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authorBrecht Van Lommel <brecht@blender.org>2022-08-26 14:14:57 +0300
committerBrecht Van Lommel <brecht@blender.org>2022-09-01 15:57:39 +0300
commit60119daef569f647c3004360daf657739461b750 (patch)
tree6553b5a16777fdc32afa3fe07dd7d017bc6d1c80 /intern/cycles/kernel/svm
parent50df9caef01a4225db216d9c4c0515134f7a37bf (diff)
Cycles: remove old Sobol pattern, simplify sampling dimensions
The multi-dimensional Sobol pattern required us to carefully use as low dimensions as possible, as quality goes down in higher dimensions. Now that we have two sampling patterns that are at least as good, there is no need to keep it around and the implementation can be simplified. Differential Revision: https://developer.blender.org/D15788
Diffstat (limited to 'intern/cycles/kernel/svm')
-rw-r--r--intern/cycles/kernel/svm/ao.h2
-rw-r--r--intern/cycles/kernel/svm/bevel.h3
2 files changed, 3 insertions, 2 deletions
diff --git a/intern/cycles/kernel/svm/ao.h b/intern/cycles/kernel/svm/ao.h
index c57c68d6230..a3808eff6dd 100644
--- a/intern/cycles/kernel/svm/ao.h
+++ b/intern/cycles/kernel/svm/ao.h
@@ -50,7 +50,7 @@ ccl_device float svm_ao(
int unoccluded = 0;
for (int sample = 0; sample < num_samples; sample++) {
float disk_u, disk_v;
- path_branched_rng_2D(kg, &rng_state, sample, num_samples, PRNG_BEVEL_U, &disk_u, &disk_v);
+ path_branched_rng_2D(kg, &rng_state, sample, num_samples, PRNG_SURFACE_AO, &disk_u, &disk_v);
float2 d = concentric_sample_disk(disk_u, disk_v);
float3 D = make_float3(d.x, d.y, safe_sqrtf(1.0f - dot(d, d)));
diff --git a/intern/cycles/kernel/svm/bevel.h b/intern/cycles/kernel/svm/bevel.h
index 4617a056a52..f9d3f6c850f 100644
--- a/intern/cycles/kernel/svm/bevel.h
+++ b/intern/cycles/kernel/svm/bevel.h
@@ -129,7 +129,8 @@ ccl_device float3 svm_bevel(
for (int sample = 0; sample < num_samples; sample++) {
float disk_u, disk_v;
- path_branched_rng_2D(kg, &rng_state, sample, num_samples, PRNG_BEVEL_U, &disk_u, &disk_v);
+ path_branched_rng_2D(
+ kg, &rng_state, sample, num_samples, PRNG_SURFACE_BEVEL, &disk_u, &disk_v);
/* Pick random axis in local frame and point on disk. */
float3 disk_N, disk_T, disk_B;