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authorBrecht Van Lommel <brecht@blender.org>2021-09-20 17:16:11 +0300
committerBrecht Van Lommel <brecht@blender.org>2021-10-19 16:11:09 +0300
commitfd77a28031daff3122ded3a1cb37a7fb44feedf6 (patch)
treef54967b7f5f1175555aa21d613137fe436d7fc8c /intern/cycles/kernel/geom
parentd06828f0b8ebb083de59fd2cb8c5f8fe6af1da22 (diff)
Cycles: bake transparent shadows for hair
These transparent shadows can be expansive to evaluate. Especially on the GPU they can lead to poor occupancy when only some pixels require many kernel launches to trace and evaluate many layers of transparency. Baked transparency allows tracing a single ray in many cases by accumulating the throughput directly in the intersection program without recording hits or evaluating shaders. Transparency is baked at curve vertices and interpolated, for most shaders this will look practically the same as actual shader evaluation. Fixes T91428, performance regression with spring demo file due to transparent hair, and makes it render significantly faster than Blender 2.93. Differential Revision: https://developer.blender.org/D12880
Diffstat (limited to 'intern/cycles/kernel/geom')
-rw-r--r--intern/cycles/kernel/geom/geom_shader_data.h75
1 files changed, 75 insertions, 0 deletions
diff --git a/intern/cycles/kernel/geom/geom_shader_data.h b/intern/cycles/kernel/geom/geom_shader_data.h
index e6a5b8f7923..46bda2b656c 100644
--- a/intern/cycles/kernel/geom/geom_shader_data.h
+++ b/intern/cycles/kernel/geom/geom_shader_data.h
@@ -279,6 +279,81 @@ ccl_device void shader_setup_from_displace(KernelGlobals kg,
LAMP_NONE);
}
+/* ShaderData setup for point on curve. */
+
+ccl_device void shader_setup_from_curve(KernelGlobals kg,
+ ccl_private ShaderData *ccl_restrict sd,
+ int object,
+ int prim,
+ int segment,
+ float u)
+{
+ /* Primitive */
+ sd->type = PRIMITIVE_PACK_SEGMENT(PRIMITIVE_CURVE_THICK, segment);
+ sd->lamp = LAMP_NONE;
+ sd->prim = prim;
+ sd->u = u;
+ sd->v = 0.0f;
+ sd->time = 0.5f;
+ sd->ray_length = 0.0f;
+
+ /* Shader */
+ sd->shader = kernel_tex_fetch(__curves, prim).shader_id;
+ sd->flag = kernel_tex_fetch(__shaders, (sd->shader & SHADER_MASK)).flags;
+
+ /* Object */
+ sd->object = object;
+ sd->object_flag = kernel_tex_fetch(__object_flag, sd->object);
+#ifdef __OBJECT_MOTION__
+ shader_setup_object_transforms(kg, sd, sd->time);
+#endif
+
+ /* Get control points. */
+ KernelCurve kcurve = kernel_tex_fetch(__curves, prim);
+
+ int k0 = kcurve.first_key + PRIMITIVE_UNPACK_SEGMENT(sd->type);
+ int k1 = k0 + 1;
+ int ka = max(k0 - 1, kcurve.first_key);
+ int kb = min(k1 + 1, kcurve.first_key + kcurve.num_keys - 1);
+
+ float4 P_curve[4];
+
+ P_curve[0] = kernel_tex_fetch(__curve_keys, ka);
+ P_curve[1] = kernel_tex_fetch(__curve_keys, k0);
+ P_curve[2] = kernel_tex_fetch(__curve_keys, k1);
+ P_curve[3] = kernel_tex_fetch(__curve_keys, kb);
+
+ /* Interpolate position and tangent. */
+ sd->P = float4_to_float3(catmull_rom_basis_derivative(P_curve, sd->u));
+#ifdef __DPDU__
+ sd->dPdu = float4_to_float3(catmull_rom_basis_derivative(P_curve, sd->u));
+#endif
+
+ /* Transform into world space */
+ if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
+ object_position_transform_auto(kg, sd, &sd->P);
+#ifdef __DPDU__
+ object_dir_transform_auto(kg, sd, &sd->dPdu);
+#endif
+ }
+
+ /* No view direction, normals or bitangent. */
+ sd->I = zero_float3();
+ sd->N = zero_float3();
+ sd->Ng = zero_float3();
+#ifdef __DPDU__
+ sd->dPdv = zero_float3();
+#endif
+
+ /* No ray differentials currently. */
+#ifdef __RAY_DIFFERENTIALS__
+ sd->dP = differential3_zero();
+ sd->dI = differential3_zero();
+ sd->du = differential_zero();
+ sd->dv = differential_zero();
+#endif
+}
+
/* ShaderData setup from ray into background */
ccl_device_inline void shader_setup_from_background(KernelGlobals kg,