diff options
Diffstat (limited to 'intern/cycles/kernel/kernel_path.h')
-rw-r--r-- | intern/cycles/kernel/kernel_path.h | 1240 |
1 files changed, 526 insertions, 714 deletions
diff --git a/intern/cycles/kernel/kernel_path.h b/intern/cycles/kernel/kernel_path.h index f90701a8260..b0f53aef2d5 100644 --- a/intern/cycles/kernel/kernel_path.h +++ b/intern/cycles/kernel/kernel_path.h @@ -15,57 +15,350 @@ */ #ifdef __OSL__ -# include "osl_shader.h" +# include "kernel/osl/osl_shader.h" #endif -#include "kernel_random.h" -#include "kernel_projection.h" -#include "kernel_montecarlo.h" -#include "kernel_differential.h" -#include "kernel_camera.h" +#include "kernel/kernel_random.h" +#include "kernel/kernel_projection.h" +#include "kernel/kernel_montecarlo.h" +#include "kernel/kernel_differential.h" +#include "kernel/kernel_camera.h" -#include "geom/geom.h" -#include "bvh/bvh.h" +#include "kernel/geom/geom.h" +#include "kernel/bvh/bvh.h" -#include "kernel_accumulate.h" -#include "kernel_shader.h" -#include "kernel_light.h" -#include "kernel_passes.h" +#include "kernel/kernel_accumulate.h" +#include "kernel/kernel_shader.h" +#include "kernel/kernel_light.h" +#include "kernel/kernel_passes.h" -#ifdef __SUBSURFACE__ -# include "kernel_subsurface.h" +#if defined(__VOLUME__) || defined(__SUBSURFACE__) +# include "kernel/kernel_volume.h" #endif -#ifdef __VOLUME__ -# include "kernel_volume.h" +#ifdef __SUBSURFACE__ +# include "kernel/kernel_subsurface.h" #endif -#include "kernel_path_state.h" -#include "kernel_shadow.h" -#include "kernel_emission.h" -#include "kernel_path_common.h" -#include "kernel_path_surface.h" -#include "kernel_path_volume.h" +#include "kernel/kernel_path_state.h" +#include "kernel/kernel_shadow.h" +#include "kernel/kernel_emission.h" +#include "kernel/kernel_path_common.h" +#include "kernel/kernel_path_surface.h" +#include "kernel/kernel_path_volume.h" +#include "kernel/kernel_path_subsurface.h" + +CCL_NAMESPACE_BEGIN + +ccl_device_forceinline bool kernel_path_scene_intersect( + KernelGlobals *kg, + ccl_addr_space PathState *state, + Ray *ray, + Intersection *isect, + PathRadiance *L) +{ + uint visibility = path_state_ray_visibility(kg, state); + + if(path_state_ao_bounce(kg, state)) { + visibility = PATH_RAY_SHADOW; + ray->t = kernel_data.background.ao_distance; + } + +#ifdef __HAIR__ + float difl = 0.0f, extmax = 0.0f; + uint lcg_state = 0; + + if(kernel_data.bvh.have_curves) { + if((kernel_data.cam.resolution == 1) && (state->flag & PATH_RAY_CAMERA)) { + float3 pixdiff = ray->dD.dx + ray->dD.dy; + /*pixdiff = pixdiff - dot(pixdiff, ray.D)*ray.D;*/ + difl = kernel_data.curve.minimum_width * len(pixdiff) * 0.5f; + } + + extmax = kernel_data.curve.maximum_width; + lcg_state = lcg_state_init_addrspace(state, 0x51633e2d); + } + + bool hit = scene_intersect(kg, *ray, visibility, isect, &lcg_state, difl, extmax); +#else + bool hit = scene_intersect(kg, *ray, visibility, isect, NULL, 0.0f, 0.0f); +#endif /* __HAIR__ */ #ifdef __KERNEL_DEBUG__ -# include "kernel_debug.h" -#endif + if(state->flag & PATH_RAY_CAMERA) { + L->debug_data.num_bvh_traversed_nodes += isect->num_traversed_nodes; + L->debug_data.num_bvh_traversed_instances += isect->num_traversed_instances; + L->debug_data.num_bvh_intersections += isect->num_intersections; + } + L->debug_data.num_ray_bounces++; +#endif /* __KERNEL_DEBUG__ */ -CCL_NAMESPACE_BEGIN + return hit; +} + +ccl_device_forceinline void kernel_path_lamp_emission( + KernelGlobals *kg, + ccl_addr_space PathState *state, + Ray *ray, + float3 throughput, + ccl_addr_space Intersection *isect, + ShaderData *emission_sd, + PathRadiance *L) +{ +#ifdef __LAMP_MIS__ + if(kernel_data.integrator.use_lamp_mis && !(state->flag & PATH_RAY_CAMERA)) { + /* ray starting from previous non-transparent bounce */ + Ray light_ray; + + light_ray.P = ray->P - state->ray_t*ray->D; + state->ray_t += isect->t; + light_ray.D = ray->D; + light_ray.t = state->ray_t; + light_ray.time = ray->time; + light_ray.dD = ray->dD; + light_ray.dP = ray->dP; + + /* intersect with lamp */ + float3 emission; + + if(indirect_lamp_emission(kg, emission_sd, state, &light_ray, &emission)) + path_radiance_accum_emission(L, state, throughput, emission); + } +#endif /* __LAMP_MIS__ */ +} + +ccl_device_forceinline void kernel_path_background( + KernelGlobals *kg, + ccl_addr_space PathState *state, + ccl_addr_space Ray *ray, + float3 throughput, + ShaderData *sd, + PathRadiance *L) +{ + /* eval background shader if nothing hit */ + if(kernel_data.background.transparent && (state->flag & PATH_RAY_TRANSPARENT_BACKGROUND)) { + L->transparent += average(throughput); + +#ifdef __PASSES__ + if(!(kernel_data.film.light_pass_flag & PASSMASK(BACKGROUND))) +#endif /* __PASSES__ */ + return; + } + + /* When using the ao bounces approximation, adjust background + * shader intensity with ao factor. */ + if(path_state_ao_bounce(kg, state)) { + throughput *= kernel_data.background.ao_bounces_factor; + } + +#ifdef __BACKGROUND__ + /* sample background shader */ + float3 L_background = indirect_background(kg, sd, state, ray); + path_radiance_accum_background(L, state, throughput, L_background); +#endif /* __BACKGROUND__ */ +} + +#ifndef __SPLIT_KERNEL__ + +#ifdef __VOLUME__ +ccl_device_forceinline VolumeIntegrateResult kernel_path_volume( + KernelGlobals *kg, + ShaderData *sd, + PathState *state, + Ray *ray, + float3 *throughput, + ccl_addr_space Intersection *isect, + bool hit, + ShaderData *emission_sd, + PathRadiance *L) +{ + /* Sanitize volume stack. */ + if(!hit) { + kernel_volume_clean_stack(kg, state->volume_stack); + } + + if(state->volume_stack[0].shader == SHADER_NONE) { + return VOLUME_PATH_ATTENUATED; + } + + /* volume attenuation, emission, scatter */ + Ray volume_ray = *ray; + volume_ray.t = (hit)? isect->t: FLT_MAX; + + bool heterogeneous = volume_stack_is_heterogeneous(kg, state->volume_stack); + +# ifdef __VOLUME_DECOUPLED__ + int sampling_method = volume_stack_sampling_method(kg, state->volume_stack); + bool direct = (state->flag & PATH_RAY_CAMERA) != 0; + bool decoupled = kernel_volume_use_decoupled(kg, heterogeneous, direct, sampling_method); + + if(decoupled) { + /* cache steps along volume for repeated sampling */ + VolumeSegment volume_segment; + + shader_setup_from_volume(kg, sd, &volume_ray); + kernel_volume_decoupled_record(kg, state, + &volume_ray, sd, &volume_segment, heterogeneous); + + volume_segment.sampling_method = sampling_method; + + /* emission */ + if(volume_segment.closure_flag & SD_EMISSION) + path_radiance_accum_emission(L, state, *throughput, volume_segment.accum_emission); + + /* scattering */ + VolumeIntegrateResult result = VOLUME_PATH_ATTENUATED; + + if(volume_segment.closure_flag & SD_SCATTER) { + int all = kernel_data.integrator.sample_all_lights_indirect; + + /* direct light sampling */ + kernel_branched_path_volume_connect_light(kg, sd, + emission_sd, *throughput, state, L, all, + &volume_ray, &volume_segment); + + /* indirect sample. if we use distance sampling and take just + * one sample for direct and indirect light, we could share + * this computation, but makes code a bit complex */ + float rphase = path_state_rng_1D(kg, state, PRNG_PHASE_CHANNEL); + float rscatter = path_state_rng_1D(kg, state, PRNG_SCATTER_DISTANCE); + + result = kernel_volume_decoupled_scatter(kg, + state, &volume_ray, sd, throughput, + rphase, rscatter, &volume_segment, NULL, true); + } + + /* free cached steps */ + kernel_volume_decoupled_free(kg, &volume_segment); + + if(result == VOLUME_PATH_SCATTERED) { + if(kernel_path_volume_bounce(kg, sd, throughput, state, &L->state, ray)) + return VOLUME_PATH_SCATTERED; + else + return VOLUME_PATH_MISSED; + } + else { + *throughput *= volume_segment.accum_transmittance; + } + } + else +# endif /* __VOLUME_DECOUPLED__ */ + { + /* integrate along volume segment with distance sampling */ + VolumeIntegrateResult result = kernel_volume_integrate( + kg, state, sd, &volume_ray, L, throughput, heterogeneous); + +# ifdef __VOLUME_SCATTER__ + if(result == VOLUME_PATH_SCATTERED) { + /* direct lighting */ + kernel_path_volume_connect_light(kg, sd, emission_sd, *throughput, state, L); + + /* indirect light bounce */ + if(kernel_path_volume_bounce(kg, sd, throughput, state, &L->state, ray)) + return VOLUME_PATH_SCATTERED; + else + return VOLUME_PATH_MISSED; + } +# endif /* __VOLUME_SCATTER__ */ + } + + return VOLUME_PATH_ATTENUATED; +} +#endif /* __VOLUME__ */ + +#endif /* __SPLIT_KERNEL__ */ + +ccl_device_forceinline bool kernel_path_shader_apply( + KernelGlobals *kg, + ShaderData *sd, + ccl_addr_space PathState *state, + ccl_addr_space Ray *ray, + float3 throughput, + ShaderData *emission_sd, + PathRadiance *L, + ccl_global float *buffer) +{ +#ifdef __SHADOW_TRICKS__ + if((sd->object_flag & SD_OBJECT_SHADOW_CATCHER)) { + if(state->flag & PATH_RAY_TRANSPARENT_BACKGROUND) { + state->flag |= (PATH_RAY_SHADOW_CATCHER | + PATH_RAY_STORE_SHADOW_INFO); + + float3 bg = make_float3(0.0f, 0.0f, 0.0f); + if(!kernel_data.background.transparent) { + bg = indirect_background(kg, emission_sd, state, ray); + } + path_radiance_accum_shadowcatcher(L, throughput, bg); + } + } + else if(state->flag & PATH_RAY_SHADOW_CATCHER) { + /* Only update transparency after shadow catcher bounce. */ + L->shadow_transparency *= + average(shader_bsdf_transparency(kg, sd)); + } +#endif /* __SHADOW_TRICKS__ */ + + /* holdout */ +#ifdef __HOLDOUT__ + if(((sd->flag & SD_HOLDOUT) || + (sd->object_flag & SD_OBJECT_HOLDOUT_MASK)) && + (state->flag & PATH_RAY_TRANSPARENT_BACKGROUND)) + { + if(kernel_data.background.transparent) { + float3 holdout_weight; + if(sd->object_flag & SD_OBJECT_HOLDOUT_MASK) { + holdout_weight = make_float3(1.0f, 1.0f, 1.0f); + } + else { + holdout_weight = shader_holdout_eval(kg, sd); + } + /* any throughput is ok, should all be identical here */ + L->transparent += average(holdout_weight*throughput); + } + + if(sd->object_flag & SD_OBJECT_HOLDOUT_MASK) { + return false; + } + } +#endif /* __HOLDOUT__ */ + + /* holdout mask objects do not write data passes */ + kernel_write_data_passes(kg, buffer, L, sd, state, throughput); + + /* blurring of bsdf after bounces, for rays that have a small likelihood + * of following this particular path (diffuse, rough glossy) */ + if(kernel_data.integrator.filter_glossy != FLT_MAX) { + float blur_pdf = kernel_data.integrator.filter_glossy*state->min_ray_pdf; + + if(blur_pdf < 1.0f) { + float blur_roughness = sqrtf(1.0f - blur_pdf)*0.5f; + shader_bsdf_blur(kg, sd, blur_roughness); + } + } + +#ifdef __EMISSION__ + /* emission */ + if(sd->flag & SD_EMISSION) { + float3 emission = indirect_primitive_emission(kg, sd, sd->ray_length, state->flag, state->ray_pdf); + path_radiance_accum_emission(L, state, throughput, emission); + } +#endif /* __EMISSION__ */ + + return true; +} ccl_device_noinline void kernel_path_ao(KernelGlobals *kg, ShaderData *sd, ShaderData *emission_sd, PathRadiance *L, - PathState *state, - RNG *rng, + ccl_addr_space PathState *state, float3 throughput, float3 ao_alpha) { /* todo: solve correlation */ float bsdf_u, bsdf_v; - path_state_rng_2D(kg, rng, state, PRNG_BSDF_U, &bsdf_u, &bsdf_v); + path_state_rng_2D(kg, state, PRNG_BSDF_U, &bsdf_u, &bsdf_v); float ao_factor = kernel_data.background.ao_factor; float3 ao_N; @@ -75,278 +368,118 @@ ccl_device_noinline void kernel_path_ao(KernelGlobals *kg, sample_cos_hemisphere(ao_N, bsdf_u, bsdf_v, &ao_D, &ao_pdf); - if(dot(ccl_fetch(sd, Ng), ao_D) > 0.0f && ao_pdf != 0.0f) { + if(dot(sd->Ng, ao_D) > 0.0f && ao_pdf != 0.0f) { Ray light_ray; float3 ao_shadow; - light_ray.P = ray_offset(ccl_fetch(sd, P), ccl_fetch(sd, Ng)); + 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 = ccl_fetch(sd, time); -#endif /* __OBJECT_MOTION__ */ - light_ray.dP = ccl_fetch(sd, dP); + light_ray.time = sd->time; + light_ray.dP = sd->dP; light_ray.dD = differential3_zero(); - if(!shadow_blocked(kg, emission_sd, state, &light_ray, &ao_shadow)) { - path_radiance_accum_ao(L, throughput, ao_alpha, ao_bsdf, ao_shadow, state->bounce); + if(!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &ao_shadow)) { + path_radiance_accum_ao(L, state, throughput, ao_alpha, ao_bsdf, ao_shadow); + } + else { + path_radiance_accum_total_ao(L, state, throughput, ao_bsdf); } } } +#ifndef __SPLIT_KERNEL__ + +#if defined(__BRANCHED_PATH__) || defined(__BAKING__) + ccl_device void kernel_path_indirect(KernelGlobals *kg, ShaderData *sd, ShaderData *emission_sd, - RNG *rng, Ray *ray, float3 throughput, - int num_samples, PathState *state, PathRadiance *L) { +#ifdef __SUBSURFACE__ + SubsurfaceIndirectRays ss_indirect; + kernel_path_subsurface_init_indirect(&ss_indirect); + + for(;;) { +#endif /* __SUBSURFACE__ */ + /* path iteration */ for(;;) { - /* intersect scene */ + /* Find intersection with objects in scene. */ Intersection isect; - uint visibility = path_state_ray_visibility(kg, state); - if(state->bounce > kernel_data.integrator.ao_bounces) { - visibility = PATH_RAY_SHADOW; - ray->t = kernel_data.background.ao_distance; - } - bool hit = scene_intersect(kg, - *ray, - visibility, - &isect, - NULL, - 0.0f, 0.0f); + bool hit = kernel_path_scene_intersect(kg, state, ray, &isect, L); -#ifdef __LAMP_MIS__ - if(kernel_data.integrator.use_lamp_mis && !(state->flag & PATH_RAY_CAMERA)) { - /* ray starting from previous non-transparent bounce */ - Ray light_ray; - - light_ray.P = ray->P - state->ray_t*ray->D; - state->ray_t += isect.t; - light_ray.D = ray->D; - light_ray.t = state->ray_t; - light_ray.time = ray->time; - light_ray.dD = ray->dD; - light_ray.dP = ray->dP; - - /* intersect with lamp */ - float3 emission; - if(indirect_lamp_emission(kg, emission_sd, state, &light_ray, &emission)) { - path_radiance_accum_emission(L, - throughput, - emission, - state->bounce); - } - } -#endif /* __LAMP_MIS__ */ + /* Find intersection with lamps and compute emission for MIS. */ + kernel_path_lamp_emission(kg, state, ray, throughput, &isect, sd, L); #ifdef __VOLUME__ - /* Sanitize volume stack. */ - if(!hit) { - kernel_volume_clean_stack(kg, state->volume_stack); - } - /* volume attenuation, emission, scatter */ - if(state->volume_stack[0].shader != SHADER_NONE) { - Ray volume_ray = *ray; - volume_ray.t = (hit)? isect.t: FLT_MAX; - - bool heterogeneous = - volume_stack_is_heterogeneous(kg, - state->volume_stack); - -# ifdef __VOLUME_DECOUPLED__ - int sampling_method = - volume_stack_sampling_method(kg, - state->volume_stack); - bool decoupled = kernel_volume_use_decoupled(kg, heterogeneous, false, sampling_method); - - if(decoupled) { - /* cache steps along volume for repeated sampling */ - VolumeSegment volume_segment; - - shader_setup_from_volume(kg, - sd, - &volume_ray); - kernel_volume_decoupled_record(kg, - state, - &volume_ray, - sd, - &volume_segment, - heterogeneous); - - volume_segment.sampling_method = sampling_method; - - /* emission */ - if(volume_segment.closure_flag & SD_EMISSION) { - path_radiance_accum_emission(L, - throughput, - volume_segment.accum_emission, - state->bounce); - } - - /* scattering */ - VolumeIntegrateResult result = VOLUME_PATH_ATTENUATED; - - if(volume_segment.closure_flag & SD_SCATTER) { - int all = kernel_data.integrator.sample_all_lights_indirect; - - /* direct light sampling */ - kernel_branched_path_volume_connect_light(kg, - rng, - sd, - emission_sd, - throughput, - state, - L, - all, - &volume_ray, - &volume_segment); - - /* indirect sample. if we use distance sampling and take just - * one sample for direct and indirect light, we could share - * this computation, but makes code a bit complex */ - float rphase = path_state_rng_1D_for_decision(kg, rng, state, PRNG_PHASE); - float rscatter = path_state_rng_1D_for_decision(kg, rng, state, PRNG_SCATTER_DISTANCE); - - result = kernel_volume_decoupled_scatter(kg, - state, - &volume_ray, - sd, - &throughput, - rphase, - rscatter, - &volume_segment, - NULL, - true); - } - - /* free cached steps */ - kernel_volume_decoupled_free(kg, &volume_segment); - - if(result == VOLUME_PATH_SCATTERED) { - if(kernel_path_volume_bounce(kg, - rng, - sd, - &throughput, - state, - L, - ray)) - { - continue; - } - else { - break; - } - } - else { - throughput *= volume_segment.accum_transmittance; - } - } - else -# endif /* __VOLUME_DECOUPLED__ */ - { - /* integrate along volume segment with distance sampling */ - VolumeIntegrateResult result = kernel_volume_integrate( - kg, state, sd, &volume_ray, L, &throughput, rng, heterogeneous); - -# ifdef __VOLUME_SCATTER__ - if(result == VOLUME_PATH_SCATTERED) { - /* direct lighting */ - kernel_path_volume_connect_light(kg, - rng, - sd, - emission_sd, - throughput, - state, - L); - - /* indirect light bounce */ - if(kernel_path_volume_bounce(kg, - rng, - sd, - &throughput, - state, - L, - ray)) - { - continue; - } - else { - break; - } - } -# endif /* __VOLUME_SCATTER__ */ - } + /* Volume integration. */ + VolumeIntegrateResult result = kernel_path_volume(kg, + sd, + state, + ray, + &throughput, + &isect, + hit, + emission_sd, + L); + + if(result == VOLUME_PATH_SCATTERED) { + continue; + } + else if(result == VOLUME_PATH_MISSED) { + break; } -#endif /* __VOLUME__ */ +#endif /* __VOLUME__*/ + /* Shade background. */ if(!hit) { -#ifdef __BACKGROUND__ - /* sample background shader */ - float3 L_background = indirect_background(kg, emission_sd, state, ray); - path_radiance_accum_background(L, - throughput, - L_background, - state->bounce); -#endif /* __BACKGROUND__ */ - + kernel_path_background(kg, state, ray, throughput, sd, L); break; } - else if(state->bounce > kernel_data.integrator.ao_bounces) { + else if(path_state_ao_bounce(kg, state)) { break; } - /* setup shading */ - shader_setup_from_ray(kg, - sd, - &isect, - ray); - float rbsdf = path_state_rng_1D_for_decision(kg, rng, state, PRNG_BSDF); - shader_eval_surface(kg, sd, rng, state, rbsdf, state->flag, SHADER_CONTEXT_INDIRECT); -#ifdef __BRANCHED_PATH__ - shader_merge_closures(sd); -#endif /* __BRANCHED_PATH__ */ - - /* blurring of bsdf after bounces, for rays that have a small likelihood - * of following this particular path (diffuse, rough glossy) */ - if(kernel_data.integrator.filter_glossy != FLT_MAX) { - float blur_pdf = kernel_data.integrator.filter_glossy*state->min_ray_pdf; - - if(blur_pdf < 1.0f) { - float blur_roughness = sqrtf(1.0f - blur_pdf)*0.5f; - shader_bsdf_blur(kg, sd, blur_roughness); - } - } + /* Setup shader data. */ + shader_setup_from_ray(kg, sd, &isect, ray); -#ifdef __EMISSION__ - /* emission */ - if(sd->flag & SD_EMISSION) { - float3 emission = indirect_primitive_emission(kg, - sd, - isect.t, - state->flag, - state->ray_pdf); - path_radiance_accum_emission(L, throughput, emission, state->bounce); + /* Skip most work for volume bounding surface. */ +#ifdef __VOLUME__ + if(!(sd->flag & SD_HAS_ONLY_VOLUME)) { +#endif + + /* Evaluate shader. */ + shader_eval_surface(kg, sd, state, state->flag); + shader_prepare_closures(sd, state); + + /* Apply shadow catcher, holdout, emission. */ + if(!kernel_path_shader_apply(kg, + sd, + state, + ray, + throughput, + emission_sd, + L, + NULL)) + { + break; } -#endif /* __EMISSION__ */ /* 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*num_samples); + float probability = path_state_continuation_probability(kg, state, throughput); if(probability == 0.0f) { break; } else if(probability != 1.0f) { - float terminate = path_state_rng_1D_for_decision(kg, rng, state, PRNG_TERMINATE); + float terminate = path_state_rng_1D(kg, state, PRNG_TERMINATE); if(terminate >= probability) break; @@ -354,50 +487,39 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg, throughput /= probability; } + kernel_update_denoising_features(kg, sd, state, L); + #ifdef __AO__ /* ambient occlusion */ if(kernel_data.integrator.use_ambient_occlusion || (sd->flag & SD_AO)) { - kernel_path_ao(kg, sd, emission_sd, L, state, rng, throughput, make_float3(0.0f, 0.0f, 0.0f)); + kernel_path_ao(kg, sd, emission_sd, L, state, throughput, make_float3(0.0f, 0.0f, 0.0f)); } #endif /* __AO__ */ + #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_state_init(rng, state, 0x68bc21eb); - - float bssrdf_u, bssrdf_v; - path_state_rng_2D(kg, - rng, - state, - PRNG_BSDF_U, - &bssrdf_u, &bssrdf_v); - subsurface_scatter_step(kg, - sd, - state, - state->flag, - sc, - &lcg_state, - bssrdf_u, bssrdf_v, - false); + if(kernel_path_subsurface_scatter(kg, + sd, + emission_sd, + L, + state, + ray, + &throughput, + &ss_indirect)) + { + break; } } #endif /* __SUBSURFACE__ */ -#if defined(__EMISSION__) && defined(__BRANCHED_PATH__) +#if defined(__EMISSION__) if(kernel_data.integrator.use_direct_light) { - int all = kernel_data.integrator.sample_all_lights_indirect; + int all = (kernel_data.integrator.sample_all_lights_indirect) || + (state->flag & PATH_RAY_SHADOW_CATCHER); kernel_branched_path_surface_connect_light(kg, - rng, sd, emission_sd, state, @@ -406,205 +528,48 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg, L, all); } -#endif /* defined(__EMISSION__) && defined(__BRANCHED_PATH__) */ +#endif /* defined(__EMISSION__) */ - if(!kernel_path_surface_bounce(kg, rng, sd, &throughput, state, L, ray)) +#ifdef __VOLUME__ + } +#endif + + if(!kernel_path_surface_bounce(kg, sd, &throughput, state, &L->state, ray)) break; } -} #ifdef __SUBSURFACE__ -# ifndef __KERNEL_CUDA__ -ccl_device -# else -ccl_device_inline -# endif -bool kernel_path_subsurface_scatter( - KernelGlobals *kg, - ShaderData *sd, - ShaderData *emission_sd, - PathRadiance *L, - PathState *state, - RNG *rng, - Ray *ray, - float3 *throughput, - SubsurfaceIndirectRays *ss_indirect) -{ - 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) { - /* We should never have two consecutive BSSRDF bounces, - * the second one should be converted to a diffuse BSDF to - * avoid this. + /* Trace indirect subsurface rays by restarting the loop. this uses less + * stack memory than invoking kernel_path_indirect. */ - kernel_assert(!ss_indirect->tracing); - - uint lcg_state = lcg_state_init(rng, state, 0x68bc21eb); - - SubsurfaceIntersection ss_isect; - float bssrdf_u, bssrdf_v; - path_state_rng_2D(kg, rng, state, PRNG_BSDF_U, &bssrdf_u, &bssrdf_v); - int num_hits = subsurface_scatter_multi_intersect(kg, - &ss_isect, - sd, - sc, - &lcg_state, - bssrdf_u, bssrdf_v, - false); -# ifdef __VOLUME__ - ss_indirect->need_update_volume_stack = - kernel_data.integrator.use_volumes && - ccl_fetch(sd, object_flag) & SD_OBJECT_INTERSECTS_VOLUME; -# endif /* __VOLUME__ */ - - /* compute lighting with the BSDF closure */ - for(int hit = 0; hit < num_hits; hit++) { - /* NOTE: We reuse the existing ShaderData, we assume the path - * integration loop stops when this function returns true. - */ - subsurface_scatter_multi_setup(kg, - &ss_isect, - hit, - sd, - state, - state->flag, - sc, - false); - - PathState *hit_state = &ss_indirect->state[ss_indirect->num_rays]; - Ray *hit_ray = &ss_indirect->rays[ss_indirect->num_rays]; - float3 *hit_tp = &ss_indirect->throughputs[ss_indirect->num_rays]; - PathRadiance *hit_L = &ss_indirect->L[ss_indirect->num_rays]; - - *hit_state = *state; - *hit_ray = *ray; - *hit_tp = *throughput; - - hit_state->rng_offset += PRNG_BOUNCE_NUM; - - path_radiance_init(hit_L, kernel_data.film.use_light_pass); - hit_L->direct_throughput = L->direct_throughput; - path_radiance_copy_indirect(hit_L, L); - - kernel_path_surface_connect_light(kg, rng, sd, emission_sd, *hit_tp, state, hit_L); - - if(kernel_path_surface_bounce(kg, - rng, - sd, - hit_tp, - hit_state, - hit_L, - hit_ray)) - { -# ifdef __LAMP_MIS__ - hit_state->ray_t = 0.0f; -# endif /* __LAMP_MIS__ */ - -# ifdef __VOLUME__ - if(ss_indirect->need_update_volume_stack) { - Ray volume_ray = *ray; - /* Setup ray from previous surface point to the new one. */ - volume_ray.D = normalize_len(hit_ray->P - volume_ray.P, - &volume_ray.t); - - kernel_volume_stack_update_for_subsurface( - kg, - emission_sd, - &volume_ray, - hit_state->volume_stack); - } -# endif /* __VOLUME__ */ - path_radiance_reset_indirect(L); - ss_indirect->num_rays++; - } - else { - path_radiance_accum_sample(L, hit_L, 1); - } + if(ss_indirect.num_rays) { + kernel_path_subsurface_setup_indirect(kg, + &ss_indirect, + state, + ray, + L, + &throughput); } - return true; - } - return false; -} - -ccl_device_inline void kernel_path_subsurface_init_indirect( - SubsurfaceIndirectRays *ss_indirect) -{ - ss_indirect->tracing = false; - ss_indirect->num_rays = 0; -} - -ccl_device void kernel_path_subsurface_accum_indirect( - SubsurfaceIndirectRays *ss_indirect, - PathRadiance *L) -{ - if(ss_indirect->tracing) { - path_radiance_sum_indirect(L); - path_radiance_accum_sample(&ss_indirect->direct_L, L, 1); - if(ss_indirect->num_rays == 0) { - *L = ss_indirect->direct_L; + else { + break; } } +#endif /* __SUBSURFACE__ */ } -ccl_device void kernel_path_subsurface_setup_indirect( - KernelGlobals *kg, - SubsurfaceIndirectRays *ss_indirect, - PathState *state, - Ray *ray, - PathRadiance *L, - float3 *throughput) -{ - if(!ss_indirect->tracing) { - ss_indirect->direct_L = *L; - } - ss_indirect->tracing = true; - - /* Setup state, ray and throughput for indirect SSS rays. */ - ss_indirect->num_rays--; - - Ray *indirect_ray = &ss_indirect->rays[ss_indirect->num_rays]; - PathRadiance *indirect_L = &ss_indirect->L[ss_indirect->num_rays]; - - *state = ss_indirect->state[ss_indirect->num_rays]; - *ray = *indirect_ray; - *L = *indirect_L; - *throughput = ss_indirect->throughputs[ss_indirect->num_rays]; - - state->rng_offset += ss_indirect->num_rays * PRNG_BOUNCE_NUM; -} - -#endif /* __SUBSURFACE__ */ +#endif /* defined(__BRANCHED_PATH__) || defined(__BAKING__) */ -ccl_device_inline float4 kernel_path_integrate(KernelGlobals *kg, - RNG *rng, - int sample, - Ray ray, - ccl_global float *buffer) +ccl_device_forceinline void kernel_path_integrate( + KernelGlobals *kg, + PathState *state, + float3 throughput, + Ray *ray, + PathRadiance *L, + ccl_global float *buffer, + ShaderData *emission_sd) { - /* initialize */ - PathRadiance L; - float3 throughput = make_float3(1.0f, 1.0f, 1.0f); - float L_transparent = 0.0f; - - path_radiance_init(&L, kernel_data.film.use_light_pass); - - /* shader data memory used for both volumes and surfaces, saves stack space */ + /* Shader data memory used for both volumes and surfaces, saves stack space. */ ShaderData sd; - /* shader data used by emission, shadows, volume stacks */ - ShaderData emission_sd; - - PathState state; - path_state_init(kg, &emission_sd, &state, rng, sample, &ray); - -#ifdef __KERNEL_DEBUG__ - DebugData debug_data; - debug_data_init(&debug_data); -#endif /* __KERNEL_DEBUG__ */ #ifdef __SUBSURFACE__ SubsurfaceIndirectRays ss_indirect; @@ -615,248 +580,89 @@ ccl_device_inline float4 kernel_path_integrate(KernelGlobals *kg, /* path iteration */ for(;;) { - /* intersect scene */ + /* Find intersection with objects in scene. */ Intersection isect; - uint visibility = path_state_ray_visibility(kg, &state); - -#ifdef __HAIR__ - float difl = 0.0f, extmax = 0.0f; - uint lcg_state = 0; - - if(kernel_data.bvh.have_curves) { - if((kernel_data.cam.resolution == 1) && (state.flag & PATH_RAY_CAMERA)) { - float3 pixdiff = ray.dD.dx + ray.dD.dy; - /*pixdiff = pixdiff - dot(pixdiff, ray.D)*ray.D;*/ - difl = kernel_data.curve.minimum_width * len(pixdiff) * 0.5f; - } + bool hit = kernel_path_scene_intersect(kg, state, ray, &isect, L); - extmax = kernel_data.curve.maximum_width; - lcg_state = lcg_state_init(rng, &state, 0x51633e2d); - } - - if(state.bounce > kernel_data.integrator.ao_bounces) { - visibility = PATH_RAY_SHADOW; - ray.t = kernel_data.background.ao_distance; - } - - bool hit = scene_intersect(kg, ray, visibility, &isect, &lcg_state, difl, extmax); -#else - bool hit = scene_intersect(kg, ray, visibility, &isect, NULL, 0.0f, 0.0f); -#endif /* __HAIR__ */ - -#ifdef __KERNEL_DEBUG__ - if(state.flag & PATH_RAY_CAMERA) { - debug_data.num_bvh_traversed_nodes += isect.num_traversed_nodes; - debug_data.num_bvh_traversed_instances += isect.num_traversed_instances; - debug_data.num_bvh_intersections += isect.num_intersections; - } - debug_data.num_ray_bounces++; -#endif /* __KERNEL_DEBUG__ */ - -#ifdef __LAMP_MIS__ - if(kernel_data.integrator.use_lamp_mis && !(state.flag & PATH_RAY_CAMERA)) { - /* ray starting from previous non-transparent bounce */ - Ray light_ray; - - light_ray.P = ray.P - state.ray_t*ray.D; - state.ray_t += isect.t; - light_ray.D = ray.D; - light_ray.t = state.ray_t; - light_ray.time = ray.time; - light_ray.dD = ray.dD; - light_ray.dP = ray.dP; - - /* intersect with lamp */ - float3 emission; - - if(indirect_lamp_emission(kg, &emission_sd, &state, &light_ray, &emission)) - path_radiance_accum_emission(&L, throughput, emission, state.bounce); - } -#endif /* __LAMP_MIS__ */ + /* Find intersection with lamps and compute emission for MIS. */ + kernel_path_lamp_emission(kg, state, ray, throughput, &isect, &sd, L); #ifdef __VOLUME__ - /* Sanitize volume stack. */ - if(!hit) { - kernel_volume_clean_stack(kg, state.volume_stack); - } - /* volume attenuation, emission, scatter */ - if(state.volume_stack[0].shader != SHADER_NONE) { - Ray volume_ray = ray; - volume_ray.t = (hit)? isect.t: FLT_MAX; - - bool heterogeneous = volume_stack_is_heterogeneous(kg, state.volume_stack); - -# ifdef __VOLUME_DECOUPLED__ - int sampling_method = volume_stack_sampling_method(kg, state.volume_stack); - bool decoupled = kernel_volume_use_decoupled(kg, heterogeneous, true, sampling_method); - - if(decoupled) { - /* cache steps along volume for repeated sampling */ - VolumeSegment volume_segment; - - shader_setup_from_volume(kg, &sd, &volume_ray); - kernel_volume_decoupled_record(kg, &state, - &volume_ray, &sd, &volume_segment, heterogeneous); - - volume_segment.sampling_method = sampling_method; - - /* emission */ - if(volume_segment.closure_flag & SD_EMISSION) - path_radiance_accum_emission(&L, throughput, volume_segment.accum_emission, state.bounce); - - /* scattering */ - VolumeIntegrateResult result = VOLUME_PATH_ATTENUATED; - - if(volume_segment.closure_flag & SD_SCATTER) { - int all = false; - - /* direct light sampling */ - kernel_branched_path_volume_connect_light(kg, rng, &sd, - &emission_sd, throughput, &state, &L, all, - &volume_ray, &volume_segment); - - /* indirect sample. if we use distance sampling and take just - * one sample for direct and indirect light, we could share - * this computation, but makes code a bit complex */ - float rphase = path_state_rng_1D_for_decision(kg, rng, &state, PRNG_PHASE); - float rscatter = path_state_rng_1D_for_decision(kg, rng, &state, PRNG_SCATTER_DISTANCE); - - result = kernel_volume_decoupled_scatter(kg, - &state, &volume_ray, &sd, &throughput, - rphase, rscatter, &volume_segment, NULL, true); - } - - /* free cached steps */ - kernel_volume_decoupled_free(kg, &volume_segment); - - if(result == VOLUME_PATH_SCATTERED) { - if(kernel_path_volume_bounce(kg, rng, &sd, &throughput, &state, &L, &ray)) - continue; - else - break; - } - else { - throughput *= volume_segment.accum_transmittance; - } - } - else -# endif /* __VOLUME_DECOUPLED__ */ - { - /* integrate along volume segment with distance sampling */ - VolumeIntegrateResult result = kernel_volume_integrate( - kg, &state, &sd, &volume_ray, &L, &throughput, rng, heterogeneous); - -# ifdef __VOLUME_SCATTER__ - if(result == VOLUME_PATH_SCATTERED) { - /* direct lighting */ - kernel_path_volume_connect_light(kg, rng, &sd, &emission_sd, throughput, &state, &L); - - /* indirect light bounce */ - if(kernel_path_volume_bounce(kg, rng, &sd, &throughput, &state, &L, &ray)) - continue; - else - break; - } -# endif /* __VOLUME_SCATTER__ */ - } + /* Volume integration. */ + VolumeIntegrateResult result = kernel_path_volume(kg, + &sd, + state, + ray, + &throughput, + &isect, + hit, + emission_sd, + L); + + if(result == VOLUME_PATH_SCATTERED) { + continue; + } + else if(result == VOLUME_PATH_MISSED) { + break; } -#endif /* __VOLUME__ */ +#endif /* __VOLUME__*/ + /* Shade background. */ if(!hit) { - /* eval background shader if nothing hit */ - if(kernel_data.background.transparent && (state.flag & PATH_RAY_CAMERA)) { - L_transparent += average(throughput); - -#ifdef __PASSES__ - if(!(kernel_data.film.pass_flag & PASS_BACKGROUND)) -#endif /* __PASSES__ */ - break; - } - -#ifdef __BACKGROUND__ - /* sample background shader */ - float3 L_background = indirect_background(kg, &emission_sd, &state, &ray); - path_radiance_accum_background(&L, throughput, L_background, state.bounce); -#endif /* __BACKGROUND__ */ - + kernel_path_background(kg, state, ray, throughput, &sd, L); break; } - else if(state.bounce > kernel_data.integrator.ao_bounces) { + else if(path_state_ao_bounce(kg, state)) { break; } - /* setup shading */ - shader_setup_from_ray(kg, &sd, &isect, &ray); - float rbsdf = path_state_rng_1D_for_decision(kg, rng, &state, PRNG_BSDF); - shader_eval_surface(kg, &sd, rng, &state, rbsdf, state.flag, SHADER_CONTEXT_MAIN); - - /* holdout */ -#ifdef __HOLDOUT__ - if(((sd.flag & SD_HOLDOUT) || - (sd.object_flag & SD_OBJECT_HOLDOUT_MASK)) && - (state.flag & PATH_RAY_CAMERA)) - { - if(kernel_data.background.transparent) { - float3 holdout_weight; - if(sd.object_flag & SD_OBJECT_HOLDOUT_MASK) { - holdout_weight = make_float3(1.0f, 1.0f, 1.0f); - } - else { - holdout_weight = shader_holdout_eval(kg, &sd); - } - /* any throughput is ok, should all be identical here */ - L_transparent += average(holdout_weight*throughput); - } + /* Setup shader data. */ + shader_setup_from_ray(kg, &sd, &isect, ray); - if(sd.object_flag & SD_OBJECT_HOLDOUT_MASK) { - break; - } - } -#endif /* __HOLDOUT__ */ - - /* holdout mask objects do not write data passes */ - kernel_write_data_passes(kg, buffer, &L, &sd, sample, &state, throughput); - - /* blurring of bsdf after bounces, for rays that have a small likelihood - * of following this particular path (diffuse, rough glossy) */ - if(kernel_data.integrator.filter_glossy != FLT_MAX) { - float blur_pdf = kernel_data.integrator.filter_glossy*state.min_ray_pdf; - - if(blur_pdf < 1.0f) { - float blur_roughness = sqrtf(1.0f - blur_pdf)*0.5f; - shader_bsdf_blur(kg, &sd, blur_roughness); - } - } + /* Skip most work for volume bounding surface. */ +#ifdef __VOLUME__ + if(!(sd.flag & SD_HAS_ONLY_VOLUME)) { +#endif -#ifdef __EMISSION__ - /* emission */ - if(sd.flag & SD_EMISSION) { - /* todo: is isect.t wrong here for transparent surfaces? */ - float3 emission = indirect_primitive_emission(kg, &sd, isect.t, state.flag, state.ray_pdf); - path_radiance_accum_emission(&L, throughput, emission, state.bounce); + /* Evaluate shader. */ + shader_eval_surface(kg, &sd, state, state->flag); + shader_prepare_closures(&sd, state); + + /* Apply shadow catcher, holdout, emission. */ + if(!kernel_path_shader_apply(kg, + &sd, + state, + ray, + throughput, + emission_sd, + L, + buffer)) + { + break; } -#endif /* __EMISSION__ */ /* 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 probability = path_state_continuation_probability(kg, state, throughput); if(probability == 0.0f) { break; } else if(probability != 1.0f) { - float terminate = path_state_rng_1D_for_decision(kg, rng, &state, PRNG_TERMINATE); + float terminate = path_state_rng_1D(kg, state, PRNG_TERMINATE); if(terminate >= probability) break; throughput /= probability; } + kernel_update_denoising_features(kg, &sd, state, L); + #ifdef __AO__ /* ambient occlusion */ if(kernel_data.integrator.use_ambient_occlusion || (sd.flag & SD_AO)) { - kernel_path_ao(kg, &sd, &emission_sd, &L, &state, rng, throughput, shader_bsdf_alpha(kg, &sd)); + kernel_path_ao(kg, &sd, emission_sd, L, state, throughput, shader_bsdf_alpha(kg, &sd)); } #endif /* __AO__ */ @@ -866,11 +672,10 @@ ccl_device_inline float4 kernel_path_integrate(KernelGlobals *kg, if(sd.flag & SD_BSSRDF) { if(kernel_path_subsurface_scatter(kg, &sd, - &emission_sd, - &L, - &state, - rng, - &ray, + emission_sd, + L, + state, + ray, &throughput, &ss_indirect)) { @@ -880,25 +685,27 @@ ccl_device_inline float4 kernel_path_integrate(KernelGlobals *kg, #endif /* __SUBSURFACE__ */ /* direct lighting */ - kernel_path_surface_connect_light(kg, rng, &sd, &emission_sd, throughput, &state, &L); + kernel_path_surface_connect_light(kg, &sd, emission_sd, throughput, state, L); + +#ifdef __VOLUME__ + } +#endif /* compute direct lighting and next bounce */ - if(!kernel_path_surface_bounce(kg, rng, &sd, &throughput, &state, &L, &ray)) + if(!kernel_path_surface_bounce(kg, &sd, &throughput, state, &L->state, ray)) break; } #ifdef __SUBSURFACE__ - kernel_path_subsurface_accum_indirect(&ss_indirect, &L); - /* Trace indirect subsurface rays by restarting the loop. this uses less * stack memory than invoking kernel_path_indirect. */ if(ss_indirect.num_rays) { kernel_path_subsurface_setup_indirect(kg, &ss_indirect, - &state, - &ray, - &L, + state, + ray, + L, &throughput); } else { @@ -906,48 +713,53 @@ ccl_device_inline float4 kernel_path_integrate(KernelGlobals *kg, } } #endif /* __SUBSURFACE__ */ - - float3 L_sum = path_radiance_clamp_and_sum(kg, &L); - - kernel_write_light_passes(kg, buffer, &L, sample); - -#ifdef __KERNEL_DEBUG__ - kernel_write_debug_passes(kg, buffer, &state, &debug_data, sample); -#endif /* __KERNEL_DEBUG__ */ - - return make_float4(L_sum.x, L_sum.y, L_sum.z, 1.0f - L_transparent); } ccl_device void kernel_path_trace(KernelGlobals *kg, - ccl_global float *buffer, ccl_global uint *rng_state, + ccl_global float *buffer, int sample, int x, int y, int offset, int stride) { /* buffer offset */ int index = offset + x + y*stride; int pass_stride = kernel_data.film.pass_stride; - rng_state += index; buffer += index*pass_stride; - /* initialize random numbers and ray */ - RNG rng; + /* Initialize random numbers and sample ray. */ + uint rng_hash; Ray ray; - kernel_path_trace_setup(kg, rng_state, sample, x, y, &rng, &ray); + kernel_path_trace_setup(kg, sample, x, y, &rng_hash, &ray); - /* integrate */ - float4 L; + if(ray.t == 0.0f) { + return; + } - if(ray.t != 0.0f) - L = kernel_path_integrate(kg, &rng, sample, ray, buffer); - else - L = make_float4(0.0f, 0.0f, 0.0f, 0.0f); + /* Initialize state. */ + float3 throughput = make_float3(1.0f, 1.0f, 1.0f); - /* accumulate result in output buffer */ - kernel_write_pass_float4(buffer, sample, L); + PathRadiance L; + path_radiance_init(&L, kernel_data.film.use_light_pass); + + ShaderDataTinyStorage emission_sd_storage; + ShaderData *emission_sd = AS_SHADER_DATA(&emission_sd_storage); - path_rng_end(kg, rng_state, rng); + PathState state; + path_state_init(kg, emission_sd, &state, rng_hash, sample, &ray); + + /* Integrate. */ + kernel_path_integrate(kg, + &state, + throughput, + &ray, + &L, + buffer, + emission_sd); + + kernel_write_result(kg, buffer, sample, &L); } +#endif /* __SPLIT_KERNEL__ */ + CCL_NAMESPACE_END |