/* SPDX-License-Identifier: Apache-2.0 * Copyright 2011-2022 Blender Foundation */ #pragma once CCL_NAMESPACE_BEGIN /* VOLUME EXTINCTION */ ccl_device void volume_extinction_setup(ccl_private ShaderData *sd, float3 weight) { if (sd->flag & SD_EXTINCTION) { sd->closure_transparent_extinction += weight; } else { sd->flag |= SD_EXTINCTION; sd->closure_transparent_extinction = weight; } } /* HENYEY-GREENSTEIN CLOSURE */ typedef struct HenyeyGreensteinVolume { SHADER_CLOSURE_BASE; float g; } HenyeyGreensteinVolume; static_assert(sizeof(ShaderClosure) >= sizeof(HenyeyGreensteinVolume), "HenyeyGreensteinVolume is too large!"); /* Given cosine between rays, return probability density that a photon bounces * to that direction. The g parameter controls how different it is from the * uniform sphere. g=0 uniform diffuse-like, g=1 close to sharp single ray. */ ccl_device float single_peaked_henyey_greenstein(float cos_theta, float g) { return ((1.0f - g * g) / safe_powf(1.0f + g * g - 2.0f * g * cos_theta, 1.5f)) * (M_1_PI_F * 0.25f); }; ccl_device int volume_henyey_greenstein_setup(ccl_private HenyeyGreensteinVolume *volume) { volume->type = CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID; /* clamp anisotropy to avoid delta function */ volume->g = signf(volume->g) * min(fabsf(volume->g), 1.0f - 1e-3f); return SD_SCATTER; } ccl_device float3 volume_henyey_greenstein_eval_phase(ccl_private const ShaderVolumeClosure *svc, const float3 I, float3 omega_in, ccl_private float *pdf) { float g = svc->g; /* note that I points towards the viewer */ if (fabsf(g) < 1e-3f) { *pdf = M_1_PI_F * 0.25f; } else { float cos_theta = dot(-I, omega_in); *pdf = single_peaked_henyey_greenstein(cos_theta, g); } return make_float3(*pdf, *pdf, *pdf); } ccl_device float3 henyey_greenstrein_sample(float3 D, float g, float randu, float randv, ccl_private float *pdf) { /* match pdf for small g */ float cos_theta; bool isotropic = fabsf(g) < 1e-3f; if (isotropic) { cos_theta = (1.0f - 2.0f * randu); if (pdf) { *pdf = M_1_PI_F * 0.25f; } } else { float k = (1.0f - g * g) / (1.0f - g + 2.0f * g * randu); cos_theta = (1.0f + g * g - k * k) / (2.0f * g); if (pdf) { *pdf = single_peaked_henyey_greenstein(cos_theta, g); } } float sin_theta = safe_sqrtf(1.0f - cos_theta * cos_theta); float phi = M_2PI_F * randv; float3 dir = make_float3(sin_theta * cosf(phi), sin_theta * sinf(phi), cos_theta); float3 T, B; make_orthonormals(D, &T, &B); dir = dir.x * T + dir.y * B + dir.z * D; return dir; } ccl_device int volume_henyey_greenstein_sample(ccl_private const ShaderVolumeClosure *svc, float3 I, float3 dIdx, float3 dIdy, float randu, float randv, ccl_private float3 *eval, ccl_private float3 *omega_in, ccl_private float3 *domega_in_dx, ccl_private float3 *domega_in_dy, ccl_private float *pdf) { float g = svc->g; /* note that I points towards the viewer and so is used negated */ *omega_in = henyey_greenstrein_sample(-I, g, randu, randv, pdf); *eval = make_float3(*pdf, *pdf, *pdf); /* perfect importance sampling */ #ifdef __RAY_DIFFERENTIALS__ /* todo: implement ray differential estimation */ *domega_in_dx = make_float3(0.0f, 0.0f, 0.0f); *domega_in_dy = make_float3(0.0f, 0.0f, 0.0f); #endif return LABEL_VOLUME_SCATTER; } /* VOLUME CLOSURE */ ccl_device float3 volume_phase_eval(ccl_private const ShaderData *sd, ccl_private const ShaderVolumeClosure *svc, float3 omega_in, ccl_private float *pdf) { return volume_henyey_greenstein_eval_phase(svc, sd->I, omega_in, pdf); } ccl_device int volume_phase_sample(ccl_private const ShaderData *sd, ccl_private const ShaderVolumeClosure *svc, float randu, float randv, ccl_private float3 *eval, ccl_private float3 *omega_in, ccl_private differential3 *domega_in, ccl_private float *pdf) { return volume_henyey_greenstein_sample(svc, sd->I, sd->dI.dx, sd->dI.dy, randu, randv, eval, omega_in, &domega_in->dx, &domega_in->dy, pdf); } /* Volume sampling utilities. */ /* todo: this value could be tweaked or turned into a probability to avoid * unnecessary work in volumes and subsurface scattering. */ #define VOLUME_THROUGHPUT_EPSILON 1e-6f ccl_device float3 volume_color_transmittance(float3 sigma, float t) { return exp3(-sigma * t); } ccl_device float volume_channel_get(float3 value, int channel) { return (channel == 0) ? value.x : ((channel == 1) ? value.y : value.z); } ccl_device int volume_sample_channel(float3 albedo, float3 throughput, float rand, ccl_private float3 *pdf) { /* Sample color channel proportional to throughput and single scattering * albedo, to significantly reduce noise with many bounce, following: * * "Practical and Controllable Subsurface Scattering for Production Path * Tracing". Matt Jen-Yuan Chiang, Peter Kutz, Brent Burley. SIGGRAPH 2016. */ float3 weights = fabs(throughput * albedo); float sum_weights = weights.x + weights.y + weights.z; if (sum_weights > 0.0f) { *pdf = weights / sum_weights; } else { *pdf = make_float3(1.0f / 3.0f, 1.0f / 3.0f, 1.0f / 3.0f); } if (rand < pdf->x) { return 0; } else if (rand < pdf->x + pdf->y) { return 1; } else { return 2; } } CCL_NAMESPACE_END