From c8a041f4895bbffc3efbede9c6003961cd59efaa Mon Sep 17 00:00:00 2001 From: Stefan Werner Date: Fri, 20 Nov 2015 17:44:19 +0100 Subject: Fix T46760: Branched Path Tracing converges to different result than plain Path Tracing Multiple importance sampling for branched path tracing light samples needs to be calculated separately per BSDF, not with Veach's one sample model. --- intern/cycles/kernel/kernel_emission.h | 20 +++++++-------- intern/cycles/kernel/kernel_shader.h | 46 +++++++++++++++++++++++++++++++--- 2 files changed, 53 insertions(+), 13 deletions(-) (limited to 'intern/cycles/kernel') diff --git a/intern/cycles/kernel/kernel_emission.h b/intern/cycles/kernel/kernel_emission.h index de9e8d77ec8..3863cf221c5 100644 --- a/intern/cycles/kernel/kernel_emission.h +++ b/intern/cycles/kernel/kernel_emission.h @@ -99,23 +99,23 @@ ccl_device_noinline bool direct_emission(KernelGlobals *kg, ShaderData *sd, return false; /* evaluate BSDF at shading point */ - float bsdf_pdf; #ifdef __VOLUME__ if(ccl_fetch(sd, prim) != PRIM_NONE) - shader_bsdf_eval(kg, sd, ls->D, eval, &bsdf_pdf); - else + shader_bsdf_eval(kg, sd, ls->D, eval, ls->pdf, ls->shader & SHADER_USE_MIS); + else { + float bsdf_pdf; shader_volume_phase_eval(kg, sd, ls->D, eval, &bsdf_pdf); + if(ls->shader & SHADER_USE_MIS) { + /* Multiple importance sampling. */ + float mis_weight = power_heuristic(ls->pdf, bsdf_pdf); + light_eval *= mis_weight; + } + } #else - shader_bsdf_eval(kg, sd, ls->D, eval, &bsdf_pdf); + shader_bsdf_eval(kg, sd, ls->D, eval, ls->pdf, ls->shader & SHADER_USE_MIS); #endif - if(ls->shader & SHADER_USE_MIS) { - /* multiple importance sampling */ - float mis_weight = power_heuristic(ls->pdf, bsdf_pdf); - light_eval *= mis_weight; - } - bsdf_eval_mul(eval, light_eval/ls->pdf); #ifdef __PASSES__ diff --git a/intern/cycles/kernel/kernel_shader.h b/intern/cycles/kernel/kernel_shader.h index 6b560f5fdb2..25e5822a21b 100644 --- a/intern/cycles/kernel/kernel_shader.h +++ b/intern/cycles/kernel/kernel_shader.h @@ -516,12 +516,52 @@ ccl_device_inline void _shader_bsdf_multi_eval(KernelGlobals *kg, const ShaderDa *pdf = (sum_sample_weight > 0.0f)? sum_pdf/sum_sample_weight: 0.0f; } -ccl_device void shader_bsdf_eval(KernelGlobals *kg, ShaderData *sd, - const float3 omega_in, BsdfEval *eval, float *pdf) +#ifdef __BRANCHED_PATH__ +ccl_device_inline void _shader_bsdf_multi_eval_branched(KernelGlobals *kg, + const ShaderData *sd, + const float3 omega_in, + BsdfEval *result_eval, + float light_pdf, + bool use_mis) +{ + for(int i = 0; i < ccl_fetch(sd, num_closure); i++) { + const ShaderClosure *sc = ccl_fetch_array(sd, closure, i); + if(CLOSURE_IS_BSDF(sc->type)) { + float bsdf_pdf = 0.0f; + float3 eval = bsdf_eval(kg, sd, sc, omega_in, &bsdf_pdf); + if(bsdf_pdf != 0.0f) { + float mis_weight = use_mis? power_heuristic(light_pdf, bsdf_pdf): 1.0f; + bsdf_eval_accum(result_eval, + sc->type, + eval * sc->weight * mis_weight); + } + } + } +} +#endif + +ccl_device void shader_bsdf_eval(KernelGlobals *kg, + ShaderData *sd, + const float3 omega_in, + BsdfEval *eval, + float light_pdf, + bool use_mis) { bsdf_eval_init(eval, NBUILTIN_CLOSURES, make_float3(0.0f, 0.0f, 0.0f), kernel_data.film.use_light_pass); - _shader_bsdf_multi_eval(kg, sd, omega_in, pdf, -1, eval, 0.0f, 0.0f); +#ifdef __BRANCHED_PATH__ + if(kernel_data.integrator.branched) + _shader_bsdf_multi_eval_branched(kg, sd, omega_in, eval, light_pdf, use_mis); + else +#endif + { + float pdf; + _shader_bsdf_multi_eval(kg, sd, omega_in, &pdf, -1, eval, 0.0f, 0.0f); + if(use_mis) { + float weight = power_heuristic(light_pdf, pdf); + bsdf_eval_mul(eval, make_float3(weight, weight, weight)); + } + } } ccl_device int shader_bsdf_sample(KernelGlobals *kg, const ShaderData *sd, -- cgit v1.2.3