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Diffstat (limited to 'intern/cycles/kernel/svm/svm_bevel.h')
-rw-r--r-- | intern/cycles/kernel/svm/svm_bevel.h | 325 |
1 files changed, 0 insertions, 325 deletions
diff --git a/intern/cycles/kernel/svm/svm_bevel.h b/intern/cycles/kernel/svm/svm_bevel.h deleted file mode 100644 index 292887beedf..00000000000 --- a/intern/cycles/kernel/svm/svm_bevel.h +++ /dev/null @@ -1,325 +0,0 @@ -/* - * 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. - */ - -#include "kernel/bvh/bvh.h" -#include "kernel/kernel_montecarlo.h" -#include "kernel/kernel_random.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 = saturate(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 |