diff options
author | Olivier Maury <omaury> | 2022-04-22 19:25:18 +0300 |
---|---|---|
committer | Brecht Van Lommel <brecht@blender.org> | 2022-04-22 19:31:15 +0300 |
commit | 58be9708bfa069df2db7415a64ec76c3fc012868 (patch) | |
tree | c76ee535d7ea698a9d68b21a4c4aebd7540c9184 /intern/cycles | |
parent | d8abac7357bf7d3c4e6d73be1836fd725ed173c9 (diff) |
Cycles: removed UV requirement for MNEE, along with fixes and cleanups
Remove need for shadow caustic caster geometry to have a UV layout. UVs were
useful to maintain a consistent tangent frame across the surface while
performing the walk. A consistent tangent frame is necessary for rough
surfaces where a normal offset encodes the sampled h, which should point
towards the same direction across the mesh.
In order to get a continuous surface parametrization without UVs, the
technique described in this paper was implemented:
"The Natural-Constraint Representation of the Path Space for Efficient
Light Transport Simulation" (Supplementary Material), SIGGRAPH 2014.
In addition to implementing this feature:
* Shadow caustic casters without smooth normals are now ignored (triggered
some refactoring and cleaning).
* Hit point calculation was refactored using existing utils functions,
simplifying the code.
* The max number of solver iterations was reduced to 32, a solution is
usually found by then.
* Added generalized geometry term clamping (transfer matrix calculation can
sometimes get unstable).
* Add stop condition to Newton solver for more consistent CPU and GPU result.
* Add support for multi scatter GGX refraction.
Fixes T96990, T96991
Ref T94120
Differential Revision: https://developer.blender.org/D14623
Diffstat (limited to 'intern/cycles')
-rw-r--r-- | intern/cycles/kernel/integrator/mnee.h | 272 |
1 files changed, 115 insertions, 157 deletions
diff --git a/intern/cycles/kernel/integrator/mnee.h b/intern/cycles/kernel/integrator/mnee.h index 7218165c67c..6eee597a0a1 100644 --- a/intern/cycles/kernel/integrator/mnee.h +++ b/intern/cycles/kernel/integrator/mnee.h @@ -36,11 +36,13 @@ * https://cg.ivd.kit.edu/english/HSLT.php */ -# define MNEE_MAX_ITERATIONS 50 +# define MNEE_MAX_ITERATIONS 32 # define MNEE_MAX_INTERSECTION_COUNT 10 # define MNEE_SOLVER_THRESHOLD 0.001f +# define MNEE_MINIMUM_STEP_SIZE 0.0001f # define MNEE_MAX_CAUSTIC_CASTERS 6 # define MNEE_MIN_DISTANCE 0.001f +# define MNEE_MIN_PROGRESS_DISTANCE 0.0001f # define MNEE_MIN_DETERMINANT 0.0001f # define MNEE_PROJECTION_DISTANCE_MULTIPLIER 2.f @@ -168,7 +170,8 @@ ccl_device_forceinline void mnee_setup_manifold_vertex(KernelGlobals kg, const float2 n_offset, ccl_private const Ray *ray, ccl_private const Intersection *isect, - ccl_private ShaderData *sd_vtx) + ccl_private ShaderData *sd_vtx, + bool seed) { sd_vtx->object = (isect->object == OBJECT_NONE) ? kernel_tex_fetch(__prim_object, isect->prim) : isect->object; @@ -177,7 +180,7 @@ ccl_device_forceinline void mnee_setup_manifold_vertex(KernelGlobals kg, sd_vtx->flag = 0; sd_vtx->object_flag = kernel_tex_fetch(__object_flag, sd_vtx->object); - /* matrices and time */ + /* Matrices and time. */ shader_setup_object_transforms(kg, sd_vtx, ray->time); sd_vtx->time = ray->time; @@ -191,83 +194,29 @@ ccl_device_forceinline void mnee_setup_manifold_vertex(KernelGlobals kg, float3 verts[3]; float3 normals[3]; - uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd_vtx->prim); - if (sd_vtx->type & PRIMITIVE_TRIANGLE) { - /* Static triangle. */ - - /* Load triangle vertices. */ - verts[0] = kernel_tex_fetch(__tri_verts, tri_vindex.w + 0); - verts[1] = kernel_tex_fetch(__tri_verts, tri_vindex.w + 1); - verts[2] = kernel_tex_fetch(__tri_verts, tri_vindex.w + 2); - - /* Vectors. */ - sd_vtx->P = triangle_point_from_uv(kg, sd_vtx, isect->object, isect->prim, isect->u, isect->v); - - /* Smooth normal. */ - if (sd_vtx->shader & SHADER_SMOOTH_NORMAL) { - /* Load triangle vertices. */ - normals[0] = kernel_tex_fetch(__tri_vnormal, tri_vindex.x); - normals[1] = kernel_tex_fetch(__tri_vnormal, tri_vindex.y); - normals[2] = kernel_tex_fetch(__tri_vnormal, tri_vindex.z); + /* Load triangle vertices and normals. */ + triangle_vertices_and_normals(kg, sd_vtx->prim, verts, normals); + + /* Compute refined position (same code as in triangle_point_from_uv). */ + sd_vtx->P = isect->u * verts[0] + isect->v * verts[1] + (1.f - isect->u - isect->v) * verts[2]; + if (!(sd_vtx->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) { + const Transform tfm = object_get_transform(kg, sd_vtx); + sd_vtx->P = transform_point(&tfm, sd_vtx->P); } } else { /* if (sd_vtx->type & PRIMITIVE_MOTION_TRIANGLE) */ - /* Motion triangle. */ - - /* Get motion info. */ - int numsteps, numverts; - object_motion_info(kg, sd_vtx->object, &numsteps, &numverts, NULL); - - /* Figure out which steps we need to fetch and their interpolation factor. */ - int maxstep = numsteps * 2; - int step = min((int)(sd_vtx->time * maxstep), maxstep - 1); - float t = sd_vtx->time * maxstep - step; - - /* Find attribute. */ - int offset = intersection_find_attribute(kg, sd_vtx->object, ATTR_STD_MOTION_VERTEX_POSITION); - kernel_assert(offset != ATTR_STD_NOT_FOUND); - - /* Fetch vertex coordinates. */ - float3 next_verts[3]; - uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd_vtx->prim); - motion_triangle_verts_for_step(kg, tri_vindex, offset, numverts, numsteps, step, verts); - motion_triangle_verts_for_step( - kg, tri_vindex, offset, numverts, numsteps, step + 1, next_verts); - - /* Interpolate between steps. */ - verts[0] = (1.0f - t) * verts[0] + t * next_verts[0]; - verts[1] = (1.0f - t) * verts[1] + t * next_verts[1]; - verts[2] = (1.0f - t) * verts[2] + t * next_verts[2]; + /* Load triangle vertices and normals. */ + motion_triangle_vertices_and_normals( + kg, sd_vtx->object, sd_vtx->prim, sd_vtx->time, verts, normals); /* Compute refined position. */ sd_vtx->P = motion_triangle_point_from_uv( kg, sd_vtx, isect->object, isect->prim, isect->u, isect->v, verts); - - /* Compute smooth normal. */ - if (sd_vtx->shader & SHADER_SMOOTH_NORMAL) { - /* Find attribute. */ - int offset = intersection_find_attribute(kg, sd_vtx->object, ATTR_STD_MOTION_VERTEX_NORMAL); - kernel_assert(offset != ATTR_STD_NOT_FOUND); - - /* Fetch vertex coordinates. */ - float3 next_normals[3]; - motion_triangle_normals_for_step(kg, tri_vindex, offset, numverts, numsteps, step, normals); - motion_triangle_normals_for_step( - kg, tri_vindex, offset, numverts, numsteps, step + 1, next_normals); - - /* Interpolate between steps. */ - normals[0] = (1.0f - t) * normals[0] + t * next_normals[0]; - normals[1] = (1.0f - t) * normals[1] + t * next_normals[1]; - normals[2] = (1.0f - t) * normals[2] + t * next_normals[2]; - } } - /* manifold vertex position */ - vtx->p = sd_vtx->P; - + /* Instance transform. */ if (!(sd_vtx->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) { - /* Instance transform. */ object_position_transform_auto(kg, sd_vtx, &verts[0]); object_position_transform_auto(kg, sd_vtx, &verts[1]); object_position_transform_auto(kg, sd_vtx, &verts[2]); @@ -277,94 +226,70 @@ ccl_device_forceinline void mnee_setup_manifold_vertex(KernelGlobals kg, } /* Tangent space (position derivatives) WRT barycentric (u, v). */ - vtx->dp_du = verts[0] - verts[2]; - vtx->dp_dv = verts[1] - verts[2]; + float3 dp_du = verts[0] - verts[2]; + float3 dp_dv = verts[1] - verts[2]; /* Geometric normal. */ - vtx->ng = normalize(cross(vtx->dp_du, vtx->dp_dv)); + vtx->ng = normalize(cross(dp_du, dp_dv)); if (sd_vtx->object_flag & SD_OBJECT_NEGATIVE_SCALE_APPLIED) vtx->ng = -vtx->ng; - /* Shading normal. */ - if (!(sd_vtx->shader & SHADER_SMOOTH_NORMAL)) { - vtx->n = vtx->ng; - vtx->dn_du = vtx->dn_dv = zero_float3(); - } - else { - /* Interpolate normals between vertices. */ - float n_len; - vtx->n = normalize_len(normals[0] * sd_vtx->u + normals[1] * sd_vtx->v + - normals[2] * (1.0f - sd_vtx->u - sd_vtx->v), - &n_len); - - /* Shading normal derivatives WRT barycentric (u, v) - * we calculate the derivative of n = |u*n0 + v*n1 + (1-u-v)*n2| using: - * d/du [f(u)/|f(u)|] = [d/du f(u)]/|f(u)| - f(u)/|f(u)|^3 <f(u), d/du f(u)>. */ - const float inv_n_len = 1.f / n_len; - vtx->dn_du = inv_n_len * (normals[0] - normals[2]); - vtx->dn_dv = inv_n_len * (normals[1] - normals[2]); - vtx->dn_du -= vtx->n * dot(vtx->n, vtx->dn_du); - vtx->dn_dv -= vtx->n * dot(vtx->n, vtx->dn_dv); - } + /* Shading normals: Interpolate normals between vertices. */ + float n_len; + vtx->n = normalize_len(normals[0] * sd_vtx->u + normals[1] * sd_vtx->v + + normals[2] * (1.0f - sd_vtx->u - sd_vtx->v), + &n_len); + + /* Shading normal derivatives WRT barycentric (u, v) + * we calculate the derivative of n = |u*n0 + v*n1 + (1-u-v)*n2| using: + * d/du [f(u)/|f(u)|] = [d/du f(u)]/|f(u)| - f(u)/|f(u)|^3 <f(u), d/du f(u)>. */ + const float inv_n_len = 1.f / n_len; + float3 dn_du = inv_n_len * (normals[0] - normals[2]); + float3 dn_dv = inv_n_len * (normals[1] - normals[2]); + dn_du -= vtx->n * dot(vtx->n, dn_du); + dn_dv -= vtx->n * dot(vtx->n, dn_dv); - /* dp_du and dp_dv need to be continuous across triangles for the h normal - * offset to yield a consistent halfvector while walking on the manifold. - * It's usually best to rely on the mesh uv layout, which is assumed to be - * continuous across the mesh. */ - float2 duv0, duv1; - bool found_uv = false; - AttributeDescriptor uv_desc = find_attribute(kg, sd_vtx, ATTR_STD_GENERATED); - if (uv_desc.offset != ATTR_STD_NOT_FOUND) { - float3 uvs[3]; - uvs[0] = kernel_tex_fetch(__attributes_float3, uv_desc.offset + tri_vindex.x); - uvs[1] = kernel_tex_fetch(__attributes_float3, uv_desc.offset + tri_vindex.y); - uvs[2] = kernel_tex_fetch(__attributes_float3, uv_desc.offset + tri_vindex.z); - duv0 = make_float2(uvs[0].x - uvs[2].x, uvs[0].y - uvs[2].y); - duv1 = make_float2(uvs[1].x - uvs[2].x, uvs[1].y - uvs[2].y); - found_uv = true; + /* Orthonormalize (dp_du,dp_dv) using a linear transformation, which + * we use on (dn_du,dn_dv) as well so the new (u,v) are consistent. */ + const float inv_len_dp_du = 1.f / len(dp_du); + dp_du *= inv_len_dp_du; + dn_du *= inv_len_dp_du; + + const float dpdu_dot_dpdv = dot(dp_du, dp_dv); + dp_dv -= dpdu_dot_dpdv * dp_du; + dn_dv -= dpdu_dot_dpdv * dn_du; + + const float inv_len_dp_dv = 1.f / len(dp_dv); + dp_dv *= inv_len_dp_dv; + dn_dv *= inv_len_dp_dv; + + /* Final local differential geometry. */ + if (seed) { + vtx->dp_du = dp_du; + vtx->dp_dv = dp_dv; + vtx->dn_du = dn_du; + vtx->dn_dv = dn_dv; } else { - uv_desc = find_attribute(kg, sd_vtx, ATTR_STD_UV); - if (uv_desc.offset != ATTR_STD_NOT_FOUND) { - float2 uvs[3]; - uvs[0] = kernel_tex_fetch(__attributes_float2, uv_desc.offset + tri_vindex.x); - uvs[1] = kernel_tex_fetch(__attributes_float2, uv_desc.offset + tri_vindex.y); - uvs[2] = kernel_tex_fetch(__attributes_float2, uv_desc.offset + tri_vindex.z); - duv0 = make_float2(uvs[0].x - uvs[2].x, uvs[0].y - uvs[2].y); - duv1 = make_float2(uvs[1].x - uvs[2].x, uvs[1].y - uvs[2].y); - found_uv = true; - } - } - if (found_uv) { - const float det = duv0.x * duv1.y - duv0.y * duv1.x; - if (det != 0.f) { - const float inv_det = 1.f / det; - - /* Tangent space (position derivatives) WRT texture (u, v). */ - const float3 dp_du = vtx->dp_du; - const float3 dp_dv = vtx->dp_dv; - vtx->dp_du = (duv1.y * dp_du - duv0.y * dp_dv) * inv_det; - vtx->dp_dv = (-duv1.x * dp_du + duv0.x * dp_dv) * inv_det; - - /* Shading normal derivatives WRT texture (u, v). */ - const float3 dn_du = vtx->dn_du; - const float3 dn_dv = vtx->dn_dv; - vtx->dn_du = (duv1.y * dn_du - duv0.y * dn_dv) * inv_det; - vtx->dn_dv = (-duv1.x * dn_du + duv0.x * dn_dv) * inv_det; - } + /* Find angle subtended by reference direction (travel direction). */ + const float3 reference_direction = normalize(sd_vtx->P - vtx->p); + const float reference_theta = atan2(dot(reference_direction, vtx->dp_dv), + dot(reference_direction, vtx->dp_du)); + const float current_theta = atan2(dot(reference_direction, dp_dv), + dot(reference_direction, dp_du)); + const float theta = reference_theta - current_theta; + + /* Rotate (dp_du,dp_dv) to be consistent with previous tangent frame. */ + float cos_theta, sin_theta; + fast_sincosf(theta, &sin_theta, &cos_theta); + vtx->dp_du = cos_theta * dp_du - sin_theta * dp_dv; + vtx->dp_dv = sin_theta * dp_du + cos_theta * dp_dv; + vtx->dn_du = cos_theta * dn_du - sin_theta * dn_dv; + vtx->dn_dv = sin_theta * dn_du + cos_theta * dn_dv; } - /* Orthonormalize (dp_du,dp_dv) using a linear transformation, which - * we use on (dn_du,dn_dv) as well so the new (u,v) are consistent. */ - const float inv_len_dp_du = 1.f / len(vtx->dp_du); - vtx->dp_du *= inv_len_dp_du; - vtx->dn_du *= inv_len_dp_du; - const float dpdu_dot_dpdv = dot(vtx->dp_du, vtx->dp_dv); - const float3 dp_dv = vtx->dp_dv - dpdu_dot_dpdv * vtx->dp_du; - const float3 dn_dv = vtx->dn_dv - dpdu_dot_dpdv * vtx->dn_du; - const float inv_len_dp_dv = 1.f / len(dp_dv); - vtx->dp_dv = dp_dv * inv_len_dp_dv; - vtx->dn_dv = dn_dv * inv_len_dp_dv; + /* Manifold vertex position. */ + vtx->p = sd_vtx->P; /* Initialize constraint and its derivates. */ vtx->a = vtx->c = zero_float4(); @@ -638,15 +563,28 @@ ccl_device_forceinline bool mnee_newton_solver(KernelGlobals kg, break; } + /* Initialize tangent frame, which will be used as reference. */ + ccl_private ManifoldVertex &tv = tentative[vi]; + tv.p = mv.p; + tv.dp_du = mv.dp_du; + tv.dp_dv = mv.dp_dv; + /* Setup corrected manifold vertex. */ mnee_setup_manifold_vertex(kg, - &tentative[vi], + &tv, mv.bsdf, mv.eta, mv.n_offset, &projection_ray, &projection_isect, - sd_vtx); + sd_vtx, + false); + + /* Fail newton solve if we are not making progress, probably stuck trying to move off the + * edge of the mesh. */ + const float distance = len(tv.p - mv.p); + if (distance < MNEE_MIN_PROGRESS_DISTANCE) + return false; } /* Check that tentative path is still transmissive. */ @@ -672,6 +610,11 @@ ccl_device_forceinline bool mnee_newton_solver(KernelGlobals kg, reduce_stepsize = false; resolve_constraint = false; beta *= .5f; + + /* Fail newton solve if the stepsize is too small. */ + if (beta < MNEE_MINIMUM_STEP_SIZE) + return false; + continue; } @@ -714,8 +657,7 @@ mnee_sample_bsdf_dh(ClosureType type, float alpha_x, float alpha_y, float sample if (type == CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID) { tan2_theta *= -logf(1.0f - sample_u); } - else { /* if (type == CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID || type == - CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_FRESNEL_ID) */ + else { /* type == CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID assumed */ tan2_theta *= sample_u / (1.0f - sample_u); } float cos2_theta = 1.0f / (1.0f + tan2_theta); @@ -749,8 +691,7 @@ ccl_device_forceinline float3 mnee_eval_bsdf_contribution(ccl_private ShaderClos /* Eq. 26, 27: now calculate G1(i,m) and G1(o,m). */ G = bsdf_beckmann_G1(bsdf->alpha_x, cosNO) * bsdf_beckmann_G1(bsdf->alpha_x, cosNI); } - else { /* if (type == CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID || type == - CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_FRESNEL_ID) */ + else { /* bsdf->type == CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID assumed */ /* Eq. 34: now calculate G1(i,m) and G1(o,m). */ G = (2.f / (1.f + safe_sqrtf(1.f + alpha2 * (1.f - cosNO * cosNO) / (cosNO * cosNO)))) * (2.f / (1.f + safe_sqrtf(1.f + alpha2 * (1.f - cosNI * cosNI) / (cosNI * cosNI)))); @@ -929,7 +870,8 @@ ccl_device_forceinline bool mnee_path_contribution(KernelGlobals kg, /* Receiver bsdf eval above already contains |n.wo|. */ const float dw0_dx1 = fabsf(dot(wo, vertices[0].n)) / sqr(wo_len); - const float G = dw0_dx1 * dx1_dxlight; + /* Clamp since it has a tendency to be unstable. */ + const float G = fminf(dw0_dx1 * dx1_dxlight, 2.f); bsdf_eval_mul(throughput, G); /* Specular reflectance. */ @@ -1058,21 +1000,36 @@ ccl_device_forceinline bool kernel_path_mnee_sample(KernelGlobals kg, if (vertex_count >= MNEE_MAX_CAUSTIC_CASTERS) return false; + /* Reject caster if it is not a triangles mesh. */ + if (!(probe_isect.type & PRIMITIVE_TRIANGLE)) + return false; + ccl_private ManifoldVertex &mv = vertices[vertex_count++]; /* Setup shader data on caustic caster and evaluate context. */ shader_setup_from_ray(kg, sd_mnee, &probe_ray, &probe_isect); + /* Reject caster if smooth normals are not available: Manifold exploration assumes local + * differential geometry can be created at any point on the surface which is not possible if + * normals are not smooth. */ + if (!(sd_mnee->shader & SHADER_SMOOTH_NORMAL)) + return false; + /* Last bool argument is the MNEE flag (for TINY_MAX_CLOSURE cap in kernel_shader.h). */ shader_eval_surface<KERNEL_FEATURE_NODE_MASK_SURFACE_SHADOW>( kg, state, sd_mnee, NULL, PATH_RAY_DIFFUSE, true); - /* get and sample refraction bsdf. */ + /* Get and sample refraction bsdf */ bool found_transimissive_microfacet_bsdf = false; for (int ci = 0; ci < sd_mnee->num_closure; ci++) { ccl_private ShaderClosure *bsdf = &sd_mnee->closure[ci]; if (bsdf->type == CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID || - bsdf->type == CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID) { + bsdf->type == CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID || + bsdf->type == CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID || + bsdf->type == CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_FRESNEL_ID) { + /* Note that CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID and + CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_FRESNEL_ID are treated as + CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID further below */ found_transimissive_microfacet_bsdf = true; ccl_private MicrofacetBsdf *microfacet_bsdf = (ccl_private MicrofacetBsdf *)bsdf; @@ -1088,7 +1045,8 @@ ccl_device_forceinline bool kernel_path_mnee_sample(KernelGlobals kg, bsdf->type, microfacet_bsdf->alpha_x, microfacet_bsdf->alpha_y, bsdf_u, bsdf_v); /* Setup differential geometry on vertex. */ - mnee_setup_manifold_vertex(kg, &mv, bsdf, eta, h, &probe_ray, &probe_isect, sd_mnee); + mnee_setup_manifold_vertex( + kg, &mv, bsdf, eta, h, &probe_ray, &probe_isect, sd_mnee, true); break; } } |