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Diffstat (limited to 'intern/cycles/kernel/kernel_subsurface.h')
-rw-r--r--intern/cycles/kernel/kernel_subsurface.h204
1 files changed, 200 insertions, 4 deletions
diff --git a/intern/cycles/kernel/kernel_subsurface.h b/intern/cycles/kernel/kernel_subsurface.h
index f4759b26191..a0dba7e1386 100644
--- a/intern/cycles/kernel/kernel_subsurface.h
+++ b/intern/cycles/kernel/kernel_subsurface.h
@@ -20,7 +20,6 @@ CCL_NAMESPACE_BEGIN
*
* BSSRDF Importance Sampling, SIGGRAPH 2013
* http://library.imageworks.com/pdfs/imageworks-library-BSSRDF-sampling.pdf
- *
*/
ccl_device_inline float3 subsurface_scatter_eval(ShaderData *sd,
@@ -41,7 +40,7 @@ ccl_device_inline float3 subsurface_scatter_eval(ShaderData *sd,
for(int i = 0; i < sd->num_closure; i++) {
sc = &sd->closure[i];
- if(CLOSURE_IS_BSSRDF(sc->type)) {
+ if(CLOSURE_IS_DISK_BSSRDF(sc->type)) {
sample_weight_sum += sc->sample_weight;
}
}
@@ -52,7 +51,7 @@ ccl_device_inline float3 subsurface_scatter_eval(ShaderData *sd,
for(int i = 0; i < sd->num_closure; i++) {
sc = &sd->closure[i];
- if(CLOSURE_IS_BSSRDF(sc->type)) {
+ if(CLOSURE_IS_DISK_BSSRDF(sc->type)) {
/* in case of branched path integrate we sample all bssrdf's once,
* for path trace we pick one, so adjust pdf for that */
float sample_weight = (all)? 1.0f: sc->sample_weight * sample_weight_inv;
@@ -166,7 +165,7 @@ ccl_device void subsurface_color_bump_blur(KernelGlobals *kg,
/* Subsurface scattering step, from a point on the surface to other
* nearby points on the same object.
*/
-ccl_device_inline int subsurface_scatter_multi_intersect(
+ccl_device_inline int subsurface_scatter_disk(
KernelGlobals *kg,
LocalIntersection *ss_isect,
ShaderData *sd,
@@ -433,5 +432,202 @@ ccl_device void subsurface_scatter_step(KernelGlobals *kg, ShaderData *sd, ccl_a
subsurface_scatter_setup_diffuse_bsdf(kg, sd, sc, eval, (ss_isect.num_hits > 0), N);
}
+/* Random walk subsurface scattering.
+ *
+ * "Practical and Controllable Subsurface Scattering for Production Path
+ * Tracing". Matt Jen-Yuan Chiang, Peter Kutz, Brent Burley. SIGGRAPH 2016. */
+
+ccl_device void subsurface_random_walk_remap(
+ const float A,
+ const float d,
+ float *sigma_t,
+ float *sigma_s)
+{
+ /* Compute attenuation and scattering coefficients from albedo. */
+ const float a = 1.0f - expf(A * (-5.09406f + A * (2.61188f - A * 4.31805f)));
+ const float s = 1.9f - A + 3.5f * sqr(A - 0.8f);
+
+ *sigma_t = 1.0f / fmaxf(d * s, 1e-16f);
+ *sigma_s = *sigma_t * a;
+}
+
+ccl_device void subsurface_random_walk_coefficients(
+ const ShaderClosure *sc,
+ float3 *sigma_t,
+ float3 *sigma_s,
+ float3 *weight)
+{
+ const Bssrdf *bssrdf = (const Bssrdf*)sc;
+ const float3 A = bssrdf->albedo;
+ const float3 d = bssrdf->radius;
+ float sigma_t_x, sigma_t_y, sigma_t_z;
+ float sigma_s_x, sigma_s_y, sigma_s_z;
+
+ subsurface_random_walk_remap(A.x, d.x, &sigma_t_x, &sigma_s_x);
+ subsurface_random_walk_remap(A.y, d.y, &sigma_t_y, &sigma_s_y);
+ subsurface_random_walk_remap(A.z, d.z, &sigma_t_z, &sigma_s_z);
+
+ *sigma_t = make_float3(sigma_t_x, sigma_t_y, sigma_t_z);
+ *sigma_s = make_float3(sigma_s_x, sigma_s_y, sigma_s_z);
+
+ /* Closure mixing and Fresnel weights separate from albedo. */
+ *weight = safe_divide_color(bssrdf->weight, A);
+}
+
+ccl_device_noinline bool subsurface_random_walk(
+ KernelGlobals *kg,
+ LocalIntersection *ss_isect,
+ ShaderData *sd,
+ ccl_addr_space PathState *state,
+ const ShaderClosure *sc,
+ const float bssrdf_u,
+ const float bssrdf_v)
+{
+ /* Sample diffuse surface scatter into the object. */
+ float3 D;
+ float pdf;
+ sample_cos_hemisphere(-sd->N, bssrdf_u, bssrdf_v, &D, &pdf);
+ if(dot(-sd->Ng, D) <= 0.0f) {
+ return 0;
+ }
+
+ /* Convert subsurface to volume coefficients. */
+ float3 sigma_t, sigma_s;
+ float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
+ subsurface_random_walk_coefficients(sc, &sigma_t, &sigma_s, &throughput);
+
+ /* Setup ray. */
+#ifdef __SPLIT_KERNEL__
+ Ray ray_object = ss_isect->ray;
+ Ray *ray = &ray_object;
+#else
+ Ray *ray = &ss_isect->ray;
+#endif
+ ray->P = ray_offset(sd->P, -sd->Ng);
+ ray->D = D;
+ ray->t = FLT_MAX;
+ ray->time = sd->time;
+
+ /* Modify state for RNGs, decorrelated from other paths. */
+ uint prev_rng_offset = state->rng_offset;
+ uint prev_rng_hash = state->rng_hash;
+ state->rng_hash = cmj_hash(state->rng_hash + state->rng_offset, 0xdeadbeef);
+
+ /* Random walk until we hit the surface again. */
+ bool hit = false;
+
+ for(int bounce = 0; bounce < BSSRDF_MAX_BOUNCES; bounce++) {
+ /* Advance random number offset. */
+ state->rng_offset += PRNG_BOUNCE_NUM;
+
+ if(bounce > 0) {
+ /* Sample scattering direction. */
+ const float anisotropy = 0.0f;
+ float scatter_u, scatter_v;
+ path_state_rng_2D(kg, state, PRNG_BSDF_U, &scatter_u, &scatter_v);
+ ray->D = henyey_greenstrein_sample(ray->D, anisotropy, scatter_u, scatter_v, NULL);
+ }
+
+ /* Sample color channel, use MIS with balance heuristic. */
+ float rphase = path_state_rng_1D(kg, state, PRNG_PHASE_CHANNEL);
+ float3 albedo = safe_divide_color(sigma_s, sigma_t);
+ float3 channel_pdf;
+ int channel = kernel_volume_sample_channel(albedo, throughput, rphase, &channel_pdf);
+
+ /* Distance sampling. */
+ float rdist = path_state_rng_1D(kg, state, PRNG_SCATTER_DISTANCE);
+ float sample_sigma_t = kernel_volume_channel_get(sigma_t, channel);
+ float t = -logf(1.0f - rdist)/sample_sigma_t;
+
+ ray->t = t;
+ scene_intersect_local(kg, *ray, ss_isect, sd->object, NULL, 1);
+ hit = (ss_isect->num_hits > 0);
+
+ if(hit) {
+ /* Compute world space distance to surface hit. */
+ float3 D = ray->D;
+ object_inverse_dir_transform(kg, sd, &D);
+ D = normalize(D) * ss_isect->hits[0].t;
+ object_dir_transform(kg, sd, &D);
+ t = len(D);
+ }
+
+ /* Advance to new scatter location. */
+ ray->P += t * ray->D;
+
+ /* Update throughput. */
+ float3 transmittance = volume_color_transmittance(sigma_t, t);
+ float pdf = dot(channel_pdf, (hit)? transmittance: sigma_t * transmittance);
+ throughput *= ((hit)? transmittance: sigma_s * transmittance) / pdf;
+
+ if(hit) {
+ /* If we hit the surface, we are done. */
+ break;
+ }
+
+ /* Russian roulette. */
+ float terminate = path_state_rng_1D(kg, state, PRNG_TERMINATE);
+ float probability = min(max3(fabs(throughput)), 1.0f);
+ if(terminate >= probability) {
+ break;
+ }
+ throughput /= probability;
+ }
+
+ kernel_assert(isfinite_safe(throughput.x) &&
+ isfinite_safe(throughput.y) &&
+ isfinite_safe(throughput.z));
+
+ state->rng_offset = prev_rng_offset;
+ state->rng_hash = prev_rng_hash;
+
+ /* Return number of hits in ss_isect. */
+ if(!hit) {
+ return 0;
+ }
+
+ /* TODO: gain back performance lost from merging with disk BSSRDF. We
+ * only need to return on hit so this indirect ray push/pop overhead
+ * is not actually needed, but it does keep the code simpler. */
+ ss_isect->weight[0] = throughput;
+#ifdef __SPLIT_KERNEL__
+ ss_isect->ray = *ray;
+#endif
+
+ return 1;
+}
+
+ccl_device_inline int subsurface_scatter_multi_intersect(
+ KernelGlobals *kg,
+ LocalIntersection *ss_isect,
+ ShaderData *sd,
+ ccl_addr_space PathState *state,
+ const ShaderClosure *sc,
+ uint *lcg_state,
+ float bssrdf_u,
+ float bssrdf_v,
+ bool all)
+{
+ if(CLOSURE_IS_DISK_BSSRDF(sc->type)) {
+ return subsurface_scatter_disk(kg,
+ ss_isect,
+ sd,
+ sc,
+ lcg_state,
+ bssrdf_u,
+ bssrdf_v,
+ all);
+ }
+ else {
+ return subsurface_random_walk(kg,
+ ss_isect,
+ sd,
+ state,
+ sc,
+ bssrdf_u,
+ bssrdf_v);
+ }
+}
+
CCL_NAMESPACE_END