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authorLukas Stockner <lukas.stockner@freenet.de>2020-07-08 03:10:02 +0300
committerLukas Stockner <lukas.stockner@freenet.de>2020-07-08 03:15:37 +0300
commit7fcb6bc59c85beab36dbfcec91d0cfaf5291f029 (patch)
tree0e7c93521d34efd2ba43ea8847dc2661effa34c3 /intern/cycles/kernel/svm
parentafcb41a0aaafce5b99891487a402d78a337f3809 (diff)
Fix T78324: Different Sky Texture results between CPU and GPU
The problem here was numerical precision: The code calculates the angle between sun and view direction, and the usual acos(dot(a, b)) approach for that has poor numerical performance for almost parallel angles. As a result, the generally tiny difference between floating point computation between CPU and GPU was enough to make the sun vanish at different radii, causing different results. The new version fixes the difference by making the computation much more robust on both platforms.
Diffstat (limited to 'intern/cycles/kernel/svm')
-rw-r--r--intern/cycles/kernel/svm/svm_sky.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/intern/cycles/kernel/svm/svm_sky.h b/intern/cycles/kernel/svm/svm_sky.h
index e877bd9a5c8..214c0cd1a9a 100644
--- a/intern/cycles/kernel/svm/svm_sky.h
+++ b/intern/cycles/kernel/svm/svm_sky.h
@@ -145,7 +145,7 @@ ccl_device float3 sky_radiance_nishita(KernelGlobals *kg,
if (dir.z >= 0.0f) {
/* definitions */
float3 sun_dir = geographical_to_direction(sun_elevation, sun_rotation + M_PI_2_F);
- float sun_dir_angle = acos(dot(dir, sun_dir));
+ float sun_dir_angle = precise_angle(dir, sun_dir);
float half_angular = angular_diameter / 2.0f;
float dir_elevation = M_PI_2_F - direction.x;