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authorL. E. Segovia <leonardo.segovia@cs.uns.edu.ar>2018-07-18 12:14:43 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-07-18 14:59:06 +0300
commit5078b9d2d08a34ae3786100c2301ea960165e7f2 (patch)
tree64d375c93428292fbba4f58c8ab4f097874eeefb /intern/cycles/kernel/closure
parent566b319335563888e252b2186c93606ad41ff216 (diff)
Cycles: add Principled Hair BSDF.
This is a physically-based, easy-to-use shader for rendering hair and fur, with controls for melanin, roughness and randomization. Based on the paper "A Practical and Controllable Hair and Fur Model for Production Path Tracing". Implemented by Leonardo E. Segovia and Lukas Stockner, part of Google Summer of Code 2018.
Diffstat (limited to 'intern/cycles/kernel/closure')
-rw-r--r--intern/cycles/kernel/closure/bsdf.h14
-rw-r--r--intern/cycles/kernel/closure/bsdf_hair_principled.h502
2 files changed, 516 insertions, 0 deletions
diff --git a/intern/cycles/kernel/closure/bsdf.h b/intern/cycles/kernel/closure/bsdf.h
index f191b812f11..3a9629ea9d7 100644
--- a/intern/cycles/kernel/closure/bsdf.h
+++ b/intern/cycles/kernel/closure/bsdf.h
@@ -27,6 +27,7 @@
#include "kernel/closure/bsdf_ashikhmin_shirley.h"
#include "kernel/closure/bsdf_toon.h"
#include "kernel/closure/bsdf_hair.h"
+#include "kernel/closure/bsdf_hair_principled.h"
#include "kernel/closure/bsdf_principled_diffuse.h"
#include "kernel/closure/bsdf_principled_sheen.h"
#include "kernel/closure/bssrdf.h"
@@ -171,6 +172,10 @@ ccl_device_inline int bsdf_sample(KernelGlobals *kg,
label = bsdf_hair_transmission_sample(sc, sd->Ng, sd->I, sd->dI.dx, sd->dI.dy, randu, randv,
eval, omega_in, &domega_in->dx, &domega_in->dy, pdf);
break;
+ case CLOSURE_BSDF_HAIR_PRINCIPLED_ID:
+ label = bsdf_principled_hair_sample(kg, sc, sd, randu, randv,
+ eval, omega_in, &domega_in->dx, &domega_in->dy, pdf);
+ break;
#ifdef __PRINCIPLED__
case CLOSURE_BSDF_PRINCIPLED_DIFFUSE_ID:
case CLOSURE_BSDF_BSSRDF_PRINCIPLED_ID:
@@ -284,6 +289,9 @@ float3 bsdf_eval(KernelGlobals *kg,
case CLOSURE_BSDF_GLOSSY_TOON_ID:
eval = bsdf_glossy_toon_eval_reflect(sc, sd->I, omega_in, pdf);
break;
+ case CLOSURE_BSDF_HAIR_PRINCIPLED_ID:
+ eval = bsdf_principled_hair_eval(kg, sd, sc, omega_in, pdf);
+ break;
case CLOSURE_BSDF_HAIR_REFLECTION_ID:
eval = bsdf_hair_reflection_eval_reflect(sc, sd->I, omega_in, pdf);
break;
@@ -366,6 +374,9 @@ float3 bsdf_eval(KernelGlobals *kg,
case CLOSURE_BSDF_GLOSSY_TOON_ID:
eval = bsdf_glossy_toon_eval_transmit(sc, sd->I, omega_in, pdf);
break;
+ case CLOSURE_BSDF_HAIR_PRINCIPLED_ID:
+ eval = bsdf_principled_hair_eval(kg, sd, sc, omega_in, pdf);
+ break;
case CLOSURE_BSDF_HAIR_REFLECTION_ID:
eval = bsdf_hair_reflection_eval_transmit(sc, sd->I, omega_in, pdf);
break;
@@ -424,6 +435,9 @@ ccl_device void bsdf_blur(KernelGlobals *kg, ShaderClosure *sc, float roughness)
case CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ANISO_ID:
bsdf_ashikhmin_shirley_blur(sc, roughness);
break;
+ case CLOSURE_BSDF_HAIR_PRINCIPLED_ID:
+ bsdf_principled_hair_blur(sc, roughness);
+ break;
default:
break;
}
diff --git a/intern/cycles/kernel/closure/bsdf_hair_principled.h b/intern/cycles/kernel/closure/bsdf_hair_principled.h
new file mode 100644
index 00000000000..4ee58089384
--- /dev/null
+++ b/intern/cycles/kernel/closure/bsdf_hair_principled.h
@@ -0,0 +1,502 @@
+/*
+ * Copyright 2018 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.
+ */
+
+#ifdef __KERNEL_CPU__
+#include <fenv.h>
+#endif
+
+#include "kernel/kernel_color.h"
+
+#ifndef __BSDF_HAIR_PRINCIPLED_H__
+#define __BSDF_HAIR_PRINCIPLED_H__
+
+CCL_NAMESPACE_BEGIN
+
+typedef ccl_addr_space struct PrincipledHairExtra {
+ /* Geometry data. */
+ float4 geom;
+} PrincipledHairExtra;
+
+typedef ccl_addr_space struct PrincipledHairBSDF {
+ SHADER_CLOSURE_BASE;
+
+ /* Absorption coefficient. */
+ float3 sigma;
+ /* Variance of the underlying logistic distribution. */
+ float v;
+ /* Scale factor of the underlying logistic distribution. */
+ float s;
+ /* Cuticle tilt angle. */
+ float alpha;
+ /* IOR. */
+ float eta;
+ /* Effective variance for the diffuse bounce only. */
+ float m0_roughness;
+
+ /* Extra closure. */
+ PrincipledHairExtra *extra;
+} PrincipledHairBSDF;
+
+static_assert(sizeof(ShaderClosure) >= sizeof(PrincipledHairBSDF), "PrincipledHairBSDF is too large!");
+static_assert(sizeof(ShaderClosure) >= sizeof(PrincipledHairExtra), "PrincipledHairExtra is too large!");
+
+ccl_device_inline float cos_from_sin(const float s)
+{
+ return safe_sqrtf(1.0f - s*s);
+}
+
+/* Gives the change in direction in the normal plane for the given angles and p-th-order scattering. */
+ccl_device_inline float delta_phi(int p, float gamma_o, float gamma_t)
+{
+ return 2.0f * p * gamma_t - 2.0f * gamma_o + p * M_PI_F;
+}
+
+/* Remaps the given angle to [-pi, pi]. */
+ccl_device_inline float wrap_angle(float a)
+{
+ while(a > M_PI_F) {
+ a -= M_2PI_F;
+ }
+ while(a < -M_PI_F) {
+ a += M_2PI_F;
+ }
+ return a;
+}
+
+/* Logistic distribution function. */
+ccl_device_inline float logistic(float x, float s)
+{
+ float v = expf(-fabsf(x)/s);
+ return v / (s * sqr(1.0f + v));
+}
+
+/* Logistic cumulative density function. */
+ccl_device_inline float logistic_cdf(float x, float s)
+{
+ float arg = -x/s;
+ /* expf() overflows if arg >= 89.0. */
+ if(arg > 88.0f) {
+ return 0.0f;
+ }
+ else {
+ return 1.0f / (1.0f + expf(arg));
+ }
+}
+
+/* Numerical approximation to the Bessel function of the first kind. */
+ccl_device_inline float bessel_I0(float x)
+{
+ x = sqr(x);
+ float val = 1.0f + 0.25f*x;
+ float pow_x_2i = sqr(x);
+ uint64_t i_fac_2 = 1;
+ int pow_4_i = 16;
+ for(int i = 2; i < 10; i++) {
+ i_fac_2 *= i*i;
+ float newval = val + pow_x_2i / (pow_4_i * i_fac_2);
+ if(val == newval) {
+ return val;
+ }
+ val = newval;
+ pow_x_2i *= x;
+ pow_4_i *= 4;
+ }
+ return val;
+}
+
+/* Logarithm of the Bessel function of the first kind. */
+ccl_device_inline float log_bessel_I0(float x)
+{
+ if (x > 12.0f) {
+ /* log(1/x) == -log(x) iff x > 0.
+ * This is only used with positive cosines */
+ return x + 0.5f * (1.f / (8.0f * x) - M_LN_2PI_F - logf(x));
+ }
+ else {
+ return logf(bessel_I0(x));
+ }
+}
+
+/* Logistic distribution limited to the interval [-pi, pi]. */
+ccl_device_inline float trimmed_logistic(float x, float s)
+{
+ /* The logistic distribution is symmetric and centered around zero,
+ * so logistic_cdf(x, s) = 1 - logistic_cdf(-x, s).
+ * Therefore, logistic_cdf(x, s)-logistic_cdf(-x, s) = 1 - 2*logistic_cdf(-x, s) */
+ float scaling_fac = 1.0f - 2.0f*logistic_cdf(-M_PI_F, s);
+ float val = logistic(x, s);
+ return safe_divide(val, scaling_fac);
+}
+
+/* Sampling function for the trimmed logistic function. */
+ccl_device_inline float sample_trimmed_logistic(float u, float s)
+{
+ float cdf_minuspi = logistic_cdf(-M_PI_F, s);
+ float x = -s*logf(1.0f / (u*(1.0f - 2.0f*cdf_minuspi) + cdf_minuspi) - 1.0f);
+ return clamp(x, -M_PI_F, M_PI_F);
+}
+
+/* Azimuthal scattering function Np. */
+ccl_device_inline float azimuthal_scattering(float phi,
+ int p,
+ float s,
+ float gamma_o,
+ float gamma_t)
+{
+ float phi_o = wrap_angle(phi - delta_phi(p, gamma_o, gamma_t));
+ float val = trimmed_logistic(phi_o, s);
+ return val;
+}
+
+/* Longitudinal scattering function Mp. */
+ccl_device_inline float longitudinal_scattering(float sin_theta_i,
+ float cos_theta_i,
+ float sin_theta_o,
+ float cos_theta_o,
+ float v)
+{
+ float inv_v = 1.0f/v;
+ float cos_arg = cos_theta_i * cos_theta_o * inv_v;
+ float sin_arg = sin_theta_i * sin_theta_o * inv_v;
+ if(v <= 0.1f) {
+ float i0 = log_bessel_I0(cos_arg);
+ float val = expf(i0 - sin_arg - inv_v + 0.6931f + logf(0.5f*inv_v));
+ return val;
+ }
+ else {
+ float i0 = bessel_I0(cos_arg);
+ float val = (expf(-sin_arg) * i0) / (sinhf(inv_v) * 2.0f * v);
+ return val;
+ }
+}
+
+/* Combine the three values using their luminances. */
+ccl_device_inline float4 combine_with_energy(KernelGlobals *kg, float3 c)
+{
+ return make_float4(c.x, c.y, c.z, linear_rgb_to_gray(kg, c));
+}
+
+#ifdef __HAIR__
+/* Set up the hair closure. */
+ccl_device int bsdf_principled_hair_setup(ShaderData *sd, PrincipledHairBSDF *bsdf)
+{
+ bsdf->type = CLOSURE_BSDF_HAIR_PRINCIPLED_ID;
+ bsdf->v = clamp(bsdf->v, 0.001f, 1.0f);
+ bsdf->s = clamp(bsdf->s, 0.001f, 1.0f);
+ /* Apply Primary Reflection Roughness modifier. */
+ bsdf->m0_roughness = clamp(bsdf->m0_roughness*bsdf->v, 0.001f, 1.0f);
+
+ /* Map from roughness_u and roughness_v to variance and scale factor. */
+ bsdf->v = sqr(0.726f*bsdf->v + 0.812f*sqr(bsdf->v) + 3.700f*pow20(bsdf->v));
+ bsdf->s = (0.265f*bsdf->s + 1.194f*sqr(bsdf->s) + 5.372f*pow22(bsdf->s))*M_SQRT_PI_8_F;
+ bsdf->m0_roughness = sqr(0.726f*bsdf->m0_roughness + 0.812f*sqr(bsdf->m0_roughness) + 3.700f*pow20(bsdf->m0_roughness));
+
+ /* Compute local frame, aligned to curve tangent and ray direction. */
+ float3 X = safe_normalize(sd->dPdu);
+ float3 Y = safe_normalize(cross(X, sd->I));
+ float3 Z = safe_normalize(cross(X, Y));
+ /* TODO: the solution below works where sd->Ng is the normal
+ * pointing from the center of the curve to the shading point.
+ * It doesn't work for triangles, see https://developer.blender.org/T43625 */
+
+ /* h -1..0..1 means the rays goes from grazing the hair, to hitting it at
+ * the center, to grazing the other edge. This is the sine of the angle
+ * between sd->Ng and Z, as seen from the tangent X. */
+
+ /* TODO: we convert this value to a cosine later and discard the sign, so
+ * we could probably save some operations. */
+ float h = dot(cross(sd->Ng, X), Z);
+
+ kernel_assert(fabsf(h) < 1.0f + 1e-4f);
+ kernel_assert(isfinite3_safe(Y));
+ kernel_assert(isfinite_safe(h));
+
+ bsdf->extra->geom = make_float4(Y.x, Y.y, Y.z, h);
+
+ return SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSDF_NEEDS_LCG;
+}
+
+#endif /* __HAIR__ */
+
+/* Given the Fresnel term and transmittance, generate the attenuation terms for each bounce. */
+ccl_device_inline void hair_attenuation(KernelGlobals *kg,
+ float f,
+ float3 T,
+ float4 *Ap)
+{
+ /* Primary specular (R). */
+ Ap[0] = make_float4(f, f, f, f);
+
+ /* Transmission (TT). */
+ float3 col = sqr(1.0f - f) * T;
+ Ap[1] = combine_with_energy(kg, col);
+
+ /* Secondary specular (TRT). */
+ col *= T*f;
+ Ap[2] = combine_with_energy(kg, col);
+
+ /* Residual component (TRRT+). */
+ col *= safe_divide_color(T*f, make_float3(1.0f, 1.0f, 1.0f) - T*f);
+ Ap[3] = combine_with_energy(kg, col);
+
+ /* Normalize sampling weights. */
+ float totweight = Ap[0].w + Ap[1].w + Ap[2].w + Ap[3].w;
+ float fac = safe_divide(1.0f, totweight);
+
+ Ap[0].w *= fac;
+ Ap[1].w *= fac;
+ Ap[2].w *= fac;
+ Ap[3].w *= fac;
+}
+
+/* Given the tilt angle, generate the rotated theta_i for the different bounces. */
+ccl_device_inline void hair_alpha_angles(float sin_theta_i,
+ float cos_theta_i,
+ float alpha,
+ float *angles)
+{
+ float sin_1alpha = sinf(alpha);
+ float cos_1alpha = cos_from_sin(sin_1alpha);
+ float sin_2alpha = 2.0f*sin_1alpha*cos_1alpha;
+ float cos_2alpha = sqr(cos_1alpha) - sqr(sin_1alpha);
+ float sin_4alpha = 2.0f*sin_2alpha*cos_2alpha;
+ float cos_4alpha = sqr(cos_2alpha) - sqr(sin_2alpha);
+
+ angles[0] = sin_theta_i*cos_2alpha + cos_theta_i*sin_2alpha;
+ angles[1] = fabsf(cos_theta_i*cos_2alpha - sin_theta_i*sin_2alpha);
+ angles[2] = sin_theta_i*cos_1alpha - cos_theta_i*sin_1alpha;
+ angles[3] = fabsf(cos_theta_i*cos_1alpha + sin_theta_i*sin_1alpha);
+ angles[4] = sin_theta_i*cos_4alpha - cos_theta_i*sin_4alpha;
+ angles[5] = fabsf(cos_theta_i*cos_4alpha + sin_theta_i*sin_4alpha);
+}
+
+/* Evaluation function for our shader. */
+ccl_device float3 bsdf_principled_hair_eval(KernelGlobals *kg,
+ const ShaderData *sd,
+ const ShaderClosure *sc,
+ const float3 omega_in,
+ float *pdf)
+{
+ kernel_assert(isfinite3_safe(sd->P) && isfinite_safe(sd->ray_length));
+
+ const PrincipledHairBSDF *bsdf = (const PrincipledHairBSDF*) sc;
+ float3 Y = float4_to_float3(bsdf->extra->geom);
+
+ float3 X = safe_normalize(sd->dPdu);
+ kernel_assert(fabsf(dot(X, Y)) < 1e-4f);
+ float3 Z = safe_normalize(cross(X, Y));
+
+ float3 wo = make_float3(dot(sd->I, X), dot(sd->I, Y), dot(sd->I, Z));
+ float3 wi = make_float3(dot(omega_in, X), dot(omega_in, Y), dot(omega_in, Z));
+
+ float sin_theta_o = wo.x;
+ float cos_theta_o = cos_from_sin(sin_theta_o);
+ float phi_o = atan2f(wo.z, wo.y);
+
+ float sin_theta_t = sin_theta_o / bsdf->eta;
+ float cos_theta_t = cos_from_sin(sin_theta_t);
+
+ float sin_gamma_o = bsdf->extra->geom.w;
+ float cos_gamma_o = cos_from_sin(sin_gamma_o);
+ float gamma_o = safe_asinf(sin_gamma_o);
+
+ float sin_gamma_t = sin_gamma_o * cos_theta_o / sqrtf(sqr(bsdf->eta) - sqr(sin_theta_o));
+ float cos_gamma_t = cos_from_sin(sin_gamma_t);
+ float gamma_t = safe_asinf(sin_gamma_t);
+
+ float3 T = exp3(-bsdf->sigma * (2.0f * cos_gamma_t / cos_theta_t));
+ float4 Ap[4];
+ hair_attenuation(kg, fresnel_dielectric_cos(cos_theta_o * cos_gamma_o, bsdf->eta), T, Ap);
+
+ float sin_theta_i = wi.x;
+ float cos_theta_i = cos_from_sin(sin_theta_i);
+ float phi_i = atan2f(wi.z, wi.y);
+
+ float phi = phi_i - phi_o;
+
+ float angles[6];
+ hair_alpha_angles(sin_theta_i, cos_theta_i, bsdf->alpha, angles);
+
+ float4 F;
+ float Mp, Np;
+
+ /* Primary specular (R). */
+ Mp = longitudinal_scattering(angles[0], angles[1], sin_theta_o, cos_theta_o, bsdf->m0_roughness);
+ Np = azimuthal_scattering(phi, 0, bsdf->s, gamma_o, gamma_t);
+ F = Ap[0] * Mp * Np;
+ kernel_assert(isfinite3_safe(float4_to_float3(F)));
+
+ /* Transmission (TT). */
+ Mp = longitudinal_scattering(angles[2], angles[3], sin_theta_o, cos_theta_o, 0.25f*bsdf->v);
+ Np = azimuthal_scattering(phi, 1, bsdf->s, gamma_o, gamma_t);
+ F += Ap[1] * Mp * Np;
+ kernel_assert(isfinite3_safe(float4_to_float3(F)));
+
+ /* Secondary specular (TRT). */
+ Mp = longitudinal_scattering(angles[4], angles[5], sin_theta_o, cos_theta_o, 4.0f*bsdf->v);
+ Np = azimuthal_scattering(phi, 2, bsdf->s, gamma_o, gamma_t);
+ F += Ap[2] * Mp * Np;
+ kernel_assert(isfinite3_safe(float4_to_float3(F)));
+
+ /* Residual component (TRRT+). */
+ Mp = longitudinal_scattering(sin_theta_i, cos_theta_i, sin_theta_o, cos_theta_o, 4.0f*bsdf->v);
+ Np = M_1_2PI_F;
+ F += Ap[3] * Mp * Np;
+ kernel_assert(isfinite3_safe(float4_to_float3(F)));
+
+ *pdf = F.w;
+ return float4_to_float3(F);
+}
+
+/* Sampling function for the hair shader. */
+ccl_device int bsdf_principled_hair_sample(KernelGlobals *kg,
+ const ShaderClosure *sc,
+ ShaderData *sd,
+ float randu,
+ float randv,
+ float3 *eval,
+ float3 *omega_in,
+ float3 *domega_in_dx,
+ float3 *domega_in_dy,
+ float *pdf)
+{
+ PrincipledHairBSDF *bsdf = (PrincipledHairBSDF*) sc;
+
+ float3 Y = float4_to_float3(bsdf->extra->geom);
+
+ float3 X = safe_normalize(sd->dPdu);
+ kernel_assert(fabsf(dot(X, Y)) < 1e-4f);
+ float3 Z = safe_normalize(cross(X, Y));
+
+ float3 wo = make_float3(dot(sd->I, X), dot(sd->I, Y), dot(sd->I, Z));
+
+ float2 u[2];
+ u[0] = make_float2(randu, randv);
+ u[1].x = lcg_step_float_addrspace(&sd->lcg_state);
+ u[1].y = lcg_step_float_addrspace(&sd->lcg_state);
+
+ float sin_theta_o = wo.x;
+ float cos_theta_o = cos_from_sin(sin_theta_o);
+ float phi_o = atan2f(wo.z, wo.y);
+
+ float sin_theta_t = sin_theta_o / bsdf->eta;
+ float cos_theta_t = cos_from_sin(sin_theta_t);
+
+ float sin_gamma_o = bsdf->extra->geom.w;
+ float cos_gamma_o = cos_from_sin(sin_gamma_o);
+ float gamma_o = safe_asinf(sin_gamma_o);
+
+ float sin_gamma_t = sin_gamma_o * cos_theta_o / sqrtf(sqr(bsdf->eta) - sqr(sin_theta_o));
+ float cos_gamma_t = cos_from_sin(sin_gamma_t);
+ float gamma_t = safe_asinf(sin_gamma_t);
+
+ float3 T = exp3(-bsdf->sigma * (2.0f * cos_gamma_t / cos_theta_t));
+ float4 Ap[4];
+ hair_attenuation(kg, fresnel_dielectric_cos(cos_theta_o * cos_gamma_o, bsdf->eta), T, Ap);
+
+ int p = 0;
+ for(; p < 3; p++) {
+ if(u[0].x < Ap[p].w) {
+ break;
+ }
+ u[0].x -= Ap[p].w;
+ }
+
+ float v = bsdf->v;
+ if(p == 1) {
+ v *= 0.25f;
+ }
+ if(p >= 2) {
+ v *= 4.0f;
+ }
+
+ u[1].x = max(u[1].x, 1e-5f);
+ float fac = 1.0f + v*logf(u[1].x + (1.0f - u[1].x)*expf(-2.0f/v));
+ float sin_theta_i = -fac * sin_theta_o + cos_from_sin(fac) * cosf(M_2PI_F * u[1].y) * cos_theta_o;
+ float cos_theta_i = cos_from_sin(sin_theta_i);
+
+ float angles[6];
+ if(p < 3) {
+ hair_alpha_angles(sin_theta_i, cos_theta_i, -bsdf->alpha, angles);
+ sin_theta_i = angles[2*p];
+ cos_theta_i = angles[2*p+1];
+ }
+
+ float phi;
+ if(p < 3) {
+ phi = delta_phi(p, gamma_o, gamma_t) + sample_trimmed_logistic(u[0].y, bsdf->s);
+ }
+ else {
+ phi = M_2PI_F*u[0].y;
+ }
+ float phi_i = phi_o + phi;
+
+ hair_alpha_angles(sin_theta_i, cos_theta_i, bsdf->alpha, angles);
+
+ float4 F;
+ float Mp, Np;
+
+ /* Primary specular (R). */
+ Mp = longitudinal_scattering(angles[0], angles[1], sin_theta_o, cos_theta_o, bsdf->m0_roughness);
+ Np = azimuthal_scattering(phi, 0, bsdf->s, gamma_o, gamma_t);
+ F = Ap[0] * Mp * Np;
+ kernel_assert(isfinite3_safe(float4_to_float3(F)));
+
+ /* Transmission (TT). */
+ Mp = longitudinal_scattering(angles[2], angles[3], sin_theta_o, cos_theta_o, 0.25f*bsdf->v);
+ Np = azimuthal_scattering(phi, 1, bsdf->s, gamma_o, gamma_t);
+ F += Ap[1] * Mp * Np;
+ kernel_assert(isfinite3_safe(float4_to_float3(F)));
+
+ /* Secondary specular (TRT). */
+ Mp = longitudinal_scattering(angles[4], angles[5], sin_theta_o, cos_theta_o, 4.0f*bsdf->v);
+ Np = azimuthal_scattering(phi, 2, bsdf->s, gamma_o, gamma_t);
+ F += Ap[2] * Mp * Np;
+ kernel_assert(isfinite3_safe(float4_to_float3(F)));
+
+ /* Residual component (TRRT+). */
+ Mp = longitudinal_scattering(sin_theta_i, cos_theta_i, sin_theta_o, cos_theta_o, 4.0f*bsdf->v);
+ Np = M_1_2PI_F;
+ F += Ap[3] * Mp * Np;
+ kernel_assert(isfinite3_safe(float4_to_float3(F)));
+
+ *eval = float4_to_float3(F);
+ *pdf = F.w;
+
+ *omega_in = X*sin_theta_i + Y*cos_theta_i*cosf(phi_i) + Z*cos_theta_i*sinf(phi_i);
+
+#ifdef __RAY_DIFFERENTIALS__
+ float3 N = safe_normalize(sd->I + *omega_in);
+ *domega_in_dx = (2 * dot(N, sd->dI.dx)) * N - sd->dI.dx;
+ *domega_in_dy = (2 * dot(N, sd->dI.dy)) * N - sd->dI.dy;
+#endif
+
+ return LABEL_GLOSSY|((p == 0)? LABEL_REFLECT : LABEL_TRANSMIT);
+}
+
+/* Implements Filter Glossy by capping the effective roughness. */
+ccl_device void bsdf_principled_hair_blur(ShaderClosure *sc, float roughness)
+{
+ PrincipledHairBSDF *bsdf = (PrincipledHairBSDF*)sc;
+
+ bsdf->v = fmaxf(roughness, bsdf->v);
+ bsdf->s = fmaxf(roughness, bsdf->s);
+ bsdf->m0_roughness = fmaxf(roughness, bsdf->m0_roughness);
+}
+
+CCL_NAMESPACE_END
+
+#endif /* __BSDF_HAIR_PRINCIPLED_H__ */