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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-10-07 19:01:44 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-10-07 19:01:44 +0400
commit94a9fa4711be6411002bdd32ffbb01c7402f4920 (patch)
tree22c8efaa75886c840044ad1c58b0450c6d29a44c /source/blender/render/intern
parent0d7d520ffa3cf52829f765687766db694b92f2b1 (diff)
Fix for bug #13363: ray (qmc) shadows had some light leaking issues,
due to jittering of the start position for antialiasing in a pixel. Now it distributes the start position over the fixed osa sample positions, instead of of random positions in space. The ugly bit is that a custom ordering was defined for osa 8/11/16 to ensure that the first 4 are distributed relatively fair for adaptive sampling to decide if more samples need to be taken.
Diffstat (limited to 'source/blender/render/intern')
-rw-r--r--source/blender/render/intern/include/shading.h3
-rw-r--r--source/blender/render/intern/source/rayshade.c104
-rw-r--r--source/blender/render/intern/source/rendercore.c12
-rw-r--r--source/blender/render/intern/source/shadeinput.c124
-rw-r--r--source/blender/render/intern/source/zbuf.c4
5 files changed, 145 insertions, 102 deletions
diff --git a/source/blender/render/intern/include/shading.h b/source/blender/render/intern/include/shading.h
index 6f1cb8dd7a9..54311d2515a 100644
--- a/source/blender/render/intern/include/shading.h
+++ b/source/blender/render/intern/include/shading.h
@@ -56,7 +56,8 @@ void shade_material_loop(struct ShadeInput *shi, struct ShadeResult *shr);
void shade_input_set_triangle_i(struct ShadeInput *shi, struct ObjectInstanceRen *obi, struct VlakRen *vlr, short i1, short i2, short i3);
void shade_input_set_triangle(struct ShadeInput *shi, volatile int obi, volatile int facenr, int normal_flip);
void shade_input_copy_triangle(struct ShadeInput *shi, struct ShadeInput *from);
-void shade_input_set_viewco(struct ShadeInput *shi, float x, float y, float z);
+void shade_input_calc_viewco(struct ShadeInput *shi, float x, float y, float z, float *view, float *dxyview, float *co, float *dxco, float *dyco);
+void shade_input_set_viewco(struct ShadeInput *shi, float x, float y, float sx, float sy, float z);
void shade_input_set_uv(struct ShadeInput *shi);
void shade_input_set_normals(struct ShadeInput *shi);
void shade_input_flip_normals(struct ShadeInput *shi);
diff --git a/source/blender/render/intern/source/rayshade.c b/source/blender/render/intern/source/rayshade.c
index 9d457e7f0fc..f822d41bb85 100644
--- a/source/blender/render/intern/source/rayshade.c
+++ b/source/blender/render/intern/source/rayshade.c
@@ -1792,21 +1792,62 @@ void ray_ao(ShadeInput *shi, float *shadfac)
ray_ao_spheresamp(shi, shadfac);
}
+static void ray_shadow_jittered_coords(ShadeInput *shi, int max, float jitco[RE_MAX_OSA][3], int *totjitco)
+{
+ /* magic numbers for reordering sample positions to give better
+ * results with adaptive sample, when it usually only takes 4 samples */
+ int order8[8] = {0, 1, 5, 6, 2, 3, 4, 7};
+ int order11[11] = {1, 3, 8, 10, 0, 2, 4, 5, 6, 7, 9};
+ int order16[16] = {1, 3, 9, 12, 0, 6, 7, 8, 13, 2, 4, 5, 10, 11, 14, 15};
+ int count = count_mask(shi->mask);
+
+ /* for better antialising shadow samples are distributed over the subpixel
+ * sample coordinates, this only works for raytracing depth 0 though */
+ if(!shi->strand && shi->depth == 0 && count > 1 && count <= max) {
+ float xs, ys, zs, view[3];
+ int samp, ordsamp, tot= 0;
+
+ for(samp=0; samp<R.osa; samp++) {
+ if(R.osa == 8) ordsamp = order8[samp];
+ else if(R.osa == 11) ordsamp = order11[samp];
+ else if(R.osa == 16) ordsamp = order16[samp];
+ else ordsamp = samp;
+
+ if(shi->mask & (1<<ordsamp)) {
+ /* zbuffer has this inverse corrected, ensures xs,ys are inside pixel */
+ xs= (float)shi->scanco[0] + R.jit[ordsamp][0] + 0.5f;
+ ys= (float)shi->scanco[1] + R.jit[ordsamp][1] + 0.5f;
+ zs= shi->scanco[2];
+
+ shade_input_calc_viewco(shi, xs, ys, zs, view, NULL, jitco[tot], NULL, NULL);
+ tot++;
+ }
+ }
+
+ *totjitco= tot;
+ }
+ else {
+ VECCOPY(jitco[0], shi->co);
+ *totjitco= 1;
+ }
+}
static void ray_shadow_qmc(ShadeInput *shi, LampRen *lar, float *lampco, float *shadfac, Isect *isec)
{
QMCSampler *qsa=NULL;
- QMCSampler *qsa_jit=NULL;
int samples=0;
- float samp3d[3], jit[3], jitbias= 0.0f;
+ float samp3d[3];
float fac=0.0f, vec[3];
float colsq[4];
float adapt_thresh = lar->adapt_thresh;
- int max_samples = lar->ray_totsamp;
- float pos[3];
+ int min_adapt_samples=4, max_samples = lar->ray_totsamp;
+ float *co;
int do_soft=1, full_osa=0;
+ float jitco[RE_MAX_OSA][3];
+ int totjitco;
+
colsq[0] = colsq[1] = colsq[2] = 0.0;
if(isec->mode==RE_RAY_SHADOW_TRA) {
shadfac[0]= shadfac[1]= shadfac[2]= shadfac[3]= 0.0f;
@@ -1823,21 +1864,16 @@ static void ray_shadow_qmc(ShadeInput *shi, LampRen *lar, float *lampco, float *
if (do_soft) max_samples = lar->ray_totsamp;
else max_samples = (R.osa > 4)?R.osa:5;
}
-
- if(shi->vlr && ((shi->vlr->flag & R_FULL_OSA) == 0))
- jitbias= 0.5f*(VecLength(shi->dxco) + VecLength(shi->dyco));
+
+ ray_shadow_jittered_coords(shi, max_samples, jitco, &totjitco);
/* sampling init */
- if (lar->ray_samp_method==LA_SAMP_HALTON) {
+ if (lar->ray_samp_method==LA_SAMP_HALTON)
qsa = get_thread_qmcsampler(&R, shi->thread, SAMP_TYPE_HALTON, max_samples);
- qsa_jit = get_thread_qmcsampler(&R, shi->thread, SAMP_TYPE_HALTON, max_samples);
- } else if (lar->ray_samp_method==LA_SAMP_HAMMERSLEY) {
+ else if (lar->ray_samp_method==LA_SAMP_HAMMERSLEY)
qsa = get_thread_qmcsampler(&R, shi->thread, SAMP_TYPE_HAMMERSLEY, max_samples);
- qsa_jit = get_thread_qmcsampler(&R, shi->thread, SAMP_TYPE_HAMMERSLEY, max_samples);
- }
QMC_initPixel(qsa, shi->thread);
- QMC_initPixel(qsa_jit, shi->thread);
VECCOPY(vec, lampco);
@@ -1845,18 +1881,11 @@ static void ray_shadow_qmc(ShadeInput *shi, LampRen *lar, float *lampco, float *
while (samples < max_samples) {
isec->faceorig= (RayFace*)shi->vlr;
isec->oborig= RAY_OBJECT_SET(&R, shi->obi);
-
+
/* manually jitter the start shading co-ord per sample
* based on the pre-generated OSA texture sampling offsets,
* for anti-aliasing sharp shadow edges. */
- VECCOPY(pos, shi->co);
- if (shi->vlr && !full_osa) {
- QMC_sampleRect(jit, qsa_jit, shi->thread, samples, 1.0, 1.0);
-
- pos[0] += shi->dxco[0]*jit[0] + shi->dyco[0]*jit[1];
- pos[1] += shi->dxco[1]*jit[0] + shi->dyco[1]*jit[1];
- pos[2] += shi->dxco[2]*jit[0] + shi->dyco[2]*jit[1];
- }
+ co = jitco[samples % totjitco];
if (do_soft) {
/* sphere shadow source */
@@ -1864,9 +1893,9 @@ static void ray_shadow_qmc(ShadeInput *shi, LampRen *lar, float *lampco, float *
float ru[3], rv[3], v[3], s[3];
/* calc tangent plane vectors */
- v[0] = pos[0] - lampco[0];
- v[1] = pos[1] - lampco[1];
- v[2] = pos[2] - lampco[2];
+ v[0] = co[0] - lampco[0];
+ v[1] = co[1] - lampco[1];
+ v[2] = co[2] - lampco[2];
Normalize(v);
VecOrthoBasisf(v, ru, rv);
@@ -1879,13 +1908,6 @@ static void ray_shadow_qmc(ShadeInput *shi, LampRen *lar, float *lampco, float *
s[2] = samp3d[0]*ru[2] + samp3d[1]*rv[2];
VECCOPY(samp3d, s);
-
- if(jitbias != 0.0f) {
- /* bias away somewhat to avoid self intersection */
- pos[0] -= jitbias*v[0];
- pos[1] -= jitbias*v[1];
- pos[2] -= jitbias*v[2];
- }
}
else {
/* sampling, returns quasi-random vector in [sizex,sizey]^2 plane */
@@ -1901,20 +1923,20 @@ static void ray_shadow_qmc(ShadeInput *shi, LampRen *lar, float *lampco, float *
VECCOPY(isec->end, vec);
}
- if(jitbias != 0.0f && !(do_soft && lar->type==LA_LOCAL)) {
+ if(shi->strand) {
/* bias away somewhat to avoid self intersection */
+ float jitbias= 0.5f*(VecLength(shi->dxco) + VecLength(shi->dyco));
float v[3];
- VECSUB(v, pos, isec->end);
+ VECSUB(v, co, isec->end);
Normalize(v);
- pos[0] -= jitbias*v[0];
- pos[1] -= jitbias*v[1];
- pos[2] -= jitbias*v[2];
+ co[0] -= jitbias*v[0];
+ co[1] -= jitbias*v[1];
+ co[2] -= jitbias*v[2];
}
- VECCOPY(isec->start, pos);
-
+ VECCOPY(isec->start, co);
/* trace the ray */
if(isec->mode==RE_RAY_SHADOW_TRA) {
@@ -1941,7 +1963,7 @@ static void ray_shadow_qmc(ShadeInput *shi, LampRen *lar, float *lampco, float *
if ((lar->ray_samp_method == LA_SAMP_HALTON)) {
/* adaptive sampling - consider samples below threshold as in shadow (or vice versa) and exit early */
- if ((max_samples > 4) && (adapt_thresh > 0.0) && (samples > max_samples / 3)) {
+ if ((max_samples > min_adapt_samples) && (adapt_thresh > 0.0) && (samples > max_samples / 3)) {
if (isec->mode==RE_RAY_SHADOW_TRA) {
if ((shadfac[3] / samples > (1.0-adapt_thresh)) || (shadfac[3] / samples < adapt_thresh))
break;
@@ -1963,8 +1985,6 @@ static void ray_shadow_qmc(ShadeInput *shi, LampRen *lar, float *lampco, float *
} else
shadfac[3]= 1.0f-fac/samples;
- if (qsa_jit)
- release_thread_qmcsampler(&R, shi->thread, qsa_jit);
if (qsa)
release_thread_qmcsampler(&R, shi->thread, qsa);
}
diff --git a/source/blender/render/intern/source/rendercore.c b/source/blender/render/intern/source/rendercore.c
index 05ff0d3c020..1eb42bca569 100644
--- a/source/blender/render/intern/source/rendercore.c
+++ b/source/blender/render/intern/source/rendercore.c
@@ -1465,7 +1465,7 @@ static void shade_sample_sss(ShadeSample *ssamp, Material *mat, ObjectInstanceRe
{
ShadeInput *shi= ssamp->shi;
ShadeResult shr;
- float texfac, orthoarea, nor[3], alpha;
+ float texfac, orthoarea, nor[3], alpha, sx, sy;
/* cache for shadow */
shi->samplenr= R.shadowsamplenr[shi->thread]++;
@@ -1476,8 +1476,8 @@ static void shade_sample_sss(ShadeSample *ssamp, Material *mat, ObjectInstanceRe
shade_input_set_triangle_i(shi, obi, vlr, 0, 1, 2);
/* center pixel */
- x += 0.5f;
- y += 0.5f;
+ sx = x + 0.5f;
+ sy = y + 0.5f;
/* we estimate the area here using shi->dxco and shi->dyco. we need to
enabled shi->osatex these are filled. we compute two areas, one with
@@ -1486,13 +1486,13 @@ static void shade_sample_sss(ShadeSample *ssamp, Material *mat, ObjectInstanceRe
shi->osatex= 1;
VECCOPY(nor, shi->facenor);
- calc_view_vector(shi->facenor, x, y);
+ calc_view_vector(shi->facenor, sx, sy);
Normalize(shi->facenor);
- shade_input_set_viewco(shi, x, y, z);
+ shade_input_set_viewco(shi, x, y, sx, sy, z);
orthoarea= VecLength(shi->dxco)*VecLength(shi->dyco);
VECCOPY(shi->facenor, nor);
- shade_input_set_viewco(shi, x, y, z);
+ shade_input_set_viewco(shi, x, y, sx, sy, z);
*area= VecLength(shi->dxco)*VecLength(shi->dyco);
*area= MIN2(*area, 2.0f*orthoarea);
diff --git a/source/blender/render/intern/source/shadeinput.c b/source/blender/render/intern/source/shadeinput.c
index 8904999432a..476330152ec 100644
--- a/source/blender/render/intern/source/shadeinput.c
+++ b/source/blender/render/intern/source/shadeinput.c
@@ -573,31 +573,25 @@ void shade_input_set_strand_texco(ShadeInput *shi, StrandRen *strand, StrandVert
}
}
-/* scanline pixel coordinates */
-/* requires set_triangle */
-void shade_input_set_viewco(ShadeInput *shi, float x, float y, float z)
+/* from scanline pixel coordinates to 3d coordinates, requires set_triangle */
+void shade_input_calc_viewco(ShadeInput *shi, float x, float y, float z, float *view, float *dxyview, float *co, float *dxco, float *dyco)
{
- float fac;
+ /* returns not normalized, so is in viewplane coords */
+ calc_view_vector(view, x, y);
- /* currently in use for dithering (soft shadow), node preview, irregular shad */
- shi->xs= (int)(x);
- shi->ys= (int)(y);
-
- calc_view_vector(shi->view, x, y); /* returns not normalized, so is in viewplane coords */
-
- /* wire cannot use normal for calculating shi->co */
if(shi->mat->mode & MA_WIRE) {
-
+ /* wire cannot use normal for calculating shi->co, so
+ * we reconstruct the coordinate less accurate */
if(R.r.mode & R_ORTHO)
- calc_renderco_ortho(shi->co, x, y, z);
+ calc_renderco_ortho(co, x, y, z);
else
- calc_renderco_zbuf(shi->co, shi->view, z);
+ calc_renderco_zbuf(co, view, z);
}
else {
- float dface, v1[3];
+ /* for non-wire, intersect with the triangle to get the exact coord */
+ float fac, dface, v1[3];
VECCOPY(v1, shi->v1->co);
-
if(shi->obi->flag & R_TRANSFORMED)
Mat4MulVecfl(shi->obi->mat, v1);
@@ -609,72 +603,98 @@ void shade_input_set_viewco(ShadeInput *shi, float x, float y, float z)
float fx= 2.0f/(R.winx*R.winmat[0][0]);
float fy= 2.0f/(R.winy*R.winmat[1][1]);
- shi->co[0]= (x - 0.5f*R.winx)*fx - R.winmat[3][0]/R.winmat[0][0];
- shi->co[1]= (y - 0.5f*R.winy)*fy - R.winmat[3][1]/R.winmat[1][1];
+ co[0]= (x - 0.5f*R.winx)*fx - R.winmat[3][0]/R.winmat[0][0];
+ co[1]= (y - 0.5f*R.winy)*fy - R.winmat[3][1]/R.winmat[1][1];
/* using a*x + b*y + c*z = d equation, (a b c) is normal */
if(shi->facenor[2]!=0.0f)
- shi->co[2]= (dface - shi->facenor[0]*shi->co[0] - shi->facenor[1]*shi->co[1])/shi->facenor[2];
+ co[2]= (dface - shi->facenor[0]*co[0] - shi->facenor[1]*co[1])/shi->facenor[2];
else
- shi->co[2]= 0.0f;
+ co[2]= 0.0f;
- if(shi->osatex || (R.r.mode & R_SHADOW) ) {
- shi->dxco[0]= fx;
- shi->dxco[1]= 0.0f;
+ if(dxco && dyco) {
+ dxco[0]= fx;
+ dxco[1]= 0.0f;
if(shi->facenor[2]!=0.0f)
- shi->dxco[2]= (shi->facenor[0]*fx)/shi->facenor[2];
+ dxco[2]= (shi->facenor[0]*fx)/shi->facenor[2];
else
- shi->dxco[2]= 0.0f;
+ dxco[2]= 0.0f;
- shi->dyco[0]= 0.0f;
- shi->dyco[1]= fy;
+ dyco[0]= 0.0f;
+ dyco[1]= fy;
if(shi->facenor[2]!=0.0f)
- shi->dyco[2]= (shi->facenor[1]*fy)/shi->facenor[2];
+ dyco[2]= (shi->facenor[1]*fy)/shi->facenor[2];
else
- shi->dyco[2]= 0.0f;
+ dyco[2]= 0.0f;
- if( (shi->mat->texco & TEXCO_REFL) ) {
- if(shi->co[2]!=0.0f) fac= 1.0f/shi->co[2]; else fac= 0.0f;
- shi->dxview= -R.viewdx*fac;
- shi->dyview= -R.viewdy*fac;
+ if(dxyview) {
+ if(co[2]!=0.0f) fac= 1.0f/co[2]; else fac= 0.0f;
+ dxyview[0]= -R.viewdx*fac;
+ dxyview[1]= -R.viewdy*fac;
}
}
}
else {
float div;
- div= shi->facenor[0]*shi->view[0] + shi->facenor[1]*shi->view[1] + shi->facenor[2]*shi->view[2];
+ div= shi->facenor[0]*view[0] + shi->facenor[1]*view[1] + shi->facenor[2]*view[2];
if (div!=0.0f) fac= dface/div;
else fac= 0.0f;
- shi->co[0]= fac*shi->view[0];
- shi->co[1]= fac*shi->view[1];
- shi->co[2]= fac*shi->view[2];
+ co[0]= fac*view[0];
+ co[1]= fac*view[1];
+ co[2]= fac*view[2];
/* pixel dx/dy for render coord */
- if(shi->osatex || (R.r.mode & R_SHADOW) ) {
+ if(dxco && dyco) {
float u= dface/(div - R.viewdx*shi->facenor[0]);
float v= dface/(div - R.viewdy*shi->facenor[1]);
- shi->dxco[0]= shi->co[0]- (shi->view[0]-R.viewdx)*u;
- shi->dxco[1]= shi->co[1]- (shi->view[1])*u;
- shi->dxco[2]= shi->co[2]- (shi->view[2])*u;
+ dxco[0]= co[0]- (view[0]-R.viewdx)*u;
+ dxco[1]= co[1]- (view[1])*u;
+ dxco[2]= co[2]- (view[2])*u;
- shi->dyco[0]= shi->co[0]- (shi->view[0])*v;
- shi->dyco[1]= shi->co[1]- (shi->view[1]-R.viewdy)*v;
- shi->dyco[2]= shi->co[2]- (shi->view[2])*v;
+ dyco[0]= co[0]- (view[0])*v;
+ dyco[1]= co[1]- (view[1]-R.viewdy)*v;
+ dyco[2]= co[2]- (view[2])*v;
- if( (shi->mat->texco & TEXCO_REFL) ) {
+ if(dxyview) {
if(fac!=0.0f) fac= 1.0f/fac;
- shi->dxview= -R.viewdx*fac;
- shi->dyview= -R.viewdy*fac;
+ dxyview[0]= -R.viewdx*fac;
+ dxyview[1]= -R.viewdy*fac;
}
}
}
}
/* cannot normalize earlier, code above needs it at viewplane level */
- Normalize(shi->view);
+ Normalize(view);
+}
+
+/* from scanline pixel coordinates to 3d coordinates, requires set_triangle */
+void shade_input_set_viewco(ShadeInput *shi, float x, float y, float xs, float ys, float z)
+{
+ float *dxyview= NULL, *dxco= NULL, *dyco= NULL;
+
+ /* currently in use for dithering (soft shadow), node preview, irregular shad */
+ shi->xs= (int)xs;
+ shi->ys= (int)ys;
+
+ /* original scanline coordinate without jitter */
+ shi->scanco[0]= x;
+ shi->scanco[1]= y;
+ shi->scanco[2]= z;
+
+ /* check if we need derivatives */
+ if(shi->osatex || (R.r.mode & R_SHADOW)) {
+ dxco= shi->dxco;
+ dyco= shi->dyco;
+
+ if((shi->mat->texco & TEXCO_REFL))
+ dxyview= &shi->dxview;
+ }
+
+ shade_input_calc_viewco(shi, xs, ys, z, shi->view, dxyview, shi->co, dxco, dyco);
}
/* calculate U and V, for scanline (silly render face u and v are in range -1 to 0) */
@@ -1301,7 +1321,8 @@ void shade_samples_fill_with_ps(ShadeSample *ssamp, PixStr *ps, int x, int y)
for(samp=0; samp<R.osa; samp++) {
if(curmask & (1<<samp)) {
- xs= (float)x + R.jit[samp][0] + 0.5f; /* zbuffer has this inverse corrected, ensures xs,ys are inside pixel */
+ /* zbuffer has this inverse corrected, ensures xs,ys are inside pixel */
+ xs= (float)x + R.jit[samp][0] + 0.5f;
ys= (float)y + R.jit[samp][1] + 0.5f;
if(shi_cp)
@@ -1310,7 +1331,7 @@ void shade_samples_fill_with_ps(ShadeSample *ssamp, PixStr *ps, int x, int y)
shi->mask= (1<<samp);
// shi->rl= ssamp->rlpp[samp];
shi->samplenr= R.shadowsamplenr[shi->thread]++; /* this counter is not being reset per pixel */
- shade_input_set_viewco(shi, xs, ys, (float)ps->z);
+ shade_input_set_viewco(shi, x, y, xs, ys, (float)ps->z);
shade_input_set_uv(shi);
shade_input_set_normals(shi);
@@ -1329,9 +1350,10 @@ void shade_samples_fill_with_ps(ShadeSample *ssamp, PixStr *ps, int x, int y)
xs= (float)x + 0.5f;
ys= (float)y + 0.5f;
}
+
shi->mask= curmask;
shi->samplenr= R.shadowsamplenr[shi->thread]++;
- shade_input_set_viewco(shi, xs, ys, (float)ps->z);
+ shade_input_set_viewco(shi, x, y, xs, ys, (float)ps->z);
shade_input_set_uv(shi);
shade_input_set_normals(shi);
shi++;
diff --git a/source/blender/render/intern/source/zbuf.c b/source/blender/render/intern/source/zbuf.c
index 1726c061df1..0ddcf78b8f0 100644
--- a/source/blender/render/intern/source/zbuf.c
+++ b/source/blender/render/intern/source/zbuf.c
@@ -3839,7 +3839,7 @@ static void shade_tra_samples_fill(ShadeSample *ssamp, int x, int y, int z, int
}
shi->mask= (1<<samp);
shi->samplenr= R.shadowsamplenr[shi->thread]++;
- shade_input_set_viewco(shi, xs, ys, (float)z);
+ shade_input_set_viewco(shi, x, y, xs, ys, (float)z);
shade_input_set_uv(shi);
shade_input_set_normals(shi);
@@ -3859,7 +3859,7 @@ static void shade_tra_samples_fill(ShadeSample *ssamp, int x, int y, int z, int
}
shi->mask= curmask;
shi->samplenr= R.shadowsamplenr[shi->thread]++;
- shade_input_set_viewco(shi, xs, ys, (float)z);
+ shade_input_set_viewco(shi, x, y, xs, ys, (float)z);
shade_input_set_uv(shi);
shade_input_set_normals(shi);
}