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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2013-04-02 00:26:52 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2013-04-02 00:26:52 +0400
commitde9dffc61e15a6af41947cbcf09ada89779e86ac (patch)
treec3f6e42482085a3a18c8278adf55dbb1e0f76c8d /intern/cycles/kernel/kernel_subsurface.h
parent40b05d364e988bca01dd338026dc24765f56187a (diff)
Cycles: initial subsurface multiple scattering support. It's not working as
well as I would like, but it works, just add a subsurface scattering node and you can use it like any other BSDF. It is using fully raytraced sampling compatible with progressive rendering and other more advanced rendering algorithms we might used in the future, and it uses no extra memory so it's suitable for complex scenes. Disadvantage is that it can be quite noisy and slow. Two limitations that will be solved are that it does not work with bump mapping yet, and that the falloff function used is a simple cubic function, it's not using the real BSSRDF falloff function yet. The node has a color input, along with a scattering radius for each RGB color channel along with an overall scale factor for the radii. There is also no GPU support yet, will test if I can get that working later. Node Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#BSSRDF Implementation notes: http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Subsurface_Scattering
Diffstat (limited to 'intern/cycles/kernel/kernel_subsurface.h')
-rw-r--r--intern/cycles/kernel/kernel_subsurface.h224
1 files changed, 224 insertions, 0 deletions
diff --git a/intern/cycles/kernel/kernel_subsurface.h b/intern/cycles/kernel/kernel_subsurface.h
new file mode 100644
index 00000000000..7dd5c2d4475
--- /dev/null
+++ b/intern/cycles/kernel/kernel_subsurface.h
@@ -0,0 +1,224 @@
+/*
+ * Copyright 2013, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+#define BSSRDF_MULTI_EVAL
+#define BSSRDF_SKIP_NO_HIT
+
+__device float bssrdf_sample_distance(KernelGlobals *kg, float radius, float refl, float u)
+{
+ int table_offset = kernel_data.bssrdf.table_offset;
+ float r = lookup_table_read_2D(kg, u, refl, table_offset, BSSRDF_RADIUS_TABLE_SIZE, BSSRDF_REFL_TABLE_SIZE);
+
+ return r*radius;
+}
+
+#ifdef BSSRDF_MULTI_EVAL
+__device float bssrdf_pdf(KernelGlobals *kg, float radius, float refl, float r)
+{
+ if(r >= radius)
+ return 0.0f;
+
+ /* todo: when we use the real BSSRDF this will need to be divided by the maximum
+ * radius instead of the average radius */
+ float t = r/radius;
+
+ int table_offset = kernel_data.bssrdf.table_offset + BSSRDF_PDF_TABLE_OFFSET;
+ float pdf = lookup_table_read_2D(kg, t, refl, table_offset, BSSRDF_RADIUS_TABLE_SIZE, BSSRDF_REFL_TABLE_SIZE);
+
+ pdf /= radius;
+
+ return pdf;
+}
+#endif
+
+__device ShaderClosure *subsurface_scatter_pick_closure(KernelGlobals *kg, ShaderData *sd, float *probability)
+{
+ /* sum sample weights of bssrdf and bsdf */
+ float bsdf_sum = 0.0f;
+ float bssrdf_sum = 0.0f;
+
+ for(int i = 0; i < sd->num_closure; i++) {
+ ShaderClosure *sc = &sd->closure[i];
+
+ if(CLOSURE_IS_BSDF(sc->type))
+ bsdf_sum += sc->sample_weight;
+ else if(CLOSURE_IS_BSSRDF(sc->type))
+ bssrdf_sum += sc->sample_weight;
+ }
+
+ /* pick a random bsdf or bssrdf */
+ float r = sd->randb_closure*(bsdf_sum + bssrdf_sum);
+ float sum = 0.0f;
+
+ int sampled;
+
+ for(sampled = 0; sampled < sd->num_closure; sampled++) {
+ ShaderClosure *sc = &sd->closure[sampled];
+
+ if(CLOSURE_IS_BSDF(sc->type) || CLOSURE_IS_BSSRDF(sc->type)) {
+ sum += sc->sample_weight;
+
+ if(r <= sum) {
+ /* if we picked a bssrdf, return the closure. also return probability
+ * to adjust throughput depending if we picked a bsdf or bssrdf */
+ if(CLOSURE_IS_BSSRDF(sc->type)) {
+ sd->randb_closure = 0.0f; /* not needed anymore */
+#ifdef BSSRDF_MULTI_EVAL
+ *probability = (bssrdf_sum > 0.0f)? (bsdf_sum + bssrdf_sum)/bssrdf_sum: 1.0f;
+#else
+ *probability = (bssrdf_sum > 0.0f)? (bsdf_sum + bssrdf_sum)/sc->sample_weight: 1.0f;
+#endif
+ return sc;
+ }
+ else {
+ /* reuse randb for picking a bsdf */
+ sd->randb_closure = (sd->randb_closure - sum - sc->sample_weight)/sc->sample_weight;
+ *probability = (bsdf_sum > 0.0f)? (bsdf_sum + bssrdf_sum)/bsdf_sum: 1.0f;
+ return NULL;
+ }
+ }
+ }
+ }
+
+ *probability = 1.0f;
+ return NULL;
+}
+
+#ifdef BSSRDF_MULTI_EVAL
+__device float3 subsurface_scatter_multi_eval(KernelGlobals *kg, ShaderData *sd, bool hit, float refl, float *r, int num_r)
+{
+ /* compute pdf */
+ float3 eval_sum = make_float3(0.0f, 0.0f, 0.0f);
+ float pdf_sum = 0.0f;
+ float sample_weight_sum = 0.0f;
+
+ for(int i = 0; i < sd->num_closure; i++) {
+ ShaderClosure *sc = &sd->closure[i];
+
+ if(CLOSURE_IS_BSSRDF(sc->type)) {
+ float pdf = 1.0f;
+ for(int i = 0; i < num_r; i++)
+ pdf *= bssrdf_pdf(kg, sc->data0, refl, r[i]);
+ //float pdf = bssrdf_pdf(kg, sc->data0, refl, r[num_r-1]);
+
+ eval_sum += sc->weight*pdf;
+ pdf_sum += sc->sample_weight*pdf;
+
+ sample_weight_sum += sc->sample_weight;
+ }
+ }
+
+ float inv_pdf_sum = (pdf_sum > 0.0f)? sample_weight_sum/pdf_sum: 0.0f;
+ float3 weight = eval_sum * inv_pdf_sum;
+
+ return weight;
+}
+#endif
+
+/* replace closures with a single diffuse bsdf closure after scatter step */
+__device void subsurface_scatter_setup_diffuse_bsdf(ShaderData *sd, float3 weight)
+{
+ ShaderClosure *sc = &sd->closure[0];
+ sd->num_closure = 1;
+
+ sc->weight = weight;
+ sc->sample_weight = 1.0f;
+ sc->data0 = 0.0f;
+ sc->data1 = 0.0f;
+ sc->N = sd->N;
+ sd->flag |= bsdf_diffuse_setup(sc);
+ sd->randb_closure = 0.0f;
+
+ /* todo: evaluate shading to get blurred textures and bump mapping */
+ /* shader_eval_surface(kg, sd, 0.0f, state_flag, SHADER_CONTEXT_SSS); */
+}
+
+/* subsurface scattering step, from a point on the surface to another nearby point on the same object */
+__device void subsurface_scatter_step(KernelGlobals *kg, ShaderData *sd, int state_flag, ShaderClosure *sc, uint *lcg_state)
+{
+ float radius = sc->data0;
+ float refl = max(average(sc->weight)*3.0f, 0.0f);
+ float r = 0.0f;
+ bool hit = false;
+ float3 weight = make_float3(1.0f, 1.0f, 1.0f);
+#ifdef BSSRDF_MULTI_EVAL
+ float r_attempts[BSSRDF_MAX_ATTEMPTS];
+#endif
+ int num_attempts;
+
+ /* attempt to find a hit a given number of times before giving up */
+ for(num_attempts = 0; num_attempts < kernel_data.bssrdf.num_attempts; num_attempts++) {
+ /* random numbers for sampling */
+ float u1 = lcg_step(lcg_state);
+ float u2 = lcg_step(lcg_state);
+ float u3 = lcg_step(lcg_state);
+ float u4 = lcg_step(lcg_state);
+ float u5 = lcg_step(lcg_state);
+ float u6 = lcg_step(lcg_state);
+
+ r = bssrdf_sample_distance(kg, radius, refl, u5);
+#ifdef BSSRDF_MULTI_EVAL
+ r_attempts[num_attempts] = r;
+#endif
+
+ float3 p1 = sd->P + sample_uniform_sphere(u1, u2)*r;
+ float3 p2 = sd->P + sample_uniform_sphere(u3, u4)*r;
+
+ /* create ray */
+ Ray ray;
+ ray.P = p1;
+ ray.D = normalize_len(p2 - p1, &ray.t);
+ ray.dP = sd->dP;
+ ray.dD.dx = make_float3(0.0f, 0.0f, 0.0f);
+ ray.dD.dy = make_float3(0.0f, 0.0f, 0.0f);
+ ray.time = sd->time;
+
+ /* intersect with the same object. if multiple intersections are
+ * found it will randomly pick one of them */
+ Intersection isect;
+ if(scene_intersect_subsurface(kg, &ray, &isect, sd->object, u6) == 0)
+ continue;
+
+ /* setup new shading point */
+ shader_setup_from_subsurface(kg, sd, &isect, &ray);
+
+ hit = true;
+ num_attempts++;
+ break;
+ }
+
+ /* evaluate subsurface scattering closures */
+#ifdef BSSRDF_MULTI_EVAL
+ weight *= subsurface_scatter_multi_eval(kg, sd, hit, refl, r_attempts, num_attempts);
+#else
+ weight *= sc->weight;
+#endif
+
+#ifdef BSSRDF_SKIP_NO_HIT
+ if(!hit)
+ weight = make_float3(0.0f, 0.0f, 0.0f);
+#endif
+
+ /* replace closures with a single diffuse BSDF */
+ subsurface_scatter_setup_diffuse_bsdf(sd, weight);
+}
+
+CCL_NAMESPACE_END
+