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authorPeter Kim <pk15950@gmail.com>2022-09-08 07:00:12 +0300
committerPeter Kim <pk15950@gmail.com>2022-09-08 07:00:12 +0300
commit00dcfdf916c69672210b006e62d966f1bc2fbeb7 (patch)
tree0cbb1b91fe26c750197126085b74224a795a103c /intern/cycles/kernel/integrator/subsurface_disk.h
parenta39532670f6b668da7be5810fb1f844b82feeba3 (diff)
parentd5934974219135102f364f57c45a8b1465e2b8d9 (diff)
Merge branch 'master' into xr-devxr-dev
Diffstat (limited to 'intern/cycles/kernel/integrator/subsurface_disk.h')
-rw-r--r--intern/cycles/kernel/integrator/subsurface_disk.h53
1 files changed, 23 insertions, 30 deletions
diff --git a/intern/cycles/kernel/integrator/subsurface_disk.h b/intern/cycles/kernel/integrator/subsurface_disk.h
index 34330671748..a44b6a74d7b 100644
--- a/intern/cycles/kernel/integrator/subsurface_disk.h
+++ b/intern/cycles/kernel/integrator/subsurface_disk.h
@@ -9,11 +9,11 @@ CCL_NAMESPACE_BEGIN
* 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)
+ccl_device_inline Spectrum subsurface_disk_eval(const Spectrum radius, float disk_r, float r)
{
- const float3 eval = bssrdf_eval(radius, r);
+ const Spectrum eval = bssrdf_eval(radius, r);
const float pdf = bssrdf_pdf(radius, disk_r);
- return (pdf > 0.0f) ? eval / pdf : zero_float3();
+ return (pdf > 0.0f) ? eval / pdf : zero_spectrum();
}
/* Subsurface scattering step, from a point on the surface to other
@@ -25,8 +25,7 @@ ccl_device_inline bool subsurface_disk(KernelGlobals kg,
ccl_private LocalIntersection &ss_isect)
{
- float disk_u, disk_v;
- path_state_rng_2D(kg, &rng_state, PRNG_BSDF_U, &disk_u, &disk_v);
+ float2 rand_disk = path_state_rng_2D(kg, &rng_state, PRNG_SUBSURFACE_DISK);
/* Read shading point info from integrator state. */
const float3 P = INTEGRATOR_STATE(state, ray, P);
@@ -37,7 +36,7 @@ ccl_device_inline bool subsurface_disk(KernelGlobals kg,
const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
/* Read subsurface scattering parameters. */
- const float3 radius = INTEGRATOR_STATE(state, subsurface, radius);
+ const Spectrum radius = INTEGRATOR_STATE(state, subsurface, radius);
/* Pick random axis in local frame and point on disk. */
float3 disk_N, disk_T, disk_B;
@@ -46,20 +45,20 @@ ccl_device_inline bool subsurface_disk(KernelGlobals kg,
disk_N = Ng;
make_orthonormals(disk_N, &disk_T, &disk_B);
- if (disk_v < 0.5f) {
+ if (rand_disk.y < 0.5f) {
pick_pdf_N = 0.5f;
pick_pdf_T = 0.25f;
pick_pdf_B = 0.25f;
- disk_v *= 2.0f;
+ rand_disk.y *= 2.0f;
}
- else if (disk_v < 0.75f) {
+ else if (rand_disk.y < 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;
+ rand_disk.y = (rand_disk.y - 0.5f) * 4.0f;
}
else {
float3 tmp = disk_N;
@@ -68,21 +67,22 @@ ccl_device_inline bool subsurface_disk(KernelGlobals kg,
pick_pdf_N = 0.25f;
pick_pdf_T = 0.25f;
pick_pdf_B = 0.5f;
- disk_v = (disk_v - 0.75f) * 4.0f;
+ rand_disk.y = (rand_disk.y - 0.75f) * 4.0f;
}
/* Sample point on disk. */
- float phi = M_2PI_F * disk_v;
+ float phi = M_2PI_F * rand_disk.y;
float disk_height, disk_r;
- bssrdf_sample(radius, disk_u, &disk_r, &disk_height);
+ bssrdf_sample(radius, rand_disk.x, &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.tmin = 0.0f;
+ ray.tmax = 2.0f * disk_height;
ray.dP = ray_dP;
ray.dD = differential_zero_compact();
ray.time = time;
@@ -107,13 +107,13 @@ ccl_device_inline bool subsurface_disk(KernelGlobals kg,
* traversal algorithm. */
sort_intersections_and_normals(ss_isect.hits, ss_isect.Ng, num_eval_hits);
- float3 weights[BSSRDF_MAX_HITS]; /* TODO: zero? */
+ Spectrum weights[BSSRDF_MAX_HITS]; /* TODO: zero? */
float sum_weights = 0.0f;
for (int hit = 0; hit < num_eval_hits; hit++) {
/* Get geometric normal. */
const int object = ss_isect.hits[hit].object;
- const int object_flag = kernel_tex_fetch(__object_flag, object);
+ const int object_flag = kernel_data_fetch(object_flag, object);
float3 hit_Ng = ss_isect.Ng[hit];
if (path_flag & PATH_RAY_SUBSURFACE_BACKFACING) {
hit_Ng = -hit_Ng;
@@ -125,17 +125,8 @@ ccl_device_inline bool subsurface_disk(KernelGlobals kg,
if (!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
/* Transform normal to world space. */
Transform itfm;
- Transform tfm = object_fetch_transform_motion_test(kg, object, time, &itfm);
+ object_fetch_transform_motion_test(kg, object, time, &itfm);
hit_Ng = normalize(transform_direction_transposed(&itfm, hit_Ng));
-
- /* Transform t to world space, except for OptiX and MetalRT where it already is. */
-#ifdef __KERNEL_GPU_RAYTRACING__
- (void)tfm;
-#else
- float3 D = transform_direction(&itfm, ray.D);
- D = normalize(D) * ss_isect.hits[hit].t;
- ss_isect.hits[hit].t = len(transform_direction(&tfm, D));
-#endif
}
/* Quickly retrieve P and Ng without setting up ShaderData. */
@@ -158,7 +149,7 @@ ccl_device_inline bool subsurface_disk(KernelGlobals kg,
const float r = len(hit_P - P);
/* Evaluate profiles. */
- const float3 weight = subsurface_disk_eval(radius, disk_r, r) * w;
+ const Spectrum weight = subsurface_disk_eval(radius, disk_r, r) * w;
/* Store result. */
ss_isect.Ng[hit] = hit_Ng;
@@ -171,11 +162,12 @@ ccl_device_inline bool subsurface_disk(KernelGlobals kg,
}
/* Use importance resampling, sampling one of the hits proportional to weight. */
- const float r = lcg_step_float(&lcg_state) * sum_weights;
+ const float rand_resample = path_state_rng_1D(kg, &rng_state, PRNG_SUBSURFACE_DISK_RESAMPLE);
+ const float r = rand_resample * sum_weights;
float partial_sum = 0.0f;
for (int hit = 0; hit < num_eval_hits; hit++) {
- const float3 weight = weights[hit];
+ const Spectrum weight = weights[hit];
const float sample_weight = average(fabs(weight));
float next_sum = partial_sum + sample_weight;
@@ -188,7 +180,8 @@ ccl_device_inline bool subsurface_disk(KernelGlobals kg,
ray.P = ray.P + ray.D * ss_isect.hits[hit].t;
ray.D = ss_isect.Ng[hit];
- ray.t = 1.0f;
+ ray.tmin = 0.0f;
+ ray.tmax = 1.0f;
return true;
}