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Diffstat (limited to 'intern/cycles/kernel/kernel_differential.h')
-rw-r--r--intern/cycles/kernel/kernel_differential.h90
1 files changed, 90 insertions, 0 deletions
diff --git a/intern/cycles/kernel/kernel_differential.h b/intern/cycles/kernel/kernel_differential.h
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+++ b/intern/cycles/kernel/kernel_differential.h
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+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+/* See "Tracing Ray Differentials", Homan Igehy, 1999. */
+
+__device void differential_transfer(differential3 *dP_, const differential3 dP, float3 D, const differential3 dD, float3 Ng, float t)
+{
+ /* ray differential transfer through homogenous medium, to
+ * compute dPdx/dy at a shading point from the incoming ray */
+
+ float3 tmp = D/dot(D, Ng);
+ float3 tmpx = dP.dx + t*dD.dx;
+ float3 tmpy = dP.dy + t*dD.dy;
+
+ dP_->dx = tmpx - dot(tmpx, Ng)*tmp;
+ dP_->dy = tmpy - dot(tmpy, Ng)*tmp;
+}
+
+__device void differential_incoming(differential3 *dI, const differential3 dD)
+{
+ /* compute dIdx/dy at a shading point, we just need to negate the
+ * differential of the ray direction */
+
+ dI->dx = -dD.dx;
+ dI->dy = -dD.dy;
+}
+
+__device void differential_dudv(differential *du, differential *dv, float3 dPdu, float3 dPdv, differential3 dP, float3 Ng)
+{
+ /* now we have dPdx/dy from the ray differential transfer, and dPdu/dv
+ * from the primitive, we can compute dudx/dy and dvdx/dy. these are
+ * mainly used for differentials of arbitrary mesh attributes. */
+
+ /* find most stable axis to project to 2D */
+ float xn= fabsf(Ng.x);
+ float yn= fabsf(Ng.y);
+ float zn= fabsf(Ng.z);
+
+ if(zn < xn || zn < yn) {
+ if(yn < xn || yn < zn) {
+ dPdu.x = dPdu.y;
+ dPdv.x = dPdv.y;
+ dP.dx.x = dP.dx.y;
+ dP.dy.x = dP.dy.y;
+ }
+
+ dPdu.y = dPdu.z;
+ dPdv.y = dPdv.z;
+ dP.dx.y = dP.dx.z;
+ dP.dy.y = dP.dy.z;
+ }
+
+ /* using Cramer's rule, we solve for dudx and dvdx in a 2x2 linear system,
+ * and the same for dudy and dvdy. the denominator is the same for both
+ * solutions, so we compute it only once.
+ *
+ * dP.dx = dPdu * dudx + dPdv * dvdx;
+ * dP.dy = dPdu * dudy + dPdv * dvdy; */
+
+ float det = (dPdu.x*dPdv.y - dPdv.x*dPdu.y);
+
+ if(det != 0.0f)
+ det = 1.0f/det;
+
+ du->dx = (dP.dx.x*dPdv.y - dP.dx.y*dPdv.x)*det;
+ dv->dx = (dP.dx.y*dPdu.x - dP.dx.x*dPdu.y)*det;
+
+ du->dy = (dP.dy.x*dPdv.y - dP.dy.y*dPdv.x)*det;
+ dv->dy = (dP.dy.y*dPdu.x - dP.dy.x*dPdu.y)*det;
+}
+
+CCL_NAMESPACE_END
+