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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_subsurface.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_subsurface.h')
-rw-r--r--intern/cycles/kernel/kernel_subsurface.h456
1 files changed, 390 insertions, 66 deletions
diff --git a/intern/cycles/kernel/kernel_subsurface.h b/intern/cycles/kernel/kernel_subsurface.h
index 4fae961512e..8f5bcdf06e2 100644
--- a/intern/cycles/kernel/kernel_subsurface.h
+++ b/intern/cycles/kernel/kernel_subsurface.h
@@ -18,35 +18,18 @@
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;
-}
+#include "closure/bssrdf.h"
-#ifdef BSSRDF_MULTI_EVAL
-__device float bssrdf_pdf(KernelGlobals *kg, float radius, float refl, float r)
-{
- if(r >= radius)
- return 0.0f;
+/* NEW BSSRDF: See "BSSRDF Importance Sampling", SIGGRAPH 2013 */
- /* 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;
+/* TODO:
+ * - test using power heuristic for combing bssrdfs
+ * - try to reduce one sample model variance
+ * - possible shade all hits for progressive integrator
+ * - cubic and gaussian scale difference tweak
+ */
- return pdf;
-}
-#endif
+#define BSSRDF_MULTI_EVAL
__device ShaderClosure *subsurface_scatter_pick_closure(KernelGlobals *kg, ShaderData *sd, float *probability)
{
@@ -75,7 +58,6 @@ __device ShaderClosure *subsurface_scatter_pick_closure(KernelGlobals *kg, Shade
/* use bssrdf */
r -= bsdf_sum;
- sd->randb_closure = 0.0f; /* not needed anymore */
float sum = 0.0f;
@@ -86,6 +68,8 @@ __device ShaderClosure *subsurface_scatter_pick_closure(KernelGlobals *kg, Shade
sum += sc->sample_weight;
if(r <= sum) {
+ sd->randb_closure = (r - (sum - sc->sample_weight))/sc->sample_weight;
+
#ifdef BSSRDF_MULTI_EVAL
*probability = (bssrdf_sum > 0.0f)? (bsdf_sum + bssrdf_sum)/bssrdf_sum: 1.0f;
#else
@@ -97,12 +81,362 @@ __device ShaderClosure *subsurface_scatter_pick_closure(KernelGlobals *kg, Shade
}
/* should never happen */
+ sd->randb_closure = 0.0f;
*probability = 1.0f;
return NULL;
}
+__device float3 subsurface_scatter_eval(ShaderData *sd, ShaderClosure *sc, float disk_r, float r, bool all)
+{
#ifdef BSSRDF_MULTI_EVAL
-__device float3 subsurface_scatter_multi_eval(KernelGlobals *kg, ShaderData *sd, bool hit, float refl, float *r, int num_r, bool all)
+ /* this is the veach one-sample model with balance heuristic, some pdf
+ * factors drop out when using balance heuristic weighting */
+ float3 eval_sum = make_float3(0.0f, 0.0f, 0.0f);
+ float pdf_sum = 0.0f;
+ float sample_weight_sum = 0.0f;
+ int num_bssrdf = 0;
+
+ for(int i = 0; i < sd->num_closure; i++) {
+ sc = &sd->closure[i];
+
+ if(CLOSURE_IS_BSSRDF(sc->type)) {
+ float sample_weight = (all)? 1.0f: sc->sample_weight;
+ sample_weight_sum += sample_weight;
+ }
+ }
+
+ float sample_weight_inv = 1.0f/sample_weight_sum;
+
+ //printf("num closures %d\n", sd->num_closure);
+
+ for(int i = 0; i < sd->num_closure; i++) {
+ sc = &sd->closure[i];
+
+ if(CLOSURE_IS_BSSRDF(sc->type)) {
+ /* in case of non-progressive integrate we sample all bssrdf's once,
+ * for progressive we pick one, so adjust pdf for that */
+ float sample_weight = (all)? 1.0f: sc->sample_weight * sample_weight_inv;
+
+ /* compute pdf */
+ float pdf = bssrdf_pdf(sc, r);
+ float disk_pdf = bssrdf_pdf(sc, disk_r);
+
+ /* TODO power heuristic is not working correct here */
+ eval_sum += sc->weight*pdf; //*sample_weight*disk_pdf;
+ pdf_sum += sample_weight*disk_pdf; //*sample_weight*disk_pdf;
+
+ num_bssrdf++;
+ }
+ }
+
+ return (pdf_sum > 0.0f)? eval_sum / pdf_sum : make_float3(0.0f, 0.0f, 0.0f);
+#else
+ float pdf = bssrdf_pdf(pick_sc, r);
+ float disk_pdf = bssrdf_pdf(pick_sc, disk_r);
+
+ return pick_sc->weight * pdf / disk_pdf;
+#endif
+}
+
+/* replace closures with a single diffuse bsdf closure after scatter step */
+__device void subsurface_scatter_setup_diffuse_bsdf(ShaderData *sd, float3 weight, bool hit, float3 N)
+{
+ sd->flag &= ~SD_CLOSURE_FLAGS;
+ sd->randb_closure = 0.0f;
+
+ if(hit) {
+ 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 = N;
+ sd->flag |= bsdf_diffuse_setup(sc);
+
+ /* replace CLOSURE_BSDF_DIFFUSE_ID with this special ID so render passes
+ * can recognize it as not being a regular diffuse closure */
+ sc->type = CLOSURE_BSDF_BSSRDF_ID;
+ }
+ else
+ sd->num_closure = 0;
+}
+
+/* optionally do blurring of color and/or bump mapping, at the cost of a shader evaluation */
+__device float3 subsurface_color_pow(float3 color, float exponent)
+{
+ color = max(color, make_float3(0.0f, 0.0f, 0.0f));
+
+ if(exponent == 1.0f) {
+ /* nothing to do */
+ }
+ else if(exponent == 0.5f) {
+ color.x = sqrtf(color.x);
+ color.y = sqrtf(color.y);
+ color.z = sqrtf(color.z);
+ }
+ else {
+ color.x = powf(color.x, exponent);
+ color.y = powf(color.y, exponent);
+ color.z = powf(color.z, exponent);
+ }
+
+ return color;
+}
+
+__device void subsurface_color_bump_blur(KernelGlobals *kg, ShaderData *out_sd, ShaderData *in_sd, int state_flag, float3 *eval, float3 *N)
+{
+ /* average color and texture blur at outgoing point */
+ float texture_blur;
+ float3 out_color = shader_bssrdf_sum(out_sd, NULL, &texture_blur);
+
+ /* do we have bump mapping? */
+ bool bump = (out_sd->flag & SD_HAS_BSSRDF_BUMP) != 0;
+
+ if(bump || texture_blur > 0.0f) {
+ /* average color and normal at incoming point */
+ shader_eval_surface(kg, in_sd, 0.0f, state_flag, SHADER_CONTEXT_SSS);
+ float3 in_color = shader_bssrdf_sum(in_sd, (bump)? N: NULL, NULL);
+
+ /* we simply divide out the average color and multiply with the average
+ * of the other one. we could try to do this per closure but it's quite
+ * tricky to match closures between shader evaluations, their number and
+ * order may change, this is simpler */
+ if(texture_blur > 0.0f) {
+ out_color = subsurface_color_pow(out_color, texture_blur);
+ in_color = subsurface_color_pow(in_color, texture_blur);
+
+ *eval *= safe_divide_color(in_color, out_color);
+ }
+ }
+}
+
+/* subsurface scattering step, from a point on the surface to other nearby points on the same object */
+__device int subsurface_scatter_multi_step(KernelGlobals *kg, ShaderData *sd, ShaderData bssrdf_sd[BSSRDF_MAX_HITS],
+ int state_flag, ShaderClosure *sc, uint *lcg_state, float disk_u, float disk_v, bool all)
+{
+ /* pick random axis in local frame and point on disk */
+ float3 disk_N, disk_T, disk_B;
+ float pick_pdf_N, pick_pdf_T, pick_pdf_B;
+
+ disk_N = sd->Ng;
+ make_orthonormals(disk_N, &disk_T, &disk_B);
+
+ if(disk_u < 0.5f) {
+ pick_pdf_N = 0.5f;
+ pick_pdf_T = 0.25f;
+ pick_pdf_B = 0.25f;
+ disk_u *= 2.0f;
+ }
+ else if(disk_u < 0.75f) {
+ float3 tmp = disk_N;
+ disk_N = disk_T;
+ disk_T = tmp;
+ pick_pdf_N = 0.25f;
+ pick_pdf_T = 0.5f;
+ pick_pdf_B = 0.25f;
+ disk_u = (disk_u - 0.5f)*4.0f;
+ }
+ else {
+ float3 tmp = disk_N;
+ disk_N = disk_B;
+ disk_B = tmp;
+ pick_pdf_N = 0.25f;
+ pick_pdf_T = 0.25f;
+ pick_pdf_B = 0.5f;
+ disk_u = (disk_u - 0.75f)*4.0f;
+ }
+
+ /* sample point on disk */
+ float phi = M_2PI_F * disk_u;
+ float disk_r = disk_v;
+ float disk_height;
+
+ bssrdf_sample(sc, disk_r, &disk_r, &disk_height);
+
+ float3 disk_P = (disk_r*cosf(phi)) * disk_T + (disk_r*sinf(phi)) * disk_B;
+
+ /* create ray */
+ Ray ray;
+ ray.P = sd->P + disk_N*disk_height + disk_P;
+ ray.D = -disk_N;
+ ray.t = 2.0f*disk_height;
+ ray.dP = sd->dP;
+ ray.dD = differential3_zero();
+ ray.time = sd->time;
+
+ /* intersect with the same object. if multiple intersections are found it
+ * will use at most BSSRDF_MAX_HITS hits, a random subset of all hits */
+ Intersection isect[BSSRDF_MAX_HITS];
+ uint num_hits = scene_intersect_subsurface(kg, &ray, isect, sd->object, lcg_state, BSSRDF_MAX_HITS);
+
+ /* evaluate bssrdf */
+ float3 eval = make_float3(0.0f, 0.0f, 0.0f);
+ int num_eval_hits = min(num_hits, BSSRDF_MAX_HITS);
+
+ for(int hit = 0; hit < num_eval_hits; hit++) {
+ ShaderData *bsd = &bssrdf_sd[hit];
+
+ /* setup new shading point */
+ *bsd = *sd;
+ shader_setup_from_subsurface(kg, bsd, &isect[hit], &ray);
+
+ /* probability densities for local frame axes */
+ float pdf_N = pick_pdf_N * fabsf(dot(disk_N, bsd->Ng));
+ float pdf_T = pick_pdf_T * fabsf(dot(disk_T, bsd->Ng));
+ float pdf_B = pick_pdf_B * fabsf(dot(disk_B, bsd->Ng));
+
+ /* multiple importance sample between 3 axes, power heuristic
+ * found to be slightly better than balance heuristic */
+ float mis_weight = power_heuristic_3(pdf_N, pdf_T, pdf_B);
+
+ /* real distance to sampled point */
+ float r = len(bsd->P - sd->P);
+
+ /* evaluate */
+ float w = mis_weight / pdf_N;
+ if(num_hits > BSSRDF_MAX_HITS)
+ w *= num_hits/(float)BSSRDF_MAX_HITS;
+ eval = subsurface_scatter_eval(bsd, sc, disk_r, r, all) * w;
+
+ /* optionally blur colors and bump mapping */
+ float3 N = bsd->N;
+ subsurface_color_bump_blur(kg, sd, bsd, state_flag, &eval, &N);
+
+ /* setup diffuse bsdf */
+ subsurface_scatter_setup_diffuse_bsdf(bsd, eval, true, N);
+ }
+
+ return num_eval_hits;
+}
+
+/* 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 disk_u, float disk_v, bool all)
+{
+ float3 eval = make_float3(0.0f, 0.0f, 0.0f);
+ uint num_hits = 0;
+
+ /* pick random axis in local frame and point on disk */
+ float3 disk_N, disk_T, disk_B;
+ float pick_pdf_N, pick_pdf_T, pick_pdf_B;
+
+ disk_N = sd->Ng;
+ make_orthonormals(disk_N, &disk_T, &disk_B);
+
+ if(disk_u < 0.5f) {
+ pick_pdf_N = 0.5f;
+ pick_pdf_T = 0.25f;
+ pick_pdf_B = 0.25f;
+ disk_u *= 2.0f;
+ }
+ else if(disk_u < 0.75f) {
+ float3 tmp = disk_N;
+ disk_N = disk_T;
+ disk_T = tmp;
+ pick_pdf_N = 0.25f;
+ pick_pdf_T = 0.5f;
+ pick_pdf_B = 0.25f;
+ disk_u = (disk_u - 0.5f)*4.0f;
+ }
+ else {
+ float3 tmp = disk_N;
+ disk_N = disk_B;
+ disk_B = tmp;
+ pick_pdf_N = 0.25f;
+ pick_pdf_T = 0.25f;
+ pick_pdf_B = 0.5f;
+ disk_u = (disk_u - 0.75f)*4.0f;
+ }
+
+ /* sample point on disk */
+ float phi = M_2PI_F * disk_u;
+ float disk_r = disk_v;
+ float disk_height;
+
+ bssrdf_sample(sc, disk_r, &disk_r, &disk_height);
+
+ float3 disk_P = (disk_r*cosf(phi)) * disk_T + (disk_r*sinf(phi)) * disk_B;
+
+ /* create ray */
+ Ray ray;
+ ray.P = sd->P + disk_N*disk_height + disk_P;
+ ray.D = -disk_N;
+ ray.t = 2.0f*disk_height;
+ ray.dP = sd->dP;
+ ray.dD = differential3_zero();
+ ray.time = sd->time;
+
+ /* intersect with the same object. if multiple intersections are
+ * found it will randomly pick one of them */
+ Intersection isect;
+ num_hits = scene_intersect_subsurface(kg, &ray, &isect, sd->object, lcg_state, 1);
+
+ /* evaluate bssrdf */
+ if(num_hits > 0) {
+ float3 origP = sd->P;
+
+ /* setup new shading point */
+ shader_setup_from_subsurface(kg, sd, &isect, &ray);
+
+ /* probability densities for local frame axes */
+ float pdf_N = pick_pdf_N * fabsf(dot(disk_N, sd->Ng));
+ float pdf_T = pick_pdf_T * fabsf(dot(disk_T, sd->Ng));
+ float pdf_B = pick_pdf_B * fabsf(dot(disk_B, sd->Ng));
+
+ /* multiple importance sample between 3 axes, power heuristic
+ * found to be slightly better than balance heuristic */
+ float mis_weight = power_heuristic_3(pdf_N, pdf_T, pdf_B);
+
+ /* real distance to sampled point */
+ float r = len(sd->P - origP);
+
+ /* evaluate */
+ float w = (mis_weight * num_hits) / pdf_N;
+ eval = subsurface_scatter_eval(sd, sc, disk_r, r, all) * w;
+ }
+
+ /* optionally blur colors and bump mapping */
+ float3 N = sd->N;
+ subsurface_color_bump_blur(kg, sd, sd, state_flag, &eval, &N);
+
+ /* setup diffuse bsdf */
+ subsurface_scatter_setup_diffuse_bsdf(sd, eval, (num_hits > 0), N);
+}
+
+
+/* OLD BSSRDF */
+
+__device float old_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 old_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
+
+#ifdef BSSRDF_MULTI_EVAL
+__device float3 old_subsurface_scatter_multi_eval(KernelGlobals *kg, ShaderData *sd, bool hit, float refl, float *r, int num_r, bool all)
{
/* compute pdf */
float3 eval_sum = make_float3(0.0f, 0.0f, 0.0f);
@@ -119,7 +453,7 @@ __device float3 subsurface_scatter_multi_eval(KernelGlobals *kg, ShaderData *sd,
/* compute pdf */
float pdf = 1.0f;
for(int i = 0; i < num_r; i++)
- pdf *= bssrdf_pdf(kg, sc->data0, refl, r[i]);
+ pdf *= old_bssrdf_pdf(kg, sc->data0, refl, r[i]);
eval_sum += sc->weight*pdf;
pdf_sum += sample_weight*pdf;
@@ -148,31 +482,8 @@ __device float3 subsurface_scatter_multi_eval(KernelGlobals *kg, ShaderData *sd,
}
#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 &= ~SD_CLOSURE_FLAGS;
- sd->flag |= bsdf_diffuse_setup(sc);
- sd->randb_closure = 0.0f;
-
- /* replace CLOSURE_BSDF_DIFFUSE_ID with this special ID so render passes
- * can recognize it as not being a regular diffuse closure */
- sc->type = CLOSURE_BSDF_BSSRDF_ID;
-
- /* 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, bool all)
+__device void old_subsurface_scatter_step(KernelGlobals *kg, ShaderData *sd, int state_flag, ShaderClosure *sc, uint *lcg_state, bool all)
{
float radius = sc->data0;
float refl = max(average(sc->weight)*3.0f, 0.0f);
@@ -187,14 +498,13 @@ __device void subsurface_scatter_step(KernelGlobals *kg, ShaderData *sd, int sta
/* 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);
+ float u1 = lcg_step_float(lcg_state);
+ float u2 = lcg_step_float(lcg_state);
+ float u3 = lcg_step_float(lcg_state);
+ float u4 = lcg_step_float(lcg_state);
+ float u5 = lcg_step_float(lcg_state);
+
+ r = old_bssrdf_sample_distance(kg, radius, refl, u5);
#ifdef BSSRDF_MULTI_EVAL
r_attempts[num_attempts] = r;
#endif
@@ -213,7 +523,7 @@ __device void subsurface_scatter_step(KernelGlobals *kg, ShaderData *sd, int sta
/* 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))
+ if(scene_intersect_subsurface(kg, &ray, &isect, sd->object, lcg_state, 1) == 0)
continue;
/* setup new shading point */
@@ -226,18 +536,32 @@ __device void subsurface_scatter_step(KernelGlobals *kg, ShaderData *sd, int sta
/* evaluate subsurface scattering closures */
#ifdef BSSRDF_MULTI_EVAL
- weight *= subsurface_scatter_multi_eval(kg, sd, hit, refl, r_attempts, num_attempts, all);
+ weight *= old_subsurface_scatter_multi_eval(kg, sd, hit, refl, r_attempts, num_attempts, all);
#else
weight *= sc->weight;
#endif
-#ifdef BSSRDF_SKIP_NO_HIT
if(!hit)
weight = make_float3(0.0f, 0.0f, 0.0f);
-#endif
+
+ /* optionally blur colors and bump mapping */
+ float3 N = sd->N;
+ subsurface_color_bump_blur(kg, sd, sd, state_flag, &weight, &N);
/* replace closures with a single diffuse BSDF */
- subsurface_scatter_setup_diffuse_bsdf(sd, weight);
+ subsurface_scatter_setup_diffuse_bsdf(sd, weight, hit, N);
+}
+
+__device bool old_subsurface_scatter_use(ShaderData *sd)
+{
+ for(int i = 0; i < sd->num_closure; i++) {
+ ShaderClosure *sc = &sd->closure[i];
+
+ if(sc->type == CLOSURE_BSSRDF_COMPATIBLE_ID)
+ return true;
+ }
+
+ return false;
}
CCL_NAMESPACE_END