/* * Copyright 2013, Blender Foundation. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ CCL_NAMESPACE_BEGIN #define BSSRDF_MULTI_EVAL #define BSSRDF_SKIP_NO_HIT __device float bssrdf_sample_distance(KernelGlobals *kg, float radius, float refl, float u) { int table_offset = kernel_data.bssrdf.table_offset; float r = lookup_table_read_2D(kg, u, refl, table_offset, BSSRDF_RADIUS_TABLE_SIZE, BSSRDF_REFL_TABLE_SIZE); return r*radius; } #ifdef BSSRDF_MULTI_EVAL __device float bssrdf_pdf(KernelGlobals *kg, float radius, float refl, float r) { if(r >= radius) return 0.0f; /* todo: when we use the real BSSRDF this will need to be divided by the maximum * radius instead of the average radius */ float t = r/radius; int table_offset = kernel_data.bssrdf.table_offset + BSSRDF_PDF_TABLE_OFFSET; float pdf = lookup_table_read_2D(kg, t, refl, table_offset, BSSRDF_RADIUS_TABLE_SIZE, BSSRDF_REFL_TABLE_SIZE); pdf /= radius; return pdf; } #endif __device ShaderClosure *subsurface_scatter_pick_closure(KernelGlobals *kg, ShaderData *sd, float *probability) { /* sum sample weights of bssrdf and bsdf */ float bsdf_sum = 0.0f; float bssrdf_sum = 0.0f; for(int i = 0; i < sd->num_closure; i++) { ShaderClosure *sc = &sd->closure[i]; if(CLOSURE_IS_BSDF(sc->type)) bsdf_sum += sc->sample_weight; else if(CLOSURE_IS_BSSRDF(sc->type)) bssrdf_sum += sc->sample_weight; } /* use bsdf or bssrdf? */ float r = sd->randb_closure*(bsdf_sum + bssrdf_sum); if(r < bsdf_sum) { /* use bsdf, and adjust randb so we can reuse it for picking a bsdf */ sd->randb_closure = r/bsdf_sum; *probability = (bsdf_sum > 0.0f)? (bsdf_sum + bssrdf_sum)/bsdf_sum: 1.0f; return NULL; } /* use bssrdf */ r -= bsdf_sum; sd->randb_closure = 0.0f; /* not needed anymore */ float sum = 0.0f; for(int i = 0; i < sd->num_closure; i++) { ShaderClosure *sc = &sd->closure[i]; if(CLOSURE_IS_BSSRDF(sc->type)) { sum += sc->sample_weight; if(r <= sum) { #ifdef BSSRDF_MULTI_EVAL *probability = (bssrdf_sum > 0.0f)? (bsdf_sum + bssrdf_sum)/bssrdf_sum: 1.0f; #else *probability = (bssrdf_sum > 0.0f)? (bsdf_sum + bssrdf_sum)/sc->sample_weight: 1.0f; #endif return sc; } } } /* should never happen */ *probability = 1.0f; return NULL; } #ifdef BSSRDF_MULTI_EVAL __device float3 subsurface_scatter_multi_eval(KernelGlobals *kg, ShaderData *sd, bool hit, float refl, float *r, int num_r, bool all) { /* compute pdf */ float3 eval_sum = make_float3(0.0f, 0.0f, 0.0f); float pdf_sum = 0.0f; float sample_weight_sum = 0.0f; int num_bssrdf = 0; for(int i = 0; i < sd->num_closure; i++) { ShaderClosure *sc = &sd->closure[i]; if(CLOSURE_IS_BSSRDF(sc->type)) { float sample_weight = (all)? 1.0f: sc->sample_weight; /* compute pdf */ float pdf = 1.0f; for(int i = 0; i < num_r; i++) pdf *= bssrdf_pdf(kg, sc->data0, refl, r[i]); eval_sum += sc->weight*pdf; pdf_sum += sample_weight*pdf; sample_weight_sum += sample_weight; num_bssrdf++; } } float inv_pdf_sum; if(pdf_sum > 0.0f) { /* in case of non-progressive integrate we sample all bssrdf's once, * for progressive we pick one, so adjust pdf for that */ if(all) inv_pdf_sum = 1.0f/pdf_sum; else inv_pdf_sum = sample_weight_sum/pdf_sum; } else inv_pdf_sum = 0.0f; float3 weight = eval_sum * inv_pdf_sum; return weight; } #endif /* replace closures with a single diffuse bsdf closure after scatter step */ __device void subsurface_scatter_setup_diffuse_bsdf(ShaderData *sd, float3 weight) { ShaderClosure *sc = &sd->closure[0]; sd->num_closure = 1; sc->weight = weight; sc->sample_weight = 1.0f; sc->data0 = 0.0f; sc->data1 = 0.0f; sc->N = sd->N; sd->flag &= ~SD_CLOSURE_FLAGS; sd->flag |= bsdf_diffuse_setup(sc); sd->randb_closure = 0.0f; /* todo: evaluate shading to get blurred textures and bump mapping */ /* shader_eval_surface(kg, sd, 0.0f, state_flag, SHADER_CONTEXT_SSS); */ } /* subsurface scattering step, from a point on the surface to another nearby point on the same object */ __device void subsurface_scatter_step(KernelGlobals *kg, ShaderData *sd, int state_flag, ShaderClosure *sc, uint *lcg_state, bool all) { float radius = sc->data0; float refl = max(average(sc->weight)*3.0f, 0.0f); float r = 0.0f; bool hit = false; float3 weight = make_float3(1.0f, 1.0f, 1.0f); #ifdef BSSRDF_MULTI_EVAL float r_attempts[BSSRDF_MAX_ATTEMPTS]; #endif int num_attempts; /* attempt to find a hit a given number of times before giving up */ for(num_attempts = 0; num_attempts < kernel_data.bssrdf.num_attempts; num_attempts++) { /* random numbers for sampling */ float u1 = lcg_step(lcg_state); float u2 = lcg_step(lcg_state); float u3 = lcg_step(lcg_state); float u4 = lcg_step(lcg_state); float u5 = lcg_step(lcg_state); float u6 = lcg_step(lcg_state); r = bssrdf_sample_distance(kg, radius, refl, u5); #ifdef BSSRDF_MULTI_EVAL r_attempts[num_attempts] = r; #endif float3 p1 = sd->P + sample_uniform_sphere(u1, u2)*r; float3 p2 = sd->P + sample_uniform_sphere(u3, u4)*r; /* create ray */ Ray ray; ray.P = p1; ray.D = normalize_len(p2 - p1, &ray.t); ray.dP = sd->dP; ray.dD = differential3_zero(); ray.time = sd->time; /* intersect with the same object. if multiple intersections are * found it will randomly pick one of them */ Intersection isect; if(!scene_intersect_subsurface(kg, &ray, &isect, sd->object, u6)) continue; /* setup new shading point */ shader_setup_from_subsurface(kg, sd, &isect, &ray); hit = true; num_attempts++; break; } /* evaluate subsurface scattering closures */ #ifdef BSSRDF_MULTI_EVAL weight *= subsurface_scatter_multi_eval(kg, sd, hit, refl, r_attempts, num_attempts, all); #else weight *= sc->weight; #endif #ifdef BSSRDF_SKIP_NO_HIT if(!hit) weight = make_float3(0.0f, 0.0f, 0.0f); #endif /* replace closures with a single diffuse BSDF */ subsurface_scatter_setup_diffuse_bsdf(sd, weight); } CCL_NAMESPACE_END