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authorSergey Sharybin <sergey.vfx@gmail.com>2017-02-09 16:19:01 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2017-03-27 11:46:03 +0300
commitd14e39622ae627c1a4329e630715c5197c762493 (patch)
treed246f7083bcc82236488d5aaec25cb2e735c4145 /intern/cycles/kernel/kernel_shadow.h
parent5aaa643947929cf807c349b2b5fe33d4dc669c3d (diff)
Cycles: First implementation of shadow catcher
It uses an idea of accumulating all possible light reachable across the light path (without taking shadow blocked into account) and accumulating total shaded light across the path. Dividing second figure by first one seems to be giving good estimate of the shadow. In fact, to my knowledge, it's something really similar to what is happening in the denoising branch, so we are aligned here which is good. The workflow is following: - Create an object which matches real-life object on which shadow is to be catched. - Create approximate similar material on that object. This is needed to make indirect light properly affecting CG objects in the scene. - Mark object as Shadow Catcher in the Object properties. Ideally, after doing that it will be possible to render the image and simply alpha-over it on top of real footage.
Diffstat (limited to 'intern/cycles/kernel/kernel_shadow.h')
-rw-r--r--intern/cycles/kernel/kernel_shadow.h65
1 files changed, 54 insertions, 11 deletions
diff --git a/intern/cycles/kernel/kernel_shadow.h b/intern/cycles/kernel/kernel_shadow.h
index 4efc6c8118d..0426e0a62c9 100644
--- a/intern/cycles/kernel/kernel_shadow.h
+++ b/intern/cycles/kernel/kernel_shadow.h
@@ -128,6 +128,7 @@ ccl_device bool shadow_blocked_opaque(KernelGlobals *kg,
ccl_device bool shadow_blocked_transparent_all_loop(KernelGlobals *kg,
ShaderData *shadow_sd,
ccl_addr_space PathState *state,
+ const int skip_object,
Ray *ray,
Intersection *hits,
uint max_hits,
@@ -140,6 +141,7 @@ ccl_device bool shadow_blocked_transparent_all_loop(KernelGlobals *kg,
const bool blocked = scene_intersect_shadow_all(kg,
ray,
hits,
+ skip_object,
max_hits,
&num_hits);
/* If no opaque surface found but we did find transparent hits,
@@ -216,6 +218,7 @@ ccl_device bool shadow_blocked_transparent_all_loop(KernelGlobals *kg,
ccl_device bool shadow_blocked_transparent_all(KernelGlobals *kg,
ShaderData *shadow_sd,
ccl_addr_space PathState *state,
+ const int skip_object,
Ray *ray,
uint max_hits,
float3 *shadow)
@@ -250,6 +253,7 @@ ccl_device bool shadow_blocked_transparent_all(KernelGlobals *kg,
return shadow_blocked_transparent_all_loop(kg,
shadow_sd,
state,
+ skip_object,
ray,
hits,
max_hits,
@@ -274,13 +278,14 @@ ccl_device bool shadow_blocked_transparent_stepped_loop(
KernelGlobals *kg,
ShaderData *shadow_sd,
ccl_addr_space PathState *state,
+ const int skip_object,
Ray *ray,
Intersection *isect,
const bool blocked,
const bool is_transparent_isect,
float3 *shadow)
{
- if(blocked && is_transparent_isect) {
+ if((blocked && is_transparent_isect) || skip_object != OBJECT_NONE) {
float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
float3 Pend = ray->P + ray->D*ray->t;
int bounce = state->transparent_bounce;
@@ -306,6 +311,23 @@ ccl_device bool shadow_blocked_transparent_stepped_loop(
{
break;
}
+#ifdef __SHADOW_TRICKS__
+ if(skip_object != OBJECT_NONE) {
+ const int isect_object = (isect->object == PRIM_NONE)
+ ? kernel_tex_fetch(__prim_object, isect->prim)
+ : isect->object;
+ if(isect_object == skip_object) {
+ shader_setup_from_ray(kg, shadow_sd, isect, ray);
+ /* Move ray forward. */
+ ray->P = ray_offset(shadow_sd->P, -shadow_sd->Ng);
+ if(ray->t != FLT_MAX) {
+ ray->D = normalize_len(Pend - ray->P, &ray->t);
+ }
+ bounce++;
+ continue;
+ }
+ }
+#endif
if(!shader_transparent_shadow(kg, isect)) {
return true;
}
@@ -351,22 +373,31 @@ ccl_device bool shadow_blocked_transparent_stepped(
KernelGlobals *kg,
ShaderData *shadow_sd,
ccl_addr_space PathState *state,
+ const int skip_object,
Ray *ray,
Intersection *isect,
float3 *shadow)
{
- const bool blocked = scene_intersect(kg,
- *ray,
- PATH_RAY_SHADOW_OPAQUE,
- isect,
- NULL,
- 0.0f, 0.0f);
- const bool is_transparent_isect = blocked
- ? shader_transparent_shadow(kg, isect)
- : false;
+ bool blocked, is_transparent_isect;
+ if (skip_object == OBJECT_NONE) {
+ blocked = scene_intersect(kg,
+ *ray,
+ PATH_RAY_SHADOW_OPAQUE,
+ isect,
+ NULL,
+ 0.0f, 0.0f);
+ is_transparent_isect = blocked
+ ? shader_transparent_shadow(kg, isect)
+ : false;
+ }
+ else {
+ blocked = false;
+ is_transparent_isect = false;
+ }
return shadow_blocked_transparent_stepped_loop(kg,
shadow_sd,
state,
+ skip_object,
ray,
isect,
blocked,
@@ -390,12 +421,21 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg,
if(ray->t == 0.0f) {
return false;
}
+#ifdef __SHADOW_TRICKS__
+ const int skip_object = state->catcher_object;
+#else
+ const int skip_object = OBJECT_NONE;
+#endif
/* Do actual shadow shading. */
/* First of all, we check if integrator requires transparent shadows.
* if not, we use simplest and fastest ever way to calculate occlusion.
+ *
+ * NOTE: We can't do quick opaque test here if we are on shadow-catcher
+ * path because we don't want catcher object to be casting shadow here.
*/
#ifdef __TRANSPARENT_SHADOWS__
- if(!kernel_data.integrator.transparent_shadows)
+ if(!kernel_data.integrator.transparent_shadows &&
+ skip_object == OBJECT_NONE)
#endif
{
return shadow_blocked_opaque(kg,
@@ -440,6 +480,7 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg,
return shadow_blocked_transparent_stepped_loop(kg,
shadow_sd,
state,
+ skip_object,
ray,
&isect,
blocked,
@@ -450,6 +491,7 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg,
return shadow_blocked_transparent_all(kg,
shadow_sd,
state,
+ skip_object,
ray,
max_hits,
shadow);
@@ -458,6 +500,7 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg,
return shadow_blocked_transparent_stepped(kg,
shadow_sd,
state,
+ skip_object,
ray,
&isect,
shadow);