From 581c81901363176b1ce775472ea7c9f97ee504a9 Mon Sep 17 00:00:00 2001 From: Sergey Sharybin Date: Mon, 13 Feb 2017 16:30:16 +0100 Subject: Cycles: Fix wrong shading on GPU when background has NaN pixels and MIS enabled Quite simple fix for now which only deals with this case. Maybe we want to do some "clipping" on image load time so regular textures wouldn't give NaN as well. --- intern/cycles/render/light.cpp | 11 +++++++++++ 1 file changed, 11 insertions(+) diff --git a/intern/cycles/render/light.cpp b/intern/cycles/render/light.cpp index 2245c861d5a..6a4557506c3 100644 --- a/intern/cycles/render/light.cpp +++ b/intern/cycles/render/light.cpp @@ -486,10 +486,18 @@ static void background_cdf(int start, float2 *cond_cdf) { /* Conditional CDFs (rows, U direction). */ + /* NOTE: It is possible to have some NaN pixels on background + * which will ruin CDF causing wrong shading. We replace such + * pixels with black. + */ for(int i = start; i < end; i++) { float sin_theta = sinf(M_PI_F * (i + 0.5f) / res); float3 env_color = (*pixels)[i * res]; float ave_luminance = average(env_color); + /* TODO(sergey): Consider adding average_safe(). */ + if(!isfinite(ave_luminance)) { + ave_luminance = 0.0f; + } cond_cdf[i * cdf_count].x = ave_luminance * sin_theta; cond_cdf[i * cdf_count].y = 0.0f; @@ -497,6 +505,9 @@ static void background_cdf(int start, for(int j = 1; j < res; j++) { env_color = (*pixels)[i * res + j]; ave_luminance = average(env_color); + if(!isfinite(ave_luminance)) { + ave_luminance = 0.0f; + } cond_cdf[i * cdf_count + j].x = ave_luminance * sin_theta; cond_cdf[i * cdf_count + j].y = cond_cdf[i * cdf_count + j - 1].y + cond_cdf[i * cdf_count + j - 1].x / res; -- cgit v1.2.3