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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2018-01-26 16:09:55 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-01-26 20:47:21 +0300
commitce4915cddb08860f06ccc6a8ce7a7118441674ec (patch)
treee23ea9079bfb003875d70094da32ae4f973fd8da /intern/cycles
parent47a3bbcc34185684813ba21d808f124c584a93ae (diff)
Code refactor: store RGB BSSRDF in a single closure.
Previously we stored each color channel in a single closure, which was convenient for sampling a closure and channel together. But this doesn't work so well for algorithms where we want to render multiple color channels together.
Diffstat (limited to 'intern/cycles')
-rw-r--r--intern/cycles/kernel/closure/bssrdf.h81
-rw-r--r--intern/cycles/kernel/kernel_path_branched.h2
-rw-r--r--intern/cycles/kernel/kernel_subsurface.h48
-rw-r--r--intern/cycles/kernel/osl/osl_bssrdf.cpp32
-rw-r--r--intern/cycles/kernel/split/kernel_subsurface_scatter.h2
-rw-r--r--intern/cycles/kernel/svm/svm_closure.h66
6 files changed, 92 insertions, 139 deletions
diff --git a/intern/cycles/kernel/closure/bssrdf.h b/intern/cycles/kernel/closure/bssrdf.h
index ec10e452148..383c168463b 100644
--- a/intern/cycles/kernel/closure/bssrdf.h
+++ b/intern/cycles/kernel/closure/bssrdf.h
@@ -22,11 +22,10 @@ CCL_NAMESPACE_BEGIN
typedef ccl_addr_space struct Bssrdf {
SHADER_CLOSURE_BASE;
- float radius;
+ float3 radius;
+ float3 albedo;
float sharpness;
- float d;
float texture_blur;
- float albedo;
float roughness;
} Bssrdf;
@@ -200,7 +199,7 @@ ccl_device_inline float bssrdf_burley_fitting(float A)
/* Scale mean free path length so it gives similar looking result
* to Cubic and Gaussian models.
*/
-ccl_device_inline float bssrdf_burley_compatible_mfp(float r)
+ccl_device_inline float3 bssrdf_burley_compatible_mfp(float3 r)
{
return 0.25f * M_1_PI_F * r;
}
@@ -208,13 +207,14 @@ ccl_device_inline float bssrdf_burley_compatible_mfp(float r)
ccl_device void bssrdf_burley_setup(Bssrdf *bssrdf)
{
/* Mean free path length. */
- const float l = bssrdf_burley_compatible_mfp(bssrdf->radius);
+ const float3 l = bssrdf_burley_compatible_mfp(bssrdf->radius);
/* Surface albedo. */
- const float A = bssrdf->albedo;
- const float s = bssrdf_burley_fitting(A);
- const float d = l / s;
+ const float3 A = bssrdf->albedo;
+ const float3 s = make_float3(bssrdf_burley_fitting(A.x),
+ bssrdf_burley_fitting(A.y),
+ bssrdf_burley_fitting(A.z));
- bssrdf->d = d;
+ bssrdf->radius = l / s;
}
ccl_device float bssrdf_burley_eval(const float d, float r)
@@ -345,7 +345,7 @@ ccl_device_inline Bssrdf *bssrdf_alloc(ShaderData *sd, float3 weight)
ccl_device int bssrdf_setup(Bssrdf *bssrdf, ClosureType type)
{
- if(bssrdf->radius < BSSRDF_MIN_RADIUS) {
+ if(max3(bssrdf->radius) < BSSRDF_MIN_RADIUS) {
/* revert to diffuse BSDF if radius too small */
int flag;
#ifdef __PRINCIPLED__
@@ -393,25 +393,60 @@ ccl_device int bssrdf_setup(Bssrdf *bssrdf, ClosureType type)
ccl_device void bssrdf_sample(const ShaderClosure *sc, float xi, float *r, float *h)
{
const Bssrdf *bssrdf = (const Bssrdf*)sc;
+ float radius;
- if(sc->type == CLOSURE_BSSRDF_CUBIC_ID)
- bssrdf_cubic_sample(bssrdf->radius, bssrdf->sharpness, xi, r, h);
- else if(sc->type == CLOSURE_BSSRDF_GAUSSIAN_ID)
- bssrdf_gaussian_sample(bssrdf->radius, xi, r, h);
- else /*if(sc->type == CLOSURE_BSSRDF_BURLEY_ID || sc->type == CLOSURE_BSSRDF_PRINCIPLED_ID)*/
- bssrdf_burley_sample(bssrdf->d, xi, r, h);
+ /* Sample color channel and reuse random number. */
+ if(xi < 1.0f/3.0f) {
+ xi *= 3.0f;
+ radius = bssrdf->radius.x;
+ }
+ else if(xi < 2.0f/3.0f) {
+ xi = (xi - 1.0f/3.0f)*3.0f;
+ radius = bssrdf->radius.y;
+ }
+ else {
+ xi = (xi - 2.0f/3.0f)*3.0f;
+ radius = bssrdf->radius.z;
+ }
+
+ /* Sample BSSRDF. */
+ if(bssrdf->type == CLOSURE_BSSRDF_CUBIC_ID) {
+ bssrdf_cubic_sample(radius, bssrdf->sharpness, xi, r, h);
+ }
+ else if(bssrdf->type == CLOSURE_BSSRDF_GAUSSIAN_ID){
+ bssrdf_gaussian_sample(radius, xi, r, h);
+ }
+ else { /*if(bssrdf->type == CLOSURE_BSSRDF_BURLEY_ID || bssrdf->type == CLOSURE_BSSRDF_PRINCIPLED_ID)*/
+ bssrdf_burley_sample(radius, xi, r, h);
+ }
}
-ccl_device_forceinline float bssrdf_pdf(const ShaderClosure *sc, float r)
+ccl_device float bssrdf_channel_pdf(const Bssrdf *bssrdf, float radius, float r)
+{
+ if(bssrdf->type == CLOSURE_BSSRDF_CUBIC_ID) {
+ return bssrdf_cubic_pdf(radius, bssrdf->sharpness, r);
+ }
+ else if(bssrdf->type == CLOSURE_BSSRDF_GAUSSIAN_ID) {
+ return bssrdf_gaussian_pdf(radius, r);
+ }
+ else { /*if(bssrdf->type == CLOSURE_BSSRDF_BURLEY_ID || bssrdf->type == CLOSURE_BSSRDF_PRINCIPLED_ID)*/
+ return bssrdf_burley_pdf(radius, r);
+ }
+}
+
+ccl_device_forceinline float3 bssrdf_eval(const ShaderClosure *sc, float r)
{
const Bssrdf *bssrdf = (const Bssrdf*)sc;
- if(sc->type == CLOSURE_BSSRDF_CUBIC_ID)
- return bssrdf_cubic_pdf(bssrdf->radius, bssrdf->sharpness, r);
- else if(sc->type == CLOSURE_BSSRDF_GAUSSIAN_ID)
- return bssrdf_gaussian_pdf(bssrdf->radius, r);
- else /*if(sc->type == CLOSURE_BSSRDF_BURLEY_ID || sc->type == CLOSURE_BSSRDF_PRINCIPLED_ID)*/
- return bssrdf_burley_pdf(bssrdf->d, r);
+ return make_float3(
+ bssrdf_channel_pdf(bssrdf, bssrdf->radius.x, r),
+ bssrdf_channel_pdf(bssrdf, bssrdf->radius.y, r),
+ bssrdf_channel_pdf(bssrdf, bssrdf->radius.z, r));
+}
+
+ccl_device_forceinline float bssrdf_pdf(const ShaderClosure *sc, float r)
+{
+ return average(bssrdf_eval(sc, r));
}
CCL_NAMESPACE_END
diff --git a/intern/cycles/kernel/kernel_path_branched.h b/intern/cycles/kernel/kernel_path_branched.h
index 63fe7822e2a..fe2a7d179a4 100644
--- a/intern/cycles/kernel/kernel_path_branched.h
+++ b/intern/cycles/kernel/kernel_path_branched.h
@@ -333,7 +333,7 @@ ccl_device void kernel_branched_path_subsurface_scatter(KernelGlobals *kg,
/* set up random number generator */
uint lcg_state = lcg_state_init(state, 0x68bc21eb);
- int num_samples = kernel_data.integrator.subsurface_samples;
+ int num_samples = kernel_data.integrator.subsurface_samples * 3;
float num_samples_inv = 1.0f/num_samples;
uint bssrdf_rng_hash = cmj_hash(state->rng_hash, i);
diff --git a/intern/cycles/kernel/kernel_subsurface.h b/intern/cycles/kernel/kernel_subsurface.h
index c79992ee99b..582a20704d3 100644
--- a/intern/cycles/kernel/kernel_subsurface.h
+++ b/intern/cycles/kernel/kernel_subsurface.h
@@ -23,11 +23,6 @@ CCL_NAMESPACE_BEGIN
*
*/
-/* TODO:
- * - test using power heuristic for combing bssrdfs
- * - try to reduce one sample model variance
- */
-
ccl_device_inline float3 subsurface_scatter_eval(ShaderData *sd,
const ShaderClosure *sc,
float disk_r,
@@ -63,12 +58,11 @@ ccl_device_inline float3 subsurface_scatter_eval(ShaderData *sd,
float sample_weight = (all)? 1.0f: sc->sample_weight * sample_weight_inv;
/* compute pdf */
- float pdf = bssrdf_pdf(sc, r);
- float disk_pdf = bssrdf_pdf(sc, disk_r);
+ float3 eval = bssrdf_eval(sc, r);
+ float pdf = bssrdf_pdf(sc, disk_r);
- /* TODO power heuristic is not working correct here */
- eval_sum += sc->weight*pdf; //*sample_weight*disk_pdf;
- pdf_sum += sample_weight*disk_pdf; //*sample_weight*disk_pdf;
+ eval_sum += sc->weight * eval;
+ pdf_sum += sample_weight * pdf;
}
}
@@ -190,20 +184,20 @@ ccl_device_inline int subsurface_scatter_multi_intersect(
disk_N = sd->Ng;
make_orthonormals(disk_N, &disk_T, &disk_B);
- if(disk_u < 0.5f) {
+ if(disk_v < 0.5f) {
pick_pdf_N = 0.5f;
pick_pdf_T = 0.25f;
pick_pdf_B = 0.25f;
- disk_u *= 2.0f;
+ disk_v *= 2.0f;
}
- else if(disk_u < 0.75f) {
+ else if(disk_v < 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;
+ disk_v = (disk_v - 0.5f)*4.0f;
}
else {
float3 tmp = disk_N;
@@ -212,15 +206,14 @@ ccl_device_inline int subsurface_scatter_multi_intersect(
pick_pdf_N = 0.25f;
pick_pdf_T = 0.25f;
pick_pdf_B = 0.5f;
- disk_u = (disk_u - 0.75f)*4.0f;
+ disk_v = (disk_v - 0.75f)*4.0f;
}
/* sample point on disk */
- float phi = M_2PI_F * disk_u;
- float disk_r = disk_v;
- float disk_height;
+ float phi = M_2PI_F * disk_v;
+ float disk_height, disk_r;
- bssrdf_sample(sc, disk_r, &disk_r, &disk_height);
+ bssrdf_sample(sc, disk_u, &disk_r, &disk_height);
float3 disk_P = (disk_r*cosf(phi)) * disk_T + (disk_r*sinf(phi)) * disk_B;
@@ -359,20 +352,20 @@ ccl_device void subsurface_scatter_step(KernelGlobals *kg, ShaderData *sd, ccl_a
disk_N = sd->Ng;
make_orthonormals(disk_N, &disk_T, &disk_B);
- if(disk_u < 0.5f) {
+ if(disk_v < 0.5f) {
pick_pdf_N = 0.5f;
pick_pdf_T = 0.25f;
pick_pdf_B = 0.25f;
- disk_u *= 2.0f;
+ disk_v *= 2.0f;
}
- else if(disk_u < 0.75f) {
+ else if(disk_v < 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;
+ disk_v = (disk_v - 0.5f)*4.0f;
}
else {
float3 tmp = disk_N;
@@ -381,15 +374,14 @@ ccl_device void subsurface_scatter_step(KernelGlobals *kg, ShaderData *sd, ccl_a
pick_pdf_N = 0.25f;
pick_pdf_T = 0.25f;
pick_pdf_B = 0.5f;
- disk_u = (disk_u - 0.75f)*4.0f;
+ disk_v = (disk_v - 0.75f)*4.0f;
}
/* sample point on disk */
- float phi = M_2PI_F * disk_u;
- float disk_r = disk_v;
- float disk_height;
+ float phi = M_2PI_F * disk_v;
+ float disk_height, disk_r;
- bssrdf_sample(sc, disk_r, &disk_r, &disk_height);
+ bssrdf_sample(sc, disk_u, &disk_r, &disk_height);
float3 disk_P = (disk_r*cosf(phi)) * disk_T + (disk_r*sinf(phi)) * disk_B;
diff --git a/intern/cycles/kernel/osl/osl_bssrdf.cpp b/intern/cycles/kernel/osl/osl_bssrdf.cpp
index 27a96720c1e..b79cef244a0 100644
--- a/intern/cycles/kernel/osl/osl_bssrdf.cpp
+++ b/intern/cycles/kernel/osl/osl_bssrdf.cpp
@@ -72,36 +72,12 @@ public:
float texture_blur = params.texture_blur;
/* create one closure per color channel */
- Bssrdf *bssrdf = bssrdf_alloc(sd, make_float3(weight.x, 0.0f, 0.0f));
+ Bssrdf *bssrdf = bssrdf_alloc(sd, weight);
if(bssrdf) {
- bssrdf->sample_weight = sample_weight;
- bssrdf->radius = radius.x;
+ bssrdf->sample_weight = sample_weight * 3.0f;
+ bssrdf->radius = radius;
+ bssrdf->albedo = albedo;
bssrdf->texture_blur = texture_blur;
- bssrdf->albedo = albedo.x;
- bssrdf->sharpness = sharpness;
- bssrdf->N = params.N;
- bssrdf->roughness = params.roughness;
- sd->flag |= bssrdf_setup(bssrdf, (ClosureType)type);
- }
-
- bssrdf = bssrdf_alloc(sd, make_float3(0.0f, weight.y, 0.0f));
- if(bssrdf) {
- bssrdf->sample_weight = sample_weight;
- bssrdf->radius = radius.y;
- bssrdf->texture_blur = texture_blur;
- bssrdf->albedo = albedo.y;
- bssrdf->sharpness = sharpness;
- bssrdf->N = params.N;
- bssrdf->roughness = params.roughness;
- sd->flag |= bssrdf_setup(bssrdf, (ClosureType)type);
- }
-
- bssrdf = bssrdf_alloc(sd, make_float3(0.0f, 0.0f, weight.z));
- if(bssrdf) {
- bssrdf->sample_weight = sample_weight;
- bssrdf->radius = radius.z;
- bssrdf->texture_blur = texture_blur;
- bssrdf->albedo = albedo.z;
bssrdf->sharpness = sharpness;
bssrdf->N = params.N;
bssrdf->roughness = params.roughness;
diff --git a/intern/cycles/kernel/split/kernel_subsurface_scatter.h b/intern/cycles/kernel/split/kernel_subsurface_scatter.h
index 5bf7483e9a2..38dd1dc5654 100644
--- a/intern/cycles/kernel/split/kernel_subsurface_scatter.h
+++ b/intern/cycles/kernel/split/kernel_subsurface_scatter.h
@@ -54,7 +54,7 @@ ccl_device_noinline bool kernel_split_branched_path_subsurface_indirect_light_it
branched_state->lcg_state = lcg_state_init_addrspace(&branched_state->path_state,
0x68bc21eb);
}
- int num_samples = kernel_data.integrator.subsurface_samples;
+ int num_samples = kernel_data.integrator.subsurface_samples * 3;
float num_samples_inv = 1.0f/num_samples;
uint bssrdf_rng_hash = cmj_hash(branched_state->path_state.rng_hash, i);
diff --git a/intern/cycles/kernel/svm/svm_closure.h b/intern/cycles/kernel/svm/svm_closure.h
index 47ebe4288e3..b2fc01f617e 100644
--- a/intern/cycles/kernel/svm/svm_closure.h
+++ b/intern/cycles/kernel/svm/svm_closure.h
@@ -191,40 +191,12 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
float texture_blur = 0.0f;
/* create one closure per color channel */
- Bssrdf *bssrdf = bssrdf_alloc(sd, make_float3(subsurf_weight.x, 0.0f, 0.0f));
+ Bssrdf *bssrdf = bssrdf_alloc(sd, subsurf_weight);
if(bssrdf) {
- bssrdf->sample_weight = subsurf_sample_weight;
- bssrdf->radius = radius.x;
+ bssrdf->sample_weight = subsurf_sample_weight * 3.0f;
+ bssrdf->radius = radius;
+ bssrdf->albedo = subsurface_color;
bssrdf->texture_blur = texture_blur;
- bssrdf->albedo = subsurface_color.x;
- bssrdf->sharpness = sharpness;
- bssrdf->N = N;
- bssrdf->roughness = roughness;
-
- /* setup bsdf */
- sd->flag |= bssrdf_setup(bssrdf, (ClosureType)CLOSURE_BSSRDF_PRINCIPLED_ID);
- }
-
- bssrdf = bssrdf_alloc(sd, make_float3(0.0f, subsurf_weight.y, 0.0f));
- if(bssrdf) {
- bssrdf->sample_weight = subsurf_sample_weight;
- bssrdf->radius = radius.y;
- bssrdf->texture_blur = texture_blur;
- bssrdf->albedo = subsurface_color.y;
- bssrdf->sharpness = sharpness;
- bssrdf->N = N;
- bssrdf->roughness = roughness;
-
- /* setup bsdf */
- sd->flag |= bssrdf_setup(bssrdf, (ClosureType)CLOSURE_BSSRDF_PRINCIPLED_ID);
- }
-
- bssrdf = bssrdf_alloc(sd, make_float3(0.0f, 0.0f, subsurf_weight.z));
- if(bssrdf) {
- bssrdf->sample_weight = subsurf_sample_weight;
- bssrdf->radius = radius.z;
- bssrdf->texture_blur = texture_blur;
- bssrdf->albedo = subsurface_color.z;
bssrdf->sharpness = sharpness;
bssrdf->N = N;
bssrdf->roughness = roughness;
@@ -803,34 +775,12 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
float texture_blur = param2;
/* create one closure per color channel */
- Bssrdf *bssrdf = bssrdf_alloc(sd, make_float3(weight.x, 0.0f, 0.0f));
- if(bssrdf) {
- bssrdf->sample_weight = sample_weight;
- bssrdf->radius = radius.x;
- bssrdf->texture_blur = texture_blur;
- bssrdf->albedo = albedo.x;
- bssrdf->sharpness = sharpness;
- bssrdf->N = N;
- sd->flag |= bssrdf_setup(bssrdf, (ClosureType)type);
- }
-
- bssrdf = bssrdf_alloc(sd, make_float3(0.0f, weight.y, 0.0f));
- if(bssrdf) {
- bssrdf->sample_weight = sample_weight;
- bssrdf->radius = radius.y;
- bssrdf->texture_blur = texture_blur;
- bssrdf->albedo = albedo.y;
- bssrdf->sharpness = sharpness;
- bssrdf->N = N;
- sd->flag |= bssrdf_setup(bssrdf, (ClosureType)type);
- }
-
- bssrdf = bssrdf_alloc(sd, make_float3(0.0f, 0.0f, weight.z));
+ Bssrdf *bssrdf = bssrdf_alloc(sd, weight);
if(bssrdf) {
- bssrdf->sample_weight = sample_weight;
- bssrdf->radius = radius.z;
+ bssrdf->sample_weight = sample_weight * 3.0f;
+ bssrdf->radius = radius;
+ bssrdf->albedo = albedo;
bssrdf->texture_blur = texture_blur;
- bssrdf->albedo = albedo.z;
bssrdf->sharpness = sharpness;
bssrdf->N = N;
sd->flag |= bssrdf_setup(bssrdf, (ClosureType)type);