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authorSergey Sharybin <sergey.vfx@gmail.com>2015-11-20 12:42:34 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2015-12-31 18:44:27 +0300
commitade35bac9355679f0966249b7d65992ef024eb04 (patch)
treecdf0d9aedb6d2c9d53c8000aae2b02e8b551d587
parentc81e6ffdf942a7e8ac58ef3a48ca1bcab78f01fd (diff)
Cycles: Implement rolling shutter effect
This is an attempt to emulate real CMOS cameras which reads sensor by scanlines and hence different scanlines are sampled at a different moment in time, which causes so called rolling shutter effect. This effect will, for example, make vertical straight lines being curved when doing horizontal camera pan. This is controlled by the Shutter Type option in the Motion Blur panel. Additionally, since scanline sampling is not instantaneous it's possible to have motion blur on top of rolling shutter. This is controlled by the Rolling Shutter Time slider which controls balance between pure rolling shutter effect and pure motion blur effect. Reviewers: brecht, juicyfruit, dingto, keir Differential Revision: https://developer.blender.org/D1624
-rw-r--r--intern/cycles/blender/addon/properties.py18
-rw-r--r--intern/cycles/blender/addon/ui.py6
-rw-r--r--intern/cycles/blender/blender_camera.cpp21
-rw-r--r--intern/cycles/kernel/kernel_camera.h29
-rw-r--r--intern/cycles/kernel/kernel_types.h5
-rw-r--r--intern/cycles/render/camera.cpp8
-rw-r--r--intern/cycles/render/camera.h16
7 files changed, 103 insertions, 0 deletions
diff --git a/intern/cycles/blender/addon/properties.py b/intern/cycles/blender/addon/properties.py
index cbd1a8b1922..f48bc93cabf 100644
--- a/intern/cycles/blender/addon/properties.py
+++ b/intern/cycles/blender/addon/properties.py
@@ -531,6 +531,24 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
),
)
+ cls.rolling_shutter_type = EnumProperty(
+ name="Shutter Type",
+ default='NONE',
+ description="Type of rolling shutter effect matching CMOS-based cameras",
+ items=(
+ ('NONE', "None", "No rolling shutter effect used"),
+ ('TOP', "Top-Bottom", "Sensor is being scanned from top to bottom")
+ # TODO(seergey): Are there real cameras with different scanning direction?
+ ),
+ )
+
+ cls.rolling_shutter_duration = FloatProperty(
+ name="Rolling Shutter Duration",
+ description="Scanline \"exposure\" time for the rolling shutter effect",
+ default = 0.1,
+ min=0.0, max=1.0,
+ )
+
@classmethod
def unregister(cls):
del bpy.types.Scene.cycles
diff --git a/intern/cycles/blender/addon/ui.py b/intern/cycles/blender/addon/ui.py
index e2aa266d53b..495b2f21f7b 100644
--- a/intern/cycles/blender/addon/ui.py
+++ b/intern/cycles/blender/addon/ui.py
@@ -281,6 +281,12 @@ class CyclesRender_PT_motion_blur(CyclesButtonsPanel, Panel):
row.operator("render.shutter_curve_preset", icon='LINCURVE', text="").shape = 'LINE'
row.operator("render.shutter_curve_preset", icon='NOCURVE', text="").shape = 'MAX'
+ col = layout.column()
+ col.prop(cscene, "rolling_shutter_type")
+ row = col.row()
+ row.active = cscene.rolling_shutter_type != 'NONE'
+ row.prop(cscene, "rolling_shutter_duration")
+
class CyclesRender_PT_film(CyclesButtonsPanel, Panel):
bl_label = "Film"
diff --git a/intern/cycles/blender/blender_camera.cpp b/intern/cycles/blender/blender_camera.cpp
index cde3840b796..5f2e0762964 100644
--- a/intern/cycles/blender/blender_camera.cpp
+++ b/intern/cycles/blender/blender_camera.cpp
@@ -39,6 +39,9 @@ struct BlenderCamera {
Camera::MotionPosition motion_position;
float shutter_curve[RAMP_TABLE_SIZE];
+ Camera::RollingShutterType rolling_shutter_type;
+ float rolling_shutter_duration;
+
float aperturesize;
uint apertureblades;
float aperturerotation;
@@ -86,6 +89,8 @@ static void blender_camera_init(BlenderCamera *bcam, BL::RenderSettings b_render
bcam->sensor_fit = BlenderCamera::AUTO;
bcam->shuttertime = 1.0f;
bcam->motion_position = Camera::MOTION_POSITION_CENTER;
+ bcam->rolling_shutter_type = Camera::ROLLING_SHUTTER_NONE;
+ bcam->rolling_shutter_duration = 0.1f;
bcam->border.right = 1.0f;
bcam->border.top = 1.0f;
bcam->pano_viewplane.right = 1.0f;
@@ -418,6 +423,9 @@ static void blender_camera_sync(Camera *cam, BlenderCamera *bcam, int width, int
cam->fov_post = cam->fov;
cam->motion_position = bcam->motion_position;
+ cam->rolling_shutter_type = bcam->rolling_shutter_type;
+ cam->rolling_shutter_duration = bcam->rolling_shutter_duration;
+
memcpy(cam->shutter_curve, bcam->shutter_curve, sizeof(cam->shutter_curve));
/* border */
@@ -460,6 +468,19 @@ void BlenderSync::sync_camera(BL::RenderSettings b_render, BL::Object b_override
break;
}
+ switch(RNA_enum_get(&cscene, "rolling_shutter_type")) {
+ case 0:
+ bcam.rolling_shutter_type = Camera::ROLLING_SHUTTER_NONE;
+ break;
+ case 1:
+ bcam.rolling_shutter_type = Camera::ROLLING_SHUTTER_TOP;
+ break;
+ default:
+ bcam.rolling_shutter_type = Camera::ROLLING_SHUTTER_NONE;
+ break;
+ }
+ bcam.rolling_shutter_duration = RNA_float_get(&cscene, "rolling_shutter_duration");
+
/* border */
if(b_render.use_border()) {
bcam.border.left = b_render.border_min_x();
diff --git a/intern/cycles/kernel/kernel_camera.h b/intern/cycles/kernel/kernel_camera.h
index 01017eabde2..c51174b645d 100644
--- a/intern/cycles/kernel/kernel_camera.h
+++ b/intern/cycles/kernel/kernel_camera.h
@@ -294,8 +294,37 @@ ccl_device void camera_sample(KernelGlobals *kg, int x, int y, float filter_u, f
ray->time = TIME_INVALID;
}
else {
+ /* TODO(sergey): Such lookup is unneeded when there's rolling shutter
+ * effect in use but rollign shutter duration is set to 0.0.
+ */
const int shutter_table_offset = kernel_data.cam.shutter_table_offset;
ray->time = lookup_table_read(kg, time, shutter_table_offset, SHUTTER_TABLE_SIZE);
+ /* TODO(sergey): Currently single rolling shutter effect type only
+ * where scanlines are acquired from top to bottom and whole scanline
+ * is acquired at once (no delay in acquisition happens between pixels
+ * of sinle scanline).
+ *
+ * Might want to support more models in the future.
+ */
+ if(kernel_data.cam.rolling_shutter_type) {
+ /* Time corresponding to a fully rolling shutter only effect:
+ * top of the frame is time 0.0, bottom of the frame is time 1.0.
+ */
+ const float time = 1.0f - (float)y / kernel_data.cam.height;
+ const float duration = kernel_data.cam.rolling_shutter_duration;
+ if(duration != 0.0f) {
+ /* This isn't fully physical correct, but lets us to have simple
+ * controls in the interface. The idea here is basically sort of
+ * linear interpolation between how much rolling shutter effect
+ * exist on the frame and how much of it is a motion blur effect.
+ */
+ ray->time = (ray->time - 0.5f) * duration;
+ ray->time += (time - 0.5f) * (1.0f - duration) + 0.5f;
+ }
+ else {
+ ray->time = time;
+ }
+ }
}
#endif
diff --git a/intern/cycles/kernel/kernel_types.h b/intern/cycles/kernel/kernel_types.h
index 04d013ceb9c..8682325998d 100644
--- a/intern/cycles/kernel/kernel_types.h
+++ b/intern/cycles/kernel/kernel_types.h
@@ -849,6 +849,11 @@ typedef struct KernelCamera {
PerspectiveMotionTransform perspective_motion;
int shutter_table_offset;
+
+ /* Rolling shutter */
+ int rolling_shutter_type;
+ float rolling_shutter_duration;
+
int pad;
} KernelCamera;
diff --git a/intern/cycles/render/camera.cpp b/intern/cycles/render/camera.cpp
index 33a5c004033..9c17a11e0f1 100644
--- a/intern/cycles/render/camera.cpp
+++ b/intern/cycles/render/camera.cpp
@@ -109,6 +109,10 @@ Camera::Camera()
for(int i = 0; i < num_shutter_points; ++i) {
shutter_curve[i] = 1.0f;
}
+
+ /* Initialize rolling shutter effect. */
+ rolling_shutter_type = ROLLING_SHUTTER_NONE;
+ rolling_shutter_duration = 0.1f;
}
Camera::~Camera()
@@ -357,6 +361,10 @@ void Camera::device_update(Device *device, DeviceScene *dscene, Scene *scene)
/* Camera in volume. */
kcam->is_inside_volume = 0;
+ /* Rolling shutter effect */
+ kcam->rolling_shutter_type = rolling_shutter_type;
+ kcam->rolling_shutter_duration = rolling_shutter_duration;
+
previous_need_motion = need_motion;
}
diff --git a/intern/cycles/render/camera.h b/intern/cycles/render/camera.h
index 1c26afafeff..d4a66b66072 100644
--- a/intern/cycles/render/camera.h
+++ b/intern/cycles/render/camera.h
@@ -47,12 +47,28 @@ public:
MOTION_POSITION_END,
};
+ /* Specifies rolling shutter effect. */
+ enum RollingShutterType {
+ /* No rolling shutter effect. */
+ ROLLING_SHUTTER_NONE = 0,
+ /* Sensor is being scanned vertically from top to bottom. */
+ ROLLING_SHUTTER_TOP,
+ };
+
/* motion blur */
float shuttertime;
MotionPosition motion_position;
float shutter_curve[RAMP_TABLE_SIZE];
size_t shutter_table_offset;
+ /* ** Rolling shutter effect. ** */
+ /* Defines rolling shutter effect type. */
+ RollingShutterType rolling_shutter_type;
+ /* Specifies exposure time of scanlines when using
+ * rolling shutter effect.
+ */
+ float rolling_shutter_duration;
+
/* depth of field */
float focaldistance;
float aperturesize;