/* * 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 #if defined(__BRANCHED_PATH__) || defined(__SUBSURFACE__) || defined(__SHADOW_TRICKS__) || \ defined(__BAKING__) /* branched path tracing: connect path directly to position on one or more lights and add it to L */ ccl_device_noinline void kernel_branched_path_surface_connect_light( KernelGlobals *kg, ShaderData *sd, ShaderData *emission_sd, ccl_addr_space PathState *state, float3 throughput, float num_samples_adjust, PathRadiance *L, int sample_all_lights) { # ifdef __EMISSION__ /* sample illumination from lights to find path contribution */ if (!(sd->flag & SD_BSDF_HAS_EVAL)) return; Ray light_ray; BsdfEval L_light; bool is_lamp; # ifdef __OBJECT_MOTION__ light_ray.time = sd->time; # endif if (sample_all_lights) { /* lamp sampling */ for (int i = 0; i < kernel_data.integrator.num_all_lights; i++) { if (UNLIKELY(light_select_reached_max_bounces(kg, i, state->bounce))) continue; int num_samples = ceil_to_int(num_samples_adjust * light_select_num_samples(kg, i)); float num_samples_inv = num_samples_adjust / (num_samples * kernel_data.integrator.num_all_lights); uint lamp_rng_hash = cmj_hash(state->rng_hash, i); for (int j = 0; j < num_samples; j++) { float light_u, light_v; path_branched_rng_2D( kg, lamp_rng_hash, state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v); float terminate = path_branched_rng_light_termination( kg, lamp_rng_hash, state, j, num_samples); LightSample ls; if (lamp_light_sample(kg, i, light_u, light_v, sd->P, &ls)) { /* The sampling probability returned by lamp_light_sample assumes that all lights were * sampled. * However, this code only samples lamps, so if the scene also had mesh lights, the real * probability is twice as high. */ if (kernel_data.integrator.pdf_triangles != 0.0f) ls.pdf *= 2.0f; if (direct_emission( kg, sd, emission_sd, &ls, state, &light_ray, &L_light, &is_lamp, terminate)) { /* trace shadow ray */ float3 shadow; if (!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &shadow)) { /* accumulate */ path_radiance_accum_light(L, state, throughput * num_samples_inv, &L_light, shadow, num_samples_inv, is_lamp); } else { path_radiance_accum_total_light(L, state, throughput * num_samples_inv, &L_light); } } } } } /* mesh light sampling */ if (kernel_data.integrator.pdf_triangles != 0.0f) { int num_samples = ceil_to_int(num_samples_adjust * kernel_data.integrator.mesh_light_samples); float num_samples_inv = num_samples_adjust / num_samples; for (int j = 0; j < num_samples; j++) { float light_u, light_v; path_branched_rng_2D( kg, state->rng_hash, state, j, num_samples, PRNG_LIGHT_U, &light_u, &light_v); float terminate = path_branched_rng_light_termination( kg, state->rng_hash, state, j, num_samples); /* only sample triangle lights */ if (kernel_data.integrator.num_all_lights) light_u = 0.5f * light_u; LightSample ls; if (light_sample(kg, light_u, light_v, sd->time, sd->P, state->bounce, &ls)) { /* Same as above, probability needs to be corrected since the sampling was forced to * select a mesh light. */ if (kernel_data.integrator.num_all_lights) ls.pdf *= 2.0f; if (direct_emission( kg, sd, emission_sd, &ls, state, &light_ray, &L_light, &is_lamp, terminate)) { /* trace shadow ray */ float3 shadow; if (!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &shadow)) { /* accumulate */ path_radiance_accum_light(L, state, throughput * num_samples_inv, &L_light, shadow, num_samples_inv, is_lamp); } else { path_radiance_accum_total_light(L, state, throughput * num_samples_inv, &L_light); } } } } } } else { /* sample one light at random */ float light_u, light_v; path_state_rng_2D(kg, state, PRNG_LIGHT_U, &light_u, &light_v); float terminate = path_state_rng_light_termination(kg, state); LightSample ls; if (light_sample(kg, light_u, light_v, sd->time, sd->P, state->bounce, &ls)) { /* sample random light */ if (direct_emission( kg, sd, emission_sd, &ls, state, &light_ray, &L_light, &is_lamp, terminate)) { /* trace shadow ray */ float3 shadow; if (!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &shadow)) { /* accumulate */ path_radiance_accum_light(L, state, throughput * num_samples_adjust, &L_light, shadow, num_samples_adjust, is_lamp); } else { path_radiance_accum_total_light(L, state, throughput * num_samples_adjust, &L_light); } } } } # endif } /* branched path tracing: bounce off or through surface to with new direction stored in ray */ ccl_device bool kernel_branched_path_surface_bounce(KernelGlobals *kg, ShaderData *sd, const ShaderClosure *sc, int sample, int num_samples, ccl_addr_space float3 *throughput, ccl_addr_space PathState *state, PathRadianceState *L_state, ccl_addr_space Ray *ray, float sum_sample_weight) { /* sample BSDF */ float bsdf_pdf; BsdfEval bsdf_eval; float3 bsdf_omega_in; differential3 bsdf_domega_in; float bsdf_u, bsdf_v; path_branched_rng_2D( kg, state->rng_hash, state, sample, num_samples, PRNG_BSDF_U, &bsdf_u, &bsdf_v); int label; label = shader_bsdf_sample_closure( kg, sd, sc, bsdf_u, bsdf_v, &bsdf_eval, &bsdf_omega_in, &bsdf_domega_in, &bsdf_pdf); if (bsdf_pdf == 0.0f || bsdf_eval_is_zero(&bsdf_eval)) return false; /* modify throughput */ path_radiance_bsdf_bounce(kg, L_state, throughput, &bsdf_eval, bsdf_pdf, state->bounce, label); # ifdef __DENOISING_FEATURES__ state->denoising_feature_weight *= sc->sample_weight / (sum_sample_weight * num_samples); # endif /* modify path state */ path_state_next(kg, state, label); /* setup ray */ ray->P = ray_offset(sd->P, (label & LABEL_TRANSMIT) ? -sd->Ng : sd->Ng); ray->D = normalize(bsdf_omega_in); ray->t = FLT_MAX; # ifdef __RAY_DIFFERENTIALS__ ray->dP = sd->dP; ray->dD = bsdf_domega_in; # endif # ifdef __OBJECT_MOTION__ ray->time = sd->time; # endif # ifdef __VOLUME__ /* enter/exit volume */ if (label & LABEL_TRANSMIT) kernel_volume_stack_enter_exit(kg, sd, state->volume_stack); # endif /* branch RNG state */ path_state_branch(state, sample, num_samples); /* set MIS state */ state->min_ray_pdf = fminf(bsdf_pdf, FLT_MAX); state->ray_pdf = bsdf_pdf; # ifdef __LAMP_MIS__ state->ray_t = 0.0f; # endif return true; } #endif /* path tracing: connect path directly to position on a light and add it to L */ ccl_device_inline void kernel_path_surface_connect_light(KernelGlobals *kg, ShaderData *sd, ShaderData *emission_sd, float3 throughput, ccl_addr_space PathState *state, PathRadiance *L) { PROFILING_INIT(kg, PROFILING_CONNECT_LIGHT); #ifdef __EMISSION__ if (!(kernel_data.integrator.use_direct_light && (sd->flag & SD_BSDF_HAS_EVAL))) return; # ifdef __SHADOW_TRICKS__ if (state->flag & PATH_RAY_SHADOW_CATCHER) { kernel_branched_path_surface_connect_light(kg, sd, emission_sd, state, throughput, 1.0f, L, 1); return; } # endif /* sample illumination from lights to find path contribution */ float light_u, light_v; path_state_rng_2D(kg, state, PRNG_LIGHT_U, &light_u, &light_v); Ray light_ray; BsdfEval L_light; bool is_lamp; # ifdef __OBJECT_MOTION__ light_ray.time = sd->time; # endif LightSample ls; if (light_sample(kg, light_u, light_v, sd->time, sd->P, state->bounce, &ls)) { float terminate = path_state_rng_light_termination(kg, state); if (direct_emission( kg, sd, emission_sd, &ls, state, &light_ray, &L_light, &is_lamp, terminate)) { /* trace shadow ray */ float3 shadow; if (!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &shadow)) { /* accumulate */ path_radiance_accum_light(L, state, throughput, &L_light, shadow, 1.0f, is_lamp); } else { path_radiance_accum_total_light(L, state, throughput, &L_light); } } } #endif } /* path tracing: bounce off or through surface to with new direction stored in ray */ ccl_device bool kernel_path_surface_bounce(KernelGlobals *kg, ShaderData *sd, ccl_addr_space float3 *throughput, ccl_addr_space PathState *state, PathRadianceState *L_state, ccl_addr_space Ray *ray) { PROFILING_INIT(kg, PROFILING_SURFACE_BOUNCE); /* no BSDF? we can stop here */ if (sd->flag & SD_BSDF) { /* sample BSDF */ float bsdf_pdf; BsdfEval bsdf_eval; float3 bsdf_omega_in; differential3 bsdf_domega_in; float bsdf_u, bsdf_v; path_state_rng_2D(kg, state, PRNG_BSDF_U, &bsdf_u, &bsdf_v); int label; label = shader_bsdf_sample( kg, sd, bsdf_u, bsdf_v, &bsdf_eval, &bsdf_omega_in, &bsdf_domega_in, &bsdf_pdf); if (bsdf_pdf == 0.0f || bsdf_eval_is_zero(&bsdf_eval)) return false; /* modify throughput */ path_radiance_bsdf_bounce(kg, L_state, throughput, &bsdf_eval, bsdf_pdf, state->bounce, label); /* set labels */ if (!(label & LABEL_TRANSPARENT)) { state->ray_pdf = bsdf_pdf; #ifdef __LAMP_MIS__ state->ray_t = 0.0f; #endif state->min_ray_pdf = fminf(bsdf_pdf, state->min_ray_pdf); } /* update path state */ path_state_next(kg, state, label); /* setup ray */ ray->P = ray_offset(sd->P, (label & LABEL_TRANSMIT) ? -sd->Ng : sd->Ng); ray->D = normalize(bsdf_omega_in); if (state->bounce == 0) ray->t -= sd->ray_length; /* clipping works through transparent */ else ray->t = FLT_MAX; #ifdef __RAY_DIFFERENTIALS__ ray->dP = sd->dP; ray->dD = bsdf_domega_in; #endif #ifdef __VOLUME__ /* enter/exit volume */ if (label & LABEL_TRANSMIT) kernel_volume_stack_enter_exit(kg, sd, state->volume_stack); #endif return true; } #ifdef __VOLUME__ else if (sd->flag & SD_HAS_ONLY_VOLUME) { if (!path_state_volume_next(kg, state)) { return false; } if (state->bounce == 0) ray->t -= sd->ray_length; /* clipping works through transparent */ else ray->t = FLT_MAX; /* setup ray position, direction stays unchanged */ ray->P = ray_offset(sd->P, -sd->Ng); # ifdef __RAY_DIFFERENTIALS__ ray->dP = sd->dP; # endif /* enter/exit volume */ kernel_volume_stack_enter_exit(kg, sd, state->volume_stack); return true; } #endif else { /* no bsdf or volume? */ return false; } } CCL_NAMESPACE_END