Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorBastien Montagne <montagne29@wanadoo.fr>2015-06-29 18:10:42 +0300
committerBastien Montagne <montagne29@wanadoo.fr>2015-06-29 18:10:42 +0300
commit58d6cbba6da31db8dc8a2b42d528b9a353081904 (patch)
tree04b57a2f809c6f08d84a082edf061f3ece631860 /intern/cycles/kernel/split/kernel_holdout_emission_blurring_pathtermination_ao.h
parent94549adec4b6857fb6ec4cf77606da51ff7c26b7 (diff)
parent295d0c52a26730edc6d4ed1276e4051cce006be5 (diff)
Merge branch 'master' into temp-ghash-setopstemp-ghash-setops
Diffstat (limited to 'intern/cycles/kernel/split/kernel_holdout_emission_blurring_pathtermination_ao.h')
-rw-r--r--intern/cycles/kernel/split/kernel_holdout_emission_blurring_pathtermination_ao.h264
1 files changed, 264 insertions, 0 deletions
diff --git a/intern/cycles/kernel/split/kernel_holdout_emission_blurring_pathtermination_ao.h b/intern/cycles/kernel/split/kernel_holdout_emission_blurring_pathtermination_ao.h
new file mode 100644
index 00000000000..a75523a3e53
--- /dev/null
+++ b/intern/cycles/kernel/split/kernel_holdout_emission_blurring_pathtermination_ao.h
@@ -0,0 +1,264 @@
+/*
+ * Copyright 2011-2015 Blender Foundation
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#include "kernel_split_common.h"
+
+/* Note on kernel_holdout_emission_blurring_pathtermination_ao kernel.
+ * This is the sixth kernel in the ray tracing logic. This is the fifth
+ * of the path iteration kernels. This kernel takes care of the logic to process
+ * "material of type holdout", indirect primitive emission, bsdf blurring,
+ * probabilistic path termination and AO.
+ *
+ * This kernels determines the rays for which a shadow_blocked() function associated with AO should be executed.
+ * Those rays for which a shadow_blocked() function for AO must be executed are marked with flag RAY_SHADOW_RAY_CAST_ao and
+ * enqueued into the queue QUEUE_SHADOW_RAY_CAST_AO_RAYS
+ *
+ * Ray state of rays that are terminated in this kernel are changed to RAY_UPDATE_BUFFER
+ *
+ * The input and output are as follows,
+ *
+ * rng_coop ---------------------------------------------|--- kernel_holdout_emission_blurring_pathtermination_ao ---|--- Queue_index (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS)
+ * throughput_coop --------------------------------------| |--- PathState_coop
+ * PathRadiance_coop ------------------------------------| |--- throughput_coop
+ * Intersection_coop ------------------------------------| |--- L_transparent_coop
+ * PathState_coop ---------------------------------------| |--- per_sample_output_buffers
+ * L_transparent_coop -----------------------------------| |--- PathRadiance_coop
+ * shader_data ------------------------------------------| |--- ShaderData
+ * ray_state --------------------------------------------| |--- ray_state
+ * Queue_data (QUEUE_ACTIVE_AND_REGENERATED_RAYS) -------| |--- Queue_data (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS)
+ * Queue_index (QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS) ---| |--- AOAlpha_coop
+ * kg (globals + data) ----------------------------------| |--- AOBSDF_coop
+ * parallel_samples -------------------------------------| |--- AOLightRay_coop
+ * per_sample_output_buffers ----------------------------| |
+ * sw ---------------------------------------------------| |
+ * sh ---------------------------------------------------| |
+ * sx ---------------------------------------------------| |
+ * sy ---------------------------------------------------| |
+ * stride -----------------------------------------------| |
+ * work_array -------------------------------------------| |
+ * queuesize --------------------------------------------| |
+ * start_sample -----------------------------------------| |
+ *
+ * Note on Queues :
+ * This kernel fetches rays from the queue QUEUE_ACTIVE_AND_REGENERATED_RAYS and processes only
+ * the rays of state RAY_ACTIVE.
+ * There are different points in this kernel where a ray may terminate and reach RAY_UPDATE_BUFFER
+ * state. These rays are enqueued into QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue. These rays will
+ * still be present in QUEUE_ACTIVE_AND_REGENERATED_RAYS queue, but since their ray-state has been
+ * changed to RAY_UPDATE_BUFFER, there is no problem.
+ *
+ * State of queues when this kernel is called :
+ * At entry,
+ * QUEUE_ACTIVE_AND_REGENERATED_RAYS will be filled with RAY_ACTIVE and RAY_REGENERATED rays
+ * QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be filled with RAY_TO_REGENERATE rays.
+ * QUEUE_SHADOW_RAY_CAST_AO_RAYS will be empty.
+ * At exit,
+ * QUEUE_ACTIVE_AND_REGENERATED_RAYS will be filled with RAY_ACTIVE, RAY_REGENERATED and RAY_UPDATE_BUFFER rays
+ * QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be filled with RAY_TO_REGENERATE and RAY_UPDATE_BUFFER rays
+ * QUEUE_SHADOW_RAY_CAST_AO_RAYS will be filled with rays marked with flag RAY_SHADOW_RAY_CAST_AO
+ */
+ccl_device void kernel_holdout_emission_blurring_pathtermination_ao(
+ ccl_global char *globals,
+ ccl_constant KernelData *data,
+ ccl_global char *shader_data, /* Required throughout the kernel except probabilistic path termination and AO */
+ ccl_global float *per_sample_output_buffers,
+ ccl_global uint *rng_coop, /* Required for "kernel_write_data_passes" and AO */
+ ccl_global float3 *throughput_coop, /* Required for handling holdout material and AO */
+ ccl_global float *L_transparent_coop, /* Required for handling holdout material */
+ PathRadiance *PathRadiance_coop, /* Required for "kernel_write_data_passes" and indirect primitive emission */
+ ccl_global PathState *PathState_coop, /* Required throughout the kernel and AO */
+ Intersection *Intersection_coop, /* Required for indirect primitive emission */
+ ccl_global float3 *AOAlpha_coop, /* Required for AO */
+ ccl_global float3 *AOBSDF_coop, /* Required for AO */
+ ccl_global Ray *AOLightRay_coop, /* Required for AO */
+ int sw, int sh, int sx, int sy, int stride,
+ ccl_global char *ray_state, /* Denotes the state of each ray */
+ ccl_global unsigned int *work_array, /* Denotes the work that each ray belongs to */
+#ifdef __WORK_STEALING__
+ unsigned int start_sample,
+#endif
+ int parallel_samples, /* Number of samples to be processed in parallel */
+ int ray_index,
+ char *enqueue_flag,
+ char *enqueue_flag_AO_SHADOW_RAY_CAST)
+{
+ /* Load kernel globals structure and ShaderData structure */
+ KernelGlobals *kg = (KernelGlobals *)globals;
+ ShaderData *sd = (ShaderData *)shader_data;
+
+#ifdef __WORK_STEALING__
+ unsigned int my_work;
+ unsigned int pixel_x;
+ unsigned int pixel_y;
+#endif
+ unsigned int tile_x;
+ unsigned int tile_y;
+ int my_sample_tile;
+ unsigned int sample;
+
+ ccl_global RNG *rng = 0x0;
+ ccl_global PathState *state = 0x0;
+ float3 throughput;
+
+ if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
+
+ throughput = throughput_coop[ray_index];
+ state = &PathState_coop[ray_index];
+ rng = &rng_coop[ray_index];
+#ifdef __WORK_STEALING__
+ my_work = work_array[ray_index];
+ sample = get_my_sample(my_work, sw, sh, parallel_samples, ray_index) + start_sample;
+ get_pixel_tile_position(&pixel_x, &pixel_y,
+ &tile_x, &tile_y,
+ my_work,
+ sw, sh, sx, sy,
+ parallel_samples,
+ ray_index);
+ my_sample_tile = 0;
+#else /* __WORK_STEALING__ */
+ sample = work_array[ray_index];
+ /* Buffer's stride is "stride"; Find x and y using ray_index. */
+ int tile_index = ray_index / parallel_samples;
+ tile_x = tile_index % sw;
+ tile_y = tile_index / sw;
+ my_sample_tile = ray_index - (tile_index * parallel_samples);
+#endif /* __WORK_STEALING__ */
+ per_sample_output_buffers +=
+ (((tile_x + (tile_y * stride)) * parallel_samples) + my_sample_tile) *
+ kernel_data.film.pass_stride;
+
+ /* holdout */
+#ifdef __HOLDOUT__
+ if((ccl_fetch(sd, flag) & (SD_HOLDOUT|SD_HOLDOUT_MASK)) &&
+ (state->flag & PATH_RAY_CAMERA))
+ {
+ if(kernel_data.background.transparent) {
+ float3 holdout_weight;
+
+ if(ccl_fetch(sd, flag) & SD_HOLDOUT_MASK)
+ holdout_weight = make_float3(1.0f, 1.0f, 1.0f);
+ else
+ holdout_weight = shader_holdout_eval(kg, sd);
+
+ /* any throughput is ok, should all be identical here */
+ L_transparent_coop[ray_index] += average(holdout_weight*throughput);
+ }
+
+ if(ccl_fetch(sd, flag) & SD_HOLDOUT_MASK) {
+ ASSIGN_RAY_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER);
+ *enqueue_flag = 1;
+ }
+ }
+#endif /* __HOLDOUT__ */
+ }
+
+ if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
+ PathRadiance *L = &PathRadiance_coop[ray_index];
+ /* Holdout mask objects do not write data passes. */
+ kernel_write_data_passes(kg,
+ per_sample_output_buffers,
+ L,
+ sd,
+ sample,
+ state,
+ throughput);
+ /* Blurring of bsdf after bounces, for rays that have a small likelihood
+ * of following this particular path (diffuse, rough glossy.
+ */
+ if(kernel_data.integrator.filter_glossy != FLT_MAX) {
+ float blur_pdf = kernel_data.integrator.filter_glossy*state->min_ray_pdf;
+ if(blur_pdf < 1.0f) {
+ float blur_roughness = sqrtf(1.0f - blur_pdf)*0.5f;
+ shader_bsdf_blur(kg, sd, blur_roughness);
+ }
+ }
+
+#ifdef __EMISSION__
+ /* emission */
+ if(ccl_fetch(sd, flag) & SD_EMISSION) {
+ /* TODO(sergey): is isect.t wrong here for transparent surfaces? */
+ float3 emission = indirect_primitive_emission(
+ kg,
+ sd,
+ Intersection_coop[ray_index].t,
+ state->flag,
+ state->ray_pdf);
+ path_radiance_accum_emission(L, throughput, emission, state->bounce);
+ }
+#endif /* __EMISSION__ */
+
+ /* Path termination. this is a strange place to put the termination, it's
+ * mainly due to the mixed in MIS that we use. gives too many unneeded
+ * shader evaluations, only need emission if we are going to terminate.
+ */
+ float probability = path_state_terminate_probability(kg, state, throughput);
+
+ if(probability == 0.0f) {
+ ASSIGN_RAY_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER);
+ *enqueue_flag = 1;
+ }
+
+ if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
+ if(probability != 1.0f) {
+ float terminate = path_state_rng_1D_for_decision(kg, rng, state, PRNG_TERMINATE);
+ if(terminate >= probability) {
+ ASSIGN_RAY_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER);
+ *enqueue_flag = 1;
+ } else {
+ throughput_coop[ray_index] = throughput/probability;
+ }
+ }
+ }
+ }
+
+#ifdef __AO__
+ if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
+ /* ambient occlusion */
+ if(kernel_data.integrator.use_ambient_occlusion ||
+ (ccl_fetch(sd, flag) & SD_AO))
+ {
+ /* todo: solve correlation */
+ float bsdf_u, bsdf_v;
+ path_state_rng_2D(kg, rng, state, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
+
+ float ao_factor = kernel_data.background.ao_factor;
+ float3 ao_N;
+ AOBSDF_coop[ray_index] = shader_bsdf_ao(kg, sd, ao_factor, &ao_N);
+ AOAlpha_coop[ray_index] = shader_bsdf_alpha(kg, sd);
+
+ float3 ao_D;
+ float ao_pdf;
+ sample_cos_hemisphere(ao_N, bsdf_u, bsdf_v, &ao_D, &ao_pdf);
+
+ if(dot(ccl_fetch(sd, Ng), ao_D) > 0.0f && ao_pdf != 0.0f) {
+ Ray _ray;
+ _ray.P = ray_offset(ccl_fetch(sd, P), ccl_fetch(sd, Ng));
+ _ray.D = ao_D;
+ _ray.t = kernel_data.background.ao_distance;
+#ifdef __OBJECT_MOTION__
+ _ray.time = ccl_fetch(sd, time);
+#endif
+ _ray.dP = ccl_fetch(sd, dP);
+ _ray.dD = differential3_zero();
+ AOLightRay_coop[ray_index] = _ray;
+
+ ADD_RAY_FLAG(ray_state, ray_index, RAY_SHADOW_RAY_CAST_AO);
+ *enqueue_flag_AO_SHADOW_RAY_CAST = 1;
+ }
+ }
+ }
+#endif /* __AO__ */
+}