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authorBrecht Van Lommel <brecht@blender.org>2021-09-20 18:59:20 +0300
committerBrecht Van Lommel <brecht@blender.org>2021-09-21 15:55:54 +0300
commit08031197250aeecbaca3803254e6f25b8c7b7b37 (patch)
tree6fe7ab045f0dc0a423d6557c4073f34309ef4740 /intern/cycles/kernel/kernel_emission.h
parentfa6b1007bad065440950cd67deb16a04f368856f (diff)
Cycles: merge of cycles-x branch, a major update to the renderer
This includes much improved GPU rendering performance, viewport interactivity, new shadow catcher, revamped sampling settings, subsurface scattering anisotropy, new GPU volume sampling, improved PMJ sampling pattern, and more. Some features have also been removed or changed, breaking backwards compatibility. Including the removal of the OpenCL backend, for which alternatives are under development. Release notes and code docs: https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles https://wiki.blender.org/wiki/Source/Render/Cycles Credits: * Sergey Sharybin * Brecht Van Lommel * Patrick Mours (OptiX backend) * Christophe Hery (subsurface scattering anisotropy) * William Leeson (PMJ sampling pattern) * Alaska (various fixes and tweaks) * Thomas Dinges (various fixes) For the full commit history, see the cycles-x branch. This squashes together all the changes since intermediate changes would often fail building or tests. Ref T87839, T87837, T87836 Fixes T90734, T89353, T80267, T80267, T77185, T69800
Diffstat (limited to 'intern/cycles/kernel/kernel_emission.h')
-rw-r--r--intern/cycles/kernel/kernel_emission.h374
1 files changed, 148 insertions, 226 deletions
diff --git a/intern/cycles/kernel/kernel_emission.h b/intern/cycles/kernel/kernel_emission.h
index aebf2ec8e28..d62285d173d 100644
--- a/intern/cycles/kernel/kernel_emission.h
+++ b/intern/cycles/kernel/kernel_emission.h
@@ -14,40 +14,36 @@
* limitations under the License.
*/
+#pragma once
+
+#include "kernel/kernel_light.h"
+#include "kernel/kernel_montecarlo.h"
+#include "kernel/kernel_path_state.h"
+#include "kernel/kernel_shader.h"
+
CCL_NAMESPACE_BEGIN
-/* Direction Emission */
-ccl_device_noinline_cpu float3 direct_emissive_eval(KernelGlobals *kg,
- ShaderData *emission_sd,
- LightSample *ls,
- ccl_addr_space PathState *state,
- float3 I,
- differential3 dI,
- float t,
- float time)
+/* Evaluate shader on light. */
+ccl_device_noinline_cpu float3 light_sample_shader_eval(INTEGRATOR_STATE_ARGS,
+ ShaderData *ccl_restrict emission_sd,
+ LightSample *ccl_restrict ls,
+ float time)
{
/* setup shading at emitter */
float3 eval = zero_float3();
if (shader_constant_emission_eval(kg, ls->shader, &eval)) {
- if ((ls->prim != PRIM_NONE) && dot(ls->Ng, I) < 0.0f) {
+ if ((ls->prim != PRIM_NONE) && dot(ls->Ng, ls->D) > 0.0f) {
ls->Ng = -ls->Ng;
}
}
else {
/* Setup shader data and call shader_eval_surface once, better
* for GPU coherence and compile times. */
+ PROFILING_INIT_FOR_SHADER(kg, PROFILING_SHADE_LIGHT_SETUP);
#ifdef __BACKGROUND_MIS__
if (ls->type == LIGHT_BACKGROUND) {
- Ray ray;
- ray.D = ls->D;
- ray.P = ls->P;
- ray.t = 1.0f;
- ray.time = time;
- ray.dP = differential3_zero();
- ray.dD = dI;
-
- shader_setup_from_background(kg, emission_sd, &ray);
+ shader_setup_from_background(kg, emission_sd, ls->P, ls->D, time);
}
else
#endif
@@ -56,13 +52,13 @@ ccl_device_noinline_cpu float3 direct_emissive_eval(KernelGlobals *kg,
emission_sd,
ls->P,
ls->Ng,
- I,
+ -ls->D,
ls->shader,
ls->object,
ls->prim,
ls->u,
ls->v,
- t,
+ ls->t,
time,
false,
ls->lamp);
@@ -70,11 +66,13 @@ ccl_device_noinline_cpu float3 direct_emissive_eval(KernelGlobals *kg,
ls->Ng = emission_sd->Ng;
}
+ PROFILING_SHADER(emission_sd->object, emission_sd->shader);
+ PROFILING_EVENT(PROFILING_SHADE_LIGHT_EVAL);
+
/* No proper path flag, we're evaluating this for all closures. that's
* weak but we'd have to do multiple evaluations otherwise. */
- path_state_modify_bounce(state, true);
- shader_eval_surface(kg, emission_sd, state, NULL, PATH_RAY_EMISSION);
- path_state_modify_bounce(state, false);
+ shader_eval_surface<KERNEL_FEATURE_NODE_MASK_SURFACE_LIGHT>(
+ INTEGRATOR_STATE_PASS, emission_sd, NULL, PATH_RAY_EMISSION);
/* Evaluate closures. */
#ifdef __BACKGROUND_MIS__
@@ -98,85 +96,129 @@ ccl_device_noinline_cpu float3 direct_emissive_eval(KernelGlobals *kg,
return eval;
}
-ccl_device_noinline_cpu bool direct_emission(KernelGlobals *kg,
- ShaderData *sd,
- ShaderData *emission_sd,
- LightSample *ls,
- ccl_addr_space PathState *state,
- Ray *ray,
- BsdfEval *eval,
- bool *is_lamp,
- float rand_terminate)
+/* Test if light sample is from a light or emission from geometry. */
+ccl_device_inline bool light_sample_is_light(const LightSample *ccl_restrict ls)
{
- if (ls->pdf == 0.0f)
- return false;
-
- /* todo: implement */
- differential3 dD = differential3_zero();
+ /* return if it's a lamp for shadow pass */
+ return (ls->prim == PRIM_NONE && ls->type != LIGHT_BACKGROUND);
+}
- /* evaluate closure */
+/* Early path termination of shadow rays. */
+ccl_device_inline bool light_sample_terminate(const KernelGlobals *ccl_restrict kg,
+ const LightSample *ccl_restrict ls,
+ BsdfEval *ccl_restrict eval,
+ const float rand_terminate)
+{
+ if (bsdf_eval_is_zero(eval)) {
+ return true;
+ }
- float3 light_eval = direct_emissive_eval(
- kg, emission_sd, ls, state, -ls->D, dD, ls->t, sd->time);
+ if (kernel_data.integrator.light_inv_rr_threshold > 0.0f) {
+ float probability = max3(fabs(bsdf_eval_sum(eval))) *
+ kernel_data.integrator.light_inv_rr_threshold;
+ if (probability < 1.0f) {
+ if (rand_terminate >= probability) {
+ return true;
+ }
+ bsdf_eval_mul(eval, 1.0f / probability);
+ }
+ }
- if (is_zero(light_eval))
- return false;
+ return false;
+}
- /* evaluate BSDF at shading point */
+/* This function should be used to compute a modified ray start position for
+ * rays leaving from a surface. The algorithm slightly distorts flat surface
+ * of a triangle. Surface is lifted by amount h along normal n in the incident
+ * point. */
-#ifdef __VOLUME__
- if (sd->prim != PRIM_NONE)
- shader_bsdf_eval(kg, sd, ls->D, eval, ls->pdf, ls->shader & SHADER_USE_MIS);
+ccl_device_inline float3 shadow_ray_smooth_surface_offset(const KernelGlobals *ccl_restrict kg,
+ const ShaderData *ccl_restrict sd,
+ float3 Ng)
+{
+ float3 V[3], N[3];
+ triangle_vertices_and_normals(kg, sd->prim, V, N);
+
+ const float u = sd->u, v = sd->v;
+ const float w = 1 - u - v;
+ float3 P = V[0] * u + V[1] * v + V[2] * w; /* Local space */
+ float3 n = N[0] * u + N[1] * v + N[2] * w; /* We get away without normalization */
+
+ object_normal_transform(kg, sd, &n); /* Normal x scale, world space */
+
+ /* Parabolic approximation */
+ float a = dot(N[2] - N[0], V[0] - V[2]);
+ float b = dot(N[2] - N[1], V[1] - V[2]);
+ float c = dot(N[1] - N[0], V[1] - V[0]);
+ float h = a * u * (u - 1) + (a + b + c) * u * v + b * v * (v - 1);
+
+ /* Check flipped normals */
+ if (dot(n, Ng) > 0) {
+ /* Local linear envelope */
+ float h0 = max(max(dot(V[1] - V[0], N[0]), dot(V[2] - V[0], N[0])), 0.0f);
+ float h1 = max(max(dot(V[0] - V[1], N[1]), dot(V[2] - V[1], N[1])), 0.0f);
+ float h2 = max(max(dot(V[0] - V[2], N[2]), dot(V[1] - V[2], N[2])), 0.0f);
+ h0 = max(dot(V[0] - P, N[0]) + h0, 0.0f);
+ h1 = max(dot(V[1] - P, N[1]) + h1, 0.0f);
+ h2 = max(dot(V[2] - P, N[2]) + h2, 0.0f);
+ h = max(min(min(h0, h1), h2), h * 0.5f);
+ }
else {
- float bsdf_pdf;
- shader_volume_phase_eval(kg, sd, ls->D, eval, &bsdf_pdf);
- if (ls->shader & SHADER_USE_MIS) {
- /* Multiple importance sampling. */
- float mis_weight = power_heuristic(ls->pdf, bsdf_pdf);
- light_eval *= mis_weight;
- }
+ float h0 = max(max(dot(V[0] - V[1], N[0]), dot(V[0] - V[2], N[0])), 0.0f);
+ float h1 = max(max(dot(V[1] - V[0], N[1]), dot(V[1] - V[2], N[1])), 0.0f);
+ float h2 = max(max(dot(V[2] - V[0], N[2]), dot(V[2] - V[1], N[2])), 0.0f);
+ h0 = max(dot(P - V[0], N[0]) + h0, 0.0f);
+ h1 = max(dot(P - V[1], N[1]) + h1, 0.0f);
+ h2 = max(dot(P - V[2], N[2]) + h2, 0.0f);
+ h = min(-min(min(h0, h1), h2), h * 0.5f);
}
-#else
- shader_bsdf_eval(kg, sd, ls->D, eval, ls->pdf, ls->shader & SHADER_USE_MIS);
-#endif
- bsdf_eval_mul3(eval, light_eval / ls->pdf);
-
-#ifdef __PASSES__
- /* use visibility flag to skip lights */
- if (ls->shader & SHADER_EXCLUDE_ANY) {
- if (ls->shader & SHADER_EXCLUDE_DIFFUSE)
- eval->diffuse = zero_float3();
- if (ls->shader & SHADER_EXCLUDE_GLOSSY)
- eval->glossy = zero_float3();
- if (ls->shader & SHADER_EXCLUDE_TRANSMIT)
- eval->transmission = zero_float3();
- if (ls->shader & SHADER_EXCLUDE_SCATTER)
- eval->volume = zero_float3();
- }
-#endif
+ return n * h;
+}
- if (bsdf_eval_is_zero(eval))
- return false;
+/* Ray offset to avoid shadow terminator artifact. */
- if (kernel_data.integrator.light_inv_rr_threshold > 0.0f
-#ifdef __SHADOW_TRICKS__
- && (state->flag & PATH_RAY_SHADOW_CATCHER) == 0
-#endif
- ) {
- float probability = max3(fabs(bsdf_eval_sum(eval))) *
- kernel_data.integrator.light_inv_rr_threshold;
- if (probability < 1.0f) {
- if (rand_terminate >= probability) {
- return false;
+ccl_device_inline float3 shadow_ray_offset(const KernelGlobals *ccl_restrict kg,
+ const ShaderData *ccl_restrict sd,
+ float3 L)
+{
+ float NL = dot(sd->N, L);
+ bool transmit = (NL < 0.0f);
+ float3 Ng = (transmit ? -sd->Ng : sd->Ng);
+ float3 P = ray_offset(sd->P, Ng);
+
+ if ((sd->type & PRIMITIVE_ALL_TRIANGLE) && (sd->shader & SHADER_SMOOTH_NORMAL)) {
+ const float offset_cutoff =
+ kernel_tex_fetch(__objects, sd->object).shadow_terminator_geometry_offset;
+ /* Do ray offset (heavy stuff) only for close to be terminated triangles:
+ * offset_cutoff = 0.1f means that 10-20% of rays will be affected. Also
+ * make a smooth transition near the threshold. */
+ if (offset_cutoff > 0.0f) {
+ float NgL = dot(Ng, L);
+ float offset_amount = 0.0f;
+ if (NL < offset_cutoff) {
+ offset_amount = clamp(2.0f - (NgL + NL) / offset_cutoff, 0.0f, 1.0f);
+ }
+ else {
+ offset_amount = clamp(1.0f - NgL / offset_cutoff, 0.0f, 1.0f);
+ }
+ if (offset_amount > 0.0f) {
+ P += shadow_ray_smooth_surface_offset(kg, sd, Ng) * offset_amount;
}
- bsdf_eval_mul(eval, 1.0f / probability);
}
}
+ return P;
+}
+
+ccl_device_inline void shadow_ray_setup(const ShaderData *ccl_restrict sd,
+ const LightSample *ccl_restrict ls,
+ const float3 P,
+ Ray *ray)
+{
if (ls->shader & SHADER_CAST_SHADOW) {
/* setup ray */
- ray->P = ray_offset_shadow(kg, sd, ls->D);
+ ray->P = P;
if (ls->t == FLT_MAX) {
/* distant light */
@@ -185,160 +227,40 @@ ccl_device_noinline_cpu bool direct_emission(KernelGlobals *kg,
}
else {
/* other lights, avoid self-intersection */
- ray->D = ray_offset(ls->P, ls->Ng) - ray->P;
+ ray->D = ray_offset(ls->P, ls->Ng) - P;
ray->D = normalize_len(ray->D, &ray->t);
}
-
- ray->dP = sd->dP;
- ray->dD = differential3_zero();
}
else {
/* signal to not cast shadow ray */
+ ray->P = zero_float3();
+ ray->D = zero_float3();
ray->t = 0.0f;
}
- /* return if it's a lamp for shadow pass */
- *is_lamp = (ls->prim == PRIM_NONE && ls->type != LIGHT_BACKGROUND);
-
- return true;
+ ray->dP = differential_make_compact(sd->dP);
+ ray->dD = differential_zero_compact();
+ ray->time = sd->time;
}
-/* Indirect Primitive Emission */
-
-ccl_device_noinline_cpu float3 indirect_primitive_emission(
- KernelGlobals *kg, ShaderData *sd, float t, int path_flag, float bsdf_pdf)
+/* Create shadow ray towards light sample. */
+ccl_device_inline void light_sample_to_surface_shadow_ray(const KernelGlobals *ccl_restrict kg,
+ const ShaderData *ccl_restrict sd,
+ const LightSample *ccl_restrict ls,
+ Ray *ray)
{
- /* evaluate emissive closure */
- float3 L = shader_emissive_eval(sd);
-
-#ifdef __HAIR__
- if (!(path_flag & PATH_RAY_MIS_SKIP) && (sd->flag & SD_USE_MIS) &&
- (sd->type & PRIMITIVE_ALL_TRIANGLE))
-#else
- if (!(path_flag & PATH_RAY_MIS_SKIP) && (sd->flag & SD_USE_MIS))
-#endif
- {
- /* multiple importance sampling, get triangle light pdf,
- * and compute weight with respect to BSDF pdf */
- float pdf = triangle_light_pdf(kg, sd, t);
- float mis_weight = power_heuristic(bsdf_pdf, pdf);
-
- return L * mis_weight;
- }
-
- return L;
+ const float3 P = shadow_ray_offset(kg, sd, ls->D);
+ shadow_ray_setup(sd, ls, P, ray);
}
-/* Indirect Lamp Emission */
-
-ccl_device_noinline_cpu void indirect_lamp_emission(KernelGlobals *kg,
- ShaderData *emission_sd,
- ccl_addr_space PathState *state,
- PathRadiance *L,
- Ray *ray,
- float3 throughput)
+/* Create shadow ray towards light sample. */
+ccl_device_inline void light_sample_to_volume_shadow_ray(const KernelGlobals *ccl_restrict kg,
+ const ShaderData *ccl_restrict sd,
+ const LightSample *ccl_restrict ls,
+ const float3 P,
+ Ray *ray)
{
- for (int lamp = 0; lamp < kernel_data.integrator.num_all_lights; lamp++) {
- LightSample ls ccl_optional_struct_init;
-
- if (!lamp_light_eval(kg, lamp, ray->P, ray->D, ray->t, &ls))
- continue;
-
-#ifdef __PASSES__
- /* use visibility flag to skip lights */
- if (ls.shader & SHADER_EXCLUDE_ANY) {
- if (((ls.shader & SHADER_EXCLUDE_DIFFUSE) && (state->flag & PATH_RAY_DIFFUSE)) ||
- ((ls.shader & SHADER_EXCLUDE_GLOSSY) &&
- ((state->flag & (PATH_RAY_GLOSSY | PATH_RAY_REFLECT)) ==
- (PATH_RAY_GLOSSY | PATH_RAY_REFLECT))) ||
- ((ls.shader & SHADER_EXCLUDE_TRANSMIT) && (state->flag & PATH_RAY_TRANSMIT)) ||
- ((ls.shader & SHADER_EXCLUDE_SCATTER) && (state->flag & PATH_RAY_VOLUME_SCATTER)))
- continue;
- }
-#endif
-
- float3 lamp_L = direct_emissive_eval(
- kg, emission_sd, &ls, state, -ray->D, ray->dD, ls.t, ray->time);
-
-#ifdef __VOLUME__
- if (state->volume_stack[0].shader != SHADER_NONE) {
- /* shadow attenuation */
- Ray volume_ray = *ray;
- volume_ray.t = ls.t;
- float3 volume_tp = one_float3();
- kernel_volume_shadow(kg, emission_sd, state, &volume_ray, &volume_tp);
- lamp_L *= volume_tp;
- }
-#endif
-
- if (!(state->flag & PATH_RAY_MIS_SKIP)) {
- /* multiple importance sampling, get regular light pdf,
- * and compute weight with respect to BSDF pdf */
- float mis_weight = power_heuristic(state->ray_pdf, ls.pdf);
- lamp_L *= mis_weight;
- }
-
- path_radiance_accum_emission(kg, L, state, throughput, lamp_L);
- }
-}
-
-/* Indirect Background */
-
-ccl_device_noinline_cpu float3 indirect_background(KernelGlobals *kg,
- ShaderData *emission_sd,
- ccl_addr_space PathState *state,
- ccl_global float *buffer,
- ccl_addr_space Ray *ray)
-{
-#ifdef __BACKGROUND__
- int shader = kernel_data.background.surface_shader;
-
- /* Use visibility flag to skip lights. */
- if (shader & SHADER_EXCLUDE_ANY) {
- if (((shader & SHADER_EXCLUDE_DIFFUSE) && (state->flag & PATH_RAY_DIFFUSE)) ||
- ((shader & SHADER_EXCLUDE_GLOSSY) &&
- ((state->flag & (PATH_RAY_GLOSSY | PATH_RAY_REFLECT)) ==
- (PATH_RAY_GLOSSY | PATH_RAY_REFLECT))) ||
- ((shader & SHADER_EXCLUDE_TRANSMIT) && (state->flag & PATH_RAY_TRANSMIT)) ||
- ((shader & SHADER_EXCLUDE_CAMERA) && (state->flag & PATH_RAY_CAMERA)) ||
- ((shader & SHADER_EXCLUDE_SCATTER) && (state->flag & PATH_RAY_VOLUME_SCATTER)))
- return zero_float3();
- }
-
- /* Evaluate background shader. */
- float3 L = zero_float3();
- if (!shader_constant_emission_eval(kg, shader, &L)) {
-# ifdef __SPLIT_KERNEL__
- Ray priv_ray = *ray;
- shader_setup_from_background(kg, emission_sd, &priv_ray);
-# else
- shader_setup_from_background(kg, emission_sd, ray);
-# endif
-
- path_state_modify_bounce(state, true);
- shader_eval_surface(kg, emission_sd, state, buffer, state->flag | PATH_RAY_EMISSION);
- path_state_modify_bounce(state, false);
-
- L = shader_background_eval(emission_sd);
- }
-
- /* Background MIS weights. */
-# ifdef __BACKGROUND_MIS__
- /* Check if background light exists or if we should skip pdf. */
- if (!(state->flag & PATH_RAY_MIS_SKIP) && kernel_data.background.use_mis) {
- /* multiple importance sampling, get background light pdf for ray
- * direction, and compute weight with respect to BSDF pdf */
- float pdf = background_light_pdf(kg, ray->P, ray->D);
- float mis_weight = power_heuristic(state->ray_pdf, pdf);
-
- return L * mis_weight;
- }
-# endif
-
- return L;
-#else
- return make_float3(0.8f, 0.8f, 0.8f);
-#endif
+ shadow_ray_setup(sd, ls, P, ray);
}
CCL_NAMESPACE_END