Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorBrecht Van Lommel <brechtvanlommel@gmail.com>2017-08-18 19:37:05 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2017-11-08 00:35:12 +0300
commit26f39e6359d1db85509a0ee1077b6d0af122a456 (patch)
tree1919525e00082a698f997dac61c7c8ee9b7f7451 /intern/cycles/kernel/closure
parentf79f38673145c716f9a693084b0bc4c4873e66c1 (diff)
Cycles: add bevel shader, for raytrace based rounded edges.
The algorithm averages normals from nearby surfaces. It uses the same sampling strategy as BSSRDFs, casting rays along the normal and two orthogonal axes, and combining the samples with MIS. The main concern here is that we are introducing raytracing inside shader evaluation, which could be quite bad for GPU performance and stack memory usage. In practice it doesn't seem so bad though. Note that using this feature can easily slow down renders 20%, and that if you care about performance then it's better to use a bevel modifier. Mainly this is useful for baking, and for cases where the mesh topology makes it difficult for the bevel modifier to work well. Differential Revision: https://developer.blender.org/D2803
Diffstat (limited to 'intern/cycles/kernel/closure')
-rw-r--r--intern/cycles/kernel/closure/bsdf.h4
-rw-r--r--intern/cycles/kernel/closure/bssrdf.h78
2 files changed, 35 insertions, 47 deletions
diff --git a/intern/cycles/kernel/closure/bsdf.h b/intern/cycles/kernel/closure/bsdf.h
index 86a00d2124d..0a3f9ff23fe 100644
--- a/intern/cycles/kernel/closure/bsdf.h
+++ b/intern/cycles/kernel/closure/bsdf.h
@@ -29,9 +29,7 @@
#include "kernel/closure/bsdf_hair.h"
#include "kernel/closure/bsdf_principled_diffuse.h"
#include "kernel/closure/bsdf_principled_sheen.h"
-#ifdef __SUBSURFACE__
-# include "kernel/closure/bssrdf.h"
-#endif
+#include "kernel/closure/bssrdf.h"
#ifdef __VOLUME__
# include "kernel/closure/volume.h"
#endif
diff --git a/intern/cycles/kernel/closure/bssrdf.h b/intern/cycles/kernel/closure/bssrdf.h
index 267aeea6e86..6791c0b83cc 100644
--- a/intern/cycles/kernel/closure/bssrdf.h
+++ b/intern/cycles/kernel/closure/bssrdf.h
@@ -39,12 +39,11 @@ typedef ccl_addr_space struct Bssrdf {
/* paper suggests 1/12.46 which is much too small, suspect it's *12.46 */
#define GAUSS_TRUNCATE 12.46f
-ccl_device float bssrdf_gaussian_eval(const ShaderClosure *sc, float r)
+ccl_device float bssrdf_gaussian_eval(const float radius, float r)
{
/* integrate (2*pi*r * exp(-r*r/(2*v)))/(2*pi*v)) from 0 to Rm
* = 1 - exp(-Rm*Rm/(2*v)) */
- const Bssrdf *bssrdf = (const Bssrdf*)sc;
- const float v = bssrdf->radius*bssrdf->radius*(0.25f*0.25f);
+ const float v = radius*radius*(0.25f*0.25f);
const float Rm = sqrtf(v*GAUSS_TRUNCATE);
if(r >= Rm)
@@ -53,20 +52,19 @@ ccl_device float bssrdf_gaussian_eval(const ShaderClosure *sc, float r)
return expf(-r*r/(2.0f*v))/(2.0f*M_PI_F*v);
}
-ccl_device float bssrdf_gaussian_pdf(const ShaderClosure *sc, float r)
+ccl_device float bssrdf_gaussian_pdf(const float radius, float r)
{
/* 1.0 - expf(-Rm*Rm/(2*v)) simplified */
const float area_truncated = 1.0f - expf(-0.5f*GAUSS_TRUNCATE);
- return bssrdf_gaussian_eval(sc, r) * (1.0f/(area_truncated));
+ return bssrdf_gaussian_eval(radius, r) * (1.0f/(area_truncated));
}
-ccl_device void bssrdf_gaussian_sample(const ShaderClosure *sc, float xi, float *r, float *h)
+ccl_device void bssrdf_gaussian_sample(const float radius, float xi, float *r, float *h)
{
/* xi = integrate (2*pi*r * exp(-r*r/(2*v)))/(2*pi*v)) = -exp(-r^2/(2*v))
* r = sqrt(-2*v*logf(xi)) */
- const Bssrdf *bssrdf = (const Bssrdf*)sc;
- const float v = bssrdf->radius*bssrdf->radius*(0.25f*0.25f);
+ const float v = radius*radius*(0.25f*0.25f);
const float Rm = sqrtf(v*GAUSS_TRUNCATE);
/* 1.0 - expf(-Rm*Rm/(2*v)) simplified */
@@ -87,13 +85,10 @@ ccl_device void bssrdf_gaussian_sample(const ShaderClosure *sc, float xi, float
* far as I can tell has no closed form solution. So we get an iterative solution
* instead with newton-raphson. */
-ccl_device float bssrdf_cubic_eval(const ShaderClosure *sc, float r)
+ccl_device float bssrdf_cubic_eval(const float radius, const float sharpness, float r)
{
- const Bssrdf *bssrdf = (const Bssrdf*)sc;
- const float sharpness = bssrdf->sharpness;
-
if(sharpness == 0.0f) {
- const float Rm = bssrdf->radius;
+ const float Rm = radius;
if(r >= Rm)
return 0.0f;
@@ -107,7 +102,7 @@ ccl_device float bssrdf_cubic_eval(const ShaderClosure *sc, float r)
}
else {
- float Rm = bssrdf->radius*(1.0f + sharpness);
+ float Rm = radius*(1.0f + sharpness);
if(r >= Rm)
return 0.0f;
@@ -135,9 +130,9 @@ ccl_device float bssrdf_cubic_eval(const ShaderClosure *sc, float r)
}
}
-ccl_device float bssrdf_cubic_pdf(const ShaderClosure *sc, float r)
+ccl_device float bssrdf_cubic_pdf(const float radius, const float sharpness, float r)
{
- return bssrdf_cubic_eval(sc, r);
+ return bssrdf_cubic_eval(radius, sharpness, r);
}
/* solve 10x^2 - 20x^3 + 15x^4 - 4x^5 - xi == 0 */
@@ -168,11 +163,9 @@ ccl_device_forceinline float bssrdf_cubic_quintic_root_find(float xi)
return x;
}
-ccl_device void bssrdf_cubic_sample(const ShaderClosure *sc, float xi, float *r, float *h)
+ccl_device void bssrdf_cubic_sample(const float radius, const float sharpness, float xi, float *r, float *h)
{
- const Bssrdf *bssrdf = (const Bssrdf*)sc;
- const float sharpness = bssrdf->sharpness;
- float Rm = bssrdf->radius;
+ float Rm = radius;
float r_ = bssrdf_cubic_quintic_root_find(xi);
if(sharpness != 0.0f) {
@@ -224,10 +217,8 @@ ccl_device void bssrdf_burley_setup(Bssrdf *bssrdf)
bssrdf->d = d;
}
-ccl_device float bssrdf_burley_eval(const ShaderClosure *sc, float r)
+ccl_device float bssrdf_burley_eval(const float d, float r)
{
- const Bssrdf *bssrdf = (const Bssrdf*)sc;
- const float d = bssrdf->d;
const float Rm = BURLEY_TRUNCATE * d;
if(r >= Rm)
@@ -246,9 +237,9 @@ ccl_device float bssrdf_burley_eval(const ShaderClosure *sc, float r)
return (exp_r_d + exp_r_3_d) / (4.0f*d);
}
-ccl_device float bssrdf_burley_pdf(const ShaderClosure *sc, float r)
+ccl_device float bssrdf_burley_pdf(const float d, float r)
{
- return bssrdf_burley_eval(sc, r) * (1.0f/BURLEY_TRUNCATE_CDF);
+ return bssrdf_burley_eval(d, r) * (1.0f/BURLEY_TRUNCATE_CDF);
}
/* Find the radius for desired CDF value.
@@ -291,13 +282,11 @@ ccl_device_forceinline float bssrdf_burley_root_find(float xi)
return r;
}
-ccl_device void bssrdf_burley_sample(const ShaderClosure *sc,
+ccl_device void bssrdf_burley_sample(const float d,
float xi,
float *r,
float *h)
{
- const Bssrdf *bssrdf = (const Bssrdf*)sc;
- const float d = bssrdf->d;
const float Rm = BURLEY_TRUNCATE * d;
const float r_ = bssrdf_burley_root_find(xi * BURLEY_TRUNCATE_CDF) * d;
@@ -311,29 +300,26 @@ ccl_device void bssrdf_burley_sample(const ShaderClosure *sc,
*
* Samples distributed over disk with no falloff, for reference. */
-ccl_device float bssrdf_none_eval(const ShaderClosure *sc, float r)
+ccl_device float bssrdf_none_eval(const float radius, float r)
{
- const Bssrdf *bssrdf = (const Bssrdf*)sc;
- const float Rm = bssrdf->radius;
+ const float Rm = radius;
return (r < Rm)? 1.0f: 0.0f;
}
-ccl_device float bssrdf_none_pdf(const ShaderClosure *sc, float r)
+ccl_device float bssrdf_none_pdf(const float radius, float r)
{
/* integrate (2*pi*r)/(pi*Rm*Rm) from 0 to Rm = 1 */
- const Bssrdf *bssrdf = (const Bssrdf*)sc;
- const float Rm = bssrdf->radius;
+ const float Rm = radius;
const float area = (M_PI_F*Rm*Rm);
- return bssrdf_none_eval(sc, r) / area;
+ return bssrdf_none_eval(radius, r) / area;
}
-ccl_device void bssrdf_none_sample(const ShaderClosure *sc, float xi, float *r, float *h)
+ccl_device void bssrdf_none_sample(const float radius, float xi, float *r, float *h)
{
/* xi = integrate (2*pi*r)/(pi*Rm*Rm) = r^2/Rm^2
* r = sqrt(xi)*Rm */
- const Bssrdf *bssrdf = (const Bssrdf*)sc;
- const float Rm = bssrdf->radius;
+ const float Rm = radius;
const float r_ = sqrtf(xi)*Rm;
*r = r_;
@@ -406,22 +392,26 @@ ccl_device int bssrdf_setup(Bssrdf *bssrdf, ClosureType type)
ccl_device void bssrdf_sample(const ShaderClosure *sc, float xi, float *r, float *h)
{
+ const Bssrdf *bssrdf = (const Bssrdf*)sc;
+
if(sc->type == CLOSURE_BSSRDF_CUBIC_ID)
- bssrdf_cubic_sample(sc, xi, r, h);
+ bssrdf_cubic_sample(bssrdf->radius, bssrdf->sharpness, xi, r, h);
else if(sc->type == CLOSURE_BSSRDF_GAUSSIAN_ID)
- bssrdf_gaussian_sample(sc, xi, r, h);
+ bssrdf_gaussian_sample(bssrdf->radius, xi, r, h);
else /*if(sc->type == CLOSURE_BSSRDF_BURLEY_ID || sc->type == CLOSURE_BSSRDF_PRINCIPLED_ID)*/
- bssrdf_burley_sample(sc, xi, r, h);
+ bssrdf_burley_sample(bssrdf->d, xi, r, h);
}
ccl_device_forceinline float bssrdf_pdf(const ShaderClosure *sc, float r)
{
+ const Bssrdf *bssrdf = (const Bssrdf*)sc;
+
if(sc->type == CLOSURE_BSSRDF_CUBIC_ID)
- return bssrdf_cubic_pdf(sc, r);
+ return bssrdf_cubic_pdf(bssrdf->radius, bssrdf->sharpness, r);
else if(sc->type == CLOSURE_BSSRDF_GAUSSIAN_ID)
- return bssrdf_gaussian_pdf(sc, r);
+ return bssrdf_gaussian_pdf(bssrdf->radius, r);
else /*if(sc->type == CLOSURE_BSSRDF_BURLEY_ID || sc->type == CLOSURE_BSSRDF_PRINCIPLED_ID)*/
- return bssrdf_burley_pdf(sc, r);
+ return bssrdf_burley_pdf(bssrdf->d, r);
}
CCL_NAMESPACE_END