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authorBrecht Van Lommel <brecht@blender.org>2021-10-24 15:19:19 +0300
committerBrecht Van Lommel <brecht@blender.org>2021-10-26 16:37:04 +0300
commitfd25e883e2807a151f673b87c152a59701a0df80 (patch)
tree9441933f32ba2672ca71c58842342a9c525e123e /intern/cycles/kernel/integrator/subsurface_disk.h
parentd7d40745fa09061a3117bd3669c5a46bbf611eae (diff)
Cycles: remove prefix from source code file names
Remove prefix of filenames that is the same as the folder name. This used to help when #includes were using individual files, but now they are always relative to the cycles root directory and so the prefixes are redundant. For patches and branches, git merge and rebase should be able to detect the renames and move over code to the right file.
Diffstat (limited to 'intern/cycles/kernel/integrator/subsurface_disk.h')
-rw-r--r--intern/cycles/kernel/integrator/subsurface_disk.h196
1 files changed, 196 insertions, 0 deletions
diff --git a/intern/cycles/kernel/integrator/subsurface_disk.h b/intern/cycles/kernel/integrator/subsurface_disk.h
new file mode 100644
index 00000000000..e1cce13fb30
--- /dev/null
+++ b/intern/cycles/kernel/integrator/subsurface_disk.h
@@ -0,0 +1,196 @@
+/*
+ * Copyright 2011-2021 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.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+/* BSSRDF using disk based importance sampling.
+ *
+ * BSSRDF Importance Sampling, SIGGRAPH 2013
+ * http://library.imageworks.com/pdfs/imageworks-library-BSSRDF-sampling.pdf
+ */
+
+ccl_device_inline float3 subsurface_disk_eval(const float3 radius, float disk_r, float r)
+{
+ const float3 eval = bssrdf_eval(radius, r);
+ const float pdf = bssrdf_pdf(radius, disk_r);
+ return (pdf > 0.0f) ? eval / pdf : zero_float3();
+}
+
+/* Subsurface scattering step, from a point on the surface to other
+ * nearby points on the same object. */
+ccl_device_inline bool subsurface_disk(KernelGlobals kg,
+ IntegratorState state,
+ RNGState rng_state,
+ ccl_private Ray &ray,
+ ccl_private LocalIntersection &ss_isect)
+
+{
+ float disk_u, disk_v;
+ path_state_rng_2D(kg, &rng_state, PRNG_BSDF_U, &disk_u, &disk_v);
+
+ /* Read shading point info from integrator state. */
+ const float3 P = INTEGRATOR_STATE(state, ray, P);
+ const float ray_dP = INTEGRATOR_STATE(state, ray, dP);
+ const float time = INTEGRATOR_STATE(state, ray, time);
+ const float3 Ng = INTEGRATOR_STATE(state, subsurface, Ng);
+ const int object = INTEGRATOR_STATE(state, isect, object);
+
+ /* Read subsurface scattering parameters. */
+ const float3 radius = INTEGRATOR_STATE(state, subsurface, radius);
+
+ /* Pick random axis in local frame and point on disk. */
+ float3 disk_N, disk_T, disk_B;
+ float pick_pdf_N, pick_pdf_T, pick_pdf_B;
+
+ disk_N = Ng;
+ make_orthonormals(disk_N, &disk_T, &disk_B);
+
+ if (disk_v < 0.5f) {
+ pick_pdf_N = 0.5f;
+ pick_pdf_T = 0.25f;
+ pick_pdf_B = 0.25f;
+ disk_v *= 2.0f;
+ }
+ else if (disk_v < 0.75f) {
+ float3 tmp = disk_N;
+ disk_N = disk_T;
+ disk_T = tmp;
+ pick_pdf_N = 0.25f;
+ pick_pdf_T = 0.5f;
+ pick_pdf_B = 0.25f;
+ disk_v = (disk_v - 0.5f) * 4.0f;
+ }
+ else {
+ float3 tmp = disk_N;
+ disk_N = disk_B;
+ disk_B = tmp;
+ pick_pdf_N = 0.25f;
+ pick_pdf_T = 0.25f;
+ pick_pdf_B = 0.5f;
+ disk_v = (disk_v - 0.75f) * 4.0f;
+ }
+
+ /* Sample point on disk. */
+ float phi = M_2PI_F * disk_v;
+ float disk_height, disk_r;
+
+ bssrdf_sample(radius, disk_u, &disk_r, &disk_height);
+
+ float3 disk_P = (disk_r * cosf(phi)) * disk_T + (disk_r * sinf(phi)) * disk_B;
+
+ /* Create ray. */
+ ray.P = P + disk_N * disk_height + disk_P;
+ ray.D = -disk_N;
+ ray.t = 2.0f * disk_height;
+ ray.dP = ray_dP;
+ ray.dD = differential_zero_compact();
+ ray.time = time;
+
+ /* Intersect with the same object. if multiple intersections are found it
+ * will use at most BSSRDF_MAX_HITS hits, a random subset of all hits. */
+ uint lcg_state = lcg_state_init(
+ rng_state.rng_hash, rng_state.rng_offset, rng_state.sample, 0x68bc21eb);
+ const int max_hits = BSSRDF_MAX_HITS;
+
+ scene_intersect_local(kg, &ray, &ss_isect, object, &lcg_state, max_hits);
+ const int num_eval_hits = min(ss_isect.num_hits, max_hits);
+ if (num_eval_hits == 0) {
+ return false;
+ }
+
+ /* Sort for consistent renders between CPU and GPU, independent of the BVH
+ * traversal algorithm. */
+ sort_intersections_and_normals(ss_isect.hits, ss_isect.Ng, num_eval_hits);
+
+ float3 weights[BSSRDF_MAX_HITS]; /* TODO: zero? */
+ float sum_weights = 0.0f;
+
+ for (int hit = 0; hit < num_eval_hits; hit++) {
+ /* Quickly retrieve P and Ng without setting up ShaderData. */
+ const float3 hit_P = ray.P + ray.D * ss_isect.hits[hit].t;
+
+ /* Get geometric normal. */
+ const int object = ss_isect.hits[hit].object;
+ const int object_flag = kernel_tex_fetch(__object_flag, object);
+ float3 hit_Ng = ss_isect.Ng[hit];
+ if (object_flag & SD_OBJECT_NEGATIVE_SCALE_APPLIED) {
+ hit_Ng = -hit_Ng;
+ }
+
+ if (!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
+ Transform itfm;
+ object_fetch_transform_motion_test(kg, object, time, &itfm);
+ hit_Ng = normalize(transform_direction_transposed(&itfm, hit_Ng));
+ }
+
+ /* Probability densities for local frame axes. */
+ const float pdf_N = pick_pdf_N * fabsf(dot(disk_N, hit_Ng));
+ const float pdf_T = pick_pdf_T * fabsf(dot(disk_T, hit_Ng));
+ const float pdf_B = pick_pdf_B * fabsf(dot(disk_B, hit_Ng));
+
+ /* Multiple importance sample between 3 axes, power heuristic
+ * found to be slightly better than balance heuristic. pdf_N
+ * in the MIS weight and denominator cancelled out. */
+ float w = pdf_N / (sqr(pdf_N) + sqr(pdf_T) + sqr(pdf_B));
+ if (ss_isect.num_hits > max_hits) {
+ w *= ss_isect.num_hits / (float)max_hits;
+ }
+
+ /* Real distance to sampled point. */
+ const float r = len(hit_P - P);
+
+ /* Evaluate profiles. */
+ const float3 weight = subsurface_disk_eval(radius, disk_r, r) * w;
+
+ /* Store result. */
+ ss_isect.Ng[hit] = hit_Ng;
+ weights[hit] = weight;
+ sum_weights += average(fabs(weight));
+ }
+
+ if (sum_weights == 0.0f) {
+ return false;
+ }
+
+ /* Use importance resampling, sampling one of the hits proportional to weight. */
+ const float r = lcg_step_float(&lcg_state) * sum_weights;
+ float partial_sum = 0.0f;
+
+ for (int hit = 0; hit < num_eval_hits; hit++) {
+ const float3 weight = weights[hit];
+ const float sample_weight = average(fabs(weight));
+ float next_sum = partial_sum + sample_weight;
+
+ if (r < next_sum) {
+ /* Return exit point. */
+ INTEGRATOR_STATE_WRITE(state, path, throughput) *= weight * sum_weights / sample_weight;
+
+ ss_isect.hits[0] = ss_isect.hits[hit];
+ ss_isect.Ng[0] = ss_isect.Ng[hit];
+
+ ray.P = ray.P + ray.D * ss_isect.hits[hit].t;
+ ray.D = ss_isect.Ng[hit];
+ ray.t = 1.0f;
+ return true;
+ }
+
+ partial_sum = next_sum;
+ }
+
+ return false;
+}
+
+CCL_NAMESPACE_END