/* * 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. */ #ifndef __KERNEL_BSSRDF_H__ #define __KERNEL_BSSRDF_H__ CCL_NAMESPACE_BEGIN ccl_device int bssrdf_setup(ShaderClosure *sc, ClosureType type) { if(sc->data0 < BSSRDF_MIN_RADIUS) { /* revert to diffuse BSDF if radius too small */ sc->data0 = 0.0f; sc->data1 = 0.0f; int flag = bsdf_diffuse_setup(sc); sc->type = CLOSURE_BSDF_BSSRDF_ID; return flag; } else { sc->data1 = saturate(sc->data1); /* texture blur */ sc->T.x = saturate(sc->T.x); /* sharpness */ sc->type = type; return SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSSRDF; } } /* Planar Truncated Gaussian * * Note how this is different from the typical gaussian, this one integrates * to 1 over the plane (where you get an extra 2*pi*x factor). We are lucky * that integrating x*exp(-x) gives a nice closed form solution. */ /* paper suggests 1/12.46 which is much too small, suspect it's *12.46 */ #define GAUSS_TRUNCATE 12.46f ccl_device float bssrdf_gaussian_eval(ShaderClosure *sc, float r) { /* integrate (2*pi*r * exp(-r*r/(2*v)))/(2*pi*v)) from 0 to Rm * = 1 - exp(-Rm*Rm/(2*v)) */ const float v = sc->data0*sc->data0*(0.25f*0.25f); const float Rm = sqrtf(v*GAUSS_TRUNCATE); if(r >= Rm) return 0.0f; return expf(-r*r/(2.0f*v))/(2.0f*M_PI_F*v); } ccl_device float bssrdf_gaussian_pdf(ShaderClosure *sc, float r) { /* 1.0 - expf(-Rm*Rm/(2*v)) simplified */ const float area_truncated = 1.0f - expf(-0.5f*GAUSS_TRUNCATE); return bssrdf_gaussian_eval(sc, r) * (1.0f/(area_truncated)); } ccl_device void bssrdf_gaussian_sample(ShaderClosure *sc, float xi, float *r, float *h) { /* xi = integrate (2*pi*r * exp(-r*r/(2*v)))/(2*pi*v)) = -exp(-r^2/(2*v)) * r = sqrt(-2*v*logf(xi)) */ const float v = sc->data0*sc->data0*(0.25f*0.25f); const float Rm = sqrtf(v*GAUSS_TRUNCATE); /* 1.0 - expf(-Rm*Rm/(2*v)) simplified */ const float area_truncated = 1.0f - expf(-0.5f*GAUSS_TRUNCATE); /* r(xi) */ const float r_squared = -2.0f*v*logf(1.0f - xi*area_truncated); *r = sqrtf(r_squared); /* h^2 + r^2 = Rm^2 */ *h = sqrtf(Rm*Rm - r_squared); } /* Planar Cubic BSSRDF falloff * * 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 bssrdf_cubic_eval(ShaderClosure *sc, float r) { const float sharpness = sc->T.x; if(sharpness == 0.0f) { const float Rm = sc->data0; 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); } else { float Rm = sc->data0*(1.0f + sharpness); if(r >= Rm) return 0.0f; /* custom variation with extra sharpness, to match the previous code */ const float y = 1.0f/(1.0f + sharpness); float Rmy, ry, ryinv; if(sharpness == 1.0f) { Rmy = sqrtf(Rm); ry = sqrtf(r); ryinv = (ry > 0.0f)? 1.0f/ry: 0.0f; } else { Rmy = powf(Rm, y); ry = powf(r, y); ryinv = (r > 0.0f)? powf(r, 2.0f*y - 2.0f): 0.0f; } const float Rmy5 = (Rmy*Rmy) * (Rmy*Rmy) * Rmy; const float f = Rmy - ry; const float num = f*(f*f)*(y*ryinv); return (10.0f * num) / (Rmy5 * M_PI_F); } } ccl_device float bssrdf_cubic_pdf(ShaderClosure *sc, float r) { return bssrdf_cubic_eval(sc, r); } /* solve 10x^2 - 20x^3 + 15x^4 - 4x^5 - xi == 0 */ ccl_device float bssrdf_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 bssrdf_cubic_sample(ShaderClosure *sc, float xi, float *r, float *h) { float Rm = sc->data0; float r_ = bssrdf_cubic_quintic_root_find(xi); const float sharpness = sc->T.x; if(sharpness != 0.0f) { r_ = powf(r_, 1.0f + sharpness); Rm *= (1.0f + sharpness); } r_ *= Rm; *r = r_; /* h^2 + r^2 = Rm^2 */ *h = sqrtf(Rm*Rm - r_*r_); } /* None BSSRDF falloff * * Samples distributed over disk with no falloff, for reference. */ ccl_device float bssrdf_none_eval(ShaderClosure *sc, float r) { const float Rm = sc->data0; return (r < Rm)? 1.0f: 0.0f; } ccl_device float bssrdf_none_pdf(ShaderClosure *sc, float r) { /* integrate (2*pi*r)/(pi*Rm*Rm) from 0 to Rm = 1 */ const float Rm = sc->data0; const float area = (M_PI_F*Rm*Rm); return bssrdf_none_eval(sc, r) / area; } ccl_device void bssrdf_none_sample(ShaderClosure *sc, float xi, float *r, float *h) { /* xi = integrate (2*pi*r)/(pi*Rm*Rm) = r^2/Rm^2 * r = sqrt(xi)*Rm */ const float Rm = sc->data0; const float r_ = sqrtf(xi)*Rm; *r = r_; /* h^2 + r^2 = Rm^2 */ *h = sqrtf(Rm*Rm - r_*r_); } /* Generic */ ccl_device void bssrdf_sample(ShaderClosure *sc, float xi, float *r, float *h) { if(sc->type == CLOSURE_BSSRDF_CUBIC_ID) bssrdf_cubic_sample(sc, xi, r, h); else bssrdf_gaussian_sample(sc, xi, r, h); } ccl_device float bssrdf_pdf(ShaderClosure *sc, float r) { if(sc->type == CLOSURE_BSSRDF_CUBIC_ID) return bssrdf_cubic_pdf(sc, r); else return bssrdf_gaussian_pdf(sc, r); } CCL_NAMESPACE_END #endif /* __KERNEL_BSSRDF_H__ */