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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2014-04-04 18:45:49 +0400
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2014-06-14 15:49:56 +0400
commita29807cd63b0cba62e664c54ce34e5717ca51a3e (patch)
treeac3a32e4393638711686e93879c6c218a17713eb /intern/cycles/kernel/kernel_path_volume.h
parentd644753319b65a25ae043900cca235070bcdd181 (diff)
Cycles: volume light sampling
* Volume multiple importace sampling support to combine equiangular and distance sampling, for both homogeneous and heterogeneous volumes. * Branched path "Sample All Direct Lights" and "Sample All Indirect Lights" now apply to volumes as well as surfaces. Implementation note: For simplicity this is all done with decoupled ray marching, the only case we do not use decoupled is for distance only sampling with one light sample. The homogeneous case should still compile on the GPU because it only requires fixed size storage, but the heterogeneous case will be trickier to get working.
Diffstat (limited to 'intern/cycles/kernel/kernel_path_volume.h')
-rw-r--r--intern/cycles/kernel/kernel_path_volume.h191
1 files changed, 184 insertions, 7 deletions
diff --git a/intern/cycles/kernel/kernel_path_volume.h b/intern/cycles/kernel/kernel_path_volume.h
index 6196a35a184..6cc3085b96e 100644
--- a/intern/cycles/kernel/kernel_path_volume.h
+++ b/intern/cycles/kernel/kernel_path_volume.h
@@ -18,11 +18,12 @@ CCL_NAMESPACE_BEGIN
#ifdef __VOLUME__
-ccl_device_inline void kernel_path_volume_connect_light(KernelGlobals *kg, RNG *rng,
- ShaderData *sd, float3 throughput, PathState *state, PathRadiance *L, float num_samples_adjust)
+ccl_device void kernel_path_volume_connect_light(KernelGlobals *kg, RNG *rng,
+ ShaderData *sd, float3 throughput, PathState *state, PathRadiance *L,
+ float num_samples_adjust)
{
#ifdef __EMISSION__
- if(!(kernel_data.integrator.use_direct_light && (sd->flag & SD_BSDF_HAS_EVAL)))
+ if(!kernel_data.integrator.use_direct_light)
return;
/* sample illumination from lights to find path contribution */
@@ -32,15 +33,19 @@ ccl_device_inline void kernel_path_volume_connect_light(KernelGlobals *kg, RNG *
Ray light_ray;
BsdfEval L_light;
+ LightSample ls;
bool is_lamp;
+ /* connect to light from given point where shader has been evaluated */
#ifdef __OBJECT_MOTION__
light_ray.time = sd->time;
#endif
- LightSample ls;
- light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, &ls);
-
+ if(!light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, &ls, true))
+ return;
+ else if(ls.pdf == 0.0f)
+ return;
+
if(direct_emission(kg, sd, &ls, &light_ray, &L_light, &is_lamp, state->bounce, state->transparent_bounce)) {
/* trace shadow ray */
float3 shadow;
@@ -53,7 +58,7 @@ ccl_device_inline void kernel_path_volume_connect_light(KernelGlobals *kg, RNG *
#endif
}
-ccl_device_inline bool kernel_path_volume_bounce(KernelGlobals *kg, RNG *rng,
+ccl_device bool kernel_path_volume_bounce(KernelGlobals *kg, RNG *rng,
ShaderData *sd, float3 *throughput, PathState *state, PathRadiance *L, Ray *ray,
float num_samples_adjust)
{
@@ -98,6 +103,178 @@ ccl_device_inline bool kernel_path_volume_bounce(KernelGlobals *kg, RNG *rng,
return true;
}
+#ifdef __KERNEL_CPU__
+
+ccl_device void kernel_branched_path_volume_connect_light(KernelGlobals *kg, RNG *rng,
+ ShaderData *sd, float3 throughput, PathState *state, PathRadiance *L,
+ float num_samples_adjust, bool sample_all_lights, Ray *ray, const VolumeSegment *segment)
+{
+#ifdef __EMISSION__
+ if(!kernel_data.integrator.use_direct_light)
+ return;
+
+ Ray light_ray;
+ BsdfEval L_light;
+ bool is_lamp;
+
+#ifdef __OBJECT_MOTION__
+ light_ray.time = sd->time;
+#endif
+
+ if(sample_all_lights) {
+ /* lamp sampling */
+ for(int i = 0; i < kernel_data.integrator.num_all_lights; i++) {
+ int num_samples = ceil_to_int(num_samples_adjust*light_select_num_samples(kg, i));
+ float num_samples_inv = num_samples_adjust/(num_samples*kernel_data.integrator.num_all_lights);
+ RNG lamp_rng = cmj_hash(*rng, i);
+
+ if(kernel_data.integrator.pdf_triangles != 0.0f)
+ num_samples_inv *= 0.5f;
+
+ for(int j = 0; j < num_samples; j++) {
+ /* sample random position on given light */
+ float light_u, light_v;
+ path_branched_rng_2D(kg, &lamp_rng, state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v);
+
+ LightSample ls;
+ if(!light_select(kg, i, light_u, light_v, ray->P, &ls, true))
+ continue;
+
+ float3 tp = throughput;
+
+ /* sample position on volume segment */
+ if(segment) {
+ float rphase = path_branched_rng_1D_for_decision(kg, rng, state, j, num_samples, PRNG_PHASE);
+ float rscatter = path_branched_rng_1D_for_decision(kg, rng, state, j, num_samples, PRNG_SCATTER_DISTANCE);
+
+ VolumeIntegrateResult result = kernel_volume_decoupled_scatter(kg,
+ state, ray, sd, &tp, rphase, rscatter, segment, (ls.t != FLT_MAX)? &ls.P: NULL, false);
+
+ if(result != VOLUME_PATH_SCATTERED)
+ continue;
+
+ /* todo: split up light_sample so we don't have to call it again with new position */
+ if(!light_select(kg, i, light_u, light_v, sd->P, &ls, true))
+ continue;
+ }
+
+ if(ls.pdf == 0.0f)
+ continue;
+
+ if(direct_emission(kg, sd, &ls, &light_ray, &L_light, &is_lamp, state->bounce, state->transparent_bounce)) {
+ /* trace shadow ray */
+ float3 shadow;
+
+ if(!shadow_blocked(kg, state, &light_ray, &shadow)) {
+ /* accumulate */
+ path_radiance_accum_light(L, tp*num_samples_inv, &L_light, shadow, num_samples_inv, state->bounce, is_lamp);
+ }
+ }
+ }
+ }
+
+ /* mesh light sampling */
+ if(kernel_data.integrator.pdf_triangles != 0.0f) {
+ int num_samples = ceil_to_int(num_samples_adjust*kernel_data.integrator.mesh_light_samples);
+ float num_samples_inv = num_samples_adjust/num_samples;
+
+ if(kernel_data.integrator.num_all_lights)
+ num_samples_inv *= 0.5f;
+
+ for(int j = 0; j < num_samples; j++) {
+ /* sample random position on random triangle */
+ float light_t = path_branched_rng_1D_for_decision(kg, rng, state, j, num_samples, PRNG_LIGHT);
+ float light_u, light_v;
+ path_branched_rng_2D(kg, rng, state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v);
+
+ /* only sample triangle lights */
+ if(kernel_data.integrator.num_all_lights)
+ light_t = 0.5f*light_t;
+
+ LightSample ls;
+ if(!light_sample(kg, light_t, light_u, light_v, sd->time, ray->P, &ls, true))
+ continue;
+
+ float3 tp = throughput;
+
+ /* sample position on volume segment */
+ if(segment) {
+ float rphase = path_branched_rng_1D_for_decision(kg, rng, state, j, num_samples, PRNG_PHASE);
+ float rscatter = path_branched_rng_1D_for_decision(kg, rng, state, j, num_samples, PRNG_SCATTER_DISTANCE);
+
+ VolumeIntegrateResult result = kernel_volume_decoupled_scatter(kg,
+ state, ray, sd, &tp, rphase, rscatter, segment, (ls.t != FLT_MAX)? &ls.P: NULL, false);
+
+ if(result != VOLUME_PATH_SCATTERED)
+ continue;
+
+ /* todo: split up light_sample so we don't have to call it again with new position */
+ if(!light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, &ls, true))
+ continue;
+ }
+
+ if(ls.pdf == 0.0f)
+ continue;
+
+ if(direct_emission(kg, sd, &ls, &light_ray, &L_light, &is_lamp, state->bounce, state->transparent_bounce)) {
+ /* trace shadow ray */
+ float3 shadow;
+
+ if(!shadow_blocked(kg, state, &light_ray, &shadow)) {
+ /* accumulate */
+ path_radiance_accum_light(L, tp*num_samples_inv, &L_light, shadow, num_samples_inv, state->bounce, is_lamp);
+ }
+ }
+ }
+ }
+ }
+ else {
+ /* sample random position on random light */
+ float light_t = path_state_rng_1D(kg, rng, state, PRNG_LIGHT);
+ float light_u, light_v;
+ path_state_rng_2D(kg, rng, state, PRNG_LIGHT_U, &light_u, &light_v);
+
+ LightSample ls;
+ if(!light_sample(kg, light_t, light_u, light_v, sd->time, ray->P, &ls, true))
+ return;
+
+ float3 tp = throughput;
+
+ /* sample position on volume segment */
+ if(segment) {
+ float rphase = path_state_rng_1D_for_decision(kg, rng, state, PRNG_PHASE);
+ float rscatter = path_state_rng_1D_for_decision(kg, rng, state, PRNG_SCATTER_DISTANCE);
+
+ VolumeIntegrateResult result = kernel_volume_decoupled_scatter(kg,
+ state, ray, sd, &tp, rphase, rscatter, segment, (ls.t != FLT_MAX)? &ls.P: NULL, false);
+
+ if(result != VOLUME_PATH_SCATTERED)
+ return;
+
+ /* todo: split up light_sample so we don't have to call it again with new position */
+ if(!light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, &ls, true))
+ return;
+ }
+
+ if(ls.pdf == 0.0f)
+ return;
+
+ /* sample random light */
+ if(direct_emission(kg, sd, &ls, &light_ray, &L_light, &is_lamp, state->bounce, state->transparent_bounce)) {
+ /* trace shadow ray */
+ float3 shadow;
+
+ if(!shadow_blocked(kg, state, &light_ray, &shadow)) {
+ /* accumulate */
+ path_radiance_accum_light(L, tp, &L_light, shadow, 1.0f, state->bounce, is_lamp);
+ }
+ }
+ }
+#endif
+}
+
+#endif
+
#endif
CCL_NAMESPACE_END