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Diffstat (limited to 'intern/cycles/kernel/kernel_path_branched.h')
-rw-r--r-- | intern/cycles/kernel/kernel_path_branched.h | 534 |
1 files changed, 534 insertions, 0 deletions
diff --git a/intern/cycles/kernel/kernel_path_branched.h b/intern/cycles/kernel/kernel_path_branched.h new file mode 100644 index 00000000000..b6d64985f6a --- /dev/null +++ b/intern/cycles/kernel/kernel_path_branched.h @@ -0,0 +1,534 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +CCL_NAMESPACE_BEGIN + +#ifdef __BRANCHED_PATH__ + +ccl_device void kernel_branched_path_ao(KernelGlobals *kg, ShaderData *sd, PathRadiance *L, PathState *state, RNG *rng, float3 throughput) +{ + 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); + float3 ao_alpha = shader_bsdf_alpha(kg, sd); + + for(int j = 0; j < num_samples; j++) { + float bsdf_u, bsdf_v; + path_branched_rng_2D(kg, rng, state, j, num_samples, PRNG_BSDF_U, &bsdf_u, &bsdf_v); + + float3 ao_D; + float ao_pdf; + + 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) { + Ray light_ray; + float3 ao_shadow; + + light_ray.P = ray_offset(ccl_fetch(sd, P), ccl_fetch(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 + light_ray.dP = ccl_fetch(sd, dP); + light_ray.dD = differential3_zero(); + + if(!shadow_blocked(kg, state, &light_ray, &ao_shadow)) + path_radiance_accum_ao(L, throughput*num_samples_inv, ao_alpha, ao_bsdf, ao_shadow, state->bounce); + } + } +} + + +/* bounce off surface and integrate indirect light */ +ccl_device_noinline void kernel_branched_path_surface_indirect_light(KernelGlobals *kg, + RNG *rng, ShaderData *sd, float3 throughput, float num_samples_adjust, + PathState *state, PathRadiance *L) +{ + for(int i = 0; i < ccl_fetch(sd, num_closure); i++) { + const ShaderClosure *sc = &ccl_fetch(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_BSSRDF(sc->type)) + num_samples = 1; + 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_to_int(num_samples_adjust*num_samples); + + float num_samples_inv = num_samples_adjust/num_samples; + RNG bsdf_rng = cmj_hash(*rng, i); + + for(int j = 0; j < num_samples; j++) { + PathState ps = *state; + float3 tp = throughput; + Ray bsdf_ray; + + if(!kernel_branched_path_surface_bounce(kg, &bsdf_rng, sd, sc, j, num_samples, &tp, &ps, L, &bsdf_ray)) + continue; + + kernel_path_indirect(kg, rng, bsdf_ray, tp*num_samples_inv, num_samples, ps, 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); + } + } +} + +#ifdef __SUBSURFACE__ +ccl_device void kernel_branched_path_subsurface_scatter(KernelGlobals *kg, + ShaderData *sd, + PathRadiance *L, + PathState *state, + RNG *rng, + Ray *ray, + float3 throughput) +{ + for(int i = 0; i < ccl_fetch(sd, num_closure); i++) { + ShaderClosure *sc = &ccl_fetch(sd, closure)[i]; + + if(!CLOSURE_IS_BSSRDF(sc->type)) + continue; + + /* set up random number generator */ + uint lcg_state = lcg_state_init(rng, state, 0x68bc21eb); + int num_samples = kernel_data.integrator.subsurface_samples; + float num_samples_inv = 1.0f/num_samples; + RNG bssrdf_rng = cmj_hash(*rng, i); + + /* 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++) { + ShaderData bssrdf_sd[BSSRDF_MAX_HITS]; + float bssrdf_u, bssrdf_v; + path_branched_rng_2D(kg, &bssrdf_rng, state, j, num_samples, PRNG_BSDF_U, &bssrdf_u, &bssrdf_v); + int num_hits = subsurface_scatter_multi_step(kg, sd, bssrdf_sd, state->flag, sc, &lcg_state, bssrdf_u, bssrdf_v, true); +#ifdef __VOLUME__ + Ray volume_ray = *ray; + bool need_update_volume_stack = kernel_data.integrator.use_volumes && + ccl_fetch(sd, flag) & SD_OBJECT_INTERSECTS_VOLUME; +#endif + + /* compute lighting with the BSDF closure */ + for(int hit = 0; hit < num_hits; hit++) { + PathState hit_state = *state; + + path_state_branch(&hit_state, j, num_samples); + +#ifdef __VOLUME__ + if(need_update_volume_stack) { + /* Setup ray from previous surface point to the new one. */ + float3 P = ray_offset(bssrdf_sd[hit].P, -bssrdf_sd[hit].Ng); + volume_ray.D = normalize_len(P - volume_ray.P, + &volume_ray.t); + + kernel_volume_stack_update_for_subsurface( + kg, + &volume_ray, + hit_state.volume_stack); + + /* Move volume ray forward. */ + volume_ray.P = P; + } +#endif + +#ifdef __EMISSION__ + /* direct light */ + if(kernel_data.integrator.use_direct_light) { + bool all = kernel_data.integrator.sample_all_lights_direct; + kernel_branched_path_surface_connect_light(kg, rng, + &bssrdf_sd[hit], &hit_state, throughput, num_samples_inv, L, all); + } +#endif + + /* indirect light */ + kernel_branched_path_surface_indirect_light(kg, rng, + &bssrdf_sd[hit], throughput, num_samples_inv, + &hit_state, L); + } + } + } +} +#endif + +ccl_device float4 kernel_branched_path_integrate(KernelGlobals *kg, RNG *rng, int sample, Ray ray, ccl_global float *buffer) +{ + /* 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); + + PathState state; + path_state_init(kg, &state, rng, sample, &ray); + +#ifdef __KERNEL_DEBUG__ + DebugData debug_data; + debug_data_init(&debug_data); +#endif + + /* Main Loop + * Here we only handle transparency intersections from the camera ray. + * Indirect bounces are handled in kernel_branched_path_surface_indirect_light(). + */ + for(;;) { + /* intersect 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) { + 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(rng, &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 + +#ifdef __KERNEL_DEBUG__ + debug_data.num_bvh_traversal_steps += isect.num_traversal_steps; + debug_data.num_bvh_traversed_instances += isect.num_traversed_instances; + debug_data.num_ray_bounces++; +#endif + +#ifdef __VOLUME__ + /* 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__ + /* decoupled ray marching only supported on CPU */ + + /* cache steps along volume for repeated sampling */ + VolumeSegment volume_segment; + ShaderData volume_sd; + + shader_setup_from_volume(kg, &volume_sd, &volume_ray, state.bounce, state.transparent_bounce); + kernel_volume_decoupled_record(kg, &state, + &volume_ray, &volume_sd, &volume_segment, heterogeneous); + + /* direct light sampling */ + if(volume_segment.closure_flag & SD_SCATTER) { + volume_segment.sampling_method = volume_stack_sampling_method(kg, state.volume_stack); + + bool all = kernel_data.integrator.sample_all_lights_direct; + + kernel_branched_path_volume_connect_light(kg, rng, &volume_sd, + throughput, &state, &L, all, &volume_ray, &volume_segment); + + /* indirect light sampling */ + int num_samples = kernel_data.integrator.volume_samples; + float num_samples_inv = 1.0f/num_samples; + + for(int j = 0; j < num_samples; j++) { + /* workaround to fix correlation bug in T38710, can find better solution + * in random number generator later, for now this is done here to not impact + * performance of rendering without volumes */ + RNG tmp_rng = cmj_hash(*rng, state.rng_offset); + + PathState ps = state; + Ray pray = ray; + float3 tp = throughput; + + /* branch RNG state */ + path_state_branch(&ps, j, num_samples); + + /* scatter 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, &tmp_rng, &ps, PRNG_PHASE); + float rscatter = path_state_rng_1D_for_decision(kg, &tmp_rng, &ps, PRNG_SCATTER_DISTANCE); + + VolumeIntegrateResult result = kernel_volume_decoupled_scatter(kg, + &ps, &pray, &volume_sd, &tp, rphase, rscatter, &volume_segment, NULL, false); + + (void)result; + kernel_assert(result == VOLUME_PATH_SCATTERED); + + if(kernel_path_volume_bounce(kg, rng, &volume_sd, &tp, &ps, &L, &pray)) { + kernel_path_indirect(kg, rng, pray, tp*num_samples_inv, num_samples, ps, &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); + } + } + } + + /* emission and transmittance */ + if(volume_segment.closure_flag & SD_EMISSION) + path_radiance_accum_emission(&L, throughput, volume_segment.accum_emission, state.bounce); + throughput *= volume_segment.accum_transmittance; + + /* free cached steps */ + kernel_volume_decoupled_free(kg, &volume_segment); +#else + /* GPU: no decoupled ray marching, scatter probalistically */ + int num_samples = kernel_data.integrator.volume_samples; + float num_samples_inv = 1.0f/num_samples; + + /* todo: we should cache the shader evaluations from stepping + * through the volume, for now we redo them multiple times */ + + for(int j = 0; j < num_samples; j++) { + PathState ps = state; + Ray pray = ray; + ShaderData volume_sd; + float3 tp = throughput * num_samples_inv; + + /* branch RNG state */ + path_state_branch(&ps, j, num_samples); + + VolumeIntegrateResult result = kernel_volume_integrate( + kg, &ps, &volume_sd, &volume_ray, &L, &tp, rng, heterogeneous); + +#ifdef __VOLUME_SCATTER__ + if(result == VOLUME_PATH_SCATTERED) { + /* todo: support equiangular, MIS and all light sampling. + * alternatively get decoupled ray marching working on the GPU */ + kernel_path_volume_connect_light(kg, rng, &volume_sd, tp, &state, &L); + + if(kernel_path_volume_bounce(kg, rng, &volume_sd, &tp, &ps, &L, &pray)) { + kernel_path_indirect(kg, rng, pray, tp, num_samples, ps, &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); + } + } +#endif + } + + /* todo: avoid this calculation using decoupled ray marching */ + kernel_volume_shadow(kg, &state, &volume_ray, &throughput); +#endif + } +#endif + + if(!hit) { + /* eval background shader if nothing hit */ + if(kernel_data.background.transparent) { + L_transparent += average(throughput); + +#ifdef __PASSES__ + if(!(kernel_data.film.pass_flag & PASS_BACKGROUND)) +#endif + break; + } + +#ifdef __BACKGROUND__ + /* sample background shader */ + float3 L_background = indirect_background(kg, &state, &ray); + path_radiance_accum_background(&L, throughput, L_background, state.bounce); +#endif + + break; + } + + /* setup shading */ + ShaderData sd; + shader_setup_from_ray(kg, &sd, &isect, &ray, state.bounce, state.transparent_bounce); + shader_eval_surface(kg, &sd, 0.0f, state.flag, SHADER_CONTEXT_MAIN); + shader_merge_closures(&sd); + + /* holdout */ +#ifdef __HOLDOUT__ + if(sd.flag & (SD_HOLDOUT|SD_HOLDOUT_MASK)) { + if(kernel_data.background.transparent) { + float3 holdout_weight; + + if(sd.flag & SD_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.flag & SD_HOLDOUT_MASK) + break; + } +#endif + + /* holdout mask objects do not write data passes */ + kernel_write_data_passes(kg, buffer, &L, &sd, sample, &state, throughput); + +#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); + } +#endif + + /* transparency termination */ + if(state.flag & PATH_RAY_TRANSPARENT) { + /* 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); + + if(probability == 0.0f) { + break; + } + else if(probability != 1.0f) { + float terminate = path_state_rng_1D_for_decision(kg, rng, &state, PRNG_TERMINATE); + + if(terminate >= probability) + break; + + throughput /= probability; + } + } + +#ifdef __AO__ + /* ambient occlusion */ + if(kernel_data.integrator.use_ambient_occlusion || (sd.flag & SD_AO)) { + kernel_branched_path_ao(kg, &sd, &L, &state, rng, throughput); + } +#endif + +#ifdef __SUBSURFACE__ + /* bssrdf scatter to a different location on the same object */ + if(sd.flag & SD_BSSRDF) { + kernel_branched_path_subsurface_scatter(kg, &sd, &L, &state, + rng, &ray, throughput); + } +#endif + + if(!(sd.flag & SD_HAS_ONLY_VOLUME)) { + PathState hit_state = state; + +#ifdef __EMISSION__ + /* direct light */ + if(kernel_data.integrator.use_direct_light) { + bool all = kernel_data.integrator.sample_all_lights_direct; + kernel_branched_path_surface_connect_light(kg, rng, + &sd, &hit_state, throughput, 1.0f, &L, all); + } +#endif + + /* indirect light */ + kernel_branched_path_surface_indirect_light(kg, rng, + &sd, throughput, 1.0f, &hit_state, &L); + + /* continue in case of transparency */ + throughput *= shader_bsdf_transparency(kg, &sd); + + if(is_zero(throughput)) + break; + } + + /* Update Path State */ + state.flag |= PATH_RAY_TRANSPARENT; + state.transparent_bounce++; + + ray.P = ray_offset(sd.P, -sd.Ng); + ray.t -= sd.ray_length; /* clipping works through transparent */ + + +#ifdef __RAY_DIFFERENTIALS__ + ray.dP = sd.dP; + ray.dD.dx = -sd.dI.dx; + ray.dD.dy = -sd.dI.dy; +#endif + +#ifdef __VOLUME__ + /* enter/exit volume */ + kernel_volume_stack_enter_exit(kg, &sd, state.volume_stack); +#endif + } + + 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 + + return make_float4(L_sum.x, L_sum.y, L_sum.z, 1.0f - L_transparent); +} + +ccl_device void kernel_branched_path_trace(KernelGlobals *kg, + ccl_global float *buffer, ccl_global uint *rng_state, + 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; + Ray ray; + + kernel_path_trace_setup(kg, rng_state, sample, x, y, &rng, &ray); + + /* integrate */ + float4 L; + + if(ray.t != 0.0f) + L = kernel_branched_path_integrate(kg, &rng, sample, ray, buffer); + else + L = make_float4(0.0f, 0.0f, 0.0f, 0.0f); + + /* accumulate result in output buffer */ + kernel_write_pass_float4(buffer, sample, L); + + path_rng_end(kg, rng_state, rng); +} + +#endif /* __BRANCHED_PATH__ */ + +CCL_NAMESPACE_END + |