From 8f28441487d5c8f960838cbd15068c0713d080ec Mon Sep 17 00:00:00 2001 From: Mai Lavelle Date: Fri, 16 Sep 2016 18:07:24 -0400 Subject: Cycles: Adaptive isolation Idea here is to select the lowest isolation level that wont compromise quality. By using the lowest level we save memory and processing time. This will also help avoid precision issues that have been showing up from using the highest level (T49179, T49257). This is a pretty simple heuristic that gives ok results. There's more we could do here, such as filtering for vertices/edges adjacent geometric features that need isolation instead of checking them all, but the logic there could get a bit involved. There's potential for slight popping of edges during animation if the dice rate is low, but I don't think this should be a problem since low dice rates really shouldn't be used in animation anyways. Reviewed By: brecht, sergey Differential Revision: https://developer.blender.org/D2240 --- intern/cycles/render/mesh_subdivision.cpp | 40 ++++++++++++++++++++++++++++++- 1 file changed, 39 insertions(+), 1 deletion(-) (limited to 'intern/cycles/render') diff --git a/intern/cycles/render/mesh_subdivision.cpp b/intern/cycles/render/mesh_subdivision.cpp index 3b4841f5b20..0ae5ff742c2 100644 --- a/intern/cycles/render/mesh_subdivision.cpp +++ b/intern/cycles/render/mesh_subdivision.cpp @@ -16,12 +16,14 @@ #include "mesh.h" #include "attribute.h" +#include "camera.h" #include "subd_split.h" #include "subd_patch.h" #include "subd_patch_table.h" #include "util_foreach.h" +#include "util_algorithm.h" CCL_NAMESPACE_BEGIN @@ -177,7 +179,7 @@ public: Far::TopologyRefinerFactory::Options(type, options)); /* adaptive refinement */ - int max_isolation = 10; + int max_isolation = calculate_max_isolation(); refiner->RefineAdaptive(Far::TopologyRefiner::AdaptiveOptions(max_isolation)); /* create patch table */ @@ -248,6 +250,42 @@ public: } } + int calculate_max_isolation() + { + /* loop over all edges to find longest in screen space */ + const Far::TopologyLevel& level = refiner->GetLevel(0); + Transform objecttoworld = mesh->subd_params->objecttoworld; + Camera* cam = mesh->subd_params->camera; + + float longest_edge = 0.0f; + + for(size_t i = 0; i < level.GetNumEdges(); i++) { + Far::ConstIndexArray verts = level.GetEdgeVertices(i); + + float3 a = mesh->verts[verts[0]]; + float3 b = mesh->verts[verts[1]]; + + float edge_len; + + if(cam) { + a = transform_point(&objecttoworld, a); + b = transform_point(&objecttoworld, b); + + edge_len = len(a - b) / cam->world_to_raster_size((a + b) * 0.5f); + } + else { + edge_len = len(a - b); + } + + longest_edge = max(longest_edge, edge_len); + } + + /* calculate isolation level */ + int isolation = (int)(log2f(max(longest_edge / mesh->subd_params->dicing_rate, 1.0f)) + 1.0f); + + return min(isolation, 10); + } + friend struct OsdPatch; friend class Mesh; }; -- cgit v1.2.3