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Diffstat (limited to 'intern/cycles/kernel/kernel_path.h')
-rw-r--r--intern/cycles/kernel/kernel_path.h421
1 files changed, 421 insertions, 0 deletions
diff --git a/intern/cycles/kernel/kernel_path.h b/intern/cycles/kernel/kernel_path.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.
+ */
+
+#include "kernel_differential.h"
+#include "kernel_montecarlo.h"
+#include "kernel_triangle.h"
+#include "kernel_object.h"
+#ifdef __QBVH__
+#include "kernel_qbvh.h"
+#else
+#include "kernel_bvh.h"
+#endif
+#include "kernel_camera.h"
+#include "kernel_shader.h"
+#include "kernel_light.h"
+#include "kernel_emission.h"
+#include "kernel_random.h"
+
+CCL_NAMESPACE_BEGIN
+
+#ifdef __MODIFY_TP__
+__device float3 path_terminate_modified_throughput(KernelGlobals *kg, __global float3 *buffer, int x, int y, int sample)
+{
+ /* modify throughput to influence path termination probability, to avoid
+ darker regions receiving fewer samples than lighter regions. also RGB
+ are weighted differently. proper validation still remains to be done. */
+ const float3 weights = make_float3(1.0f, 1.33f, 0.66f);
+ const float3 one = make_float3(1.0f, 1.0f, 1.0f);
+ const int minsample = 5;
+ const float minL = 0.1f;
+
+ if(sample >= minsample) {
+ float3 L = buffer[x + y*kernel_data.cam.width];
+ float3 Lmin = make_float3(minL, minL, minL);
+ float correct = (float)(sample+1)/(float)sample;
+
+ L = film_map(L*correct, sample);
+
+ return weights/clamp(L, Lmin, one);
+ }
+
+ return weights;
+}
+#endif
+
+typedef struct PathState {
+ uint flag;
+ int bounce;
+
+ int diffuse_bounce;
+ int glossy_bounce;
+ int transmission_bounce;
+ int transparent_bounce;
+} PathState;
+
+__device_inline void path_state_init(PathState *state)
+{
+ state->flag = PATH_RAY_CAMERA|PATH_RAY_SINGULAR|PATH_RAY_MIS_SKIP;
+ state->bounce = 0;
+ state->diffuse_bounce = 0;
+ state->glossy_bounce = 0;
+ state->transmission_bounce = 0;
+ state->transparent_bounce = 0;
+}
+
+__device_inline void path_state_next(KernelGlobals *kg, PathState *state, int label)
+{
+ /* ray through transparent keeps same flags from previous ray and is
+ not counted as a regular bounce, transparent has separate max */
+ if(label & LABEL_TRANSPARENT) {
+ state->flag |= PATH_RAY_TRANSPARENT;
+ state->transparent_bounce++;
+
+ if(!kernel_data.integrator.transparent_shadows)
+ state->flag |= PATH_RAY_MIS_SKIP;
+
+ return;
+ }
+
+ state->bounce++;
+
+ /* reflection/transmission */
+ if(label & LABEL_REFLECT) {
+ state->flag |= PATH_RAY_REFLECT;
+ state->flag &= ~(PATH_RAY_TRANSMIT|PATH_RAY_CAMERA|PATH_RAY_TRANSPARENT);
+
+ if(label & LABEL_DIFFUSE)
+ state->diffuse_bounce++;
+ else
+ state->glossy_bounce++;
+ }
+ else {
+ kernel_assert(label & LABEL_TRANSMIT);
+
+ state->flag |= PATH_RAY_TRANSMIT;
+ state->flag &= ~(PATH_RAY_REFLECT|PATH_RAY_CAMERA|PATH_RAY_TRANSPARENT);
+
+ state->transmission_bounce++;
+ }
+
+ /* diffuse/glossy/singular */
+ if(label & LABEL_DIFFUSE) {
+ state->flag |= PATH_RAY_DIFFUSE;
+ state->flag &= ~(PATH_RAY_GLOSSY|PATH_RAY_SINGULAR|PATH_RAY_MIS_SKIP);
+ }
+ else if(label & LABEL_GLOSSY) {
+ state->flag |= PATH_RAY_GLOSSY;
+ state->flag &= ~(PATH_RAY_DIFFUSE|PATH_RAY_SINGULAR|PATH_RAY_MIS_SKIP);
+ }
+ else {
+ kernel_assert(label & LABEL_SINGULAR);
+
+ state->flag |= PATH_RAY_GLOSSY|PATH_RAY_SINGULAR|PATH_RAY_MIS_SKIP;
+ state->flag &= ~PATH_RAY_DIFFUSE;
+ }
+}
+
+__device_inline uint path_state_ray_visibility(PathState *state)
+{
+ uint flag = state->flag;
+
+ /* for visibility, diffuse/glossy are for reflection only */
+ if(flag & PATH_RAY_TRANSMIT)
+ flag &= ~(PATH_RAY_DIFFUSE|PATH_RAY_GLOSSY);
+
+ return flag;
+}
+
+__device_inline float path_state_terminate_probability(KernelGlobals *kg, PathState *state, const float3 throughput)
+{
+ if(state->flag & PATH_RAY_TRANSPARENT) {
+ /* transparent rays treated separately */
+ if(state->transparent_bounce >= kernel_data.integrator.transparent_max_bounce)
+ return 0.0f;
+ else if(state->transparent_bounce <= kernel_data.integrator.transparent_min_bounce)
+ return 1.0f;
+ }
+ else {
+ /* other rays */
+ if((state->bounce >= kernel_data.integrator.max_bounce) ||
+ (state->diffuse_bounce >= kernel_data.integrator.max_diffuse_bounce) ||
+ (state->glossy_bounce >= kernel_data.integrator.max_glossy_bounce) ||
+ (state->transmission_bounce >= kernel_data.integrator.max_transmission_bounce))
+ return 0.0f;
+ else if(state->bounce <= kernel_data.integrator.min_bounce)
+ return 1.0f;
+ }
+
+ /* probalistic termination */
+ return average(throughput);
+}
+
+__device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray *ray, Intersection *isect, float3 *light_L)
+{
+ if(ray->t == 0.0f)
+ return false;
+
+ bool result = scene_intersect(kg, ray, PATH_RAY_SHADOW_OPAQUE, isect);
+
+#ifdef __TRANSPARENT_SHADOWS__
+ if(result && kernel_data.integrator.transparent_shadows) {
+ /* transparent shadows work in such a way to try to minimize overhead
+ in cases where we don't need them. after a regular shadow ray is
+ cast we check if the hit primitive was potentially transparent, and
+ only in that case start marching. this gives on extra ray cast for
+ the cases were we do want transparency.
+
+ also note that for this to work correct, multi close sampling must
+ be used, since we don't pass a random number to shader_eval_surface */
+ if(shader_transparent_shadow(kg, isect)) {
+ float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
+ float3 Pend = ray->P + ray->D*ray->t;
+ int bounce = state->transparent_bounce;
+
+ for(;;) {
+ if(bounce >= kernel_data.integrator.transparent_max_bounce) {
+ return true;
+ }
+ else if(bounce >= kernel_data.integrator.transparent_min_bounce) {
+ /* todo: get random number somewhere for probabilistic terminate */
+#if 0
+ float probability = average(throughput);
+ float terminate = 0.0f;
+
+ if(terminate >= probability)
+ return true;
+
+ throughput /= probability;
+#endif
+ }
+
+ if(!scene_intersect(kg, ray, PATH_RAY_SHADOW_TRANSPARENT, isect)) {
+ *light_L *= throughput;
+ return false;
+ }
+
+ if(!shader_transparent_shadow(kg, isect))
+ return true;
+
+ ShaderData sd;
+ shader_setup_from_ray(kg, &sd, isect, ray);
+ shader_eval_surface(kg, &sd, 0.0f, PATH_RAY_SHADOW);
+
+ throughput *= shader_bsdf_transparency(kg, &sd);
+
+ ray->P = ray_offset(sd.P, -sd.Ng);
+ if(ray->t != FLT_MAX)
+ ray->D = normalize_len(Pend - ray->P, &ray->t);
+
+ bounce++;
+ }
+ }
+ }
+#endif
+
+ return result;
+}
+
+__device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int sample, Ray ray, float3 throughput)
+{
+ /* initialize */
+ float3 L = make_float3(0.0f, 0.0f, 0.0f);
+ float Ltransparent = 0.0f;
+
+#ifdef __EMISSION__
+ float ray_pdf = 0.0f;
+#endif
+ PathState state;
+ int rng_offset = PRNG_BASE_NUM;
+
+ path_state_init(&state);
+
+ /* path iteration */
+ for(;; rng_offset += PRNG_BOUNCE_NUM) {
+ /* intersect scene */
+ Intersection isect;
+ uint visibility = path_state_ray_visibility(&state);
+
+ if(!scene_intersect(kg, &ray, visibility, &isect)) {
+ /* eval background shader if nothing hit */
+ if(kernel_data.background.transparent && (state.flag & PATH_RAY_CAMERA)) {
+ Ltransparent += average(throughput);
+ }
+ else {
+#ifdef __BACKGROUND__
+ ShaderData sd;
+ shader_setup_from_background(kg, &sd, &ray);
+ L += throughput*shader_eval_background(kg, &sd, state.flag);
+ shader_release(kg, &sd);
+#else
+ L += throughput*make_float3(0.8f, 0.8f, 0.8f);
+#endif
+ }
+
+ break;
+ }
+
+ /* setup shading */
+ ShaderData sd;
+ shader_setup_from_ray(kg, &sd, &isect, &ray);
+ float rbsdf = path_rng(kg, rng, sample, rng_offset + PRNG_BSDF);
+ shader_eval_surface(kg, &sd, rbsdf, state.flag);
+
+#ifdef __HOLDOUT__
+ if((sd.flag & SD_HOLDOUT) && (state.flag & PATH_RAY_CAMERA)) {
+ float3 holdout_weight = shader_holdout_eval(kg, &sd);
+
+ if(kernel_data.background.transparent)
+ Ltransparent += average(holdout_weight*throughput);
+ }
+#endif
+
+#ifdef __EMISSION__
+ /* emission */
+ if(sd.flag & SD_EMISSION)
+ L += throughput*indirect_emission(kg, &sd, isect.t, state.flag, ray_pdf);
+#endif
+
+ /* path termination. this is a strange place to put the termination, it's
+ mainly due to the mixed in MIS that we use. gives too many unneeded
+ shader evaluations, only need emission if we are going to terminate */
+ float probability = path_state_terminate_probability(kg, &state, throughput);
+ float terminate = path_rng(kg, rng, sample, rng_offset + PRNG_TERMINATE);
+
+ if(terminate >= probability)
+ break;
+
+ throughput /= probability;
+
+#ifdef __EMISSION__
+ if(kernel_data.integrator.use_direct_light) {
+ /* sample illumination from lights to find path contribution */
+ if(sd.flag & SD_BSDF_HAS_EVAL) {
+ float light_t = path_rng(kg, rng, sample, rng_offset + PRNG_LIGHT);
+ float light_o = path_rng(kg, rng, sample, rng_offset + PRNG_LIGHT_F);
+ float light_u = path_rng(kg, rng, sample, rng_offset + PRNG_LIGHT_U);
+ float light_v = path_rng(kg, rng, sample, rng_offset + PRNG_LIGHT_V);
+
+ Ray light_ray;
+ float3 light_L;
+
+#ifdef __MULTI_LIGHT__
+ /* index -1 means randomly sample from distribution */
+ int i = (kernel_data.integrator.num_distribution)? -1: 0;
+
+ for(; i < kernel_data.integrator.num_all_lights; i++) {
+#else
+ const int i = -1;
+#endif
+ if(direct_emission(kg, &sd, i, light_t, light_o, light_u, light_v, &light_ray, &light_L)) {
+ /* trace shadow ray */
+ if(!shadow_blocked(kg, &state, &light_ray, &isect, &light_L))
+ L += throughput*light_L;
+ }
+#ifdef __MULTI_LIGHT__
+ }
+#endif
+ }
+ }
+#endif
+
+ /* no BSDF? we can stop here */
+ if(!(sd.flag & SD_BSDF))
+ break;
+
+ /* sample BSDF */
+ float bsdf_pdf;
+ float3 bsdf_eval;
+ float3 bsdf_omega_in;
+ differential3 bsdf_domega_in;
+ float bsdf_u = path_rng(kg, rng, sample, rng_offset + PRNG_BSDF_U);
+ float bsdf_v = path_rng(kg, rng, sample, rng_offset + PRNG_BSDF_V);
+ int label;
+
+ label = shader_bsdf_sample(kg, &sd, bsdf_u, bsdf_v, &bsdf_eval,
+ &bsdf_omega_in, &bsdf_domega_in, &bsdf_pdf);
+
+ shader_release(kg, &sd);
+
+ if(bsdf_pdf == 0.0f || is_zero(bsdf_eval))
+ break;
+
+ /* modify throughput */
+ throughput *= bsdf_eval/bsdf_pdf;
+
+ /* set labels */
+#ifdef __EMISSION__
+ ray_pdf = bsdf_pdf;
+#endif
+
+ /* update path state */
+ path_state_next(kg, &state, label);
+
+ /* setup ray */
+ ray.P = ray_offset(sd.P, (label & LABEL_TRANSMIT)? -sd.Ng: sd.Ng);
+ ray.D = bsdf_omega_in;
+ ray.t = FLT_MAX;
+#ifdef __RAY_DIFFERENTIALS__
+ ray.dP = sd.dP;
+ ray.dD = bsdf_domega_in;
+#endif
+ }
+
+ return make_float4(L.x, L.y, L.z, 1.0f - Ltransparent);
+}
+
+__device void kernel_path_trace(KernelGlobals *kg, __global float4 *buffer, __global uint *rng_state, int sample, int x, int y)
+{
+ /* initialize random numbers */
+ RNG rng;
+
+ float filter_u;
+ float filter_v;
+
+ path_rng_init(kg, rng_state, sample, &rng, x, y, &filter_u, &filter_v);
+
+ /* sample camera ray */
+ Ray ray;
+
+ float lens_u = path_rng(kg, &rng, sample, PRNG_LENS_U);
+ float lens_v = path_rng(kg, &rng, sample, PRNG_LENS_V);
+
+ camera_sample(kg, x, y, filter_u, filter_v, lens_u, lens_v, &ray);
+
+ /* integrate */
+#ifdef __MODIFY_TP__
+ float3 throughput = path_terminate_modified_throughput(kg, buffer, x, y, sample);
+ float4 L = kernel_path_integrate(kg, &rng, sample, ray, throughput)/throughput;
+#else
+ float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
+ float4 L = kernel_path_integrate(kg, &rng, sample, ray, throughput);
+#endif
+
+ /* accumulate result in output buffer */
+ int index = x + y*kernel_data.cam.width;
+
+ if(sample == 0)
+ buffer[index] = L;
+ else
+ buffer[index] += L;
+
+ path_rng_end(kg, rng_state, rng, x, y);
+}
+
+CCL_NAMESPACE_END
+