/* * Parts adapted from Open Shading Language with this license: * * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al. * All Rights Reserved. * * Modifications Copyright 2011, Blender Foundation. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of Sony Pictures Imageworks nor the names of its * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #ifndef __KERNEL_MONTECARLO_CL__ #define __KERNEL_MONTECARLO_CL__ CCL_NAMESPACE_BEGIN /* distribute uniform xy on [0,1] over unit disk [-1,1] */ ccl_device void to_unit_disk(float *x, float *y) { float phi = M_2PI_F * (*x); float r = sqrtf(*y); *x = r * cosf(phi); *y = r * sinf(phi); } /* return an orthogonal tangent and bitangent given a normal and tangent that * may not be exactly orthogonal */ ccl_device void make_orthonormals_tangent(const float3 N, const float3 T, float3 *a, float3 *b) { *b = normalize(cross(N, T)); *a = cross(*b, N); } /* sample direction with cosine weighted distributed in hemisphere */ ccl_device_inline void sample_cos_hemisphere( const float3 N, float randu, float randv, float3 *omega_in, float *pdf) { to_unit_disk(&randu, &randv); float costheta = sqrtf(max(1.0f - randu * randu - randv * randv, 0.0f)); float3 T, B; make_orthonormals(N, &T, &B); *omega_in = randu * T + randv * B + costheta * N; *pdf = costheta * M_1_PI_F; } /* sample direction uniformly distributed in hemisphere */ ccl_device_inline void sample_uniform_hemisphere( const float3 N, float randu, float randv, float3 *omega_in, float *pdf) { float z = randu; float r = sqrtf(max(0.0f, 1.0f - z * z)); float phi = M_2PI_F * randv; float x = r * cosf(phi); float y = r * sinf(phi); float3 T, B; make_orthonormals(N, &T, &B); *omega_in = x * T + y * B + z * N; *pdf = 0.5f * M_1_PI_F; } /* sample direction uniformly distributed in cone */ ccl_device_inline void sample_uniform_cone( const float3 N, float angle, float randu, float randv, float3 *omega_in, float *pdf) { float zMin = cosf(angle); float z = zMin - zMin * randu + randu; float r = safe_sqrtf(1.0f - sqr(z)); float phi = M_2PI_F * randv; float x = r * cosf(phi); float y = r * sinf(phi); float3 T, B; make_orthonormals(N, &T, &B); *omega_in = x * T + y * B + z * N; *pdf = M_1_2PI_F / (1.0f - zMin); } ccl_device_inline float pdf_uniform_cone(const float3 N, float3 D, float angle) { float zMin = cosf(angle); float z = dot(N, D); if (z > zMin) { return M_1_2PI_F / (1.0f - zMin); } return 0.0f; } /* sample uniform point on the surface of a sphere */ ccl_device float3 sample_uniform_sphere(float u1, float u2) { float z = 1.0f - 2.0f * u1; float r = sqrtf(fmaxf(0.0f, 1.0f - z * z)); float phi = M_2PI_F * u2; float x = r * cosf(phi); float y = r * sinf(phi); return make_float3(x, y, z); } ccl_device float balance_heuristic(float a, float b) { return (a) / (a + b); } ccl_device float balance_heuristic_3(float a, float b, float c) { return (a) / (a + b + c); } ccl_device float power_heuristic(float a, float b) { return (a * a) / (a * a + b * b); } ccl_device float power_heuristic_3(float a, float b, float c) { return (a * a) / (a * a + b * b + c * c); } ccl_device float max_heuristic(float a, float b) { return (a > b) ? 1.0f : 0.0f; } /* distribute uniform xy on [0,1] over unit disk [-1,1], with concentric mapping * to better preserve stratification for some RNG sequences */ ccl_device float2 concentric_sample_disk(float u1, float u2) { float phi, r; float a = 2.0f * u1 - 1.0f; float b = 2.0f * u2 - 1.0f; if (a == 0.0f && b == 0.0f) { return make_float2(0.0f, 0.0f); } else if (a * a > b * b) { r = a; phi = M_PI_4_F * (b / a); } else { r = b; phi = M_PI_2_F - M_PI_4_F * (a / b); } return make_float2(r * cosf(phi), r * sinf(phi)); } /* sample point in unit polygon with given number of corners and rotation */ ccl_device float2 regular_polygon_sample(float corners, float rotation, float u, float v) { /* sample corner number and reuse u */ float corner = floorf(u * corners); u = u * corners - corner; /* uniform sampled triangle weights */ u = sqrtf(u); v = v * u; u = 1.0f - u; /* point in triangle */ float angle = M_PI_F / corners; float2 p = make_float2((u + v) * cosf(angle), (u - v) * sinf(angle)); /* rotate */ rotation += corner * 2.0f * angle; float cr = cosf(rotation); float sr = sinf(rotation); return make_float2(cr * p.x - sr * p.y, sr * p.x + cr * p.y); } ccl_device float3 ensure_valid_reflection(float3 Ng, float3 I, float3 N) { float3 R = 2 * dot(N, I) * N - I; /* Reflection rays may always be at least as shallow as the incoming ray. */ float threshold = min(0.9f * dot(Ng, I), 0.01f); if (dot(Ng, R) >= threshold) { return N; } /* Form coordinate system with Ng as the Z axis and N inside the X-Z-plane. * The X axis is found by normalizing the component of N that's orthogonal to Ng. * The Y axis isn't actually needed. */ float NdotNg = dot(N, Ng); float3 X = normalize(N - NdotNg * Ng); /* Keep math expressions. */ /* clang-format off */ /* Calculate N.z and N.x in the local coordinate system. * * The goal of this computation is to find a N' that is rotated towards Ng just enough * to lift R' above the threshold (here called t), therefore dot(R', Ng) = t. * * According to the standard reflection equation, * this means that we want dot(2*dot(N', I)*N' - I, Ng) = t. * * Since the Z axis of our local coordinate system is Ng, dot(x, Ng) is just x.z, so we get * 2*dot(N', I)*N'.z - I.z = t. * * The rotation is simple to express in the coordinate system we formed - * since N lies in the X-Z-plane, we know that N' will also lie in the X-Z-plane, * so N'.y = 0 and therefore dot(N', I) = N'.x*I.x + N'.z*I.z . * * Furthermore, we want N' to be normalized, so N'.x = sqrt(1 - N'.z^2). * * With these simplifications, * we get the final equation 2*(sqrt(1 - N'.z^2)*I.x + N'.z*I.z)*N'.z - I.z = t. * * The only unknown here is N'.z, so we can solve for that. * * The equation has four solutions in general: * * N'.z = +-sqrt(0.5*(+-sqrt(I.x^2*(I.x^2 + I.z^2 - t^2)) + t*I.z + I.x^2 + I.z^2)/(I.x^2 + I.z^2)) * We can simplify this expression a bit by grouping terms: * * a = I.x^2 + I.z^2 * b = sqrt(I.x^2 * (a - t^2)) * c = I.z*t + a * N'.z = +-sqrt(0.5*(+-b + c)/a) * * Two solutions can immediately be discarded because they're negative so N' would lie in the * lower hemisphere. */ /* clang-format on */ float Ix = dot(I, X), Iz = dot(I, Ng); float Ix2 = sqr(Ix), Iz2 = sqr(Iz); float a = Ix2 + Iz2; float b = safe_sqrtf(Ix2 * (a - sqr(threshold))); float c = Iz * threshold + a; /* Evaluate both solutions. * In many cases one can be immediately discarded (if N'.z would be imaginary or larger than * one), so check for that first. If no option is viable (might happen in extreme cases like N * being in the wrong hemisphere), give up and return Ng. */ float fac = 0.5f / a; float N1_z2 = fac * (b + c), N2_z2 = fac * (-b + c); bool valid1 = (N1_z2 > 1e-5f) && (N1_z2 <= (1.0f + 1e-5f)); bool valid2 = (N2_z2 > 1e-5f) && (N2_z2 <= (1.0f + 1e-5f)); float2 N_new; if (valid1 && valid2) { /* If both are possible, do the expensive reflection-based check. */ float2 N1 = make_float2(safe_sqrtf(1.0f - N1_z2), safe_sqrtf(N1_z2)); float2 N2 = make_float2(safe_sqrtf(1.0f - N2_z2), safe_sqrtf(N2_z2)); float R1 = 2 * (N1.x * Ix + N1.y * Iz) * N1.y - Iz; float R2 = 2 * (N2.x * Ix + N2.y * Iz) * N2.y - Iz; valid1 = (R1 >= 1e-5f); valid2 = (R2 >= 1e-5f); if (valid1 && valid2) { /* If both solutions are valid, return the one with the shallower reflection since it will be * closer to the input (if the original reflection wasn't shallow, we would not be in this * part of the function). */ N_new = (R1 < R2) ? N1 : N2; } else { /* If only one reflection is valid (= positive), pick that one. */ N_new = (R1 > R2) ? N1 : N2; } } else if (valid1 || valid2) { /* Only one solution passes the N'.z criterium, so pick that one. */ float Nz2 = valid1 ? N1_z2 : N2_z2; N_new = make_float2(safe_sqrtf(1.0f - Nz2), safe_sqrtf(Nz2)); } else { return Ng; } return N_new.x * X + N_new.y * Ng; } CCL_NAMESPACE_END #endif /* __KERNEL_MONTECARLO_CL__ */