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authorMatt Ebb <matt@mke3.net>2009-01-26 05:42:17 +0300
committerMatt Ebb <matt@mke3.net>2009-01-26 05:42:17 +0300
commit1ed26fffb88ffcf70aa62c65964cc98348712b9d (patch)
tree30c858e298e90d0d2de680c06fdab3fda85c223a /source/blender/render
parent6cfbb0017a525262f55767bf3b560ba3ae2e8d42 (diff)
Volume rendering: multiple scattering
This is mostly a contribution from Raul 'farsthary' Hernandez - an approximation for multiple scattering within volumes. Thanks, Raul! Where single scattering considers the path from the light to a point in the volume, and to the eye, multiple scattering approximates the interactions of light as it bounces around randomly within the volume, before eventually reaching the eye. It works as a diffusion process that effectively blurs the lighting information that's already stored within the light cache. A cloudy sky setup, with single scattering, and multiple scattering: http://mke3.net/blender/devel/rendering/volumetrics/vol_sky_ss_ms.jpg http://mke3.net/blender/devel/rendering/volumetrics/sky_ms.blend To enable it, there is a menu in the volume panel (which needs a bit of cleanup, for later), that lets you choose between self-shading methods: * None: No attenuation of the light source by the volume - light passes straight through at full strength * Single Scattering: (same as previously, with 'self-shading' enabled) * Multiple Scattering: Uses multiple scattering only for shading information * Single + Multiple: Adds the multiple scattering lighting on top of the existing single scattered light - this can be useful to tweak the strength of the effect, while still retaining details in the lighting. An example of how the different scattering methods affect the visual result: http://mke3.net/blender/devel/rendering/volumetrics/ss_ms_comparison.jpg http://mke3.net/blender/devel/rendering/volumetrics/ss_ms_comparison.blend The multiple scattering methods introduce 3 new controls when enabled: * Blur: A factor blending between fully diffuse/blurred lighting, and sharper * Spread: The range that the diffuse blurred lighting spreads over - similar to a blur width. The higher the spread, the slower the processing time. * Intensity: A multiplier for the multiple scattering light brightness Here's the effect of multiple scattering on a tight beam (similar to a laser). The effect of the 'spread' value is pretty clear here: http://mke3.net/blender/devel/rendering/volumetrics/ms_spread_laser.jpg Unlike the rest of the system so far, this part of the volume rendering engine isn't physically based, and currently it's not unusual to get non-physical results (i.e. much more light being scattered out then goes in via lamps or emit). To counter this, you can use the intensity slider to tweak the brightness - on the todo, perhaps there is a more automatic method we can work on for this later on. I'd also like to check on speeding this up further with threading too.
Diffstat (limited to 'source/blender/render')
-rw-r--r--source/blender/render/intern/include/volume_precache.h4
-rw-r--r--source/blender/render/intern/source/volume_precache.c227
-rw-r--r--source/blender/render/intern/source/volumetric.c10
3 files changed, 138 insertions, 103 deletions
diff --git a/source/blender/render/intern/include/volume_precache.h b/source/blender/render/intern/include/volume_precache.h
index 78409e4c646..9d87a219c82 100644
--- a/source/blender/render/intern/include/volume_precache.h
+++ b/source/blender/render/intern/include/volume_precache.h
@@ -28,4 +28,6 @@
void volume_precache(Render *re);
void free_volume_precache(Render *re);
-int point_inside_volume_objectinstance(ObjectInstanceRen *obi, float *co); \ No newline at end of file
+int point_inside_volume_objectinstance(ObjectInstanceRen *obi, float *co);
+
+#define VOL_MS_TIMESTEP 0.1f \ No newline at end of file
diff --git a/source/blender/render/intern/source/volume_precache.c b/source/blender/render/intern/source/volume_precache.c
index 75759b651ed..4cdffc5ad35 100644
--- a/source/blender/render/intern/source/volume_precache.c
+++ b/source/blender/render/intern/source/volume_precache.c
@@ -47,6 +47,7 @@
#include "render_types.h"
#include "renderdatabase.h"
#include "volumetric.h"
+#include "volume_precache.h"
#include "BKE_global.h"
@@ -211,120 +212,141 @@ static void lightcache_filter(float *cache, int res)
}
}
+static inline int I(int x,int y,int z,int n) //has a pad of 1 voxel surrounding the core for boundary simulation
+{
+ return (x*(n+2)+y)*(n+2)+z;
+}
-void vol_precache_objectinstance(Render *re, ObjectInstanceRen *obi, Material *ma, float *bbmin, float *bbmax)
+static void ms_diffuse(int b, float* x0, float* x, float diff, int n)
{
- int x, y, z;
-
- float co[3], voxel[3], scatter_col[3];
- ShadeInput shi;
- float view[3] = {0.0,0.0,-1.0};
- float density;
- float stepsize;
-
- float resf, res_3f;
- int res_2, res_3;
-
- float i = 1.0f;
- double time, lasttime= PIL_check_seconds_timer();
- const int res = ma->vol_precache_resolution;
- RayTree *tree;
+ int i, j, k, l;
+ const float dt = VOL_MS_TIMESTEP;
+ const float a = dt*diff*n*n*n;
- R = *re;
-
- /* create a raytree with just the faces of the instanced ObjectRen,
- * used for checking if the cached point is inside or outside. */
- tree = create_raytree_obi(obi, bbmin, bbmax);
- if (!tree) return;
+ for (l=0; l<20; l++)
+ {
+ for (k=1; k<=n; k++)
+ {
+ for (j=1; j<=n; j++)
+ {
+ for (i=1; i<=n; i++)
+ {
+ x[I(i,j,k,n)] = (x0[I(i,j,k,n)] + a*(
+ x[I(i-1,j,k,n)]+x[I(i+1,j,k,n)]+
+ x[I(i,j-1,k,n)]+x[I(i,j+1,k,n)]+
+ x[I(i,j,k-1,n)]+x[I(i,j,k+1,n)]))/(1+6*a);
+ }
+ }
+ }
+ }
+}
- /* Need a shadeinput to calculate scattering */
- memset(&shi, 0, sizeof(ShadeInput));
- shi.depth= 1;
- shi.mask= 1;
- shi.mat = ma;
- shi.vlr = NULL;
- memcpy(&shi.r, &shi.mat->r, 23*sizeof(float)); // note, keep this synced with render_types.h
- shi.har= shi.mat->har;
- shi.obi= obi;
- shi.obr= obi->obr;
- shi.lay = re->scene->lay;
- VECCOPY(shi.view, view);
-
- stepsize = vol_get_stepsize(&shi, STEPSIZE_VIEW);
-
- resf = (float)res;
- res_2 = res*res;
- res_3 = res*res*res;
- res_3f = (float)res_3;
+void multiple_scattering_diffusion(Render *re, float *cache, int res, Material *ma)
+{
+ const float diff = ma->vol_ms_diff * 0.001f; /* compensate for scaling for a nicer UI range */
+ const float fac = ma->vol_ms_intensity;
+ const float simframes = ma->vol_ms_steps;
+ const int shade_type = ma->vol_shade_type;
+ const float dt = VOL_MS_TIMESTEP;
+
+ int i, j, k, m;
+ int n = res;
+ const int size = (n+2)*(n+2)*(n+2);
+ double time, lasttime= PIL_check_seconds_timer();
+ float total;
+ float c=1.0f;
+ int index;
+ float origf; /* factor for blending in original light cache */
- VecSubf(voxel, bbmax, bbmin);
- if ((voxel[0] < FLT_EPSILON) || (voxel[1] < FLT_EPSILON) || (voxel[2] < FLT_EPSILON))
- return;
- VecMulf(voxel, 1.0f/res);
- obi->volume_precache = MEM_callocN(sizeof(float)*res_3*3, "volume light cache");
+ float *sr0=(float *)MEM_callocN(size*sizeof(float), "temporary multiple scattering buffer");
+ float *sr=(float *)MEM_callocN(size*sizeof(float), "temporary multiple scattering buffer");
+ float *sg0=(float *)MEM_callocN(size*sizeof(float), "temporary multiple scattering buffer");
+ float *sg=(float *)MEM_callocN(size*sizeof(float), "temporary multiple scattering buffer");
+ float *sb0=(float *)MEM_callocN(size*sizeof(float), "temporary multiple scattering buffer");
+ float *sb=(float *)MEM_callocN(size*sizeof(float), "temporary multiple scattering buffer");
+
+ total = (float)(n*n*n*simframes);
- /* Iterate over the 3d voxel grid, and fill the voxels with scattering information
- *
- * It's stored in memory as 3 big float grids next to each other, one for each RGB channel.
- * I'm guessing the memory alignment may work out better this way for the purposes
- * of doing linear interpolation, but I haven't actually tested this theory! :)
- */
- for (x=0; x < res; x++) {
- co[0] = bbmin[0] + (voxel[0] * x);
-
- for (y=0; y < res; y++) {
- co[1] = bbmin[1] + (voxel[1] * y);
-
- for (z=0; z < res; z++) {
- co[2] = bbmin[2] + (voxel[2] * z);
-
- time= PIL_check_seconds_timer();
- i++;
-
- /* display progress every second */
- if(re->test_break()) {
- if(tree) {
- RE_ray_tree_free(tree);
- tree= NULL;
+ /* Scattering as diffusion pass */
+ for (m=0; m<simframes; m++)
+ {
+ /* add sources */
+ for (k=1; k<=n; k++)
+ {
+ for (j=1; j<=n; j++)
+ {
+ for (i=1; i<=n; i++)
+ {
+ time= PIL_check_seconds_timer();
+ c++;
+
+ index=(i-1)*n*n + (j-1)*n + k-1;
+
+ if (cache[index] > 0.0f)
+ sr[I(i,j,k,n)] += cache[index];
+ if (cache[1*n*n*n + index] > 0.0f)
+ sg[I(i,j,k,n)] += cache[1*n*n*n + index];
+ if (cache[2*n*n*n + index] > 0.0f)
+ sb[I(i,j,k,n)] += cache[2*n*n*n + index];
+
+
+ /* Displays progress every second */
+ if(time-lasttime>1.0f) {
+ char str[64];
+ sprintf(str, "Simulating multiple scattering: %d%%", (int)
+ (100.0f * (c / total)));
+ re->i.infostr= str;
+ re->stats_draw(&re->i);
+ re->i.infostr= NULL;
+ lasttime= time;
}
- return;
- }
- if(time-lasttime>1.0f) {
- char str[64];
- sprintf(str, "Precaching volume: %d%%", (int)(100.0f * (i / res_3f)));
- re->i.infostr= str;
- re->stats_draw(&re->i);
- re->i.infostr= NULL;
- lasttime= time;
- }
-
- /* don't bother if the point is not inside the volume mesh */
- if (!point_inside_obi(tree, obi, co)) {
- obi->volume_precache[0*res_3 + x*res_2 + y*res + z] = -1.0f;
- obi->volume_precache[1*res_3 + x*res_2 + y*res + z] = -1.0f;
- obi->volume_precache[2*res_3 + x*res_2 + y*res + z] = -1.0f;
- continue;
}
- density = vol_get_density(&shi, co);
- vol_get_scattering(&shi, scatter_col, co, stepsize, density);
-
- obi->volume_precache[0*res_3 + x*res_2 + y*res + z] = scatter_col[0];
- obi->volume_precache[1*res_3 + x*res_2 + y*res + z] = scatter_col[1];
- obi->volume_precache[2*res_3 + x*res_2 + y*res + z] = scatter_col[2];
}
}
+ SWAP(float *, sr, sr0);
+ SWAP(float *, sg, sg0);
+ SWAP(float *, sb, sb0);
+
+ /* main diffusion simulation */
+ ms_diffuse(0, sr0, sr, diff, n);
+ ms_diffuse(0, sg0, sg, diff, n);
+ ms_diffuse(0, sb0, sb, diff, n);
+
+ if (re->test_break()) break;
}
+
+ /* copy to light cache */
- if(tree) {
- RE_ray_tree_free(tree);
- tree= NULL;
+ if (shade_type == MA_VOL_SHADE_SINGLEPLUSMULTIPLE)
+ origf = 1.0f;
+ else
+ origf = 0.0f;
+
+ for (k=1;k<=n;k++)
+ {
+ for (j=1;j<=n;j++)
+ {
+ for (i=1;i<=n;i++)
+ {
+ index=(i-1)*n*n + (j-1)*n + k-1;
+ cache[index] = origf * cache[index] + fac * sr[I(i,j,k,n)];
+ cache[1*n*n*n + index] = origf * cache[1*n*n*n + index] + fac * sg[I(i,j,k,n)];
+ cache[2*n*n*n + index] = origf * cache[2*n*n*n + index] + fac * sb[I(i,j,k,n)];
+ }
+ }
}
-
- lightcache_filter(obi->volume_precache, res);
+ MEM_freeN(sr0);
+ MEM_freeN(sr);
+ MEM_freeN(sg0);
+ MEM_freeN(sg);
+ MEM_freeN(sb0);
+ MEM_freeN(sb);
}
+
+
#if 0 // debug stuff
static void *vol_precache_part_test(void *data)
{
@@ -566,6 +588,11 @@ void vol_precache_objectinstance_threads(Render *re, ObjectInstanceRen *obi, Mat
}
lightcache_filter(obi->volume_precache, res);
+
+ if (ELEM(ma->vol_shade_type, MA_VOL_SHADE_MULTIPLE, MA_VOL_SHADE_SINGLEPLUSMULTIPLE))
+ {
+ multiple_scattering_diffusion(re, obi->volume_precache, res, ma);
+ }
}
/* loop through all objects (and their associated materials)
@@ -575,12 +602,14 @@ void volume_precache(Render *re)
ObjectInstanceRen *obi;
VolumeOb *vo;
+ /* ignore light cache and multiple scattering for preview render .. for now? */
+ if (re->r.scemode & R_PREVIEWBUTS) return;
+
for(vo= re->volumes.first; vo; vo= vo->next) {
if (vo->ma->vol_shadeflag & MA_VOL_PRECACHESHADING) {
for(obi= re->instancetable.first; obi; obi= obi->next) {
if (obi->obr == vo->obr) {
- if (G.rt==10) vol_precache_objectinstance(re, obi, vo->ma, obi->obr->boundbox[0], obi->obr->boundbox[1]);
- else vol_precache_objectinstance_threads(re, obi, vo->ma, obi->obr->boundbox[0], obi->obr->boundbox[1]);
+ vol_precache_objectinstance_threads(re, obi, vo->ma, obi->obr->boundbox[0], obi->obr->boundbox[1]);
}
}
}
diff --git a/source/blender/render/intern/source/volumetric.c b/source/blender/render/intern/source/volumetric.c
index 10a3f83758c..c8361844e11 100644
--- a/source/blender/render/intern/source/volumetric.c
+++ b/source/blender/render/intern/source/volumetric.c
@@ -379,7 +379,7 @@ void vol_shade_one_lamp(struct ShadeInput *shi, float *co, LampRen *lar, float *
p = vol_get_phasefunc(shi, shi->mat->vol_phasefunc_type, shi->mat->vol_phasefunc_g, shi->view, lv);
VecMulf(lacol, p);
- if (shi->mat->vol_shadeflag & MA_VOL_ATTENUATED) {
+ if (shi->mat->vol_shade_type != MA_VOL_SHADE_NONE) {
Isect is;
/* find minimum of volume bounds, or lamp coord */
@@ -511,8 +511,12 @@ static void volumeintegrate(struct ShadeInput *shi, float *col, float *co, float
/* incoming light via emission or scattering (additive) */
vol_get_emission(shi, emit_col, step_mid, density);
- if ((shi->mat->vol_shadeflag & MA_VOL_PRECACHESHADING) &&
- (shi->mat->vol_shadeflag & MA_VOL_ATTENUATED)) {
+
+ if (R.r.scemode & R_PREVIEWBUTS) {
+ vol_get_scattering(shi, scatter_col, step_mid, stepsize, density);
+ } else if (((shi->mat->vol_shadeflag & MA_VOL_PRECACHESHADING) &&
+ (shi->mat->vol_shade_type == MA_VOL_SHADE_SINGLE)) ||
+ (ELEM(shi->mat->vol_shade_type, MA_VOL_SHADE_MULTIPLE, MA_VOL_SHADE_SINGLEPLUSMULTIPLE))) {
vol_get_precached_scattering(shi, scatter_col, step_mid);
} else
vol_get_scattering(shi, scatter_col, step_mid, stepsize, density);