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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2017-08-18 19:37:05 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2017-11-08 00:35:12 +0300
commit26f39e6359d1db85509a0ee1077b6d0af122a456 (patch)
tree1919525e00082a698f997dac61c7c8ee9b7f7451 /intern/cycles/kernel/svm
parentf79f38673145c716f9a693084b0bc4c4873e66c1 (diff)
Cycles: add bevel shader, for raytrace based rounded edges.
The algorithm averages normals from nearby surfaces. It uses the same sampling strategy as BSSRDFs, casting rays along the normal and two orthogonal axes, and combining the samples with MIS. The main concern here is that we are introducing raytracing inside shader evaluation, which could be quite bad for GPU performance and stack memory usage. In practice it doesn't seem so bad though. Note that using this feature can easily slow down renders 20%, and that if you care about performance then it's better to use a bevel modifier. Mainly this is useful for baking, and for cases where the mesh topology makes it difficult for the bevel modifier to work well. Differential Revision: https://developer.blender.org/D2803
Diffstat (limited to 'intern/cycles/kernel/svm')
-rw-r--r--intern/cycles/kernel/svm/svm.h9
-rw-r--r--intern/cycles/kernel/svm/svm_bevel.h227
-rw-r--r--intern/cycles/kernel/svm/svm_types.h1
3 files changed, 237 insertions, 0 deletions
diff --git a/intern/cycles/kernel/svm/svm.h b/intern/cycles/kernel/svm/svm.h
index f0b3adcdad5..9ff02c1586b 100644
--- a/intern/cycles/kernel/svm/svm.h
+++ b/intern/cycles/kernel/svm/svm.h
@@ -183,6 +183,10 @@ CCL_NAMESPACE_END
#include "kernel/svm/svm_voxel.h"
#include "kernel/svm/svm_bump.h"
+#ifdef __SHADER_RAYTRACE__
+# include "kernel/svm/svm_bevel.h"
+#endif
+
CCL_NAMESPACE_BEGIN
#define NODES_GROUP(group) ((group) <= __NODES_MAX_GROUP__)
@@ -464,6 +468,11 @@ ccl_device_noinline void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, ccl_a
svm_node_tex_voxel(kg, sd, stack, node, &offset);
break;
# endif /* NODES_FEATURE(NODE_FEATURE_VOLUME) */
+# ifdef __SHADER_RAYTRACE__
+ case NODE_BEVEL:
+ svm_node_bevel(kg, sd, state, stack, node);
+ break;
+# endif /* __SHADER_RAYTRACE__ */
#endif /* NODES_GROUP(NODE_GROUP_LEVEL_3) */
case NODE_END:
return;
diff --git a/intern/cycles/kernel/svm/svm_bevel.h b/intern/cycles/kernel/svm/svm_bevel.h
new file mode 100644
index 00000000000..65afe1f74ec
--- /dev/null
+++ b/intern/cycles/kernel/svm/svm_bevel.h
@@ -0,0 +1,227 @@
+/*
+ * Copyright 2011-2013 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.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+/* Bevel shader averaging normals from nearby surfaces.
+ *
+ * Sampling strategy from: BSSRDF Importance Sampling, SIGGRAPH 2013
+ * http://library.imageworks.com/pdfs/imageworks-library-BSSRDF-sampling.pdf
+ */
+
+ccl_device_noinline float3 svm_bevel(
+ KernelGlobals *kg,
+ ShaderData *sd,
+ ccl_addr_space PathState *state,
+ float radius,
+ int num_samples)
+{
+ /* Early out if no sampling needed. */
+ if(radius <= 0.0f || num_samples < 1 || sd->object == OBJECT_NONE) {
+ return sd->N;
+ }
+
+ /* Don't bevel for blurry indirect rays. */
+ if(state->min_ray_pdf < 8.0f) {
+ return sd->N;
+ }
+
+ /* Setup for multi intersection. */
+ LocalIntersection isect;
+ uint lcg_state = lcg_state_init_addrspace(state, 0x64c6a40e);
+
+ /* Sample normals from surrounding points on surface. */
+ float3 sum_N = make_float3(0.0f, 0.0f, 0.0f);
+
+ for(int sample = 0; sample < num_samples; sample++) {
+ float disk_u, disk_v;
+ path_branched_rng_2D(kg, state->rng_hash, state, sample, num_samples,
+ PRNG_BEVEL_U, &disk_u, &disk_v);
+
+ /* 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);
+
+ float axisu = disk_u;
+
+ if(axisu < 0.5f) {
+ pick_pdf_N = 0.5f;
+ pick_pdf_T = 0.25f;
+ pick_pdf_B = 0.25f;
+ disk_u *= 2.0f;
+ }
+ else if(axisu < 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;
+
+ /* Perhaps find something better than Cubic BSSRDF, but happens to work well. */
+ bssrdf_cubic_sample(radius, 0.0f, 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 = &isect.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 LOCAL_MAX_HITS hits, a random subset of all hits. */
+ scene_intersect_local(kg,
+ *ray,
+ &isect,
+ sd->object,
+ &lcg_state,
+ LOCAL_MAX_HITS);
+
+ int num_eval_hits = min(isect.num_hits, LOCAL_MAX_HITS);
+
+ for(int hit = 0; hit < num_eval_hits; hit++) {
+ /* Quickly retrieve P and Ng without setting up ShaderData. */
+ float3 hit_P;
+ if(sd->type & PRIMITIVE_TRIANGLE) {
+ hit_P = triangle_refine_local(kg,
+ sd,
+ &isect.hits[hit],
+ ray);
+ }
+#ifdef __OBJECT_MOTION__
+ else if(sd->type & PRIMITIVE_MOTION_TRIANGLE) {
+ float3 verts[3];
+ motion_triangle_vertices(
+ kg,
+ sd->object,
+ kernel_tex_fetch(__prim_index, isect.hits[hit].prim),
+ sd->time,
+ verts);
+ hit_P = motion_triangle_refine_local(kg,
+ sd,
+ &isect.hits[hit],
+ ray,
+ verts);
+ }
+#endif /* __OBJECT_MOTION__ */
+
+ float3 hit_Ng = isect.Ng[hit];
+
+ /* Compute smooth normal. */
+ float3 N = hit_Ng;
+ int prim = kernel_tex_fetch(__prim_index, isect.hits[hit].prim);
+ int shader = kernel_tex_fetch(__tri_shader, prim);
+
+ if (shader & SHADER_SMOOTH_NORMAL) {
+ float u = isect.hits[hit].u;
+ float v = isect.hits[hit].v;
+
+ if (sd->type & PRIMITIVE_TRIANGLE) {
+ N = triangle_smooth_normal(kg, N, prim, u, v);
+ }
+#ifdef __OBJECT_MOTION__
+ else if(sd->type & PRIMITIVE_MOTION_TRIANGLE) {
+ N = motion_triangle_smooth_normal(kg, N, sd->object, prim, u, v, sd->time);
+ }
+#endif /* __OBJECT_MOTION__ */
+ }
+
+ /* Transform normals to world space. */
+ if(isect.hits[hit].object != OBJECT_NONE) {
+ object_normal_transform(kg, sd, &N);
+ object_normal_transform(kg, sd, &hit_Ng);
+ }
+
+ /* Probability densities for local frame axes. */
+ float pdf_N = pick_pdf_N * fabsf(dot(disk_N, hit_Ng));
+ float pdf_T = pick_pdf_T * fabsf(dot(disk_T, hit_Ng));
+ float pdf_B = pick_pdf_B * fabsf(dot(disk_B, hit_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(hit_P - sd->P);
+
+ /* Compute weight. */
+ float w = mis_weight / pdf_N;
+ if(isect.num_hits > LOCAL_MAX_HITS) {
+ w *= isect.num_hits/(float)LOCAL_MAX_HITS;
+ }
+
+ float pdf = bssrdf_cubic_pdf(radius, 0.0f, r);
+ float disk_pdf = bssrdf_cubic_pdf(radius, 0.0f, disk_r);
+
+ w *= pdf / disk_pdf;
+
+ /* Sum normal and weight. */
+ sum_N += w * N;
+ }
+ }
+
+ /* Normalize. */
+ float3 N = safe_normalize(sum_N);
+ return is_zero(N) ? sd->N : N;
+}
+
+ccl_device void svm_node_bevel(
+ KernelGlobals *kg,
+ ShaderData *sd,
+ ccl_addr_space PathState *state,
+ float *stack,
+ uint4 node)
+{
+ uint num_samples, radius_offset, normal_offset, out_offset;
+ decode_node_uchar4(node.y, &num_samples, &radius_offset, &normal_offset, &out_offset);
+
+ float radius = stack_load_float(stack, radius_offset);
+ float3 bevel_N = svm_bevel(kg, sd, state, radius, num_samples);
+
+ if(stack_valid(normal_offset)) {
+ /* Preserve input normal. */
+ float3 ref_N = stack_load_float3(stack, normal_offset);
+ bevel_N = normalize(sd->N + (bevel_N - ref_N));
+ }
+
+ stack_store_float3(stack, out_offset, bevel_N);
+}
+
+CCL_NAMESPACE_END
+
diff --git a/intern/cycles/kernel/svm/svm_types.h b/intern/cycles/kernel/svm/svm_types.h
index e81c9a211b0..f08ec76c055 100644
--- a/intern/cycles/kernel/svm/svm_types.h
+++ b/intern/cycles/kernel/svm/svm_types.h
@@ -132,6 +132,7 @@ typedef enum ShaderNodeType {
NODE_TEX_VOXEL,
NODE_ENTER_BUMP_EVAL,
NODE_LEAVE_BUMP_EVAL,
+ NODE_BEVEL,
} ShaderNodeType;
typedef enum NodeAttributeType {