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Diffstat (limited to 'intern/cycles/kernel/util/differential.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
+
+CCL_NAMESPACE_BEGIN
+
+/* See "Tracing Ray Differentials", Homan Igehy, 1999. */
+
+ccl_device void differential_transfer(ccl_private differential3 *surface_dP,
+ const differential3 ray_dP,
+ float3 ray_D,
+ const differential3 ray_dD,
+ float3 surface_Ng,
+ float ray_t)
+{
+ /* ray differential transfer through homogeneous medium, to
+ * compute dPdx/dy at a shading point from the incoming ray */
+
+ float3 tmp = ray_D / dot(ray_D, surface_Ng);
+ float3 tmpx = ray_dP.dx + ray_t * ray_dD.dx;
+ float3 tmpy = ray_dP.dy + ray_t * ray_dD.dy;
+
+ surface_dP->dx = tmpx - dot(tmpx, surface_Ng) * tmp;
+ surface_dP->dy = tmpy - dot(tmpy, surface_Ng) * tmp;
+}
+
+ccl_device void differential_incoming(ccl_private differential3 *dI, const differential3 dD)
+{
+ /* compute dIdx/dy at a shading point, we just need to negate the
+ * differential of the ray direction */
+
+ dI->dx = -dD.dx;
+ dI->dy = -dD.dy;
+}
+
+ccl_device void differential_dudv(ccl_private differential *du,
+ ccl_private differential *dv,
+ float3 dPdu,
+ float3 dPdv,
+ differential3 dP,
+ float3 Ng)
+{
+ /* now we have dPdx/dy from the ray differential transfer, and dPdu/dv
+ * from the primitive, we can compute dudx/dy and dvdx/dy. these are
+ * mainly used for differentials of arbitrary mesh attributes. */
+
+ /* find most stable axis to project to 2D */
+ float xn = fabsf(Ng.x);
+ float yn = fabsf(Ng.y);
+ float zn = fabsf(Ng.z);
+
+ if (zn < xn || zn < yn) {
+ if (yn < xn || yn < zn) {
+ dPdu.x = dPdu.y;
+ dPdv.x = dPdv.y;
+ dP.dx.x = dP.dx.y;
+ dP.dy.x = dP.dy.y;
+ }
+
+ dPdu.y = dPdu.z;
+ dPdv.y = dPdv.z;
+ dP.dx.y = dP.dx.z;
+ dP.dy.y = dP.dy.z;
+ }
+
+ /* using Cramer's rule, we solve for dudx and dvdx in a 2x2 linear system,
+ * and the same for dudy and dvdy. the denominator is the same for both
+ * solutions, so we compute it only once.
+ *
+ * dP.dx = dPdu * dudx + dPdv * dvdx;
+ * dP.dy = dPdu * dudy + dPdv * dvdy; */
+
+ float det = (dPdu.x * dPdv.y - dPdv.x * dPdu.y);
+
+ if (det != 0.0f)
+ det = 1.0f / det;
+
+ du->dx = (dP.dx.x * dPdv.y - dP.dx.y * dPdv.x) * det;
+ dv->dx = (dP.dx.y * dPdu.x - dP.dx.x * dPdu.y) * det;
+
+ du->dy = (dP.dy.x * dPdv.y - dP.dy.y * dPdv.x) * det;
+ dv->dy = (dP.dy.y * dPdu.x - dP.dy.x * dPdu.y) * det;
+}
+
+ccl_device differential differential_zero()
+{
+ differential d;
+ d.dx = 0.0f;
+ d.dy = 0.0f;
+
+ return d;
+}
+
+ccl_device differential3 differential3_zero()
+{
+ differential3 d;
+ d.dx = zero_float3();
+ d.dy = zero_float3();
+
+ return d;
+}
+
+/* Compact ray differentials that are just a scale to reduce memory usage and
+ * access cost in GPU.
+ *
+ * See above for more accurate reference implementations.
+ *
+ * TODO: also store the more compact version in ShaderData and recompute where
+ * needed? */
+
+ccl_device_forceinline float differential_zero_compact()
+{
+ return 0.0f;
+}
+
+ccl_device_forceinline float differential_make_compact(const differential3 D)
+{
+ return 0.5f * (len(D.dx) + len(D.dy));
+}
+
+ccl_device_forceinline void differential_transfer_compact(ccl_private differential3 *surface_dP,
+ const float ray_dP,
+ const float3 /* ray_D */,
+ const float ray_dD,
+ const float3 surface_Ng,
+ const float ray_t)
+{
+ /* ray differential transfer through homogeneous medium, to
+ * compute dPdx/dy at a shading point from the incoming ray */
+ float scale = ray_dP + ray_t * ray_dD;
+
+ float3 dx, dy;
+ make_orthonormals(surface_Ng, &dx, &dy);
+ surface_dP->dx = dx * scale;
+ surface_dP->dy = dy * scale;
+}
+
+ccl_device_forceinline void differential_incoming_compact(ccl_private differential3 *dI,
+ const float3 D,
+ const float dD)
+{
+ /* compute dIdx/dy at a shading point, we just need to negate the
+ * differential of the ray direction */
+
+ float3 dx, dy;
+ make_orthonormals(D, &dx, &dy);
+
+ dI->dx = dD * dx;
+ dI->dy = dD * dy;
+}
+
+CCL_NAMESPACE_END