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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2013-12-29 02:00:51 +0400
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2013-12-29 02:20:53 +0400
commitfe222643b4a53fae38bc5ead86551b99abbdc583 (patch)
tree382d10ebc69d9ac0003ec6451d9e56e88408b358 /intern/cycles/kernel/kernel_volume.h
parent077fe03eaf29da93df94d9f3a38c3eb0180364cd (diff)
Cycles Volume Render: add volume emission support.
This is done using the existing Emission node and closure (we may add a volume emission node, not clear yet if it will be needed). Volume emission only supports indirect light sampling which means it's not very efficient to make small or far away bright light sources. Using direct light sampling and MIS would be tricky and probably won't be added anytime soon. Other renderers don't support this either as far as I know, lamps and ray visibility tricks may be used instead.
Diffstat (limited to 'intern/cycles/kernel/kernel_volume.h')
-rw-r--r--intern/cycles/kernel/kernel_volume.h137
1 files changed, 92 insertions, 45 deletions
diff --git a/intern/cycles/kernel/kernel_volume.h b/intern/cycles/kernel/kernel_volume.h
index fa201e1ff46..6b198ed9173 100644
--- a/intern/cycles/kernel/kernel_volume.h
+++ b/intern/cycles/kernel/kernel_volume.h
@@ -21,8 +21,21 @@ CCL_NAMESPACE_BEGIN
* extinction coefficient = absorption coefficient + scattering coefficient
* sigma_t = sigma_a + sigma_s */
-ccl_device float3 volume_shader_get_extinction_coefficient(ShaderData *sd)
+typedef struct VolumeShaderSample {
+ float3 sigma_a;
+ float3 sigma_s;
+ float3 emission;
+} VolumeShaderSample;
+
+/* evaluate shader to get extinction coefficient at P */
+ccl_device bool volume_shader_extinction_sample(KernelGlobals *kg, ShaderData *sd, VolumeStack *stack, int path_flag, ShaderContext ctx, float3 P, float3 *extinction)
{
+ sd->P = P;
+ shader_eval_volume(kg, sd, stack, 0.0f, path_flag, ctx);
+
+ if(!(sd->flag & SD_VOLUME))
+ return false;
+
float3 sigma_t = make_float3(0.0f, 0.0f, 0.0f);
for(int i = 0; i < sd->num_closure; i++) {
@@ -32,45 +45,35 @@ ccl_device float3 volume_shader_get_extinction_coefficient(ShaderData *sd)
sigma_t += sc->weight;
}
- return sigma_t;
+ *extinction = sigma_t;
+ return true;
}
-ccl_device float3 volume_shader_get_scattering_coefficient(ShaderData *sd)
+/* evaluate shader to get absorption, scattering and emission at P */
+ccl_device bool volume_shader_sample(KernelGlobals *kg, ShaderData *sd, VolumeStack *stack, int path_flag, ShaderContext ctx, float3 P, VolumeShaderSample *sample)
{
- float3 sigma_s = make_float3(0.0f, 0.0f, 0.0f);
-
- for(int i = 0; i < sd->num_closure; i++) {
- const ShaderClosure *sc = &sd->closure[i];
-
- if(CLOSURE_IS_VOLUME(sc->type) && sc->type != CLOSURE_VOLUME_ABSORPTION_ID)
- sigma_s += sc->weight;
- }
+ sd->P = P;
+ shader_eval_volume(kg, sd, stack, 0.0f, path_flag, ctx);
- return sigma_s;
-}
+ if(!(sd->flag & (SD_VOLUME|SD_EMISSION)))
+ return false;
-ccl_device float3 volume_shader_get_absorption_coefficient(ShaderData *sd)
-{
- float3 sigma_a = make_float3(0.0f, 0.0f, 0.0f);
+ sample->sigma_a = make_float3(0.0f, 0.0f, 0.0f);
+ sample->sigma_s = make_float3(0.0f, 0.0f, 0.0f);
+ sample->emission = make_float3(0.0f, 0.0f, 0.0f);
for(int i = 0; i < sd->num_closure; i++) {
const ShaderClosure *sc = &sd->closure[i];
if(sc->type == CLOSURE_VOLUME_ABSORPTION_ID)
- sigma_a += sc->weight;
+ sample->sigma_a += sc->weight;
+ else if(sc->type == CLOSURE_EMISSION_ID)
+ sample->emission += sc->weight;
+ else if(CLOSURE_IS_VOLUME(sc->type))
+ sample->sigma_s += sc->weight;
}
- return sigma_a;
-}
-
-/* evaluate shader to get extinction coefficient at P */
-ccl_device float3 volume_extinction_sample(KernelGlobals *kg, ShaderData *sd, VolumeStack *stack, int path_flag, ShaderContext ctx, float3 P)
-{
- sd->P = P;
-
- shader_eval_volume(kg, sd, stack, 0.0f, path_flag, ctx);
-
- return volume_shader_get_extinction_coefficient(sd);
+ return true;
}
ccl_device float3 volume_color_attenuation(float3 sigma, float t)
@@ -81,32 +84,76 @@ ccl_device float3 volume_color_attenuation(float3 sigma, float t)
/* Volumetric Shadows */
/* get the volume attenuation over line segment defined by segment_ray, with the
- * assumption that there are surfaces blocking light between the endpoints */
-ccl_device float3 kernel_volume_get_shadow_attenuation(KernelGlobals *kg, PathState *state, Ray *segment_ray)
+ * assumption that there are no surfaces blocking light between the endpoints */
+ccl_device void kernel_volume_get_shadow_attenuation(KernelGlobals *kg, PathState *state, Ray *segment_ray, float3 *throughput)
{
ShaderData sd;
- shader_setup_from_volume(kg, &sd, segment_ray, state->volume_stack[0].shader, state->bounce);
-
- /* do we have a volume shader? */
- if(!(sd.flag & SD_HAS_VOLUME))
- return make_float3(1.0f, 1.0f, 1.0f);
+ shader_setup_from_volume(kg, &sd, segment_ray, state->bounce);
- /* single shader evaluation at the start */
ShaderContext ctx = SHADER_CONTEXT_SHADOW;
int path_flag = PATH_RAY_SHADOW;
- float3 attenuation;
+ float3 sigma_t;
+
+ /* homogenous volume: assume shader evaluation at the starts gives
+ * the extinction coefficient for the entire line segment */
+ if(!volume_shader_extinction_sample(kg, &sd, state->volume_stack, path_flag, ctx, segment_ray->P, &sigma_t))
+ return;
+
+ *throughput *= volume_color_attenuation(sigma_t, segment_ray->t);
+}
+
+/* Volumetric Path */
+
+/* get the volume attenuation and emission over line segment defined by
+ * segment_ray, with the assumption that there are no surfaces blocking light
+ * between the endpoints */
+ccl_device void kernel_volume_integrate(KernelGlobals *kg, PathState *state, Ray *segment_ray, PathRadiance *L, float3 *throughput)
+{
+ ShaderData sd;
+ shader_setup_from_volume(kg, &sd, segment_ray, state->bounce);
+
+ ShaderContext ctx = SHADER_CONTEXT_VOLUME;
+ int path_flag = PATH_RAY_SHADOW;
+ VolumeShaderSample sample;
+
+ /* homogenous volume: assume shader evaluation at the starts gives
+ * the extinction coefficient for the entire line segment */
+ if(!volume_shader_sample(kg, &sd, state->volume_stack, path_flag, ctx, segment_ray->P, &sample))
+ return;
+
+ int closure_flag = sd.flag;
+ float t = segment_ray->t;
- //if(sd.flag & SD_HOMOGENEOUS_VOLUME) {
- /* homogenous volume: assume shader evaluation at the starts gives
- * the extinction coefficient for the entire line segment */
+ /* compute attenuation from absorption (+ scattering for now) */
+ float3 sigma_t, attenuation;
- /* todo: could this use sigma_t_cache? */
- float3 sigma_t = volume_extinction_sample(kg, &sd, state->volume_stack, path_flag, ctx, segment_ray->P);
+ if(closure_flag & SD_VOLUME) {
+ sigma_t = sample.sigma_a + sample.sigma_s;
+ attenuation = volume_color_attenuation(sigma_t, t);
+ }
- attenuation = volume_color_attenuation(sigma_t, segment_ray->t);
- //}
+ /* integrate emission attenuated by absorption
+ * integral E * exp(-sigma_t * t) from 0 to t = E * (1 - exp(-sigma_t * t))/sigma_t
+ * this goes to E * t as sigma_t goes to zero
+ *
+ * todo: we should use an epsilon to avoid precision issues near zero sigma_t */
+ if(closure_flag & SD_EMISSION) {
+ float3 emission = sample.emission;
+
+ if(closure_flag & SD_VOLUME) {
+ emission.x *= (sigma_t.x > 0.0f)? (1.0f - attenuation.x)/sigma_t.x: t;
+ emission.y *= (sigma_t.y > 0.0f)? (1.0f - attenuation.y)/sigma_t.y: t;
+ emission.z *= (sigma_t.z > 0.0f)? (1.0f - attenuation.z)/sigma_t.z: t;
+ }
+ else
+ emission *= t;
+
+ path_radiance_accum_emission(L, *throughput, emission, state->bounce);
+ }
- return attenuation;
+ /* modify throughput */
+ if(closure_flag & SD_VOLUME)
+ *throughput *= attenuation;
}
/* Volume Stack */