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authorClément Foucault <foucault.clem@gmail.com>2021-05-27 18:15:39 +0300
committerClément Foucault <foucault.clem@gmail.com>2021-05-27 18:15:39 +0300
commit8590cb26a979c7eee6af5fba09b5edaf47cb4e8e (patch)
tree0a222c3fab3b21fb0f0ee630c9997cd5eb27a6d8
parent3025c348253a66f9c316259aa03f8884bf56d779 (diff)
parentba4228bcf77e50368a7c84affd5e380bd45789a7 (diff)
Merge branch 'blender-v2.93-release'
-rw-r--r--build_files/cmake/config/blender_release.cmake8
-rw-r--r--intern/cycles/kernel/kernel_montecarlo.h117
-rw-r--r--intern/cycles/kernel/shaders/stdcycles.h69
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl65
4 files changed, 199 insertions, 60 deletions
diff --git a/build_files/cmake/config/blender_release.cmake b/build_files/cmake/config/blender_release.cmake
index d4fd3779665..75aafd45c82 100644
--- a/build_files/cmake/config/blender_release.cmake
+++ b/build_files/cmake/config/blender_release.cmake
@@ -56,10 +56,6 @@ set(WITH_TBB ON CACHE BOOL "" FORCE)
set(WITH_USD ON CACHE BOOL "" FORCE)
set(WITH_MEM_JEMALLOC ON CACHE BOOL "" FORCE)
-set(WITH_CYCLES_CUDA_BINARIES ON CACHE BOOL "" FORCE)
-set(WITH_CYCLES_CUBIN_COMPILER OFF CACHE BOOL "" FORCE)
-set(CYCLES_CUDA_BINARIES_ARCH sm_30;sm_35;sm_37;sm_50;sm_52;sm_60;sm_61;sm_70;sm_75;sm_86;compute_75 CACHE STRING "" FORCE)
-set(WITH_CYCLES_DEVICE_OPTIX ON CACHE BOOL "" FORCE)
# platform dependent options
if(APPLE)
@@ -80,4 +76,8 @@ if(UNIX AND NOT APPLE)
endif()
if(NOT APPLE)
set(WITH_XR_OPENXR ON CACHE BOOL "" FORCE)
+
+ set(WITH_CYCLES_DEVICE_OPTIX ON CACHE BOOL "" FORCE)
+ set(WITH_CYCLES_CUDA_BINARIES ON CACHE BOOL "" FORCE)
+ set(WITH_CYCLES_CUBIN_COMPILER OFF CACHE BOOL "" FORCE)
endif()
diff --git a/intern/cycles/kernel/kernel_montecarlo.h b/intern/cycles/kernel/kernel_montecarlo.h
index ba25c0e24e4..ce37bd0b15e 100644
--- a/intern/cycles/kernel/kernel_montecarlo.h
+++ b/intern/cycles/kernel/kernel_montecarlo.h
@@ -195,31 +195,108 @@ ccl_device float2 regular_polygon_sample(float corners, float rotation, float u,
ccl_device float3 ensure_valid_reflection(float3 Ng, float3 I, float3 N)
{
- float3 R;
- float NI = dot(N, I);
- float NgR, threshold;
-
- /* Check if the incident ray is coming from behind normal N. */
- if (NI > 0) {
- /* Normal reflection */
- R = (2 * NI) * N - I;
- NgR = dot(Ng, R);
-
- /* Reflection rays may always be at least as shallow as the incoming ray. */
- threshold = min(0.9f * dot(Ng, I), 0.01f);
- if (NgR >= threshold) {
- return N;
+ float3 R = 2 * dot(N, I) * N - I;
+
+ /* Reflection rays may always be at least as shallow as the incoming ray. */
+ float threshold = min(0.9f * dot(Ng, I), 0.01f);
+ if (dot(Ng, R) >= threshold) {
+ return N;
+ }
+
+ /* Form coordinate system with Ng as the Z axis and N inside the X-Z-plane.
+ * The X axis is found by normalizing the component of N that's orthogonal to Ng.
+ * The Y axis isn't actually needed.
+ */
+ float NdotNg = dot(N, Ng);
+ float3 X = normalize(N - NdotNg * Ng);
+
+ /* Keep math expressions. */
+ /* clang-format off */
+ /* Calculate N.z and N.x in the local coordinate system.
+ *
+ * The goal of this computation is to find a N' that is rotated towards Ng just enough
+ * to lift R' above the threshold (here called t), therefore dot(R', Ng) = t.
+ *
+ * According to the standard reflection equation,
+ * this means that we want dot(2*dot(N', I)*N' - I, Ng) = t.
+ *
+ * Since the Z axis of our local coordinate system is Ng, dot(x, Ng) is just x.z, so we get
+ * 2*dot(N', I)*N'.z - I.z = t.
+ *
+ * The rotation is simple to express in the coordinate system we formed -
+ * since N lies in the X-Z-plane, we know that N' will also lie in the X-Z-plane,
+ * so N'.y = 0 and therefore dot(N', I) = N'.x*I.x + N'.z*I.z .
+ *
+ * Furthermore, we want N' to be normalized, so N'.x = sqrt(1 - N'.z^2).
+ *
+ * With these simplifications,
+ * we get the final equation 2*(sqrt(1 - N'.z^2)*I.x + N'.z*I.z)*N'.z - I.z = t.
+ *
+ * The only unknown here is N'.z, so we can solve for that.
+ *
+ * The equation has four solutions in general:
+ *
+ * N'.z = +-sqrt(0.5*(+-sqrt(I.x^2*(I.x^2 + I.z^2 - t^2)) + t*I.z + I.x^2 + I.z^2)/(I.x^2 + I.z^2))
+ * We can simplify this expression a bit by grouping terms:
+ *
+ * a = I.x^2 + I.z^2
+ * b = sqrt(I.x^2 * (a - t^2))
+ * c = I.z*t + a
+ * N'.z = +-sqrt(0.5*(+-b + c)/a)
+ *
+ * Two solutions can immediately be discarded because they're negative so N' would lie in the
+ * lower hemisphere.
+ */
+ /* clang-format on */
+
+ float Ix = dot(I, X), Iz = dot(I, Ng);
+ float Ix2 = sqr(Ix), Iz2 = sqr(Iz);
+ float a = Ix2 + Iz2;
+
+ float b = safe_sqrtf(Ix2 * (a - sqr(threshold)));
+ float c = Iz * threshold + a;
+
+ /* Evaluate both solutions.
+ * In many cases one can be immediately discarded (if N'.z would be imaginary or larger than
+ * one), so check for that first. If no option is viable (might happen in extreme cases like N
+ * being in the wrong hemisphere), give up and return Ng. */
+ float fac = 0.5f / a;
+ float N1_z2 = fac * (b + c), N2_z2 = fac * (-b + c);
+ bool valid1 = (N1_z2 > 1e-5f) && (N1_z2 <= (1.0f + 1e-5f));
+ bool valid2 = (N2_z2 > 1e-5f) && (N2_z2 <= (1.0f + 1e-5f));
+
+ float2 N_new;
+ if (valid1 && valid2) {
+ /* If both are possible, do the expensive reflection-based check. */
+ float2 N1 = make_float2(safe_sqrtf(1.0f - N1_z2), safe_sqrtf(N1_z2));
+ float2 N2 = make_float2(safe_sqrtf(1.0f - N2_z2), safe_sqrtf(N2_z2));
+
+ float R1 = 2 * (N1.x * Ix + N1.y * Iz) * N1.y - Iz;
+ float R2 = 2 * (N2.x * Ix + N2.y * Iz) * N2.y - Iz;
+
+ valid1 = (R1 >= 1e-5f);
+ valid2 = (R2 >= 1e-5f);
+ if (valid1 && valid2) {
+ /* If both solutions are valid, return the one with the shallower reflection since it will be
+ * closer to the input (if the original reflection wasn't shallow, we would not be in this
+ * part of the function). */
+ N_new = (R1 < R2) ? N1 : N2;
}
+ else {
+ /* If only one reflection is valid (= positive), pick that one. */
+ N_new = (R1 > R2) ? N1 : N2;
+ }
+ }
+ else if (valid1 || valid2) {
+ /* Only one solution passes the N'.z criterium, so pick that one. */
+ float Nz2 = valid1 ? N1_z2 : N2_z2;
+ N_new = make_float2(safe_sqrtf(1.0f - Nz2), safe_sqrtf(Nz2));
}
else {
- /* Bad incident */
- R = -I;
- NgR = dot(Ng, R);
- threshold = 0.01f;
+ return Ng;
}
- R = R + Ng * (threshold - NgR); /* Lift the reflection above the threshold. */
- return normalize(I * len(R) + R * len(I)); /* Find a bisector. */
+ return N_new.x * X + N_new.y * Ng;
}
CCL_NAMESPACE_END
diff --git a/intern/cycles/kernel/shaders/stdcycles.h b/intern/cycles/kernel/shaders/stdcycles.h
index af7b645d9a2..dd604da68ce 100644
--- a/intern/cycles/kernel/shaders/stdcycles.h
+++ b/intern/cycles/kernel/shaders/stdcycles.h
@@ -84,30 +84,67 @@ closure color principled_hair(normal N,
closure color henyey_greenstein(float g) BUILTIN;
closure color absorption() BUILTIN;
-normal ensure_valid_reflection(normal Ng, normal I, normal N)
+normal ensure_valid_reflection(normal Ng, vector I, normal N)
{
/* The implementation here mirrors the one in kernel_montecarlo.h,
* check there for an explanation of the algorithm. */
- vector R;
- float NI = dot(N, I);
- float NgR, threshold;
-
- if (NI > 0) {
- R = (2 * NI) * N - I;
- NgR = dot(Ng, R);
- threshold = min(0.9 * dot(Ng, I), 0.01);
- if (NgR >= threshold) {
- return N;
+
+ float sqr(float x)
+ {
+ return x * x;
+ }
+
+ vector R = 2 * dot(N, I) * N - I;
+
+ float threshold = min(0.9 * dot(Ng, I), 0.01);
+ if (dot(Ng, R) >= threshold) {
+ return N;
+ }
+
+ float NdotNg = dot(N, Ng);
+ vector X = normalize(N - NdotNg * Ng);
+
+ float Ix = dot(I, X), Iz = dot(I, Ng);
+ float Ix2 = sqr(Ix), Iz2 = sqr(Iz);
+ float a = Ix2 + Iz2;
+
+ float b = sqrt(Ix2 * (a - sqr(threshold)));
+ float c = Iz * threshold + a;
+
+ float fac = 0.5 / a;
+ float N1_z2 = fac * (b + c), N2_z2 = fac * (-b + c);
+ int valid1 = (N1_z2 > 1e-5) && (N1_z2 <= (1.0 + 1e-5));
+ int valid2 = (N2_z2 > 1e-5) && (N2_z2 <= (1.0 + 1e-5));
+
+ float N_new_x, N_new_z;
+ if (valid1 && valid2) {
+ float N1_x = sqrt(1.0 - N1_z2), N1_z = sqrt(N1_z2);
+ float N2_x = sqrt(1.0 - N2_z2), N2_z = sqrt(N2_z2);
+
+ float R1 = 2 * (N1_x * Ix + N1_z * Iz) * N1_z - Iz;
+ float R2 = 2 * (N2_x * Ix + N2_z * Iz) * N2_z - Iz;
+
+ valid1 = (R1 >= 1e-5);
+ valid2 = (R2 >= 1e-5);
+ if (valid1 && valid2) {
+ N_new_x = (R1 < R2) ? N1_x : N2_x;
+ N_new_z = (R1 < R2) ? N1_z : N2_z;
+ }
+ else {
+ N_new_x = (R1 > R2) ? N1_x : N2_x;
+ N_new_z = (R1 > R2) ? N1_z : N2_z;
}
}
+ else if (valid1 || valid2) {
+ float Nz2 = valid1 ? N1_z2 : N2_z2;
+ N_new_x = sqrt(1.0 - Nz2);
+ N_new_z = sqrt(Nz2);
+ }
else {
- R = -I;
- NgR = dot(Ng, R);
- threshold = 0.01;
+ return Ng;
}
- R = R + Ng * (threshold - NgR);
- return normalize(I * length(R) + R * length(I));
+ return N_new_x * X + N_new_z * Ng;
}
#endif /* CCL_STDOSL_H */
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
index fdbb70e917d..c8eaa06094e 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -138,30 +138,55 @@ void accumulate_light(vec3 light, float fac, inout vec4 accum)
/* Same thing as Cycles without the comments to make it shorter. */
vec3 ensure_valid_reflection(vec3 Ng, vec3 I, vec3 N)
{
- vec3 R;
- float NI = dot(N, I);
- float NgR, threshold;
- /* Check if the incident ray is coming from behind normal N. */
- if (NI > 0.0) {
- /* Normal reflection. */
- R = (2.0 * NI) * N - I;
- NgR = dot(Ng, R);
- /* Reflection rays may always be at least as shallow as the incoming ray. */
- threshold = min(0.9 * dot(Ng, I), 0.01);
- if (NgR >= threshold) {
- return N;
+ vec3 R = -reflect(I, N);
+
+ /* Reflection rays may always be at least as shallow as the incoming ray. */
+ float threshold = min(0.9 * dot(Ng, I), 0.025);
+ if (dot(Ng, R) >= threshold) {
+ return N;
+ }
+
+ float NdotNg = dot(N, Ng);
+ vec3 X = normalize(N - NdotNg * Ng);
+
+ float Ix = dot(I, X), Iz = dot(I, Ng);
+ float Ix2 = sqr(Ix), Iz2 = sqr(Iz);
+ float a = Ix2 + Iz2;
+
+ float b = sqrt(Ix2 * (a - sqr(threshold)));
+ float c = Iz * threshold + a;
+
+ float fac = 0.5 / a;
+ float N1_z2 = fac * (b + c), N2_z2 = fac * (-b + c);
+ bool valid1 = (N1_z2 > 1e-5) && (N1_z2 <= (1.0 + 1e-5));
+ bool valid2 = (N2_z2 > 1e-5) && (N2_z2 <= (1.0 + 1e-5));
+
+ vec2 N_new;
+ if (valid1 && valid2) {
+ /* If both are possible, do the expensive reflection-based check. */
+ vec2 N1 = vec2(sqrt(1.0 - N1_z2), sqrt(N1_z2));
+ vec2 N2 = vec2(sqrt(1.0 - N2_z2), sqrt(N2_z2));
+
+ float R1 = 2.0 * (N1.x * Ix + N1.y * Iz) * N1.y - Iz;
+ float R2 = 2.0 * (N2.x * Ix + N2.y * Iz) * N2.y - Iz;
+
+ valid1 = (R1 >= 1e-5);
+ valid2 = (R2 >= 1e-5);
+ if (valid1 && valid2) {
+ N_new = (R1 < R2) ? N1 : N2;
}
+ else {
+ N_new = (R1 > R2) ? N1 : N2;
+ }
+ }
+ else if (valid1 || valid2) {
+ float Nz2 = valid1 ? N1_z2 : N2_z2;
+ N_new = vec2(sqrt(1.0 - Nz2), sqrt(Nz2));
}
else {
- /* Bad incident. */
- R = -I;
- NgR = dot(Ng, R);
- threshold = 0.01;
+ return Ng;
}
- /* Lift the reflection above the threshold. */
- R = R + Ng * (threshold - NgR);
- /* Find a bisector. */
- return safe_normalize(I * length(R) + R * length(I));
+ return N_new.x * X + N_new.y * Ng;
}
/* ----------- Cone angle Approximation --------- */