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Diffstat (limited to 'intern/cycles/kernel/kernel_path.h')
-rw-r--r--intern/cycles/kernel/kernel_path.h263
1 files changed, 263 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 pass)
+{
+ /* 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 minpass = 5;
+ const float minL = 0.1f;
+
+ if(pass >= minpass) {
+ float3 L = buffer[x + y*kernel_data.cam.width];
+ float3 Lmin = make_float3(minL, minL, minL);
+ float correct = (float)(pass+1)/(float)pass;
+
+ L = film_map(L*correct, pass);
+
+ return weights/clamp(L, Lmin, one);
+ }
+
+ return weights;
+}
+#endif
+
+__device float path_terminate_probability(KernelGlobals *kg, int bounce, const float3 throughput)
+{
+ if(bounce >= kernel_data.integrator.maxbounce)
+ return 0.0f;
+ else if(bounce <= kernel_data.integrator.minbounce)
+ return 1.0f;
+
+ return average(throughput);
+}
+
+__device int path_flag_from_label(int path_flag, int label)
+{
+ /* reflect/transmit */
+ if(label & LABEL_REFLECT) {
+ path_flag |= PATH_RAY_REFLECT;
+ path_flag &= ~PATH_RAY_TRANSMIT;
+ }
+ else {
+ kernel_assert(label & LABEL_TRANSMIT);
+
+ path_flag |= PATH_RAY_TRANSMIT;
+ path_flag &= ~PATH_RAY_REFLECT;
+ }
+
+ /* diffuse/glossy/singular */
+ if(label & LABEL_DIFFUSE) {
+ path_flag |= PATH_RAY_DIFFUSE;
+ path_flag &= ~(PATH_RAY_GLOSSY|PATH_RAY_SINGULAR);
+ }
+ else if(label & LABEL_GLOSSY) {
+ path_flag |= PATH_RAY_GLOSSY;
+ path_flag &= ~(PATH_RAY_DIFFUSE|PATH_RAY_SINGULAR);
+ }
+ else {
+ kernel_assert(label & (LABEL_SINGULAR|LABEL_STRAIGHT));
+
+ path_flag |= PATH_RAY_SINGULAR;
+ path_flag &= ~(PATH_RAY_DIFFUSE|PATH_RAY_GLOSSY);
+ }
+
+ /* ray through transparent is still camera ray */
+ if(!(label & LABEL_STRAIGHT))
+ path_flag &= ~PATH_RAY_CAMERA;
+
+ return path_flag;
+}
+
+__device float3 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int pass, Ray ray, float3 throughput)
+{
+ /* initialize */
+ float3 L = make_float3(0.0f, 0.0f, 0.0f);
+
+#ifdef __EMISSION__
+ float ray_pdf = 0.0f;
+#endif
+ int path_flag = PATH_RAY_CAMERA|PATH_RAY_SINGULAR;
+ int rng_offset = PRNG_BASE_NUM;
+
+ /* path iteration */
+ for(int bounce = 0; ; bounce++, rng_offset += PRNG_BOUNCE_NUM) {
+ /* intersect scene */
+ Intersection isect;
+
+ if(!scene_intersect(kg, &ray, false, &isect)) {
+ /* eval background shader if nothing hit */
+#ifdef __BACKGROUND__
+ ShaderData sd;
+ shader_setup_from_background(kg, &sd, &ray);
+ L += throughput*shader_eval_background(kg, &sd, path_flag);
+ shader_release(kg, &sd);
+#else
+ L += throughputmake_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, pass, rng_offset + PRNG_BSDF);
+ shader_eval_surface(kg, &sd, rbsdf, path_flag);
+
+#ifdef __EMISSION__
+ /* emission */
+ if(kernel_data.integrator.use_emission) {
+ if(sd.flag & SD_EMISSION)
+ L += throughput*indirect_emission(kg, &sd, isect.t, path_flag, ray_pdf);
+
+ /* sample illumination from lights to find path contribution */
+ if((sd.flag & SD_BSDF_HAS_EVAL) &&
+ bounce != kernel_data.integrator.maxbounce) {
+ float light_t = path_rng(kg, rng, pass, rng_offset + PRNG_LIGHT);
+ float light_o = path_rng(kg, rng, pass, rng_offset + PRNG_LIGHT_F);
+ float light_u = path_rng(kg, rng, pass, rng_offset + PRNG_LIGHT_U);
+ float light_v = path_rng(kg, rng, pass, rng_offset + PRNG_LIGHT_V);
+
+ Ray light_ray;
+ float3 light_L;
+
+ if(direct_emission(kg, &sd, light_t, light_o, light_u, light_v, &light_ray, &light_L)) {
+ /* trace shadow ray */
+ if(!scene_intersect(kg, &light_ray, true, &isect))
+ L += throughput*light_L;
+ }
+ }
+ }
+#endif
+
+ /* sample BSDF */
+ float bsdf_pdf;
+ float3 bsdf_eval;
+ float3 bsdf_omega_in;
+ differential3 bsdf_domega_in;
+ float bsdf_u = path_rng(kg, rng, pass, rng_offset + PRNG_BSDF_U);
+ float bsdf_v = path_rng(kg, rng, pass, 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
+
+ path_flag = path_flag_from_label(path_flag, label);
+
+ /* path termination */
+ float probability = path_terminate_probability(kg, bounce, throughput);
+ float terminate = path_rng(kg, rng, pass, rng_offset + PRNG_TERMINATE);
+
+ if(terminate >= probability)
+ break;
+
+ throughput /= probability;
+
+ /* 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 L;
+}
+
+__device void kernel_path_trace(KernelGlobals *kg, __global float4 *buffer, __global uint *rng_state, int pass, int x, int y)
+{
+ /* initialize random numbers */
+ RNG rng;
+
+ float filter_u;
+ float filter_v;
+
+ path_rng_init(kg, rng_state, pass, &rng, x, y, &filter_u, &filter_v);
+
+ /* sample camera ray */
+ Ray ray;
+
+ float lens_u = path_rng(kg, &rng, pass, PRNG_LENS_U);
+ float lens_v = path_rng(kg, &rng, pass, 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, pass);
+ float3 L = kernel_path_integrate(kg, &rng, pass, ray, throughput)/throughput;
+#else
+ float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
+ float3 L = kernel_path_integrate(kg, &rng, pass, ray, throughput);
+#endif
+
+ /* accumulate result in output buffer */
+ int index = x + y*kernel_data.cam.width;
+
+ float4 result;
+ result.x = L.x;
+ result.y = L.y;
+ result.z = L.z;
+ result.w = 1.0f;
+
+ if(pass == 0)
+ buffer[index] = result;
+ else
+ buffer[index] += result;
+
+ path_rng_end(kg, rng_state, rng, x, y);
+}
+
+CCL_NAMESPACE_END
+