ccl_device float volume_stack_step_size(KernelGlobals *kg, ccl_addr_space VolumeStack *stack)
{
float step_size = FLT_MAX;
for (int i = 0; stack[i].shader != SHADER_NONE; i++) {
int shader_flag = kernel_tex_fetch(__shaders, (stack[i].shader & SHADER_MASK)).flags;
bool heterogeneous = false;
if (shader_flag & SD_HETEROGENEOUS_VOLUME) {
heterogeneous = true;
}
else if (shader_flag & SD_NEED_VOLUME_ATTRIBUTES) {
/* We want to render world or objects without any volume grids
* as homogeneous, but can only verify this at run-time since other
* heterogeneous volume objects may be using the same shader. */
int object = stack[i].object;
if (object != OBJECT_NONE) {
int object_flag = kernel_tex_fetch(__object_flag, object);
if (object_flag & SD_OBJECT_HAS_VOLUME_ATTRIBUTES) {
heterogeneous = true;
}
}
}
if (heterogeneous) {
float object_step_size = object_volume_step_size(kg, stack[i].object);
object_step_size *= kernel_data.integrator.volume_step_rate;
step_size = fminf(object_step_size, step_size);
}
}
return step_size;
}
ccl_device int volume_stack_sampling_method(KernelGlobals *kg, VolumeStack *stack)
{
if (kernel_data.integrator.num_all_lights == 0)
return 0;
int method = -1;
for (int i = 0; stack[i].shader != SHADER_NONE; i++) {
int shader_flag = kernel_tex_fetch(__shaders, (stack[i].shader & SHADER_MASK)).flags;
if (shader_flag & SD_VOLUME_MIS) {
return SD_VOLUME_MIS;
}
else if (shader_flag & SD_VOLUME_EQUIANGULAR) {
if (method == 0)
return SD_VOLUME_MIS;
method = SD_VOLUME_EQUIANGULAR;
}
else {
if (method == SD_VOLUME_EQUIANGULAR)
return SD_VOLUME_MIS;
method = 0;
}
}
return method;
}
ccl_device_inline void kernel_volume_step_init(KernelGlobals *kg,
ccl_addr_space PathState *state,
const float object_step_size,
float t,
float *step_size,
float *step_offset)
{
const int max_steps = kernel_data.integrator.volume_max_steps;
float step = min(object_step_size, t);
/* compute exact steps in advance for malloc */
if (t > max_steps * step) {
step = t / (float)max_steps;
}
*step_size = step;
*step_offset = path_state_rng_1D_hash(kg, state, 0x1e31d8a4) * step;
}
/* Volume Shadows
*
* These functions are used to attenuate shadow rays to lights. Both absorption
* and scattering will block light, represented by the extinction coefficient. */
/* homogeneous volume: assume shader evaluation at the starts gives
* the extinction coefficient for the entire line segment */
ccl_device void kernel_volume_shadow_homogeneous(KernelGlobals *kg,
ccl_addr_space PathState *state,
Ray *ray,
ShaderData *sd,
float3 *throughput)
{
float3 sigma_t = make_float3(0.0f, 0.0f, 0.0f);
if (volume_shader_extinction_sample(kg, sd, state, ray->P, &sigma_t))
*throughput *= volume_color_transmittance(sigma_t, ray->t);
}
/* heterogeneous volume: integrate stepping through the volume until we
* reach the end, get absorbed entirely, or run out of iterations */
ccl_device void kernel_volume_shadow_heterogeneous(KernelGlobals *kg,
ccl_addr_space PathState *state,
Ray *ray,
ShaderData *sd,
float3 *throughput,
const float object_step_size)
{
float3 tp = *throughput;
const float tp_eps = 1e-6f; /* todo: this is likely not the right value */
/* prepare for stepping */
int max_steps = kernel_data.integrator.volume_max_steps;
float step_offset, step_size;
kernel_volume_step_init(kg, state, object_step_size, ray->t, &step_size, &step_offset);
/* compute extinction at the start */
float t = 0.0f;
float3 sum = make_float3(0.0f, 0.0f, 0.0f);
for (int i = 0; i < max_steps; i++) {
/* advance to new position */
float new_t = min(ray->t, (i + 1) * step_size);
/* use random position inside this segment to sample shader, adjust
* for last step that is shorter than other steps. */
if (new_t == ray->t) {
step_offset *= (new_t - t) / step_size;
}
float3 new_P = ray->P + ray->D * (t + step_offset);
float3 sigma_t = make_float3(0.0f, 0.0f, 0.0f);
/* compute attenuation over segment */
if (volume_shader_extinction_sample(kg, sd, state, new_P, &sigma_t)) {
/* Compute expf() only for every Nth step, to save some calculations
* because exp(a)*exp(b) = exp(a+b), also do a quick tp_eps check then. */
sum += (-sigma_t * (new_t - t));
if ((i & 0x07) == 0) { /* ToDo: Other interval? */
tp = *throughput * exp3(sum);
/* stop if nearly all light is blocked */
if (tp.x < tp_eps && tp.y < tp_eps && tp.z < tp_eps)
break;
}
}
/* stop if at the end of the volume */
t = new_t;
if (t == ray->t) {
/* Update throughput in case we haven't done it above */
tp = *throughput * exp3(sum);
break;
}
}
*throughput = tp;
}
/* get the volume attenuation over line segment defined by ray, with the
* assumption that there are no surfaces blocking light between the endpoints */
ccl_device_noinline void kernel_volume_shadow(KernelGlobals *kg,
ShaderData *shadow_sd,
ccl_addr_space PathState *state,
Ray *ray,
float3 *throughput)
{
shader_setup_from_volume(kg, shadow_sd, ray);
float step_size = volume_stack_step_size(kg, state->volume_stack);
if (step_size != FLT_MAX)
kernel_volume_shadow_heterogeneous(kg, state, ray, shadow_sd, throughput, step_size);
else
kernel_volume_shadow_homogeneous(kg, state, ray, shadow_sd, throughput);
}
#endif /* __VOLUME__ */
/* Equi-angular sampling as in:
* "Importance Sampling Techniques for Path Tracing in Participating Media" */
ccl_device float kernel_volume_equiangular_sample(Ray *ray, float3 light_P, float xi, float *pdf)
{
float t = ray->t;
float delta = dot((light_P - ray->P), ray->D);
float D = safe_sqrtf(len_squared(light_P - ray->P) - delta * delta);
if (UNLIKELY(D == 0.0f)) {
*pdf = 0.0f;
return 0.0f;
}
float theta_a = -atan2f(delta, D);
float theta_b = atan2f(t - delta, D);
float t_ = D * tanf((xi * theta_b) + (1 - xi) * theta_a);
if (UNLIKELY(theta_b == theta_a)) {
*pdf = 0.0f;
return 0.0f;
}
*pdf = D / ((theta_b - theta_a) * (D * D + t_ * t_));
return min(t, delta + t_); /* min is only for float precision errors */
}
ccl_device float kernel_volume_equiangular_pdf(Ray *ray, float3 light_P, float sample_t)
{
float delta = dot((light_P - ray->P), ray->D);
float D = safe_sqrtf(len_squared(light_P - ray->P) - delta * delta);
if (UNLIKELY(D == 0.0f)) {
return 0.0f;
}
float t = ray->t;
float t_ = sample_t - delta;
float theta_a = -atan2f(delta, D);
float theta_b = atan2f(t - delta, D);
if (UNLIKELY(theta_b == theta_a)) {
return 0.0f;
}
float pdf = D / ((theta_b - theta_a) * (D * D + t_ * t_));
return pdf;
}
/* Distance sampling */
ccl_device float kernel_volume_distance_sample(
float max_t, float3 sigma_t, int channel, float xi, float3 *transmittance, float3 *pdf)
{
/* xi is [0, 1[ so log(0) should never happen, division by zero is
* avoided because sample_sigma_t > 0 when SD_SCATTER is set */
float sample_sigma_t = kernel_volume_channel_get(sigma_t, channel);
float3 full_transmittance = volume_color_transmittance(sigma_t, max_t);
float sample_transmittance = kernel_volume_channel_get(full_transmittance, channel);
float sample_t = min(max_t, -logf(1.0f - xi * (1.0f - sample_transmittance)) / sample_sigma_t);
*transmittance = volume_color_transmittance(sigma_t, sample_t);
*pdf = safe_divide_color(sigma_t * *transmittance,
make_float3(1.0f, 1.0f, 1.0f) - full_transmittance);
/* todo: optimization: when taken together with hit/miss decision,
* the full_transmittance cancels out drops out and xi does not
* need to be remapped */
return sample_t;
}
ccl_device float3 kernel_volume_distance_pdf(float max_t, float3 sigma_t, float sample_t)
{
float3 full_transmittance = volume_color_transmittance(sigma_t, max_t);
float3 transmittance = volume_color_transmittance(sigma_t, sample_t);
return safe_divide_color(sigma_t * transmittance,
make_float3(1.0f, 1.0f, 1.0f) - full_transmittance);
}
/* Emission */
ccl_device float3 kernel_volume_emission_integrate(VolumeShaderCoefficients *coeff,
int closure_flag,
float3 transmittance,
float t)
{
/* integral E * exp(-sigma_t * t) from 0 to t = E * (1 - exp(-sigma_t * t))/sigma_t
* this goes to E * t as sigma_t goes to zero
*
* todo: we should use an epsilon to avoid precision issues near zero sigma_t */
float3 emission = coeff->emission;
if (closure_flag & SD_EXTINCTION) {
float3 sigma_t = coeff->sigma_t;
emission.x *= (sigma_t.x > 0.0f) ? (1.0f - transmittance.x) / sigma_t.x : t;
emission.y *= (sigma_t.y > 0.0f) ? (1.0f - transmittance.y) / sigma_t.y : t;
emission.z *= (sigma_t.z > 0.0f) ? (1.0f - transmittance.z) / sigma_t.z : t;
}
else
emission *= t;
return emission;
}
/* Volume Path */
ccl_device int kernel_volume_sample_channel(float3 albedo,
float3 throughput,
float rand,
float3 *pdf)
{
/* Sample color channel proportional to throughput and single scattering
* albedo, to significantly reduce noise with many bounce, following:
*
* "Practical and Controllable Subsurface Scattering for Production Path
* Tracing". Matt Jen-Yuan Chiang, Peter Kutz, Brent Burley. SIGGRAPH 2016. */
float3 weights = fabs(throughput * albedo);
float sum_weights = weights.x + weights.y + weights.z;
float3 weights_pdf;
if (sum_weights > 0.0f) {
weights_pdf = weights / sum_weights;
}
else {
weights_pdf = make_float3(1.0f / 3.0f, 1.0f / 3.0f, 1.0f / 3.0f);
}
*pdf = weights_pdf;
/* OpenCL does not support -> on float3, so don't use pdf->x. */
if (rand < weights_pdf.x) {
return 0;
}
else if (rand < weights_pdf.x + weights_pdf.y) {
return 1;
}
else {
return 2;
}
}
#ifdef __VOLUME__
/* homogeneous volume: assume shader evaluation at the start gives
* the volume shading coefficient for the entire line segment */
ccl_device VolumeIntegrateResult
kernel_volume_integrate_homogeneous(KernelGlobals *kg,
ccl_addr_space PathState *state,
Ray *ray,
ShaderData *sd,
PathRadiance *L,
ccl_addr_space float3 *throughput,
bool probalistic_scatter)
{
VolumeShaderCoefficients coeff ccl_optional_struct_init;
if (!volume_shader_sample(kg, sd, state, ray->P, &coeff))
return VOLUME_PATH_MISSED;
int closure_flag = sd->flag;
float t = ray->t;
float3 new_tp;
# ifdef __VOLUME_SCATTER__
/* randomly scatter, and if we do t is shortened */
if (closure_flag & SD_SCATTER) {
/* Sample channel, use MIS with balance heuristic. */
float rphase = path_state_rng_1D(kg, state, PRNG_PHASE_CHANNEL);
float3 albedo = safe_divide_color(coeff.sigma_s, coeff.sigma_t);
float3 channel_pdf;
int channel = kernel_volume_sample_channel(albedo, *throughput, rphase, &channel_pdf);
/* decide if we will hit or miss */
bool scatter = true;
float xi = path_state_rng_1D(kg, state, PRNG_SCATTER_DISTANCE);
if (probalistic_scatter) {
float sample_sigma_t = kernel_volume_channel_get(coeff.sigma_t, channel);
float sample_transmittance = expf(-sample_sigma_t * t);
if (1.0f - xi >= sample_transmittance) {
scatter = true;
/* rescale random number so we can reuse it */
xi = 1.0f - (1.0f - xi - sample_transmittance) / (1.0f - sample_transmittance);
}
else
scatter = false;
}
if (scatter) {
/* scattering */
float3 pdf;
float3 transmittance;
float sample_t;
/* distance sampling */
sample_t = kernel_volume_distance_sample(
ray->t, coeff.sigma_t, channel, xi, &transmittance, &pdf);
/* modify pdf for hit/miss decision */
if (probalistic_scatter)
pdf *= make_float3(1.0f, 1.0f, 1.0f) - volume_color_transmittance(coeff.sigma_t, t);
new_tp = *throughput * coeff.sigma_s * transmittance / dot(channel_pdf, pdf);
t = sample_t;
}
else {
/* no scattering */
float3 transmittance = volume_color_transmittance(coeff.sigma_t, t);
float pdf = dot(channel_pdf, transmittance);
new_tp = *throughput * transmittance / pdf;
}
}
else
# endif
if (closure_flag & SD_EXTINCTION) {
/* absorption only, no sampling needed */
float3 transmittance = volume_color_transmittance(coeff.sigma_t, t);
new_tp = *throughput * transmittance;
}
else {
new_tp = *throughput;
}
/* integrate emission attenuated by extinction */
if (L && (closure_flag & SD_EMISSION)) {
float3 transmittance = volume_color_transmittance(coeff.sigma_t, ray->t);
float3 emission = kernel_volume_emission_integrate(
&coeff, closure_flag, transmittance, ray->t);
path_radiance_accum_emission(kg, L, state, *throughput, emission);
}
/* modify throughput */
if (closure_flag & SD_EXTINCTION) {
*throughput = new_tp;
/* prepare to scatter to new direction */
if (t < ray->t) {
/* adjust throughput and move to new location */
sd->P = ray->P + t * ray->D;
return VOLUME_PATH_SCATTERED;
}
}
return VOLUME_PATH_ATTENUATED;
}
/* heterogeneous volume distance sampling: integrate stepping through the
* volume until we reach the end, get absorbed entirely, or run out of
* iterations. this does probabilistically scatter or get transmitted through
* for path tracing where we don't want to branch. */
ccl_device VolumeIntegrateResult
kernel_volume_integrate_heterogeneous_distance(KernelGlobals *kg,
ccl_addr_space PathState *state,
Ray *ray,
ShaderData *sd,
PathRadiance *L,
ccl_addr_space float3 *throughput,
const float object_step_size)
{
float3 tp = *throughput;
const float tp_eps = 1e-6f; /* todo: this is likely not the right value */
/* prepare for stepping */
int max_steps = kernel_data.integrator.volume_max_steps;
float step_offset, step_size;
kernel_volume_step_init(kg, state, object_step_size, ray->t, &step_size, &step_offset);
/* compute coefficients at the start */
float t = 0.0f;
float3 accum_transmittance = make_float3(1.0f, 1.0f, 1.0f);
/* pick random color channel, we use the Veach one-sample
* model with balance heuristic for the channels */
float xi = path_state_rng_1D(kg, state, PRNG_SCATTER_DISTANCE);
float rphase = path_state_rng_1D(kg, state, PRNG_PHASE_CHANNEL);
bool has_scatter = false;
for (int i = 0; i < max_steps; i++) {
/* advance to new position */
float new_t = min(ray->t, (i + 1) * step_size);
float dt = new_t - t;
/* use random position inside this segment to sample shader,
* for last shorter step we remap it to fit within the segment. */
if (new_t == ray->t) {
step_offset *= (new_t - t) / step_size;
}
float3 new_P = ray->P + ray->D * (t + step_offset);
VolumeShaderCoefficients coeff ccl_optional_struct_init;
/* compute segment */
if (volume_shader_sample(kg, sd, state, new_P, &coeff)) {
int closure_flag = sd->flag;
float3 new_tp;
float3 transmittance;
bool scatter = false;
/* distance sampling */
# ifdef __VOLUME_SCATTER__
if ((closure_flag & SD_SCATTER) || (has_scatter && (closure_flag & SD_EXTINCTION))) {
has_scatter = true;
/* Sample channel, use MIS with balance heuristic. */
float3 albedo = safe_divide_color(coeff.sigma_s, coeff.sigma_t);
float3 channel_pdf;
int channel = kernel_volume_sample_channel(albedo, tp, rphase, &channel_pdf);
/* compute transmittance over full step */
transmittance = volume_color_transmittance(coeff.sigma_t, dt);
/* decide if we will scatter or continue */
float sample_transmittance = kernel_volume_channel_get(transmittance, channel);
if (1.0f - xi >= sample_transmittance) {
/* compute sampling distance */
float sample_sigma_t = kernel_volume_channel_get(coeff.sigma_t, channel);
float new_dt = -logf(1.0f - xi) / sample_sigma_t;
new_t = t + new_dt;
/* transmittance and pdf */
float3 new_transmittance = volume_color_transmittance(coeff.sigma_t, new_dt);
float3 pdf = coeff.sigma_t * new_transmittance;
/* throughput */
new_tp = tp * coeff.sigma_s * new_transmittance / dot(channel_pdf, pdf);
scatter = true;
}
else {
/* throughput */
float pdf = dot(channel_pdf, transmittance);
new_tp = tp * transmittance / pdf;
/* remap xi so we can reuse it and keep thing stratified */
xi = 1.0f - (1.0f - xi) / sample_transmittance;
}
}
else
# endif
if (closure_flag & SD_EXTINCTION) {
/* absorption only, no sampling needed */
transmittance = volume_color_transmittance(coeff.sigma_t, dt);
new_tp = tp * transmittance;
}
else {
transmittance = make_float3(0.0f, 0.0f, 0.0f);
new_tp = tp;
}
/* integrate emission attenuated by absorption */
if (L && (closure_flag & SD_EMISSION)) {
float3 emission = kernel_volume_emission_integrate(
&coeff, closure_flag, transmittance, dt);
path_radiance_accum_emission(kg, L, state, tp, emission);
}
/* modify throughput */
if (closure_flag & SD_EXTINCTION) {
tp = new_tp;
/* stop if nearly all light blocked */
if (tp.x < tp_eps && tp.y < tp_eps && tp.z < tp_eps) {
tp = make_float3(0.0f, 0.0f, 0.0f);
break;
}
}
/* prepare to scatter to new direction */
if (scatter) {
/* adjust throughput and move to new location */
sd->P = ray->P + new_t * ray->D;
*throughput = tp;
return VOLUME_PATH_SCATTERED;
}
else {
/* accumulate transmittance */
accum_transmittance *= transmittance;
}
}
/* stop if at the end of the volume */
t = new_t;
if (t == ray->t)
break;
}
*throughput = tp;
return VOLUME_PATH_ATTENUATED;
}
/* get the volume attenuation and emission over line segment defined by
* ray, with the assumption that there are no surfaces blocking light
* between the endpoints. distance sampling is used to decide if we will
* scatter or not. */
ccl_device_noinline_cpu VolumeIntegrateResult
kernel_volume_integrate(KernelGlobals *kg,
ccl_addr_space PathState *state,
ShaderData *sd,
Ray *ray,
PathRadiance *L,
ccl_addr_space float3 *throughput,
float step_size)
{
shader_setup_from_volume(kg, sd, ray);
if (step_size != FLT_MAX)
return kernel_volume_integrate_heterogeneous_distance(
kg, state, ray, sd, L, throughput, step_size);
else
return kernel_volume_integrate_homogeneous(kg, state, ray, sd, L, throughput, true);
}
# ifndef __SPLIT_KERNEL__
/* Decoupled Volume Sampling
*
* VolumeSegment is list of coefficients and transmittance stored at all steps
* through a volume. This can then later be used for decoupled sampling as in:
* "Importance Sampling Techniques for Path Tracing in Participating Media"
*
* On the GPU this is only supported (but currently not enabled)
* for homogeneous volumes (1 step), due to
* no support for malloc/free and too much stack usage with a fix size array. */
typedef struct VolumeStep {
float3 sigma_s; /* scatter coefficient */
float3 sigma_t; /* extinction coefficient */
float3 accum_transmittance; /* accumulated transmittance including this step */
float3 cdf_distance; /* cumulative density function for distance sampling */
float t; /* distance at end of this step */
float shade_t; /* jittered distance where shading was done in step */
int closure_flag; /* shader evaluation closure flags */
} VolumeStep;
typedef struct VolumeSegment {
VolumeStep stack_step; /* stack storage for homogeneous step, to avoid malloc */
VolumeStep *steps; /* recorded steps */
int numsteps; /* number of steps */
int closure_flag; /* accumulated closure flags from all steps */
float3 accum_emission; /* accumulated emission at end of segment */
float3 accum_transmittance; /* accumulated transmittance at end of segment */
float3 accum_albedo; /* accumulated average albedo over segment */
int sampling_method; /* volume sampling method */
} VolumeSegment;
/* record volume steps to the end of the volume.
*
* it would be nice if we could only record up to the point that we need to scatter,
* but the entire segment is needed to do always scattering, rather than probabilistically
* hitting or missing the volume. if we don't know the transmittance at the end of the
* volume we can't generate stratified distance samples up to that transmittance */
# ifdef __VOLUME_DECOUPLED__
ccl_device void kernel_volume_decoupled_record(KernelGlobals *kg,
PathState *state,
Ray *ray,
ShaderData *sd,
VolumeSegment *segment,
const float object_step_size)
{
const float tp_eps = 1e-6f; /* todo: this is likely not the right value */
/* prepare for volume stepping */
int max_steps;
float step_size, step_offset;
if (object_step_size != FLT_MAX) {
max_steps = kernel_data.integrator.volume_max_steps;
kernel_volume_step_init(kg, state, object_step_size, ray->t, &step_size, &step_offset);
# ifdef __KERNEL_CPU__
/* NOTE: For the branched path tracing it's possible to have direct
* and indirect light integration both having volume segments allocated.
* We detect this using index in the pre-allocated memory. Currently we
* only support two segments allocated at a time, if more needed some
* modifications to the KernelGlobals will be needed.
*
* This gives us restrictions that decoupled record should only happen
* in the stack manner, meaning if there's subsequent call of decoupled
* record it'll need to free memory before it's caller frees memory.
*/
const int index = kg->decoupled_volume_steps_index;
assert(index < sizeof(kg->decoupled_volume_steps) / sizeof(*kg->decoupled_volume_steps));
if (kg->decoupled_volume_steps[index] == NULL) {
kg->decoupled_volume_steps[index] = (VolumeStep *)malloc(sizeof(VolumeStep) * max_steps);
}
segment->steps = kg->decoupled_volume_steps[index];
++kg->decoupled_volume_steps_index;
# else
segment->steps = (VolumeStep *)malloc(sizeof(VolumeStep) * max_steps);
# endif
}
else {
max_steps = 1;
step_size = ray->t;
step_offset = 0.0f;
segment->steps = &segment->stack_step;
}
/* init accumulation variables */
float3 accum_emission = make_float3(0.0f, 0.0f, 0.0f);
float3 accum_transmittance = make_float3(1.0f, 1.0f, 1.0f);
float3 accum_albedo = make_float3(0.0f, 0.0f, 0.0f);
float3 cdf_distance = make_float3(0.0f, 0.0f, 0.0f);
float t = 0.0f;
segment->numsteps = 0;
segment->closure_flag = 0;
bool is_last_step_empty = false;
VolumeStep *step = segment->steps;
for (int i = 0; i < max_steps; i++, step++) {
/* advance to new position */
float new_t = min(ray->t, (i + 1) * step_size);
float dt = new_t - t;
/* use random position inside this segment to sample shader,
* for last shorter step we remap it to fit within the segment. */
if (new_t == ray->t) {
step_offset *= (new_t - t) / step_size;
}
float3 new_P = ray->P + ray->D * (t + step_offset);
VolumeShaderCoefficients coeff ccl_optional_struct_init;
/* compute segment */
if (volume_shader_sample(kg, sd, state, new_P, &coeff)) {
int closure_flag = sd->flag;
float3 sigma_t = coeff.sigma_t;
/* compute average albedo for channel sampling */
if (closure_flag & SD_SCATTER) {
accum_albedo += dt * safe_divide_color(coeff.sigma_s, sigma_t);
}
/* compute accumulated transmittance */
float3 transmittance = volume_color_transmittance(sigma_t, dt);
/* compute emission attenuated by absorption */
if (closure_flag & SD_EMISSION) {
float3 emission = kernel_volume_emission_integrate(
&coeff, closure_flag, transmittance, dt);
accum_emission += accum_transmittance * emission;
}
accum_transmittance *= transmittance;
/* compute pdf for distance sampling */
float3 pdf_distance = dt * accum_transmittance * coeff.sigma_s;
cdf_distance = cdf_distance + pdf_distance;
/* write step data */
step->sigma_t = sigma_t;
step->sigma_s = coeff.sigma_s;
step->closure_flag = closure_flag;
segment->closure_flag |= closure_flag;
is_last_step_empty = false;
segment->numsteps++;
}
else {
if (is_last_step_empty) {
/* consecutive empty step, merge */
step--;
}
else {
/* store empty step */
step->sigma_t = make_float3(0.0f, 0.0f, 0.0f);
step->sigma_s = make_float3(0.0f, 0.0f, 0.0f);
step->closure_flag = 0;
segment->numsteps++;
is_last_step_empty = true;
}
}
step->accum_transmittance = accum_transmittance;
step->cdf_distance = cdf_distance;
step->t = new_t;
step->shade_t = t + step_offset;
/* stop if at the end of the volume */
t = new_t;
if (t == ray->t)
break;
/* stop if nearly all light blocked */
if (accum_transmittance.x < tp_eps && accum_transmittance.y < tp_eps &&
accum_transmittance.z < tp_eps)
break;
}
/* store total emission and transmittance */
segment->accum_emission = accum_emission;
segment->accum_transmittance = accum_transmittance;
segment->accum_albedo = accum_albedo;
/* normalize cumulative density function for distance sampling */
VolumeStep *last_step = segment->steps + segment->numsteps - 1;
if (!is_zero(last_step->cdf_distance)) {
VolumeStep *step = &segment->steps[0];
int numsteps = segment->numsteps;
float3 inv_cdf_distance_sum = safe_invert_color(last_step->cdf_distance);
for (int i = 0; i < numsteps; i++, step++)
step->cdf_distance *= inv_cdf_distance_sum;
}
}
ccl_device void kernel_volume_decoupled_free(KernelGlobals *kg, VolumeSegment *segment)
{
if (segment->steps != &segment->stack_step) {
# ifdef __KERNEL_CPU__
/* NOTE: We only allow free last allocated segment.
* No random order of alloc/free is supported.
*/
assert(kg->decoupled_volume_steps_index > 0);
assert(segment->steps == kg->decoupled_volume_steps[kg->decoupled_volume_steps_index - 1]);
--kg->decoupled_volume_steps_index;
# else
free(segment->steps);
# endif
}
}
# endif /* __VOLUME_DECOUPLED__ */
/* scattering for homogeneous and heterogeneous volumes, using decoupled ray
* marching.
*
* function is expected to return VOLUME_PATH_SCATTERED when probalistic_scatter is false */
ccl_device VolumeIntegrateResult kernel_volume_decoupled_scatter(KernelGlobals *kg,
PathState *state,
Ray *ray,
ShaderData *sd,
float3 *throughput,
float rphase,
float rscatter,
const VolumeSegment *segment,
const float3 *light_P,
bool probalistic_scatter)
{
kernel_assert(segment->closure_flag & SD_SCATTER);
/* Sample color channel, use MIS with balance heuristic. */
float3 channel_pdf;
int channel = kernel_volume_sample_channel(
segment->accum_albedo, *throughput, rphase, &channel_pdf);
float xi = rscatter;
/* probabilistic scattering decision based on transmittance */
if (probalistic_scatter) {
float sample_transmittance = kernel_volume_channel_get(segment->accum_transmittance, channel);
if (1.0f - xi >= sample_transmittance) {
/* rescale random number so we can reuse it */
xi = 1.0f - (1.0f - xi - sample_transmittance) / (1.0f - sample_transmittance);
}
else {
*throughput /= sample_transmittance;
return VOLUME_PATH_MISSED;
}
}
VolumeStep *step;
float3 transmittance;
float pdf, sample_t;
float mis_weight = 1.0f;
bool distance_sample = true;
bool use_mis = false;
if (segment->sampling_method && light_P) {
if (segment->sampling_method == SD_VOLUME_MIS) {
/* multiple importance sample: randomly pick between
* equiangular and distance sampling strategy */
if (xi < 0.5f) {
xi *= 2.0f;
}
else {
xi = (xi - 0.5f) * 2.0f;
distance_sample = false;
}
use_mis = true;
}
else {
/* only equiangular sampling */
distance_sample = false;
}
}
/* distance sampling */
if (distance_sample) {
/* find step in cdf */
step = segment->steps;
float prev_t = 0.0f;
float3 step_pdf_distance = make_float3(1.0f, 1.0f, 1.0f);
if (segment->numsteps > 1) {
float prev_cdf = 0.0f;
float step_cdf = 1.0f;
float3 prev_cdf_distance = make_float3(0.0f, 0.0f, 0.0f);
for (int i = 0;; i++, step++) {
/* todo: optimize using binary search */
step_cdf = kernel_volume_channel_get(step->cdf_distance, channel);
if (xi < step_cdf || i == segment->numsteps - 1)
break;
prev_cdf = step_cdf;
prev_t = step->t;
prev_cdf_distance = step->cdf_distance;
}
/* remap xi so we can reuse it */
xi = (xi - prev_cdf) / (step_cdf - prev_cdf);
/* pdf for picking step */
step_pdf_distance = step->cdf_distance - prev_cdf_distance;
}
/* determine range in which we will sample */
float step_t = step->t - prev_t;
/* sample distance and compute transmittance */
float3 distance_pdf;
sample_t = prev_t + kernel_volume_distance_sample(
step_t, step->sigma_t, channel, xi, &transmittance, &distance_pdf);
/* modify pdf for hit/miss decision */
if (probalistic_scatter)
distance_pdf *= make_float3(1.0f, 1.0f, 1.0f) - segment->accum_transmittance;
pdf = dot(channel_pdf, distance_pdf * step_pdf_distance);
/* multiple importance sampling */
if (use_mis) {
float equi_pdf = kernel_volume_equiangular_pdf(ray, *light_P, sample_t);
mis_weight = 2.0f * power_heuristic(pdf, equi_pdf);
}
}
/* equi-angular sampling */
else {
/* sample distance */
sample_t = kernel_volume_equiangular_sample(ray, *light_P, xi, &pdf);
/* find step in which sampled distance is located */
step = segment->steps;
float prev_t = 0.0f;
float3 step_pdf_distance = make_float3(1.0f, 1.0f, 1.0f);
if (segment->numsteps > 1) {
float3 prev_cdf_distance = make_float3(0.0f, 0.0f, 0.0f);
int numsteps = segment->numsteps;
int high = numsteps - 1;
int low = 0;
int mid;
while (low < high) {
mid = (low + high) >> 1;
if (sample_t < step[mid].t)
high = mid;
else if (sample_t >= step[mid + 1].t)
low = mid + 1;
else {
/* found our interval in step[mid] .. step[mid+1] */
prev_t = step[mid].t;
prev_cdf_distance = step[mid].cdf_distance;
step += mid + 1;
break;
}
}
if (low >= numsteps - 1) {
prev_t = step[numsteps - 1].t;
prev_cdf_distance = step[numsteps - 1].cdf_distance;
step += numsteps - 1;
}
/* pdf for picking step with distance sampling */
step_pdf_distance = step->cdf_distance - prev_cdf_distance;
}
/* determine range in which we will sample */
float step_t = step->t - prev_t;
float step_sample_t = sample_t - prev_t;
/* compute transmittance */
transmittance = volume_color_transmittance(step->sigma_t, step_sample_t);
/* multiple importance sampling */
if (use_mis) {
float3 distance_pdf3 = kernel_volume_distance_pdf(step_t, step->sigma_t, step_sample_t);
float distance_pdf = dot(channel_pdf, distance_pdf3 * step_pdf_distance);
mis_weight = 2.0f * power_heuristic(pdf, distance_pdf);
}
}
if (sample_t < 0.0f || pdf == 0.0f) {
return VOLUME_PATH_MISSED;
}
/* compute transmittance up to this step */
if (step != segment->steps)
transmittance *= (step - 1)->accum_transmittance;
/* modify throughput */
*throughput *= step->sigma_s * transmittance * (mis_weight / pdf);
/* evaluate shader to create closures at shading point */
if (segment->numsteps > 1) {
sd->P = ray->P + step->shade_t * ray->D;
VolumeShaderCoefficients coeff;
volume_shader_sample(kg, sd, state, sd->P, &coeff);
}
/* move to new position */
sd->P = ray->P + sample_t * ray->D;
return VOLUME_PATH_SCATTERED;
}
# endif /* __SPLIT_KERNEL */
/* decide if we need to use decoupled or not */
ccl_device bool kernel_volume_use_decoupled(KernelGlobals *kg,
bool heterogeneous,
bool direct,
int sampling_method)
{
/* decoupled ray marching for heterogeneous volumes not supported on the GPU,
* which also means equiangular and multiple importance sampling is not
* support for that case */
if (!kernel_data.integrator.volume_decoupled)
return false;
# ifdef __KERNEL_GPU__
if (heterogeneous)
return false;
# endif
/* equiangular and multiple importance sampling only implemented for decoupled */
if (sampling_method != 0)
return true;
/* for all light sampling use decoupled, reusing shader evaluations is
* typically faster in that case */
if (direct)
return kernel_data.integrator.sample_all_lights_direct;
else
return kernel_data.integrator.sample_all_lights_indirect;
}
/* Volume Stack
*
* This is an array of object/shared ID's that the current segment of the path
* is inside of. */
ccl_device void kernel_volume_stack_init(KernelGlobals *kg,
ShaderData *stack_sd,
ccl_addr_space const PathState *state,
ccl_addr_space const Ray *ray,
ccl_addr_space VolumeStack *stack)
{
/* NULL ray happens in the baker, does it need proper initialization of
* camera in volume?
*/
if (!kernel_data.cam.is_inside_volume || ray == NULL) {
/* Camera is guaranteed to be in the air, only take background volume
* into account in this case.
*/
if (kernel_data.background.volume_shader != SHADER_NONE) {
stack[0].shader = kernel_data.background.volume_shader;
stack[0].object = PRIM_NONE;
stack[1].shader = SHADER_NONE;
}
else {
stack[0].shader = SHADER_NONE;
}
return;
}
kernel_assert(state->flag & PATH_RAY_CAMERA);
Ray volume_ray = *ray;
volume_ray.t = FLT_MAX;
const uint visibility = (state->flag & PATH_RAY_ALL_VISIBILITY);
int stack_index = 0, enclosed_index = 0;
# ifdef __VOLUME_RECORD_ALL__
Intersection hits[2 * VOLUME_STACK_SIZE + 1];
uint num_hits = scene_intersect_volume_all(
kg, &volume_ray, hits, 2 * VOLUME_STACK_SIZE, visibility);
if (num_hits > 0) {
int enclosed_volumes[VOLUME_STACK_SIZE];
Intersection *isect = hits;
qsort(hits, num_hits, sizeof(Intersection), intersections_compare);
for (uint hit = 0; hit < num_hits; ++hit, ++isect) {
shader_setup_from_ray(kg, stack_sd, isect, &volume_ray);
if (stack_sd->flag & SD_BACKFACING) {
bool need_add = true;
for (int i = 0; i < enclosed_index && need_add; ++i) {
/* If ray exited the volume and never entered to that volume
* it means that camera is inside such a volume.
*/
if (enclosed_volumes[i] == stack_sd->object) {
need_add = false;
}
}
for (int i = 0; i < stack_index && need_add; ++i) {
/* Don't add intersections twice. */
if (stack[i].object == stack_sd->object) {
need_add = false;
break;
}
}
if (need_add && stack_index < VOLUME_STACK_SIZE - 1) {
stack[stack_index].object = stack_sd->object;
stack[stack_index].shader = stack_sd->shader;
++stack_index;
}
}
else {
/* If ray from camera enters the volume, this volume shouldn't
* be added to the stack on exit.
*/
enclosed_volumes[enclosed_index++] = stack_sd->object;
}
}
}
# else
int enclosed_volumes[VOLUME_STACK_SIZE];
int step = 0;
while (stack_index < VOLUME_STACK_SIZE - 1 && enclosed_index < VOLUME_STACK_SIZE - 1 &&
step < 2 * VOLUME_STACK_SIZE) {
Intersection isect;
if (!scene_intersect_volume(kg, &volume_ray, &isect, visibility)) {
break;
}
shader_setup_from_ray(kg, stack_sd, &isect, &volume_ray);
if (stack_sd->flag & SD_BACKFACING) {
/* If ray exited the volume and never entered to that volume
* it means that camera is inside such a volume.
*/
bool need_add = true;
for (int i = 0; i < enclosed_index && need_add; ++i) {
/* If ray exited the volume and never entered to that volume
* it means that camera is inside such a volume.
*/
if (enclosed_volumes[i] == stack_sd->object) {
need_add = false;
}
}
for (int i = 0; i < stack_index && need_add; ++i) {
/* Don't add intersections twice. */
if (stack[i].object == stack_sd->object) {
need_add = false;
break;
}
}
if (need_add) {
stack[stack_index].object = stack_sd->object;
stack[stack_index].shader = stack_sd->shader;
++stack_index;
}
}
else {
/* If ray from camera enters the volume, this volume shouldn't
* be added to the stack on exit.
*/
enclosed_volumes[enclosed_index++] = stack_sd->object;
}
/* Move ray forward. */
volume_ray.P = ray_offset(stack_sd->P, -stack_sd->Ng);
++step;
}
# endif
/* stack_index of 0 means quick checks outside of the kernel gave false
* positive, nothing to worry about, just we've wasted quite a few of
* ticks just to come into conclusion that camera is in the air.
*
* In this case we're doing the same above -- check whether background has
* volume.
*/
if (stack_index == 0 && kernel_data.background.volume_shader == SHADER_NONE) {
stack[0].shader = kernel_data.background.volume_shader;
stack[0].object = OBJECT_NONE;
stack[1].shader = SHADER_NONE;
}
else {
stack[stack_index].shader = SHADER_NONE;
}
}
ccl_device void kernel_volume_stack_enter_exit(KernelGlobals *kg,
ShaderData *sd,
ccl_addr_space VolumeStack *stack)
{
/* todo: we should have some way for objects to indicate if they want the
* world shader to work inside them. excluding it by default is problematic
* because non-volume objects can't be assumed to be closed manifolds */
if (!(sd->flag & SD_HAS_VOLUME))
return;
if (sd->flag & SD_BACKFACING) {
/* exit volume object: remove from stack */
for (int i = 0; stack[i].shader != SHADER_NONE; i++) {
if (stack[i].object == sd->object) {
/* shift back next stack entries */
do {
stack[i] = stack[i + 1];
i++;
} while (stack[i].shader != SHADER_NONE);
return;
}
}
}
else {
/* enter volume object: add to stack */
int i;
for (i = 0; stack[i].shader != SHADER_NONE; i++) {
/* already in the stack? then we have nothing to do */
if (stack[i].object == sd->object)
return;
}
/* if we exceed the stack limit, ignore */
if (i >= VOLUME_STACK_SIZE - 1)
return;
/* add to the end of the stack */
stack[i].shader = sd->shader;
stack[i].object = sd->object;
stack[i + 1].shader = SHADER_NONE;
}
}
# ifdef __SUBSURFACE__
ccl_device void kernel_volume_stack_update_for_subsurface(KernelGlobals *kg,
ShaderData *stack_sd,
Ray *ray,
ccl_addr_space VolumeStack *stack)
{
kernel_assert(kernel_data.integrator.use_volumes);
Ray volume_ray = *ray;
# ifdef __VOLUME_RECORD_ALL__
Intersection hits[2 * VOLUME_STACK_SIZE + 1];
uint num_hits = scene_intersect_volume_all(
kg, &volume_ray, hits, 2 * VOLUME_STACK_SIZE, PATH_RAY_ALL_VISIBILITY);
if (num_hits > 0) {
Intersection *isect = hits;
qsort(hits, num_hits, sizeof(Intersection), intersections_compare);
for (uint hit = 0; hit < num_hits; ++hit, ++isect) {
shader_setup_from_ray(kg, stack_sd, isect, &volume_ray);
kernel_volume_stack_enter_exit(kg, stack_sd, stack);
}
}
# else
Intersection isect;
int step = 0;
float3 Pend = ray->P + ray->D * ray->t;
while (step < 2 * VOLUME_STACK_SIZE &&
scene_intersect_volume(kg, &volume_ray, &isect, PATH_RAY_ALL_VISIBILITY)) {
shader_setup_from_ray(kg, stack_sd, &isect, &volume_ray);
kernel_volume_stack_enter_exit(kg, stack_sd, stack);
/* Move ray forward. */
volume_ray.P = ray_offset(stack_sd->P, -stack_sd->Ng);
if (volume_ray.t != FLT_MAX) {
volume_ray.D = normalize_len(Pend - volume_ray.P, &volume_ray.t);
}
++step;
}
# endif
}
# endif
/* Clean stack after the last bounce.
*
* It is expected that all volumes are closed manifolds, so at the time when ray
* hits nothing (for example, it is a last bounce which goes to environment) the
* only expected volume in the stack is the world's one. All the rest volume
* entries should have been exited already.
*
* This isn't always true because of ray intersection precision issues, which
* could lead us to an infinite non-world volume in the stack, causing render
* artifacts.
*
* Use this function after the last bounce to get rid of all volumes apart from
* the world's one after the last bounce to avoid render artifacts.
*/
ccl_device_inline void kernel_volume_clean_stack(KernelGlobals *kg,
ccl_addr_space VolumeStack *volume_stack)
{
if (kernel_data.background.volume_shader != SHADER_NONE) {
/* Keep the world's volume in stack. */
volume_stack[1].shader = SHADER_NONE;
}
else {
volume_stack[0].shader = SHADER_NONE;
}
}
#endif /* __VOLUME__ */
CCL_NAMESPACE_END