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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/util
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/util')
-rw-r--r--intern/cycles/util/util_math.h10
1 files changed, 10 insertions, 0 deletions
diff --git a/intern/cycles/util/util_math.h b/intern/cycles/util/util_math.h
index 737c834e073..8caabf6eac3 100644
--- a/intern/cycles/util/util_math.h
+++ b/intern/cycles/util/util_math.h
@@ -787,6 +787,16 @@ ccl_device_inline float compare_floats(float a, float b, float abs_diff, int ulp
return (abs(__float_as_int(a) - __float_as_int(b)) < ulp_diff);
}
+/* Calculate the angle between the two vectors a and b.
+ * The usual approach acos(dot(a, b)) has severe precision issues for small angles,
+ * which are avoided by this method.
+ * Based on "Mangled Angles" from https://people.eecs.berkeley.edu/~wkahan/Mindless.pdf
+ */
+ccl_device_inline float precise_angle(float3 a, float3 b)
+{
+ return 2.0f * atan2f(len(a - b), len(a + b));
+}
+
CCL_NAMESPACE_END
#endif /* __UTIL_MATH_H__ */