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Diffstat (limited to 'intern/cycles/kernel/kernel_path.h')
-rw-r--r--intern/cycles/kernel/kernel_path.h422
1 files changed, 252 insertions, 170 deletions
diff --git a/intern/cycles/kernel/kernel_path.h b/intern/cycles/kernel/kernel_path.h
index 865ba7ca676..bfa44930108 100644
--- a/intern/cycles/kernel/kernel_path.h
+++ b/intern/cycles/kernel/kernel_path.h
@@ -37,6 +37,10 @@
#include "kernel_random.h"
#include "kernel_passes.h"
+#ifdef __SUBSURFACE__
+#include "kernel_subsurface.h"
+#endif
+
CCL_NAMESPACE_BEGIN
typedef struct PathState {
@@ -149,7 +153,7 @@ __device_inline float path_state_terminate_probability(KernelGlobals *kg, PathSt
}
/* probalistic termination */
- return average(throughput);
+ return average(throughput); /* todo: try using max here */
}
__device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray *ray, float3 *shadow)
@@ -352,6 +356,24 @@ __device float4 kernel_path_progressive(KernelGlobals *kg, RNG *rng, int sample,
throughput /= probability;
+#ifdef __SUBSURFACE__
+ /* bssrdf scatter to a different location on the same object, replacing
+ * the closures with a diffuse BSDF */
+ if(sd.flag & SD_BSSRDF) {
+ float bssrdf_probability;
+ ShaderClosure *sc = subsurface_scatter_pick_closure(kg, &sd, &bssrdf_probability);
+
+ /* modify throughput for picking bssrdf or bsdf */
+ throughput *= bssrdf_probability;
+
+ /* do bssrdf scatter step if we picked a bssrdf closure */
+ if(sc) {
+ uint lcg_state = lcg_init(rbsdf);
+ subsurface_scatter_step(kg, &sd, state.flag, sc, &lcg_state);
+ }
+ }
+#endif
+
#ifdef __AO__
/* ambient occlusion */
if(kernel_data.integrator.use_ambient_occlusion || (sd.flag & SD_AO)) {
@@ -481,7 +503,7 @@ __device float4 kernel_path_progressive(KernelGlobals *kg, RNG *rng, int sample,
#ifdef __NON_PROGRESSIVE__
__device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, int sample, Ray ray, __global float *buffer,
- float3 throughput, float throughput_normalize,
+ float3 throughput, float num_samples_adjust,
float min_ray_pdf, float ray_pdf, PathState state, int rng_offset, PathRadiance *L)
{
#ifdef __LAMP_MIS__
@@ -554,7 +576,7 @@ __device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, int sample, Ray
/* 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*throughput_normalize);
+ float probability = path_state_terminate_probability(kg, &state, throughput*num_samples_adjust);
float terminate = path_rng(kg, rng, sample, rng_offset + PRNG_TERMINATE);
if(terminate >= probability) {
@@ -564,6 +586,24 @@ __device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, int sample, Ray
throughput /= probability;
+#ifdef __SUBSURFACE__
+ /* bssrdf scatter to a different location on the same object, replacing
+ * the closures with a diffuse BSDF */
+ if(sd.flag & SD_BSSRDF) {
+ float bssrdf_probability;
+ ShaderClosure *sc = subsurface_scatter_pick_closure(kg, &sd, &bssrdf_probability);
+
+ /* modify throughput for picking bssrdf or bsdf */
+ throughput *= bssrdf_probability;
+
+ /* do bssrdf scatter step if we picked a bssrdf closure */
+ if(sc) {
+ uint lcg_state = lcg_init(rbsdf);
+ subsurface_scatter_step(kg, &sd, state.flag, sc, &lcg_state);
+ }
+ }
+#endif
+
#ifdef __AO__
/* ambient occlusion */
if(kernel_data.integrator.use_ambient_occlusion || (sd.flag & SD_AO)) {
@@ -676,6 +716,193 @@ __device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, int sample, Ray
}
}
+__device_noinline void kernel_path_non_progressive_lighting(KernelGlobals *kg, RNG *rng, int sample,
+ ShaderData *sd, float3 throughput, float num_samples_adjust,
+ float min_ray_pdf, float ray_pdf, PathState state,
+ int rng_offset, PathRadiance *L, __global float *buffer)
+{
+#ifdef __AO__
+ /* ambient occlusion */
+ if(kernel_data.integrator.use_ambient_occlusion || (sd->flag & SD_AO)) {
+ int num_samples = ceil(kernel_data.integrator.ao_samples*num_samples_adjust);
+ float num_samples_inv = num_samples_adjust/num_samples;
+ float ao_factor = kernel_data.background.ao_factor;
+ float3 ao_N;
+ float3 ao_bsdf = shader_bsdf_ao(kg, sd, ao_factor, &ao_N);
+
+ for(int j = 0; j < num_samples; j++) {
+ /* todo: solve correlation */
+ float bsdf_u = path_rng(kg, rng, sample*num_samples + j, rng_offset + PRNG_BSDF_U);
+ float bsdf_v = path_rng(kg, rng, sample*num_samples + j, rng_offset + PRNG_BSDF_V);
+
+ float3 ao_D;
+ float ao_pdf;
+
+ sample_cos_hemisphere(ao_N, bsdf_u, bsdf_v, &ao_D, &ao_pdf);
+
+ if(dot(sd->Ng, ao_D) > 0.0f && ao_pdf != 0.0f) {
+ Ray light_ray;
+ float3 ao_shadow;
+
+ light_ray.P = ray_offset(sd->P, sd->Ng);
+ light_ray.D = ao_D;
+ light_ray.t = kernel_data.background.ao_distance;
+#ifdef __OBJECT_MOTION__
+ light_ray.time = sd->time;
+#endif
+
+ if(!shadow_blocked(kg, &state, &light_ray, &ao_shadow))
+ path_radiance_accum_ao(L, throughput*num_samples_inv, ao_bsdf, ao_shadow, state.bounce);
+ }
+ }
+ }
+#endif
+
+
+#ifdef __EMISSION__
+ /* sample illumination from lights to find path contribution */
+ if(sd->flag & SD_BSDF_HAS_EVAL) {
+ Ray light_ray;
+ BsdfEval L_light;
+ bool is_lamp;
+
+#ifdef __OBJECT_MOTION__
+ light_ray.time = sd->time;
+#endif
+
+ /* lamp sampling */
+ for(int i = 0; i < kernel_data.integrator.num_all_lights; i++) {
+ int num_samples = ceil(num_samples_adjust*light_select_num_samples(kg, i));
+ float num_samples_inv = num_samples_adjust/(num_samples*kernel_data.integrator.num_all_lights);
+
+ if(kernel_data.integrator.pdf_triangles != 0.0f)
+ num_samples_inv *= 0.5f;
+
+ for(int j = 0; j < num_samples; j++) {
+ float light_u = path_rng(kg, rng, sample*num_samples + j, rng_offset + PRNG_LIGHT_U);
+ float light_v = path_rng(kg, rng, sample*num_samples + j, rng_offset + PRNG_LIGHT_V);
+
+ if(direct_emission(kg, sd, i, 0.0f, 0.0f, light_u, light_v, &light_ray, &L_light, &is_lamp)) {
+ /* trace shadow ray */
+ float3 shadow;
+
+ if(!shadow_blocked(kg, &state, &light_ray, &shadow)) {
+ /* accumulate */
+ path_radiance_accum_light(L, throughput*num_samples_inv, &L_light, shadow, num_samples_inv, state.bounce, is_lamp);
+ }
+ }
+ }
+ }
+
+ /* mesh light sampling */
+ if(kernel_data.integrator.pdf_triangles != 0.0f) {
+ int num_samples = ceil(num_samples_adjust*kernel_data.integrator.mesh_light_samples);
+ float num_samples_inv = num_samples_adjust/num_samples;
+
+ if(kernel_data.integrator.num_all_lights)
+ num_samples_inv *= 0.5f;
+
+ for(int j = 0; j < num_samples; j++) {
+ float light_t = path_rng(kg, rng, sample*num_samples + j, rng_offset + PRNG_LIGHT);
+ float light_u = path_rng(kg, rng, sample*num_samples + j, rng_offset + PRNG_LIGHT_U);
+ float light_v = path_rng(kg, rng, sample*num_samples + j, rng_offset + PRNG_LIGHT_V);
+
+ /* only sample triangle lights */
+ if(kernel_data.integrator.num_all_lights)
+ light_t = 0.5f*light_t;
+
+ if(direct_emission(kg, sd, -1, light_t, 0.0f, light_u, light_v, &light_ray, &L_light, &is_lamp)) {
+ /* trace shadow ray */
+ float3 shadow;
+
+ if(!shadow_blocked(kg, &state, &light_ray, &shadow)) {
+ /* accumulate */
+ path_radiance_accum_light(L, throughput*num_samples_inv, &L_light, shadow, num_samples_inv, state.bounce, is_lamp);
+ }
+ }
+ }
+ }
+ }
+#endif
+
+ for(int i = 0; i< sd->num_closure; i++) {
+ const ShaderClosure *sc = &sd->closure[i];
+
+ if(!CLOSURE_IS_BSDF(sc->type))
+ continue;
+ /* transparency is not handled here, but in outer loop */
+ if(sc->type == CLOSURE_BSDF_TRANSPARENT_ID)
+ continue;
+
+ int num_samples;
+
+ if(CLOSURE_IS_BSDF_DIFFUSE(sc->type))
+ num_samples = kernel_data.integrator.diffuse_samples;
+ else if(CLOSURE_IS_BSDF_GLOSSY(sc->type))
+ num_samples = kernel_data.integrator.glossy_samples;
+ else
+ num_samples = kernel_data.integrator.transmission_samples;
+
+ num_samples = ceil(num_samples_adjust*num_samples);
+
+ float num_samples_inv = num_samples_adjust/num_samples;
+
+ for(int j = 0; j < num_samples; j++) {
+ /* sample BSDF */
+ float bsdf_pdf;
+ BsdfEval bsdf_eval;
+ float3 bsdf_omega_in;
+ differential3 bsdf_domega_in;
+ float bsdf_u = path_rng(kg, rng, sample*num_samples + j, rng_offset + PRNG_BSDF_U);
+ float bsdf_v = path_rng(kg, rng, sample*num_samples + j, rng_offset + PRNG_BSDF_V);
+ int label;
+
+ label = shader_bsdf_sample_closure(kg, sd, sc, bsdf_u, bsdf_v, &bsdf_eval,
+ &bsdf_omega_in, &bsdf_domega_in, &bsdf_pdf);
+
+ if(bsdf_pdf == 0.0f || bsdf_eval_is_zero(&bsdf_eval))
+ continue;
+
+ /* modify throughput */
+ float3 tp = throughput;
+ path_radiance_bsdf_bounce(L, &tp, &bsdf_eval, bsdf_pdf, state.bounce, label);
+
+ /* set labels */
+ float min_ray_pdf = FLT_MAX;
+
+ if(!(label & LABEL_TRANSPARENT))
+ min_ray_pdf = fminf(bsdf_pdf, min_ray_pdf);
+
+ /* modify path state */
+ PathState ps = state;
+ path_state_next(kg, &ps, label);
+
+ /* setup ray */
+ Ray bsdf_ray;
+
+ bsdf_ray.P = ray_offset(sd->P, (label & LABEL_TRANSMIT)? -sd->Ng: sd->Ng);
+ bsdf_ray.D = bsdf_omega_in;
+ bsdf_ray.t = FLT_MAX;
+#ifdef __RAY_DIFFERENTIALS__
+ bsdf_ray.dP = sd->dP;
+ bsdf_ray.dD = bsdf_domega_in;
+#endif
+#ifdef __OBJECT_MOTION__
+ bsdf_ray.time = sd->time;
+#endif
+
+ kernel_path_indirect(kg, rng, sample*num_samples + j, bsdf_ray, buffer,
+ tp*num_samples_inv, num_samples,
+ min_ray_pdf, bsdf_pdf, ps, rng_offset+PRNG_BOUNCE_NUM, L);
+
+ /* for render passes, sum and reset indirect light pass variables
+ * for the next samples */
+ path_radiance_sum_indirect(L);
+ path_radiance_reset_indirect(L);
+ }
+ }
+}
+
__device float4 kernel_path_non_progressive(KernelGlobals *kg, RNG *rng, int sample, Ray ray, __global float *buffer)
{
/* initialize */
@@ -771,183 +998,38 @@ __device float4 kernel_path_non_progressive(KernelGlobals *kg, RNG *rng, int sam
throughput /= probability;
}
-#ifdef __AO__
- /* ambient occlusion */
- if(kernel_data.integrator.use_ambient_occlusion || (sd.flag & SD_AO)) {
- int num_samples = kernel_data.integrator.ao_samples;
- float num_samples_inv = 1.0f/num_samples;
- float ao_factor = kernel_data.background.ao_factor;
- float3 ao_N;
- float3 ao_bsdf = shader_bsdf_ao(kg, &sd, ao_factor, &ao_N);
-
- for(int j = 0; j < num_samples; j++) {
- /* todo: solve correlation */
- float bsdf_u = path_rng(kg, rng, sample*num_samples + j, rng_offset + PRNG_BSDF_U);
- float bsdf_v = path_rng(kg, rng, sample*num_samples + j, rng_offset + PRNG_BSDF_V);
-
- float3 ao_D;
- float ao_pdf;
-
- sample_cos_hemisphere(ao_N, bsdf_u, bsdf_v, &ao_D, &ao_pdf);
-
- if(dot(sd.Ng, ao_D) > 0.0f && ao_pdf != 0.0f) {
- Ray light_ray;
- float3 ao_shadow;
+#ifdef __SUBSURFACE__
+ /* bssrdf scatter to a different location on the same object */
+ if(sd.flag & SD_BSSRDF) {
+ for(int i = 0; i< sd.num_closure; i++) {
+ ShaderClosure *sc = &sd.closure[i];
- light_ray.P = ray_offset(sd.P, sd.Ng);
- light_ray.D = ao_D;
- light_ray.t = kernel_data.background.ao_distance;
-#ifdef __OBJECT_MOTION__
- light_ray.time = sd.time;
-#endif
-
- if(!shadow_blocked(kg, &state, &light_ray, &ao_shadow))
- path_radiance_accum_ao(&L, throughput*num_samples_inv, ao_bsdf, ao_shadow, state.bounce);
- }
- }
- }
-#endif
-
-#ifdef __EMISSION__
- /* sample illumination from lights to find path contribution */
- if(sd.flag & SD_BSDF_HAS_EVAL) {
- Ray light_ray;
- BsdfEval L_light;
- bool is_lamp;
-
-#ifdef __OBJECT_MOTION__
- light_ray.time = sd.time;
-#endif
-
- /* lamp sampling */
- for(int i = 0; i < kernel_data.integrator.num_all_lights; i++) {
- int num_samples = light_select_num_samples(kg, i);
- float num_samples_inv = 1.0f/(num_samples*kernel_data.integrator.num_all_lights);
-
- if(kernel_data.integrator.pdf_triangles != 0.0f)
- num_samples_inv *= 0.5f;
-
- for(int j = 0; j < num_samples; j++) {
- float light_u = path_rng(kg, rng, sample*num_samples + j, rng_offset + PRNG_LIGHT_U);
- float light_v = path_rng(kg, rng, sample*num_samples + j, rng_offset + PRNG_LIGHT_V);
-
- if(direct_emission(kg, &sd, i, 0.0f, 0.0f, light_u, light_v, &light_ray, &L_light, &is_lamp)) {
- /* trace shadow ray */
- float3 shadow;
-
- if(!shadow_blocked(kg, &state, &light_ray, &shadow)) {
- /* accumulate */
- path_radiance_accum_light(&L, throughput*num_samples_inv, &L_light, shadow, num_samples_inv, state.bounce, is_lamp);
- }
- }
- }
- }
+ if(!CLOSURE_IS_BSSRDF(sc->type))
+ continue;
- /* mesh light sampling */
- if(kernel_data.integrator.pdf_triangles != 0.0f) {
- int num_samples = kernel_data.integrator.mesh_light_samples;
+ /* set up random number generator */
+ uint lcg_state = lcg_init(rbsdf);
+ int num_samples = kernel_data.integrator.subsurface_samples;
float num_samples_inv = 1.0f/num_samples;
- if(kernel_data.integrator.num_all_lights)
- num_samples_inv *= 0.5f;
-
+ /* do subsurface scatter step with copy of shader data, this will
+ * replace the BSSRDF with a diffuse BSDF closure */
for(int j = 0; j < num_samples; j++) {
- float light_t = path_rng(kg, rng, sample*num_samples + j, rng_offset + PRNG_LIGHT);
- float light_u = path_rng(kg, rng, sample*num_samples + j, rng_offset + PRNG_LIGHT_U);
- float light_v = path_rng(kg, rng, sample*num_samples + j, rng_offset + PRNG_LIGHT_V);
-
- /* only sample triangle lights */
- if(kernel_data.integrator.num_all_lights)
- light_t = 0.5f*light_t;
-
- if(direct_emission(kg, &sd, -1, light_t, 0.0f, light_u, light_v, &light_ray, &L_light, &is_lamp)) {
- /* trace shadow ray */
- float3 shadow;
-
- if(!shadow_blocked(kg, &state, &light_ray, &shadow)) {
- /* accumulate */
- path_radiance_accum_light(&L, throughput*num_samples_inv, &L_light, shadow, num_samples_inv, state.bounce, is_lamp);
- }
- }
+ ShaderData bssrdf_sd = sd;
+ subsurface_scatter_step(kg, &bssrdf_sd, state.flag, sc, &lcg_state);
+
+ /* compute lighting with the BSDF closure */
+ kernel_path_non_progressive_lighting(kg, rng, sample*num_samples + j,
+ &bssrdf_sd, throughput, num_samples_inv,
+ ray_pdf, ray_pdf, state, rng_offset, &L, buffer);
}
}
}
#endif
- for(int i = 0; i< sd.num_closure; i++) {
- const ShaderClosure *sc = &sd.closure[i];
-
- if(!CLOSURE_IS_BSDF(sc->type))
- continue;
- /* transparency is not handled here, but in outer loop */
- if(sc->type == CLOSURE_BSDF_TRANSPARENT_ID)
- continue;
-
- int num_samples;
-
- if(CLOSURE_IS_BSDF_DIFFUSE(sc->type))
- num_samples = kernel_data.integrator.diffuse_samples;
- else if(CLOSURE_IS_BSDF_GLOSSY(sc->type))
- num_samples = kernel_data.integrator.glossy_samples;
- else
- num_samples = kernel_data.integrator.transmission_samples;
-
- float num_samples_inv = 1.0f/num_samples;
-
- for(int j = 0; j < num_samples; j++) {
- /* sample BSDF */
- float bsdf_pdf;
- BsdfEval bsdf_eval;
- float3 bsdf_omega_in;
- differential3 bsdf_domega_in;
- float bsdf_u = path_rng(kg, rng, sample*num_samples + j, rng_offset + PRNG_BSDF_U);
- float bsdf_v = path_rng(kg, rng, sample*num_samples + j, rng_offset + PRNG_BSDF_V);
- int label;
-
- label = shader_bsdf_sample_closure(kg, &sd, sc, bsdf_u, bsdf_v, &bsdf_eval,
- &bsdf_omega_in, &bsdf_domega_in, &bsdf_pdf);
-
- if(bsdf_pdf == 0.0f || bsdf_eval_is_zero(&bsdf_eval))
- continue;
-
- /* modify throughput */
- float3 tp = throughput;
- path_radiance_bsdf_bounce(&L, &tp, &bsdf_eval, bsdf_pdf, state.bounce, label);
-
- /* set labels */
- float min_ray_pdf = FLT_MAX;
-
- if(!(label & LABEL_TRANSPARENT))
- min_ray_pdf = fminf(bsdf_pdf, min_ray_pdf);
-
- /* modify path state */
- PathState ps = state;
- path_state_next(kg, &ps, label);
-
- /* setup ray */
- Ray bsdf_ray;
-
- bsdf_ray.P = ray_offset(sd.P, (label & LABEL_TRANSMIT)? -sd.Ng: sd.Ng);
- bsdf_ray.D = bsdf_omega_in;
- bsdf_ray.t = FLT_MAX;
-#ifdef __RAY_DIFFERENTIALS__
- bsdf_ray.dP = sd.dP;
- bsdf_ray.dD = bsdf_domega_in;
-#endif
-#ifdef __OBJECT_MOTION__
- bsdf_ray.time = sd.time;
-#endif
-
- kernel_path_indirect(kg, rng, sample*num_samples + j, bsdf_ray, buffer,
- tp*num_samples_inv, num_samples,
- min_ray_pdf, bsdf_pdf, ps, rng_offset+PRNG_BOUNCE_NUM, &L);
-
- /* for render passes, sum and reset indirect light pass variables
- * for the next samples */
- path_radiance_sum_indirect(&L);
- path_radiance_reset_indirect(&L);
- }
- }
+ /* lighting */
+ kernel_path_non_progressive_lighting(kg, rng, sample, &sd, throughput,
+ 1.0f, ray_pdf, ray_pdf, state, rng_offset, &L, buffer);
/* continue in case of transparency */
throughput *= shader_bsdf_transparency(kg, &sd);