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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2013-08-18 18:15:57 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2013-08-18 18:15:57 +0400
commitd43682d51bbe70448b328980d29c3a08cf4d4a26 (patch)
treef4e265a9280e67756d8cb284a392dc1ed084b96f /intern/cycles/kernel/kernel_montecarlo.h
parenta2541508ac9918ce614b87a88f25993788b3ce3b (diff)
Cycles: Subsurface Scattering
New features: * Bump mapping now works with SSS * Texture Blur factor for SSS, see the documentation for details: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Subsurface_Scattering Work in progress for feedback: Initial implementation of the "BSSRDF Importance Sampling" paper, which uses a different importance sampling method. It gives better quality results in many ways, with the availability of both Cubic and Gaussian falloff functions, but also tends to be more noisy when using the progressive integrator and does not give great results with some geometry. It works quite well for the non-progressive integrator and is often less noisy there. This code may still change a lot, so unless you're testing it may be best to stick to the Compatible falloff function. Skin test render and file that takes advantage of the gaussian falloff: http://www.pasteall.org/pic/show.php?id=57661 http://www.pasteall.org/pic/show.php?id=57662 http://www.pasteall.org/blend/23501
Diffstat (limited to 'intern/cycles/kernel/kernel_montecarlo.h')
-rw-r--r--intern/cycles/kernel/kernel_montecarlo.h15
1 files changed, 15 insertions, 0 deletions
diff --git a/intern/cycles/kernel/kernel_montecarlo.h b/intern/cycles/kernel/kernel_montecarlo.h
index 7d5e4cd9df5..592c45867ac 100644
--- a/intern/cycles/kernel/kernel_montecarlo.h
+++ b/intern/cycles/kernel/kernel_montecarlo.h
@@ -108,11 +108,26 @@ __device float3 sample_uniform_sphere(float u1, float u2)
return make_float3(x, y, z);
}
+__device float balance_heuristic(float a, float b)
+{
+ return (a)/(a + b);
+}
+
+__device float balance_heuristic_3(float a, float b, float c)
+{
+ return (a)/(a + b + c);
+}
+
__device float power_heuristic(float a, float b)
{
return (a*a)/(a*a + b*b);
}
+__device float power_heuristic_3(float a, float b, float c)
+{
+ return (a*a)/(a*a + b*b + c*c);
+}
+
__device float2 concentric_sample_disk(float u1, float u2)
{
float r, theta;