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Diffstat (limited to 'intern/cycles/kernel/svm/bevel.h')
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+/*
+ * 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.
+ */
+
+#pragma once
+
+#include "kernel/bvh/bvh.h"
+#include "kernel/sample/mapping.h"
+#include "kernel/sample/pattern.h"
+
+CCL_NAMESPACE_BEGIN
+
+#ifdef __SHADER_RAYTRACE__
+
+/* Planar Cubic BSSRDF falloff, reused for bevel.
+ *
+ * This is basically (Rm - x)^3, with some factors to normalize it. For sampling
+ * we integrate 2*pi*x * (Rm - x)^3, which gives us a quintic equation that as
+ * far as I can tell has no closed form solution. So we get an iterative solution
+ * instead with newton-raphson. */
+
+ccl_device float svm_bevel_cubic_eval(const float radius, float r)
+{
+ const float Rm = radius;
+
+ if (r >= Rm)
+ return 0.0f;
+
+ /* integrate (2*pi*r * 10*(R - r)^3)/(pi * R^5) from 0 to R = 1 */
+ const float Rm5 = (Rm * Rm) * (Rm * Rm) * Rm;
+ const float f = Rm - r;
+ const float num = f * f * f;
+
+ return (10.0f * num) / (Rm5 * M_PI_F);
+}
+
+ccl_device float svm_bevel_cubic_pdf(const float radius, float r)
+{
+ return svm_bevel_cubic_eval(radius, r);
+}
+
+/* solve 10x^2 - 20x^3 + 15x^4 - 4x^5 - xi == 0 */
+ccl_device_forceinline float svm_bevel_cubic_quintic_root_find(float xi)
+{
+ /* newton-raphson iteration, usually succeeds in 2-4 iterations, except
+ * outside 0.02 ... 0.98 where it can go up to 10, so overall performance
+ * should not be too bad */
+ const float tolerance = 1e-6f;
+ const int max_iteration_count = 10;
+ float x = 0.25f;
+ int i;
+
+ for (i = 0; i < max_iteration_count; i++) {
+ float x2 = x * x;
+ float x3 = x2 * x;
+ float nx = (1.0f - x);
+
+ float f = 10.0f * x2 - 20.0f * x3 + 15.0f * x2 * x2 - 4.0f * x2 * x3 - xi;
+ float f_ = 20.0f * (x * nx) * (nx * nx);
+
+ if (fabsf(f) < tolerance || f_ == 0.0f)
+ break;
+
+ x = saturatef(x - f / f_);
+ }
+
+ return x;
+}
+
+ccl_device void svm_bevel_cubic_sample(const float radius,
+ float xi,
+ ccl_private float *r,
+ ccl_private float *h)
+{
+ float Rm = radius;
+ float r_ = svm_bevel_cubic_quintic_root_find(xi);
+
+ r_ *= Rm;
+ *r = r_;
+
+ /* h^2 + r^2 = Rm^2 */
+ *h = safe_sqrtf(Rm * Rm - r_ * r_);
+}
+
+/* Bevel shader averaging normals from nearby surfaces.
+ *
+ * Sampling strategy from: BSSRDF Importance Sampling, SIGGRAPH 2013
+ * http://library.imageworks.com/pdfs/imageworks-library-BSSRDF-sampling.pdf
+ */
+
+# ifdef __KERNEL_OPTIX__
+extern "C" __device__ float3 __direct_callable__svm_node_bevel(
+# else
+ccl_device float3 svm_bevel(
+# endif
+ KernelGlobals kg,
+ ConstIntegratorState state,
+ ccl_private ShaderData *sd,
+ float radius,
+ int num_samples)
+{
+ /* Early out if no sampling needed. */
+ if (radius <= 0.0f || num_samples < 1 || sd->object == OBJECT_NONE) {
+ return sd->N;
+ }
+
+ /* Can't raytrace from shaders like displacement, before BVH exists. */
+ if (kernel_data.bvh.bvh_layout == BVH_LAYOUT_NONE) {
+ return sd->N;
+ }
+
+ /* Don't bevel for blurry indirect rays. */
+ if (INTEGRATOR_STATE(state, path, min_ray_pdf) < 8.0f) {
+ return sd->N;
+ }
+
+ /* Setup for multi intersection. */
+ LocalIntersection isect;
+ uint lcg_state = lcg_state_init(INTEGRATOR_STATE(state, path, rng_hash),
+ INTEGRATOR_STATE(state, path, rng_offset),
+ INTEGRATOR_STATE(state, path, sample),
+ 0x64c6a40e);
+
+ /* Sample normals from surrounding points on surface. */
+ float3 sum_N = make_float3(0.0f, 0.0f, 0.0f);
+
+ /* TODO: support ray-tracing in shadow shader evaluation? */
+ RNGState rng_state;
+ path_state_rng_load(state, &rng_state);
+
+ for (int sample = 0; sample < num_samples; sample++) {
+ float disk_u, disk_v;
+ path_branched_rng_2D(kg, &rng_state, sample, num_samples, PRNG_BEVEL_U, &disk_u, &disk_v);
+
+ /* Pick random axis in local frame and point on disk. */
+ float3 disk_N, disk_T, disk_B;
+ float pick_pdf_N, pick_pdf_T, pick_pdf_B;
+
+ disk_N = sd->Ng;
+ make_orthonormals(disk_N, &disk_T, &disk_B);
+
+ float axisu = disk_u;
+
+ if (axisu < 0.5f) {
+ pick_pdf_N = 0.5f;
+ pick_pdf_T = 0.25f;
+ pick_pdf_B = 0.25f;
+ disk_u *= 2.0f;
+ }
+ else if (axisu < 0.75f) {
+ float3 tmp = disk_N;
+ disk_N = disk_T;
+ disk_T = tmp;
+ pick_pdf_N = 0.25f;
+ pick_pdf_T = 0.5f;
+ pick_pdf_B = 0.25f;
+ disk_u = (disk_u - 0.5f) * 4.0f;
+ }
+ else {
+ float3 tmp = disk_N;
+ disk_N = disk_B;
+ disk_B = tmp;
+ pick_pdf_N = 0.25f;
+ pick_pdf_T = 0.25f;
+ pick_pdf_B = 0.5f;
+ disk_u = (disk_u - 0.75f) * 4.0f;
+ }
+
+ /* Sample point on disk. */
+ float phi = M_2PI_F * disk_u;
+ float disk_r = disk_v;
+ float disk_height;
+
+ /* Perhaps find something better than Cubic BSSRDF, but happens to work well. */
+ svm_bevel_cubic_sample(radius, disk_r, &disk_r, &disk_height);
+
+ float3 disk_P = (disk_r * cosf(phi)) * disk_T + (disk_r * sinf(phi)) * disk_B;
+
+ /* Create ray. */
+ Ray ray ccl_optional_struct_init;
+ ray.P = sd->P + disk_N * disk_height + disk_P;
+ ray.D = -disk_N;
+ ray.t = 2.0f * disk_height;
+ ray.dP = differential_zero_compact();
+ ray.dD = differential_zero_compact();
+ ray.time = sd->time;
+
+ /* Intersect with the same object. if multiple intersections are found it
+ * will use at most LOCAL_MAX_HITS hits, a random subset of all hits. */
+ scene_intersect_local(kg, &ray, &isect, sd->object, &lcg_state, LOCAL_MAX_HITS);
+
+ int num_eval_hits = min(isect.num_hits, LOCAL_MAX_HITS);
+
+ for (int hit = 0; hit < num_eval_hits; hit++) {
+ /* Quickly retrieve P and Ng without setting up ShaderData. */
+ float3 hit_P;
+ if (sd->type & PRIMITIVE_TRIANGLE) {
+ hit_P = triangle_refine_local(
+ kg, sd, ray.P, ray.D, ray.t, isect.hits[hit].object, isect.hits[hit].prim);
+ }
+# ifdef __OBJECT_MOTION__
+ else if (sd->type & PRIMITIVE_MOTION_TRIANGLE) {
+ float3 verts[3];
+ motion_triangle_vertices(kg, sd->object, isect.hits[hit].prim, sd->time, verts);
+ hit_P = motion_triangle_refine_local(
+ kg, sd, ray.P, ray.D, ray.t, isect.hits[hit].object, isect.hits[hit].prim, verts);
+ }
+# endif /* __OBJECT_MOTION__ */
+
+ /* Get geometric normal. */
+ float3 hit_Ng = isect.Ng[hit];
+ int object = isect.hits[hit].object;
+ int object_flag = kernel_tex_fetch(__object_flag, object);
+ if (object_flag & SD_OBJECT_NEGATIVE_SCALE_APPLIED) {
+ hit_Ng = -hit_Ng;
+ }
+
+ /* Compute smooth normal. */
+ float3 N = hit_Ng;
+ int prim = isect.hits[hit].prim;
+ int shader = kernel_tex_fetch(__tri_shader, prim);
+
+ if (shader & SHADER_SMOOTH_NORMAL) {
+ float u = isect.hits[hit].u;
+ float v = isect.hits[hit].v;
+
+ if (sd->type & PRIMITIVE_TRIANGLE) {
+ N = triangle_smooth_normal(kg, N, prim, u, v);
+ }
+# ifdef __OBJECT_MOTION__
+ else if (sd->type & PRIMITIVE_MOTION_TRIANGLE) {
+ N = motion_triangle_smooth_normal(kg, N, sd->object, prim, u, v, sd->time);
+ }
+# endif /* __OBJECT_MOTION__ */
+ }
+
+ /* Transform normals to world space. */
+ if (!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
+ object_normal_transform(kg, sd, &N);
+ object_normal_transform(kg, sd, &hit_Ng);
+ }
+
+ /* Probability densities for local frame axes. */
+ float pdf_N = pick_pdf_N * fabsf(dot(disk_N, hit_Ng));
+ float pdf_T = pick_pdf_T * fabsf(dot(disk_T, hit_Ng));
+ float pdf_B = pick_pdf_B * fabsf(dot(disk_B, hit_Ng));
+
+ /* Multiple importance sample between 3 axes, power heuristic
+ * found to be slightly better than balance heuristic. pdf_N
+ * in the MIS weight and denominator canceled out. */
+ float w = pdf_N / (sqr(pdf_N) + sqr(pdf_T) + sqr(pdf_B));
+ if (isect.num_hits > LOCAL_MAX_HITS) {
+ w *= isect.num_hits / (float)LOCAL_MAX_HITS;
+ }
+
+ /* Real distance to sampled point. */
+ float r = len(hit_P - sd->P);
+
+ /* Compute weight. */
+ float pdf = svm_bevel_cubic_pdf(radius, r);
+ float disk_pdf = svm_bevel_cubic_pdf(radius, disk_r);
+
+ w *= pdf / disk_pdf;
+
+ /* Sum normal and weight. */
+ sum_N += w * N;
+ }
+ }
+
+ /* Normalize. */
+ float3 N = safe_normalize(sum_N);
+ return is_zero(N) ? sd->N : (sd->flag & SD_BACKFACING) ? -N : N;
+}
+
+template<uint node_feature_mask, typename ConstIntegratorGenericState>
+# if defined(__KERNEL_OPTIX__)
+ccl_device_inline
+# else
+ccl_device_noinline
+# endif
+ void
+ svm_node_bevel(KernelGlobals kg,
+ ConstIntegratorGenericState state,
+ ccl_private ShaderData *sd,
+ ccl_private float *stack,
+ uint4 node)
+{
+ uint num_samples, radius_offset, normal_offset, out_offset;
+ svm_unpack_node_uchar4(node.y, &num_samples, &radius_offset, &normal_offset, &out_offset);
+
+ float3 bevel_N = sd->N;
+
+ IF_KERNEL_NODES_FEATURE(RAYTRACE)
+ {
+ float radius = stack_load_float(stack, radius_offset);
+
+# ifdef __KERNEL_OPTIX__
+ bevel_N = optixDirectCall<float3>(1, kg, state, sd, radius, num_samples);
+# else
+ bevel_N = svm_bevel(kg, state, sd, radius, num_samples);
+# endif
+
+ if (stack_valid(normal_offset)) {
+ /* Preserve input normal. */
+ float3 ref_N = stack_load_float3(stack, normal_offset);
+ bevel_N = normalize(ref_N + (bevel_N - sd->N));
+ }
+ }
+
+ stack_store_float3(stack, out_offset, bevel_N);
+}
+
+#endif /* __SHADER_RAYTRACE__ */
+
+CCL_NAMESPACE_END