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Diffstat (limited to 'intern/cycles/kernel/kernel_subsurface.h')
-rw-r--r--intern/cycles/kernel/kernel_subsurface.h241
1 files changed, 241 insertions, 0 deletions
diff --git a/intern/cycles/kernel/kernel_subsurface.h b/intern/cycles/kernel/kernel_subsurface.h
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+++ b/intern/cycles/kernel/kernel_subsurface.h
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+/*
+ * Copyright 2013, 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.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+#define BSSRDF_MULTI_EVAL
+#define BSSRDF_SKIP_NO_HIT
+
+__device float bssrdf_sample_distance(KernelGlobals *kg, float radius, float refl, float u)
+{
+ int table_offset = kernel_data.bssrdf.table_offset;
+ float r = lookup_table_read_2D(kg, u, refl, table_offset, BSSRDF_RADIUS_TABLE_SIZE, BSSRDF_REFL_TABLE_SIZE);
+
+ return r*radius;
+}
+
+#ifdef BSSRDF_MULTI_EVAL
+__device float bssrdf_pdf(KernelGlobals *kg, float radius, float refl, float r)
+{
+ if(r >= radius)
+ return 0.0f;
+
+ /* todo: when we use the real BSSRDF this will need to be divided by the maximum
+ * radius instead of the average radius */
+ float t = r/radius;
+
+ int table_offset = kernel_data.bssrdf.table_offset + BSSRDF_PDF_TABLE_OFFSET;
+ float pdf = lookup_table_read_2D(kg, t, refl, table_offset, BSSRDF_RADIUS_TABLE_SIZE, BSSRDF_REFL_TABLE_SIZE);
+
+ pdf /= radius;
+
+ return pdf;
+}
+#endif
+
+__device ShaderClosure *subsurface_scatter_pick_closure(KernelGlobals *kg, ShaderData *sd, float *probability)
+{
+ /* sum sample weights of bssrdf and bsdf */
+ float bsdf_sum = 0.0f;
+ float bssrdf_sum = 0.0f;
+
+ for(int i = 0; i < sd->num_closure; i++) {
+ ShaderClosure *sc = &sd->closure[i];
+
+ if(CLOSURE_IS_BSDF(sc->type))
+ bsdf_sum += sc->sample_weight;
+ else if(CLOSURE_IS_BSSRDF(sc->type))
+ bssrdf_sum += sc->sample_weight;
+ }
+
+ /* use bsdf or bssrdf? */
+ float r = sd->randb_closure*(bsdf_sum + bssrdf_sum);
+
+ if(r < bsdf_sum) {
+ /* use bsdf, and adjust randb so we can reuse it for picking a bsdf */
+ sd->randb_closure = r/bsdf_sum;
+ *probability = (bsdf_sum > 0.0f)? (bsdf_sum + bssrdf_sum)/bsdf_sum: 1.0f;
+ return NULL;
+ }
+
+ /* use bssrdf */
+ r -= bsdf_sum;
+ sd->randb_closure = 0.0f; /* not needed anymore */
+
+ float sum = 0.0f;
+
+ for(int i = 0; i < sd->num_closure; i++) {
+ ShaderClosure *sc = &sd->closure[i];
+
+ if(CLOSURE_IS_BSSRDF(sc->type)) {
+ sum += sc->sample_weight;
+
+ if(r <= sum) {
+#ifdef BSSRDF_MULTI_EVAL
+ *probability = (bssrdf_sum > 0.0f)? (bsdf_sum + bssrdf_sum)/bssrdf_sum: 1.0f;
+#else
+ *probability = (bssrdf_sum > 0.0f)? (bsdf_sum + bssrdf_sum)/sc->sample_weight: 1.0f;
+#endif
+ return sc;
+ }
+ }
+ }
+
+ /* should never happen */
+ *probability = 1.0f;
+ return NULL;
+}
+
+#ifdef BSSRDF_MULTI_EVAL
+__device float3 subsurface_scatter_multi_eval(KernelGlobals *kg, ShaderData *sd, bool hit, float refl, float *r, int num_r, bool all)
+{
+ /* compute pdf */
+ float3 eval_sum = make_float3(0.0f, 0.0f, 0.0f);
+ float pdf_sum = 0.0f;
+ float sample_weight_sum = 0.0f;
+ int num_bssrdf = 0;
+
+ for(int i = 0; i < sd->num_closure; i++) {
+ ShaderClosure *sc = &sd->closure[i];
+
+ if(CLOSURE_IS_BSSRDF(sc->type)) {
+ float sample_weight = (all)? 1.0f: sc->sample_weight;
+
+ /* compute pdf */
+ float pdf = 1.0f;
+ for(int i = 0; i < num_r; i++)
+ pdf *= bssrdf_pdf(kg, sc->data0, refl, r[i]);
+
+ eval_sum += sc->weight*pdf;
+ pdf_sum += sample_weight*pdf;
+
+ sample_weight_sum += sample_weight;
+ num_bssrdf++;
+ }
+ }
+
+ float inv_pdf_sum;
+
+ if(pdf_sum > 0.0f) {
+ /* in case of non-progressive integrate we sample all bssrdf's once,
+ * for progressive we pick one, so adjust pdf for that */
+ if(all)
+ inv_pdf_sum = 1.0f/pdf_sum;
+ else
+ inv_pdf_sum = sample_weight_sum/pdf_sum;
+ }
+ else
+ inv_pdf_sum = 0.0f;
+
+ float3 weight = eval_sum * inv_pdf_sum;
+
+ return weight;
+}
+#endif
+
+/* replace closures with a single diffuse bsdf closure after scatter step */
+__device void subsurface_scatter_setup_diffuse_bsdf(ShaderData *sd, float3 weight)
+{
+ ShaderClosure *sc = &sd->closure[0];
+ sd->num_closure = 1;
+
+ sc->weight = weight;
+ sc->sample_weight = 1.0f;
+ sc->data0 = 0.0f;
+ sc->data1 = 0.0f;
+ sc->N = sd->N;
+ sd->flag &= ~SD_CLOSURE_FLAGS;
+ sd->flag |= bsdf_diffuse_setup(sc);
+ sd->randb_closure = 0.0f;
+
+ /* todo: evaluate shading to get blurred textures and bump mapping */
+ /* shader_eval_surface(kg, sd, 0.0f, state_flag, SHADER_CONTEXT_SSS); */
+}
+
+/* subsurface scattering step, from a point on the surface to another nearby point on the same object */
+__device void subsurface_scatter_step(KernelGlobals *kg, ShaderData *sd, int state_flag, ShaderClosure *sc, uint *lcg_state, bool all)
+{
+ float radius = sc->data0;
+ float refl = max(average(sc->weight)*3.0f, 0.0f);
+ float r = 0.0f;
+ bool hit = false;
+ float3 weight = make_float3(1.0f, 1.0f, 1.0f);
+#ifdef BSSRDF_MULTI_EVAL
+ float r_attempts[BSSRDF_MAX_ATTEMPTS];
+#endif
+ int num_attempts;
+
+ /* attempt to find a hit a given number of times before giving up */
+ for(num_attempts = 0; num_attempts < kernel_data.bssrdf.num_attempts; num_attempts++) {
+ /* random numbers for sampling */
+ float u1 = lcg_step(lcg_state);
+ float u2 = lcg_step(lcg_state);
+ float u3 = lcg_step(lcg_state);
+ float u4 = lcg_step(lcg_state);
+ float u5 = lcg_step(lcg_state);
+ float u6 = lcg_step(lcg_state);
+
+ r = bssrdf_sample_distance(kg, radius, refl, u5);
+#ifdef BSSRDF_MULTI_EVAL
+ r_attempts[num_attempts] = r;
+#endif
+
+ float3 p1 = sd->P + sample_uniform_sphere(u1, u2)*r;
+ float3 p2 = sd->P + sample_uniform_sphere(u3, u4)*r;
+
+ /* create ray */
+ Ray ray;
+ ray.P = p1;
+ ray.D = normalize_len(p2 - p1, &ray.t);
+ ray.dP = sd->dP;
+ ray.dD.dx = make_float3(0.0f, 0.0f, 0.0f);
+ ray.dD.dy = make_float3(0.0f, 0.0f, 0.0f);
+ ray.time = sd->time;
+
+ /* intersect with the same object. if multiple intersections are
+ * found it will randomly pick one of them */
+ Intersection isect;
+ if(scene_intersect_subsurface(kg, &ray, &isect, sd->object, u6) == 0)
+ continue;
+
+ /* setup new shading point */
+ shader_setup_from_subsurface(kg, sd, &isect, &ray);
+
+ hit = true;
+ num_attempts++;
+ break;
+ }
+
+ /* evaluate subsurface scattering closures */
+#ifdef BSSRDF_MULTI_EVAL
+ weight *= subsurface_scatter_multi_eval(kg, sd, hit, refl, r_attempts, num_attempts, all);
+#else
+ weight *= sc->weight;
+#endif
+
+#ifdef BSSRDF_SKIP_NO_HIT
+ if(!hit)
+ weight = make_float3(0.0f, 0.0f, 0.0f);
+#endif
+
+ /* replace closures with a single diffuse BSDF */
+ subsurface_scatter_setup_diffuse_bsdf(sd, weight);
+}
+
+CCL_NAMESPACE_END
+