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authorSergey Sharybin <sergey.vfx@gmail.com>2017-02-09 16:19:01 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2017-03-27 11:46:03 +0300
commitd14e39622ae627c1a4329e630715c5197c762493 (patch)
treed246f7083bcc82236488d5aaec25cb2e735c4145 /intern/cycles/kernel/bvh/bvh_shadow_all.h
parent5aaa643947929cf807c349b2b5fe33d4dc669c3d (diff)
Cycles: First implementation of shadow catcher
It uses an idea of accumulating all possible light reachable across the light path (without taking shadow blocked into account) and accumulating total shaded light across the path. Dividing second figure by first one seems to be giving good estimate of the shadow. In fact, to my knowledge, it's something really similar to what is happening in the denoising branch, so we are aligned here which is good. The workflow is following: - Create an object which matches real-life object on which shadow is to be catched. - Create approximate similar material on that object. This is needed to make indirect light properly affecting CG objects in the scene. - Mark object as Shadow Catcher in the Object properties. Ideally, after doing that it will be possible to render the image and simply alpha-over it on top of real footage.
Diffstat (limited to 'intern/cycles/kernel/bvh/bvh_shadow_all.h')
-rw-r--r--intern/cycles/kernel/bvh/bvh_shadow_all.h14
1 files changed, 14 insertions, 0 deletions
diff --git a/intern/cycles/kernel/bvh/bvh_shadow_all.h b/intern/cycles/kernel/bvh/bvh_shadow_all.h
index 8f7c005e961..b2555b3a6bb 100644
--- a/intern/cycles/kernel/bvh/bvh_shadow_all.h
+++ b/intern/cycles/kernel/bvh/bvh_shadow_all.h
@@ -45,6 +45,7 @@ ccl_device_inline
bool BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
const Ray *ray,
Intersection *isect_array,
+ const int skip_object,
const uint max_hits,
uint *num_hits)
{
@@ -189,6 +190,16 @@ bool BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
while(prim_addr < prim_addr2) {
kernel_assert((kernel_tex_fetch(__prim_type, prim_addr) & PRIMITIVE_ALL) == p_type);
+#ifdef __SHADOW_TRICKS__
+ uint tri_object = (object == OBJECT_NONE)
+ ? kernel_tex_fetch(__prim_object, prim_addr)
+ : object;
+ if(tri_object == skip_object) {
+ ++prim_addr;
+ continue;
+ }
+#endif
+
bool hit;
/* todo: specialized intersect functions which don't fill in
@@ -398,6 +409,7 @@ bool BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
ccl_device_inline bool BVH_FUNCTION_NAME(KernelGlobals *kg,
const Ray *ray,
Intersection *isect_array,
+ const int skip_object,
const uint max_hits,
uint *num_hits)
{
@@ -406,6 +418,7 @@ ccl_device_inline bool BVH_FUNCTION_NAME(KernelGlobals *kg,
return BVH_FUNCTION_FULL_NAME(QBVH)(kg,
ray,
isect_array,
+ skip_object,
max_hits,
num_hits);
}
@@ -416,6 +429,7 @@ ccl_device_inline bool BVH_FUNCTION_NAME(KernelGlobals *kg,
return BVH_FUNCTION_FULL_NAME(BVH)(kg,
ray,
isect_array,
+ skip_object,
max_hits,
num_hits);
}