/* * 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. */ CCL_NAMESPACE_BEGIN /* Light Sample result */ typedef struct LightSample { float3 P; /* position on light, or direction for distant light */ float3 Ng; /* normal on light */ float3 D; /* direction from shading point to light */ float t; /* distance to light (FLT_MAX for distant light) */ float u, v; /* parametric coordinate on primitive */ float pdf; /* light sampling probability density function */ float eval_fac; /* intensity multiplier */ int object; /* object id for triangle/curve lights */ int prim; /* primitive id for triangle/curve lights */ int shader; /* shader id */ int lamp; /* lamp id */ LightType type; /* type of light */ } LightSample; /* Area light sampling */ /* Uses the following paper: * * Carlos Urena et al. * An Area-Preserving Parametrization for Spherical Rectangles. * * https://www.solidangle.com/research/egsr2013_spherical_rectangle.pdf * * Note: light_p is modified when sample_coord is true. */ ccl_device_inline float area_light_sample(float3 P, float3 *light_p, float3 axisu, float3 axisv, float randu, float randv, bool sample_coord) { /* In our name system we're using P for the center, * which is o in the paper. */ float3 corner = *light_p - axisu * 0.5f - axisv * 0.5f; float axisu_len, axisv_len; /* Compute local reference system R. */ float3 x = normalize_len(axisu, &axisu_len); float3 y = normalize_len(axisv, &axisv_len); float3 z = cross(x, y); /* Compute rectangle coords in local reference system. */ float3 dir = corner - P; float z0 = dot(dir, z); /* Flip 'z' to make it point against Q. */ if(z0 > 0.0f) { z *= -1.0f; z0 *= -1.0f; } float x0 = dot(dir, x); float y0 = dot(dir, y); float x1 = x0 + axisu_len; float y1 = y0 + axisv_len; /* Create vectors to four vertices. */ float3 v00 = make_float3(x0, y0, z0); float3 v01 = make_float3(x0, y1, z0); float3 v10 = make_float3(x1, y0, z0); float3 v11 = make_float3(x1, y1, z0); /* Compute normals to edges. */ float3 n0 = normalize(cross(v00, v10)); float3 n1 = normalize(cross(v10, v11)); float3 n2 = normalize(cross(v11, v01)); float3 n3 = normalize(cross(v01, v00)); /* Compute internal angles (gamma_i). */ float g0 = safe_acosf(-dot(n0, n1)); float g1 = safe_acosf(-dot(n1, n2)); float g2 = safe_acosf(-dot(n2, n3)); float g3 = safe_acosf(-dot(n3, n0)); /* Compute predefined constants. */ float b0 = n0.z; float b1 = n2.z; float b0sq = b0 * b0; float k = M_2PI_F - g2 - g3; /* Compute solid angle from internal angles. */ float S = g0 + g1 - k; if(sample_coord) { /* Compute cu. */ float au = randu * S + k; float fu = (cosf(au) * b0 - b1) / sinf(au); float cu = 1.0f / sqrtf(fu * fu + b0sq) * (fu > 0.0f ? 1.0f : -1.0f); cu = clamp(cu, -1.0f, 1.0f); /* Compute xu. */ float xu = -(cu * z0) / max(sqrtf(1.0f - cu * cu), 1e-7f); xu = clamp(xu, x0, x1); /* Compute yv. */ float z0sq = z0 * z0; float y0sq = y0 * y0; float y1sq = y1 * y1; float d = sqrtf(xu * xu + z0sq); float h0 = y0 / sqrtf(d * d + y0sq); float h1 = y1 / sqrtf(d * d + y1sq); float hv = h0 + randv * (h1 - h0), hv2 = hv * hv; float yv = (hv2 < 1.0f - 1e-6f) ? (hv * d) / sqrtf(1.0f - hv2) : y1; /* Transform (xu, yv, z0) to world coords. */ *light_p = P + xu * x + yv * y + z0 * z; } /* return pdf */ if(S != 0.0f) return 1.0f / S; else return 0.0f; } /* Background Light */ #ifdef __BACKGROUND_MIS__ /* TODO(sergey): In theory it should be all fine to use noinline for all * devices, but we're so close to the release so better not screw things * up for CPU at least. */ #ifdef __KERNEL_GPU__ ccl_device_noinline #else ccl_device #endif float3 background_map_sample(KernelGlobals *kg, float randu, float randv, float *pdf) { /* for the following, the CDF values are actually a pair of floats, with the * function value as X and the actual CDF as Y. The last entry's function * value is the CDF total. */ int res = kernel_data.integrator.pdf_background_res; int cdf_count = res + 1; /* this is basically std::lower_bound as used by pbrt */ int first = 0; int count = res; while(count > 0) { int step = count >> 1; int middle = first + step; if(kernel_tex_fetch(__light_background_marginal_cdf, middle).y < randv) { first = middle + 1; count -= step + 1; } else count = step; } int index_v = max(0, first - 1); kernel_assert(index_v >= 0 && index_v < res); float2 cdf_v = kernel_tex_fetch(__light_background_marginal_cdf, index_v); float2 cdf_next_v = kernel_tex_fetch(__light_background_marginal_cdf, index_v + 1); float2 cdf_last_v = kernel_tex_fetch(__light_background_marginal_cdf, res); /* importance-sampled V direction */ float dv = (randv - cdf_v.y) / (cdf_next_v.y - cdf_v.y); float v = (index_v + dv) / res; /* this is basically std::lower_bound as used by pbrt */ first = 0; count = res; while(count > 0) { int step = count >> 1; int middle = first + step; if(kernel_tex_fetch(__light_background_conditional_cdf, index_v * cdf_count + middle).y < randu) { first = middle + 1; count -= step + 1; } else count = step; } int index_u = max(0, first - 1); kernel_assert(index_u >= 0 && index_u < res); float2 cdf_u = kernel_tex_fetch(__light_background_conditional_cdf, index_v * cdf_count + index_u); float2 cdf_next_u = kernel_tex_fetch(__light_background_conditional_cdf, index_v * cdf_count + index_u + 1); float2 cdf_last_u = kernel_tex_fetch(__light_background_conditional_cdf, index_v * cdf_count + res); /* importance-sampled U direction */ float du = (randu - cdf_u.y) / (cdf_next_u.y - cdf_u.y); float u = (index_u + du) / res; /* compute pdf */ float denom = cdf_last_u.x * cdf_last_v.x; float sin_theta = sinf(M_PI_F * v); if(sin_theta == 0.0f || denom == 0.0f) *pdf = 0.0f; else *pdf = (cdf_u.x * cdf_v.x)/(M_2PI_F * M_PI_F * sin_theta * denom); /* compute direction */ return equirectangular_to_direction(u, v); } /* TODO(sergey): Same as above, after the release we should consider using * 'noinline' for all devices. */ #ifdef __KERNEL_GPU__ ccl_device_noinline #else ccl_device #endif float background_map_pdf(KernelGlobals *kg, float3 direction) { float2 uv = direction_to_equirectangular(direction); int res = kernel_data.integrator.pdf_background_res; float sin_theta = sinf(uv.y * M_PI_F); if(sin_theta == 0.0f) return 0.0f; int index_u = clamp(float_to_int(uv.x * res), 0, res - 1); int index_v = clamp(float_to_int(uv.y * res), 0, res - 1); /* pdfs in V direction */ float2 cdf_last_u = kernel_tex_fetch(__light_background_conditional_cdf, index_v * (res + 1) + res); float2 cdf_last_v = kernel_tex_fetch(__light_background_marginal_cdf, res); float denom = cdf_last_u.x * cdf_last_v.x; if(denom == 0.0f) return 0.0f; /* pdfs in U direction */ float2 cdf_u = kernel_tex_fetch(__light_background_conditional_cdf, index_v * (res + 1) + index_u); float2 cdf_v = kernel_tex_fetch(__light_background_marginal_cdf, index_v); return (cdf_u.x * cdf_v.x)/(M_2PI_F * M_PI_F * sin_theta * denom); } ccl_device_inline bool background_portal_data_fetch_and_check_side(KernelGlobals *kg, float3 P, int index, float3 *lightpos, float3 *dir) { float4 data0 = kernel_tex_fetch(__light_data, (index + kernel_data.integrator.portal_offset)*LIGHT_SIZE + 0); float4 data3 = kernel_tex_fetch(__light_data, (index + kernel_data.integrator.portal_offset)*LIGHT_SIZE + 3); *lightpos = make_float3(data0.y, data0.z, data0.w); *dir = make_float3(data3.y, data3.z, data3.w); /* Check whether portal is on the right side. */ if(dot(*dir, P - *lightpos) > 1e-4f) return true; return false; } ccl_device_inline float background_portal_pdf(KernelGlobals *kg, float3 P, float3 direction, int ignore_portal, bool *is_possible) { float portal_pdf = 0.0f; int num_possible = 0; for(int p = 0; p < kernel_data.integrator.num_portals; p++) { if(p == ignore_portal) continue; float3 lightpos, dir; if(!background_portal_data_fetch_and_check_side(kg, P, p, &lightpos, &dir)) continue; /* There's a portal that could be sampled from this position. */ if(is_possible) { *is_possible = true; } num_possible++; float4 data1 = kernel_tex_fetch(__light_data, (p + kernel_data.integrator.portal_offset)*LIGHT_SIZE + 1); float4 data2 = kernel_tex_fetch(__light_data, (p + kernel_data.integrator.portal_offset)*LIGHT_SIZE + 2); float3 axisu = make_float3(data1.y, data1.z, data1.w); float3 axisv = make_float3(data2.y, data2.z, data2.w); if(!ray_quad_intersect(P, direction, 1e-4f, FLT_MAX, lightpos, axisu, axisv, dir, NULL, NULL, NULL, NULL)) continue; portal_pdf += area_light_sample(P, &lightpos, axisu, axisv, 0.0f, 0.0f, false); } if(ignore_portal >= 0) { /* We have skipped a portal that could be sampled as well. */ num_possible++; } return (num_possible > 0)? portal_pdf / num_possible: 0.0f; } ccl_device int background_num_possible_portals(KernelGlobals *kg, float3 P) { int num_possible_portals = 0; for(int p = 0; p < kernel_data.integrator.num_portals; p++) { float3 lightpos, dir; if(background_portal_data_fetch_and_check_side(kg, P, p, &lightpos, &dir)) num_possible_portals++; } return num_possible_portals; } ccl_device float3 background_portal_sample(KernelGlobals *kg, float3 P, float randu, float randv, int num_possible, int *sampled_portal, float *pdf) { /* Pick a portal, then re-normalize randv. */ randv *= num_possible; int portal = (int)randv; randv -= portal; /* TODO(sergey): Some smarter way of finding portal to sample * is welcome. */ for(int p = 0; p < kernel_data.integrator.num_portals; p++) { /* Search for the sampled portal. */ float3 lightpos, dir; if(!background_portal_data_fetch_and_check_side(kg, P, p, &lightpos, &dir)) continue; if(portal == 0) { /* p is the portal to be sampled. */ float4 data1 = kernel_tex_fetch(__light_data, (p + kernel_data.integrator.portal_offset)*LIGHT_SIZE + 1); float4 data2 = kernel_tex_fetch(__light_data, (p + kernel_data.integrator.portal_offset)*LIGHT_SIZE + 2); float3 axisu = make_float3(data1.y, data1.z, data1.w); float3 axisv = make_float3(data2.y, data2.z, data2.w); *pdf = area_light_sample(P, &lightpos, axisu, axisv, randu, randv, true); *pdf /= num_possible; *sampled_portal = p; return normalize(lightpos - P); } portal--; } return make_float3(0.0f, 0.0f, 0.0f); } ccl_device_inline float3 background_light_sample(KernelGlobals *kg, float3 P, float randu, float randv, float *pdf) { /* Probability of sampling portals instead of the map. */ float portal_sampling_pdf = kernel_data.integrator.portal_pdf; /* Check if there are portals in the scene which we can sample. */ if(portal_sampling_pdf > 0.0f) { int num_portals = background_num_possible_portals(kg, P); if(num_portals > 0) { if(portal_sampling_pdf == 1.0f || randu < portal_sampling_pdf) { if(portal_sampling_pdf < 1.0f) { randu /= portal_sampling_pdf; } int portal; float3 D = background_portal_sample(kg, P, randu, randv, num_portals, &portal, pdf); if(num_portals > 1) { /* Ignore the chosen portal, its pdf is already included. */ *pdf += background_portal_pdf(kg, P, D, portal, NULL); } /* We could also have sampled the map, so combine with MIS. */ if(portal_sampling_pdf < 1.0f) { float cdf_pdf = background_map_pdf(kg, D); *pdf = (portal_sampling_pdf * (*pdf) + (1.0f - portal_sampling_pdf) * cdf_pdf); } return D; } else { /* Sample map, but with nonzero portal_sampling_pdf for MIS. */ randu = (randu - portal_sampling_pdf) / (1.0f - portal_sampling_pdf); } } else { /* We can't sample a portal. * Check if we can sample the map instead. */ if(portal_sampling_pdf == 1.0f) { /* Use uniform as a fallback if we can't sample the map. */ *pdf = 1.0f / M_4PI_F; return sample_uniform_sphere(randu, randv); } else { portal_sampling_pdf = 0.0f; } } } float3 D = background_map_sample(kg, randu, randv, pdf); /* Use MIS if portals could be sampled as well. */ if(portal_sampling_pdf > 0.0f) { float portal_pdf = background_portal_pdf(kg, P, D, -1, NULL); *pdf = (portal_sampling_pdf * portal_pdf + (1.0f - portal_sampling_pdf) * (*pdf)); } return D; } ccl_device float background_light_pdf(KernelGlobals *kg, float3 P, float3 direction) { /* Probability of sampling portals instead of the map. */ float portal_sampling_pdf = kernel_data.integrator.portal_pdf; float portal_pdf = 0.0f, map_pdf = 0.0f; if(portal_sampling_pdf > 0.0f) { /* Evaluate PDF of sampling this direction by portal sampling. */ bool is_possible = false; portal_pdf = background_portal_pdf(kg, P, direction, -1, &is_possible) * portal_sampling_pdf; if(!is_possible) { /* Portal sampling is not possible here because all portals point to the wrong side. * If map sampling is possible, it would be used instead, otherwise fallback sampling is used. */ if(portal_sampling_pdf == 1.0f) { return kernel_data.integrator.pdf_lights / M_4PI_F; } else { /* Force map sampling. */ portal_sampling_pdf = 0.0f; } } } if(portal_sampling_pdf < 1.0f) { /* Evaluate PDF of sampling this direction by map sampling. */ map_pdf = background_map_pdf(kg, direction) * (1.0f - portal_sampling_pdf); } return (portal_pdf + map_pdf) * kernel_data.integrator.pdf_lights; } #endif /* Regular Light */ ccl_device float3 disk_light_sample(float3 v, float randu, float randv) { float3 ru, rv; make_orthonormals(v, &ru, &rv); to_unit_disk(&randu, &randv); return ru*randu + rv*randv; } ccl_device float3 distant_light_sample(float3 D, float radius, float randu, float randv) { return normalize(D + disk_light_sample(D, randu, randv)*radius); } ccl_device float3 sphere_light_sample(float3 P, float3 center, float radius, float randu, float randv) { return disk_light_sample(normalize(P - center), randu, randv)*radius; } ccl_device float spot_light_attenuation(float4 data1, float4 data2, LightSample *ls) { float3 dir = make_float3(data2.y, data2.z, data2.w); float3 I = ls->Ng; float spot_angle = data1.w; float spot_smooth = data2.x; float attenuation = dot(dir, I); if(attenuation <= spot_angle) { attenuation = 0.0f; } else { float t = attenuation - spot_angle; if(t < spot_smooth && spot_smooth != 0.0f) attenuation *= smoothstepf(t/spot_smooth); } return attenuation; } ccl_device float lamp_light_pdf(KernelGlobals *kg, const float3 Ng, const float3 I, float t) { float cos_pi = dot(Ng, I); if(cos_pi <= 0.0f) return 0.0f; return t*t/cos_pi; } ccl_device_inline bool lamp_light_sample(KernelGlobals *kg, int lamp, float randu, float randv, float3 P, LightSample *ls) { float4 data0 = kernel_tex_fetch(__light_data, lamp*LIGHT_SIZE + 0); float4 data1 = kernel_tex_fetch(__light_data, lamp*LIGHT_SIZE + 1); LightType type = (LightType)__float_as_int(data0.x); ls->type = type; ls->shader = __float_as_int(data1.x); ls->object = PRIM_NONE; ls->prim = PRIM_NONE; ls->lamp = lamp; ls->u = randu; ls->v = randv; if(type == LIGHT_DISTANT) { /* distant light */ float3 lightD = make_float3(data0.y, data0.z, data0.w); float3 D = lightD; float radius = data1.y; float invarea = data1.w; if(radius > 0.0f) D = distant_light_sample(D, radius, randu, randv); ls->P = D; ls->Ng = D; ls->D = -D; ls->t = FLT_MAX; float costheta = dot(lightD, D); ls->pdf = invarea/(costheta*costheta*costheta); ls->eval_fac = ls->pdf*kernel_data.integrator.inv_pdf_lights; } #ifdef __BACKGROUND_MIS__ else if(type == LIGHT_BACKGROUND) { /* infinite area light (e.g. light dome or env light) */ float3 D = -background_light_sample(kg, P, randu, randv, &ls->pdf); ls->P = D; ls->Ng = D; ls->D = -D; ls->t = FLT_MAX; ls->eval_fac = 1.0f; ls->pdf *= kernel_data.integrator.pdf_lights; } #endif else { ls->P = make_float3(data0.y, data0.z, data0.w); if(type == LIGHT_POINT || type == LIGHT_SPOT) { float radius = data1.y; if(radius > 0.0f) /* sphere light */ ls->P += sphere_light_sample(P, ls->P, radius, randu, randv); ls->D = normalize_len(ls->P - P, &ls->t); ls->Ng = -ls->D; float invarea = data1.z; ls->eval_fac = (0.25f*M_1_PI_F)*invarea; ls->pdf = invarea; if(type == LIGHT_SPOT) { /* spot light attenuation */ float4 data2 = kernel_tex_fetch(__light_data, lamp*LIGHT_SIZE + 2); ls->eval_fac *= spot_light_attenuation(data1, data2, ls); if(ls->eval_fac == 0.0f) { return false; } } float2 uv = map_to_sphere(ls->Ng); ls->u = uv.x; ls->v = uv.y; ls->pdf *= lamp_light_pdf(kg, ls->Ng, -ls->D, ls->t); } else { /* area light */ float4 data2 = kernel_tex_fetch(__light_data, lamp*LIGHT_SIZE + 2); float4 data3 = kernel_tex_fetch(__light_data, lamp*LIGHT_SIZE + 3); float3 axisu = make_float3(data1.y, data1.z, data1.w); float3 axisv = make_float3(data2.y, data2.z, data2.w); float3 D = make_float3(data3.y, data3.z, data3.w); if(dot(ls->P - P, D) > 0.0f) { return false; } float3 inplane = ls->P; ls->pdf = area_light_sample(P, &ls->P, axisu, axisv, randu, randv, true); inplane = ls->P - inplane; ls->u = dot(inplane, axisu) * (1.0f / dot(axisu, axisu)) + 0.5f; ls->v = dot(inplane, axisv) * (1.0f / dot(axisv, axisv)) + 0.5f; ls->Ng = D; ls->D = normalize_len(ls->P - P, &ls->t); float invarea = data2.x; ls->eval_fac = 0.25f*invarea; } ls->eval_fac *= kernel_data.integrator.inv_pdf_lights; } return (ls->pdf > 0.0f); } ccl_device bool lamp_light_eval(KernelGlobals *kg, int lamp, float3 P, float3 D, float t, LightSample *ls) { float4 data0 = kernel_tex_fetch(__light_data, lamp*LIGHT_SIZE + 0); float4 data1 = kernel_tex_fetch(__light_data, lamp*LIGHT_SIZE + 1); LightType type = (LightType)__float_as_int(data0.x); ls->type = type; ls->shader = __float_as_int(data1.x); ls->object = PRIM_NONE; ls->prim = PRIM_NONE; ls->lamp = lamp; /* todo: missing texture coordinates */ ls->u = 0.0f; ls->v = 0.0f; if(!(ls->shader & SHADER_USE_MIS)) return false; if(type == LIGHT_DISTANT) { /* distant light */ float radius = data1.y; if(radius == 0.0f) return false; if(t != FLT_MAX) return false; /* a distant light is infinitely far away, but equivalent to a disk * shaped light exactly 1 unit away from the current shading point. * * radius t^2/cos(theta) * <----------> t = sqrt(1^2 + tan(theta)^2) * tan(th) area = radius*radius*pi * <-----> * \ | (1 + tan(theta)^2)/cos(theta) * \ | (1 + tan(acos(cos(theta)))^2)/cos(theta) * t \th| 1 simplifies to * \-| 1/(cos(theta)^3) * \| magic! * P */ float3 lightD = make_float3(data0.y, data0.z, data0.w); float costheta = dot(-lightD, D); float cosangle = data1.z; if(costheta < cosangle) return false; ls->P = -D; ls->Ng = -D; ls->D = D; ls->t = FLT_MAX; /* compute pdf */ float invarea = data1.w; ls->pdf = invarea/(costheta*costheta*costheta); ls->eval_fac = ls->pdf; } else if(type == LIGHT_POINT || type == LIGHT_SPOT) { float3 lightP = make_float3(data0.y, data0.z, data0.w); float radius = data1.y; /* sphere light */ if(radius == 0.0f) return false; if(!ray_aligned_disk_intersect(P, D, t, lightP, radius, &ls->P, &ls->t)) { return false; } ls->Ng = -D; ls->D = D; float invarea = data1.z; ls->eval_fac = (0.25f*M_1_PI_F)*invarea; ls->pdf = invarea; if(type == LIGHT_SPOT) { /* spot light attenuation */ float4 data2 = kernel_tex_fetch(__light_data, lamp*LIGHT_SIZE + 2); ls->eval_fac *= spot_light_attenuation(data1, data2, ls); if(ls->eval_fac == 0.0f) return false; } float2 uv = map_to_sphere(ls->Ng); ls->u = uv.x; ls->v = uv.y; /* compute pdf */ if(ls->t != FLT_MAX) ls->pdf *= lamp_light_pdf(kg, ls->Ng, -ls->D, ls->t); } else if(type == LIGHT_AREA) { /* area light */ float4 data2 = kernel_tex_fetch(__light_data, lamp*LIGHT_SIZE + 2); float4 data3 = kernel_tex_fetch(__light_data, lamp*LIGHT_SIZE + 3); float invarea = data2.x; if(invarea == 0.0f) return false; float3 axisu = make_float3(data1.y, data1.z, data1.w); float3 axisv = make_float3(data2.y, data2.z, data2.w); float3 Ng = make_float3(data3.y, data3.z, data3.w); /* one sided */ if(dot(D, Ng) >= 0.0f) return false; float3 light_P = make_float3(data0.y, data0.z, data0.w); if(!ray_quad_intersect(P, D, 0.0f, t, light_P, axisu, axisv, Ng, &ls->P, &ls->t, &ls->u, &ls->v)) { return false; } ls->D = D; ls->Ng = Ng; ls->pdf = area_light_sample(P, &light_P, axisu, axisv, 0, 0, false); ls->eval_fac = 0.25f*invarea; } else return false; return true; } /* Triangle Light */ /* returns true if the triangle is has motion blur or an instancing transform applied */ ccl_device_inline bool triangle_world_space_vertices(KernelGlobals *kg, int object, int prim, float time, float3 V[3]) { bool has_motion = false; const int object_flag = kernel_tex_fetch(__object_flag, object); if(object_flag & SD_OBJECT_HAS_VERTEX_MOTION && time >= 0.0f) { motion_triangle_vertices(kg, object, prim, time, V); has_motion = true; } else { triangle_vertices(kg, prim, V); } #ifdef __INSTANCING__ if(!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) { # ifdef __OBJECT_MOTION__ Transform tfm = object_fetch_transform_motion_test(kg, object, time, NULL); # else Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM); # endif V[0] = transform_point(&tfm, V[0]); V[1] = transform_point(&tfm, V[1]); V[2] = transform_point(&tfm, V[2]); has_motion = true; } #endif return has_motion; } ccl_device_inline float triangle_light_pdf_area(KernelGlobals *kg, const float3 Ng, const float3 I, float t) { float pdf = kernel_data.integrator.pdf_triangles; float cos_pi = fabsf(dot(Ng, I)); if(cos_pi == 0.0f) return 0.0f; return t*t*pdf/cos_pi; } ccl_device_forceinline float triangle_light_pdf(KernelGlobals *kg, ShaderData *sd, float t) { /* A naive heuristic to decide between costly solid angle sampling * and simple area sampling, comparing the distance to the triangle plane * to the length of the edges of the triangle. */ float3 V[3]; bool has_motion = triangle_world_space_vertices(kg, sd->object, sd->prim, sd->time, V); const float3 e0 = V[1] - V[0]; const float3 e1 = V[2] - V[0]; const float3 e2 = V[2] - V[1]; const float longest_edge_squared = max(len_squared(e0), max(len_squared(e1), len_squared(e2))); const float3 N = cross(e0, e1); const float distance_to_plane = fabsf(dot(N, sd->I * t))/dot(N, N); if(longest_edge_squared > distance_to_plane*distance_to_plane) { /* sd contains the point on the light source * calculate Px, the point that we're shading */ const float3 Px = sd->P + sd->I * t; const float3 v0_p = V[0] - Px; const float3 v1_p = V[1] - Px; const float3 v2_p = V[2] - Px; const float3 u01 = safe_normalize(cross(v0_p, v1_p)); const float3 u02 = safe_normalize(cross(v0_p, v2_p)); const float3 u12 = safe_normalize(cross(v1_p, v2_p)); const float alpha = fast_acosf(dot(u02, u01)); const float beta = fast_acosf(-dot(u01, u12)); const float gamma = fast_acosf(dot(u02, u12)); const float solid_angle = alpha + beta + gamma - M_PI_F; /* pdf_triangles is calculated over triangle area, but we're not sampling over its area */ if(UNLIKELY(solid_angle == 0.0f)) { return 0.0f; } else { float area = 1.0f; if(has_motion) { /* get the center frame vertices, this is what the PDF was calculated from */ triangle_world_space_vertices(kg, sd->object, sd->prim, -1.0f, V); area = triangle_area(V[0], V[1], V[2]); } else { area = 0.5f * len(N); } const float pdf = area * kernel_data.integrator.pdf_triangles; return pdf / solid_angle; } } else { float pdf = triangle_light_pdf_area(kg, sd->Ng, sd->I, t); if(has_motion) { const float area = 0.5f * len(N); if(UNLIKELY(area == 0.0f)) { return 0.0f; } /* scale the PDF. * area = the area the sample was taken from * area_pre = the are from which pdf_triangles was calculated from */ triangle_world_space_vertices(kg, sd->object, sd->prim, -1.0f, V); const float area_pre = triangle_area(V[0], V[1], V[2]); pdf = pdf * area_pre / area; } return pdf; } } ccl_device_forceinline void triangle_light_sample(KernelGlobals *kg, int prim, int object, float randu, float randv, float time, LightSample *ls, const float3 P) { /* A naive heuristic to decide between costly solid angle sampling * and simple area sampling, comparing the distance to the triangle plane * to the length of the edges of the triangle. */ float3 V[3]; bool has_motion = triangle_world_space_vertices(kg, object, prim, time, V); const float3 e0 = V[1] - V[0]; const float3 e1 = V[2] - V[0]; const float3 e2 = V[2] - V[1]; const float longest_edge_squared = max(len_squared(e0), max(len_squared(e1), len_squared(e2))); const float3 N0 = cross(e0, e1); float Nl = 0.0f; ls->Ng = safe_normalize_len(N0, &Nl); float area = 0.5f * Nl; /* flip normal if necessary */ const int object_flag = kernel_tex_fetch(__object_flag, object); if(object_flag & SD_OBJECT_NEGATIVE_SCALE_APPLIED) { ls->Ng = -ls->Ng; } ls->eval_fac = 1.0f; ls->shader = kernel_tex_fetch(__tri_shader, prim); ls->object = object; ls->prim = prim; ls->lamp = LAMP_NONE; ls->shader |= SHADER_USE_MIS; ls->type = LIGHT_TRIANGLE; float distance_to_plane = fabsf(dot(N0, V[0] - P)/dot(N0, N0)); if(longest_edge_squared > distance_to_plane*distance_to_plane) { /* see James Arvo, "Stratified Sampling of Spherical Triangles" * http://www.graphics.cornell.edu/pubs/1995/Arv95c.pdf */ /* project the triangle to the unit sphere * and calculate its edges and angles */ const float3 v0_p = V[0] - P; const float3 v1_p = V[1] - P; const float3 v2_p = V[2] - P; const float3 u01 = safe_normalize(cross(v0_p, v1_p)); const float3 u02 = safe_normalize(cross(v0_p, v2_p)); const float3 u12 = safe_normalize(cross(v1_p, v2_p)); const float3 A = safe_normalize(v0_p); const float3 B = safe_normalize(v1_p); const float3 C = safe_normalize(v2_p); const float cos_alpha = dot(u02, u01); const float cos_beta = -dot(u01, u12); const float cos_gamma = dot(u02, u12); /* calculate dihedral angles */ const float alpha = fast_acosf(cos_alpha); const float beta = fast_acosf(cos_beta); const float gamma = fast_acosf(cos_gamma); /* the area of the unit spherical triangle = solid angle */ const float solid_angle = alpha + beta + gamma - M_PI_F; /* precompute a few things * these could be re-used to take several samples * as they are independent of randu/randv */ const float cos_c = dot(A, B); const float sin_alpha = fast_sinf(alpha); const float product = sin_alpha * cos_c; /* Select a random sub-area of the spherical triangle * and calculate the third vertex C_ of that new triangle */ const float phi = randu * solid_angle - alpha; float s, t; fast_sincosf(phi, &s, &t); const float u = t - cos_alpha; const float v = s + product; const float3 U = safe_normalize(C - dot(C, A) * A); float q = 1.0f; const float det = ((v * s + u * t) * sin_alpha); if(det != 0.0f) { q = ((v * t - u * s) * cos_alpha - v) / det; } const float temp = max(1.0f - q*q, 0.0f); const float3 C_ = safe_normalize(q * A + sqrtf(temp) * U); /* Finally, select a random point along the edge of the new triangle * That point on the spherical triangle is the sampled ray direction */ const float z = 1.0f - randv * (1.0f - dot(C_, B)); ls->D = z * B + safe_sqrtf(1.0f - z*z) * safe_normalize(C_ - dot(C_, B) * B); /* calculate intersection with the planar triangle */ if(!ray_triangle_intersect(P, ls->D, FLT_MAX, #if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__) (ssef*)V, #else V[0], V[1], V[2], #endif &ls->u, &ls->v, &ls->t)) { ls->pdf = 0.0f; return; } ls->P = P + ls->D * ls->t; /* pdf_triangles is calculated over triangle area, but we're sampling over solid angle */ if(UNLIKELY(solid_angle == 0.0f)) { ls->pdf = 0.0f; return; } else { if(has_motion) { /* get the center frame vertices, this is what the PDF was calculated from */ triangle_world_space_vertices(kg, object, prim, -1.0f, V); area = triangle_area(V[0], V[1], V[2]); } const float pdf = area * kernel_data.integrator.pdf_triangles; ls->pdf = pdf / solid_angle; } } else { /* compute random point in triangle */ randu = sqrtf(randu); const float u = 1.0f - randu; const float v = randv*randu; const float t = 1.0f - u - v; ls->P = u * V[0] + v * V[1] + t * V[2]; /* compute incoming direction, distance and pdf */ ls->D = normalize_len(ls->P - P, &ls->t); ls->pdf = triangle_light_pdf_area(kg, ls->Ng, -ls->D, ls->t); if(has_motion && area != 0.0f) { /* scale the PDF. * area = the area the sample was taken from * area_pre = the are from which pdf_triangles was calculated from */ triangle_world_space_vertices(kg, object, prim, -1.0f, V); const float area_pre = triangle_area(V[0], V[1], V[2]); ls->pdf = ls->pdf * area_pre / area; } ls->u = u; ls->v = v; } } /* Light Distribution */ ccl_device int light_distribution_sample(KernelGlobals *kg, float *randu) { /* This is basically std::upper_bound as used by pbrt, to find a point light or * triangle to emit from, proportional to area. a good improvement would be to * also sample proportional to power, though it's not so well defined with * arbitrary shaders. */ int first = 0; int len = kernel_data.integrator.num_distribution + 1; float r = *randu; while(len > 0) { int half_len = len >> 1; int middle = first + half_len; if(r < kernel_tex_fetch(__light_distribution, middle).x) { len = half_len; } else { first = middle + 1; len = len - half_len - 1; } } /* Clamping should not be needed but float rounding errors seem to * make this fail on rare occasions. */ int index = clamp(first-1, 0, kernel_data.integrator.num_distribution-1); /* Rescale to reuse random number. this helps the 2D samples within * each area light be stratified as well. */ float distr_min = kernel_tex_fetch(__light_distribution, index).x; float distr_max = kernel_tex_fetch(__light_distribution, index+1).x; *randu = (r - distr_min)/(distr_max - distr_min); return index; } /* Generic Light */ ccl_device bool light_select_reached_max_bounces(KernelGlobals *kg, int index, int bounce) { float4 data4 = kernel_tex_fetch(__light_data, index*LIGHT_SIZE + 4); return (bounce > __float_as_int(data4.x)); } ccl_device_noinline bool light_sample(KernelGlobals *kg, float randu, float randv, float time, float3 P, int bounce, LightSample *ls) { /* sample index */ int index = light_distribution_sample(kg, &randu); /* fetch light data */ float4 l = kernel_tex_fetch(__light_distribution, index); int prim = __float_as_int(l.y); if(prim >= 0) { int object = __float_as_int(l.w); int shader_flag = __float_as_int(l.z); triangle_light_sample(kg, prim, object, randu, randv, time, ls, P); ls->shader |= shader_flag; return (ls->pdf > 0.0f); } else { int lamp = -prim-1; if(UNLIKELY(light_select_reached_max_bounces(kg, lamp, bounce))) { return false; } return lamp_light_sample(kg, lamp, randu, randv, P, ls); } } ccl_device int light_select_num_samples(KernelGlobals *kg, int index) { float4 data3 = kernel_tex_fetch(__light_data, index*LIGHT_SIZE + 3); return __float_as_int(data3.x); } CCL_NAMESPACE_END