/* * 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 /* BSSRDF using disk based importance sampling. * * BSSRDF Importance Sampling, SIGGRAPH 2013 * http://library.imageworks.com/pdfs/imageworks-library-BSSRDF-sampling.pdf */ ccl_device_inline float3 subsurface_scatter_eval(ShaderData *sd, const ShaderClosure *sc, float disk_r, float r, bool all) { /* This is the Veach one-sample model with balance heuristic, some pdf * factors drop out when using balance heuristic weighting. For branched * path tracing (all) we sample all closure and don't use MIS. */ float3 eval_sum = zero_float3(); float pdf_sum = 0.0f; float sample_weight_inv = 0.0f; if (!all) { float sample_weight_sum = 0.0f; for (int i = 0; i < sd->num_closure; i++) { sc = &sd->closure[i]; if (CLOSURE_IS_DISK_BSSRDF(sc->type)) { sample_weight_sum += sc->sample_weight; } } sample_weight_inv = 1.0f / sample_weight_sum; } for (int i = 0; i < sd->num_closure; i++) { sc = &sd->closure[i]; if (CLOSURE_IS_DISK_BSSRDF(sc->type)) { /* in case of branched path integrate we sample all bssrdf's once, * for path trace we pick one, so adjust pdf for that */ float sample_weight = (all) ? 1.0f : sc->sample_weight * sample_weight_inv; /* compute pdf */ float3 eval = bssrdf_eval(sc, r); float pdf = bssrdf_pdf(sc, disk_r); eval_sum += sc->weight * eval; pdf_sum += sample_weight * pdf; } } return (pdf_sum > 0.0f) ? eval_sum / pdf_sum : zero_float3(); } ccl_device_inline float3 subsurface_scatter_walk_eval(ShaderData *sd, const ShaderClosure *sc, float3 throughput, bool all) { /* This is the Veach one-sample model with balance heuristic, some pdf * factors drop out when using balance heuristic weighting. For branched * path tracing (all) we sample all closure and don't use MIS. */ if (!all) { float bssrdf_weight = 0.0f; float weight = sc->sample_weight; for (int i = 0; i < sd->num_closure; i++) { sc = &sd->closure[i]; if (CLOSURE_IS_BSSRDF(sc->type)) { bssrdf_weight += sc->sample_weight; } } throughput *= bssrdf_weight / weight; } return throughput; } /* replace closures with a single diffuse bsdf closure after scatter step */ ccl_device void subsurface_scatter_setup_diffuse_bsdf( KernelGlobals *kg, ShaderData *sd, ClosureType type, float roughness, float3 weight, float3 N) { sd->flag &= ~SD_CLOSURE_FLAGS; sd->num_closure = 0; sd->num_closure_left = kernel_data.integrator.max_closures; #ifdef __PRINCIPLED__ if (type == CLOSURE_BSSRDF_PRINCIPLED_ID || type == CLOSURE_BSSRDF_PRINCIPLED_RANDOM_WALK_ID) { PrincipledDiffuseBsdf *bsdf = (PrincipledDiffuseBsdf *)bsdf_alloc( sd, sizeof(PrincipledDiffuseBsdf), weight); if (bsdf) { bsdf->N = N; bsdf->roughness = roughness; sd->flag |= bsdf_principled_diffuse_setup(bsdf); /* replace CLOSURE_BSDF_PRINCIPLED_DIFFUSE_ID with this special ID so render passes * can recognize it as not being a regular Disney principled diffuse closure */ bsdf->type = CLOSURE_BSDF_BSSRDF_PRINCIPLED_ID; } } else if (CLOSURE_IS_BSDF_BSSRDF(type) || CLOSURE_IS_BSSRDF(type)) #endif /* __PRINCIPLED__ */ { DiffuseBsdf *bsdf = (DiffuseBsdf *)bsdf_alloc(sd, sizeof(DiffuseBsdf), weight); if (bsdf) { bsdf->N = N; sd->flag |= bsdf_diffuse_setup(bsdf); /* replace CLOSURE_BSDF_DIFFUSE_ID with this special ID so render passes * can recognize it as not being a regular diffuse closure */ bsdf->type = CLOSURE_BSDF_BSSRDF_ID; } } } /* optionally do blurring of color and/or bump mapping, at the cost of a shader evaluation */ ccl_device float3 subsurface_color_pow(float3 color, float exponent) { color = max(color, zero_float3()); if (exponent == 1.0f) { /* nothing to do */ } else if (exponent == 0.5f) { color.x = sqrtf(color.x); color.y = sqrtf(color.y); color.z = sqrtf(color.z); } else { color.x = powf(color.x, exponent); color.y = powf(color.y, exponent); color.z = powf(color.z, exponent); } return color; } ccl_device void subsurface_color_bump_blur( KernelGlobals *kg, ShaderData *sd, ccl_addr_space PathState *state, float3 *eval, float3 *N) { /* average color and texture blur at outgoing point */ float texture_blur; float3 out_color = shader_bssrdf_sum(sd, NULL, &texture_blur); /* do we have bump mapping? */ bool bump = (sd->flag & SD_HAS_BSSRDF_BUMP) != 0; if (bump || texture_blur > 0.0f) { /* average color and normal at incoming point */ shader_eval_surface(kg, sd, state, NULL, state->flag); float3 in_color = shader_bssrdf_sum(sd, (bump) ? N : NULL, NULL); /* we simply divide out the average color and multiply with the average * of the other one. we could try to do this per closure but it's quite * tricky to match closures between shader evaluations, their number and * order may change, this is simpler */ if (texture_blur > 0.0f) { out_color = subsurface_color_pow(out_color, texture_blur); in_color = subsurface_color_pow(in_color, texture_blur); *eval *= safe_divide_color(in_color, out_color); } } } /* Subsurface scattering step, from a point on the surface to other * nearby points on the same object. */ ccl_device_inline int subsurface_scatter_disk(KernelGlobals *kg, LocalIntersection *ss_isect, ShaderData *sd, const ShaderClosure *sc, uint *lcg_state, float disk_u, float disk_v, bool all) { /* pick random axis in local frame and point on disk */ float3 disk_N, disk_T, disk_B; float pick_pdf_N, pick_pdf_T, pick_pdf_B; disk_N = sd->Ng; make_orthonormals(disk_N, &disk_T, &disk_B); if (disk_v < 0.5f) { pick_pdf_N = 0.5f; pick_pdf_T = 0.25f; pick_pdf_B = 0.25f; disk_v *= 2.0f; } else if (disk_v < 0.75f) { float3 tmp = disk_N; disk_N = disk_T; disk_T = tmp; pick_pdf_N = 0.25f; pick_pdf_T = 0.5f; pick_pdf_B = 0.25f; disk_v = (disk_v - 0.5f) * 4.0f; } else { float3 tmp = disk_N; disk_N = disk_B; disk_B = tmp; pick_pdf_N = 0.25f; pick_pdf_T = 0.25f; pick_pdf_B = 0.5f; disk_v = (disk_v - 0.75f) * 4.0f; } /* sample point on disk */ float phi = M_2PI_F * disk_v; float disk_height, disk_r; bssrdf_sample(sc, disk_u, &disk_r, &disk_height); float3 disk_P = (disk_r * cosf(phi)) * disk_T + (disk_r * sinf(phi)) * disk_B; /* create ray */ #ifdef __SPLIT_KERNEL__ Ray ray_object = ss_isect->ray; Ray *ray = &ray_object; #else Ray *ray = &ss_isect->ray; #endif ray->P = sd->P + disk_N * disk_height + disk_P; ray->D = -disk_N; ray->t = 2.0f * disk_height; ray->dP = sd->dP; ray->dD = differential3_zero(); ray->time = sd->time; /* intersect with the same object. if multiple intersections are found it * will use at most BSSRDF_MAX_HITS hits, a random subset of all hits */ scene_intersect_local(kg, ray, ss_isect, sd->object, lcg_state, BSSRDF_MAX_HITS); int num_eval_hits = min(ss_isect->num_hits, BSSRDF_MAX_HITS); for (int hit = 0; hit < num_eval_hits; hit++) { /* Quickly retrieve P and Ng without setting up ShaderData. */ float3 hit_P; if (sd->type & PRIMITIVE_TRIANGLE) { hit_P = triangle_refine_local(kg, sd, &ss_isect->hits[hit], ray); } #ifdef __OBJECT_MOTION__ else if (sd->type & PRIMITIVE_MOTION_TRIANGLE) { float3 verts[3]; motion_triangle_vertices(kg, sd->object, kernel_tex_fetch(__prim_index, ss_isect->hits[hit].prim), sd->time, verts); hit_P = motion_triangle_refine_local(kg, sd, &ss_isect->hits[hit], ray, verts); } #endif /* __OBJECT_MOTION__ */ else { ss_isect->weight[hit] = zero_float3(); continue; } float3 hit_Ng = ss_isect->Ng[hit]; if (ss_isect->hits[hit].object != OBJECT_NONE) { object_normal_transform(kg, sd, &hit_Ng); } /* Probability densities for local frame axes. */ float pdf_N = pick_pdf_N * fabsf(dot(disk_N, hit_Ng)); float pdf_T = pick_pdf_T * fabsf(dot(disk_T, hit_Ng)); float pdf_B = pick_pdf_B * fabsf(dot(disk_B, hit_Ng)); /* Multiple importance sample between 3 axes, power heuristic * found to be slightly better than balance heuristic. pdf_N * in the MIS weight and denominator cancelled out. */ float w = pdf_N / (sqr(pdf_N) + sqr(pdf_T) + sqr(pdf_B)); if (ss_isect->num_hits > BSSRDF_MAX_HITS) { w *= ss_isect->num_hits / (float)BSSRDF_MAX_HITS; } /* Real distance to sampled point. */ float r = len(hit_P - sd->P); /* Evaluate profiles. */ float3 eval = subsurface_scatter_eval(sd, sc, disk_r, r, all) * w; ss_isect->weight[hit] = eval; } #ifdef __SPLIT_KERNEL__ ss_isect->ray = *ray; #endif return num_eval_hits; } #if defined(__KERNEL_OPTIX__) && defined(__SHADER_RAYTRACE__) ccl_device_inline void subsurface_scatter_multi_setup(KernelGlobals *kg, LocalIntersection *ss_isect, int hit, ShaderData *sd, ccl_addr_space PathState *state, ClosureType type, float roughness) { optixDirectCall(2, kg, ss_isect, hit, sd, state, type, roughness); } extern "C" __device__ void __direct_callable__subsurface_scatter_multi_setup( #else ccl_device_noinline void subsurface_scatter_multi_setup( #endif KernelGlobals *kg, LocalIntersection *ss_isect, int hit, ShaderData *sd, ccl_addr_space PathState *state, ClosureType type, float roughness) { #ifdef __SPLIT_KERNEL__ Ray ray_object = ss_isect->ray; Ray *ray = &ray_object; #else Ray *ray = &ss_isect->ray; #endif /* Workaround for AMD GPU OpenCL compiler. Most probably cache bypass issue. */ #if defined(__SPLIT_KERNEL__) && defined(__KERNEL_OPENCL_AMD__) && defined(__KERNEL_GPU__) kernel_split_params.dummy_sd_flag = sd->flag; #endif /* Setup new shading point. */ shader_setup_from_subsurface(kg, sd, &ss_isect->hits[hit], ray); /* Optionally blur colors and bump mapping. */ float3 weight = ss_isect->weight[hit]; float3 N = sd->N; subsurface_color_bump_blur(kg, sd, state, &weight, &N); /* Setup diffuse BSDF. */ subsurface_scatter_setup_diffuse_bsdf(kg, sd, type, roughness, weight, N); } /* Random walk subsurface scattering. * * "Practical and Controllable Subsurface Scattering for Production Path * Tracing". Matt Jen-Yuan Chiang, Peter Kutz, Brent Burley. SIGGRAPH 2016. */ ccl_device void subsurface_random_walk_remap(const float A, const float d, float *sigma_t, float *alpha) { /* Compute attenuation and scattering coefficients from albedo. */ *alpha = 1.0f - expf(A * (-5.09406f + A * (2.61188f - A * 4.31805f))); const float s = 1.9f - A + 3.5f * sqr(A - 0.8f); *sigma_t = 1.0f / fmaxf(d * s, 1e-16f); } ccl_device void subsurface_random_walk_coefficients(const ShaderClosure *sc, float3 *sigma_t, float3 *alpha, float3 *weight) { const Bssrdf *bssrdf = (const Bssrdf *)sc; const float3 A = bssrdf->albedo; const float3 d = bssrdf->radius; float sigma_t_x, sigma_t_y, sigma_t_z; float alpha_x, alpha_y, alpha_z; subsurface_random_walk_remap(A.x, d.x, &sigma_t_x, &alpha_x); subsurface_random_walk_remap(A.y, d.y, &sigma_t_y, &alpha_y); subsurface_random_walk_remap(A.z, d.z, &sigma_t_z, &alpha_z); *sigma_t = make_float3(sigma_t_x, sigma_t_y, sigma_t_z); *alpha = make_float3(alpha_x, alpha_y, alpha_z); /* Closure mixing and Fresnel weights separate from albedo. */ *weight = safe_divide_color(bssrdf->weight, A); } /* References for Dwivedi sampling: * * [1] "A Zero-variance-based Sampling Scheme for Monte Carlo Subsurface Scattering" * by Jaroslav Křivánek and Eugene d'Eon (SIGGRAPH 2014) * https://cgg.mff.cuni.cz/~jaroslav/papers/2014-zerovar/ * * [2] "Improving the Dwivedi Sampling Scheme" * by Johannes Meng, Johannes Hanika, and Carsten Dachsbacher (EGSR 2016) * https://cg.ivd.kit.edu/1951.php * * [3] "Zero-Variance Theory for Efficient Subsurface Scattering" * by Eugene d'Eon and Jaroslav Křivánek (SIGGRAPH 2020) * https://iliyan.com/publications/RenderingCourse2020 */ ccl_device_forceinline float eval_phase_dwivedi(float v, float phase_log, float cos_theta) { /* Eq. 9 from [2] using precomputed log((v + 1) / (v - 1))*/ return 1.0f / ((v - cos_theta) * phase_log); } ccl_device_forceinline float sample_phase_dwivedi(float v, float phase_log, float rand) { /* Based on Eq. 10 from [2]: `v - (v + 1) * pow((v - 1) / (v + 1), rand)` * Since we're already pre-computing `phase_log = log((v + 1) / (v - 1))` for the evaluation, * we can implement the power function like this. */ return v - (v + 1) * expf(-rand * phase_log); } ccl_device_forceinline float diffusion_length_dwivedi(float alpha) { /* Eq. 67 from [3] */ return 1.0f / sqrtf(1.0f - powf(alpha, 2.44294f - 0.0215813f * alpha + 0.578637f / alpha)); } ccl_device_forceinline float3 direction_from_cosine(float3 D, float cos_theta, float randv) { 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); return dir.x * T + dir.y * B + dir.z * D; } ccl_device_forceinline float3 subsurface_random_walk_pdf(float3 sigma_t, float t, bool hit, float3 *transmittance) { float3 T = volume_color_transmittance(sigma_t, t); if (transmittance) { *transmittance = T; } return hit ? T : sigma_t * T; } #ifdef __KERNEL_OPTIX__ ccl_device_inline /* inline trace calls */ #else ccl_device_noinline #endif bool subsurface_random_walk(KernelGlobals *kg, LocalIntersection *ss_isect, ShaderData *sd, ccl_addr_space PathState *state, const ShaderClosure *sc, const float bssrdf_u, const float bssrdf_v, bool all) { /* Sample diffuse surface scatter into the object. */ float3 D; float pdf; sample_cos_hemisphere(-sd->N, bssrdf_u, bssrdf_v, &D, &pdf); if (dot(-sd->Ng, D) <= 0.0f) { return 0; } /* Convert subsurface to volume coefficients. * The single-scattering albedo is named alpha to avoid confusion with the surface albedo. */ float3 sigma_t, alpha; float3 throughput = one_float3(); subsurface_random_walk_coefficients(sc, &sigma_t, &alpha, &throughput); float3 sigma_s = sigma_t * alpha; /* Theoretically it should be better to use the exact alpha for the channel we're sampling at * each bounce, but in practice there doesn't seem to be a noticeable difference in exchange * for making the code significantly more complex and slower (if direction sampling depends on * the sampled channel, we need to compute its PDF per-channel and consider it for MIS later on). * * Since the strength of the guided sampling increases as alpha gets lower, using a value that * is too low results in fireflies while one that's too high just gives a bit more noise. * Therefore, the code here uses the highest of the three albedos to be safe. */ float diffusion_length = diffusion_length_dwivedi(max3(alpha)); /* Precompute term for phase sampling. */ float phase_log = logf((diffusion_length + 1) / (diffusion_length - 1)); /* Setup ray. */ #ifdef __SPLIT_KERNEL__ Ray ray_object = ss_isect->ray; Ray *ray = &ray_object; #else Ray *ray = &ss_isect->ray; #endif ray->P = ray_offset(sd->P, -sd->Ng); ray->D = D; ray->t = FLT_MAX; ray->time = sd->time; /* Modify state for RNGs, decorrelated from other paths. */ uint prev_rng_offset = state->rng_offset; uint prev_rng_hash = state->rng_hash; state->rng_hash = cmj_hash(state->rng_hash + state->rng_offset, 0xdeadbeef); /* Random walk until we hit the surface again. */ bool hit = false; bool have_opposite_interface = false; float opposite_distance = 0.0f; /* Todo: Disable for alpha>0.999 or so? */ const float guided_fraction = 0.75f; for (int bounce = 0; bounce < BSSRDF_MAX_BOUNCES; bounce++) { /* Advance random number offset. */ state->rng_offset += PRNG_BOUNCE_NUM; /* Sample color channel, use MIS with balance heuristic. */ float rphase = path_state_rng_1D(kg, state, PRNG_PHASE_CHANNEL); float3 channel_pdf; int channel = kernel_volume_sample_channel(alpha, throughput, rphase, &channel_pdf); float sample_sigma_t = kernel_volume_channel_get(sigma_t, channel); float randt = path_state_rng_1D(kg, state, PRNG_SCATTER_DISTANCE); /* We need the result of the raycast to compute the full guided PDF, so just remember the * relevant terms to avoid recomputing them later. */ float backward_fraction = 0.0f; float forward_pdf_factor = 0.0f; float forward_stretching = 1.0f; float backward_pdf_factor = 0.0f; float backward_stretching = 1.0f; /* For the initial ray, we already know the direction, so just do classic distance sampling. */ if (bounce > 0) { /* Decide whether we should use guided or classic sampling. */ bool guided = (path_state_rng_1D(kg, state, PRNG_LIGHT_TERMINATE) < guided_fraction); /* Determine if we want to sample away from the incoming interface. * This only happens if we found a nearby opposite interface, and the probability for it * depends on how close we are to it already. * This probability term comes from the recorded presentation of [3]. */ bool guide_backward = false; if (have_opposite_interface) { /* Compute distance of the random walk between the tangent plane at the starting point * and the assumed opposite interface (the parallel plane that contains the point we * found in our ray query for the opposite side). */ float x = clamp(dot(ray->P - sd->P, -sd->N), 0.0f, opposite_distance); backward_fraction = 1.0f / (1.0f + expf((opposite_distance - 2 * x) / diffusion_length)); guide_backward = path_state_rng_1D(kg, state, PRNG_TERMINATE) < backward_fraction; } /* Sample scattering direction. */ float scatter_u, scatter_v; path_state_rng_2D(kg, state, PRNG_BSDF_U, &scatter_u, &scatter_v); float cos_theta; if (guided) { cos_theta = sample_phase_dwivedi(diffusion_length, phase_log, scatter_u); /* The backwards guiding distribution is just mirrored along sd->N, so swapping the * sign here is enough to sample from that instead. */ if (guide_backward) { cos_theta = -cos_theta; } } else { cos_theta = 2.0f * scatter_u - 1.0f; } ray->D = direction_from_cosine(sd->N, cos_theta, scatter_v); /* Compute PDF factor caused by phase sampling (as the ratio of guided / classic). * Since phase sampling is channel-independent, we can get away with applying a factor * to the guided PDF, which implicitly means pulling out the classic PDF term and letting * it cancel with an equivalent term in the numerator of the full estimator. * For the backward PDF, we again reuse the same probability distribution with a sign swap. */ forward_pdf_factor = 2.0f * eval_phase_dwivedi(diffusion_length, phase_log, cos_theta); backward_pdf_factor = 2.0f * eval_phase_dwivedi(diffusion_length, phase_log, -cos_theta); /* Prepare distance sampling. * For the backwards case, this also needs the sign swapped since now directions against * sd->N (and therefore with negative cos_theta) are preferred. */ forward_stretching = (1.0f - cos_theta / diffusion_length); backward_stretching = (1.0f + cos_theta / diffusion_length); if (guided) { sample_sigma_t *= guide_backward ? backward_stretching : forward_stretching; } } /* Sample direction along ray. */ float t = -logf(1.0f - randt) / sample_sigma_t; /* On the first bounce, we use the raycast to check if the opposite side is nearby. * If yes, we will later use backwards guided sampling in order to have a decent * chance of connecting to it. * Todo: Maybe use less than 10 times the mean free path? */ ray->t = (bounce == 0) ? max(t, 10.0f / (min3(sigma_t))) : t; scene_intersect_local(kg, ray, ss_isect, sd->object, NULL, 1); hit = (ss_isect->num_hits > 0); if (hit) { #ifdef __KERNEL_OPTIX__ /* t is always in world space with OptiX. */ ray->t = ss_isect->hits[0].t; #else /* Compute world space distance to surface hit. */ float3 D = ray->D; object_inverse_dir_transform(kg, sd, &D); D = normalize(D) * ss_isect->hits[0].t; object_dir_transform(kg, sd, &D); ray->t = len(D); #endif } if (bounce == 0) { /* Check if we hit the opposite side. */ if (hit) { have_opposite_interface = true; opposite_distance = dot(ray->P + ray->t * ray->D - sd->P, -sd->N); } /* Apart from the opposite side check, we were supposed to only trace up to distance t, * so check if there would have been a hit in that case. */ hit = ray->t < t; } /* Use the distance to the exit point for the throughput update if we found one. */ if (hit) { t = ray->t; } else if (bounce == 0) { /* Restore original position if nothing was hit after the first bounce, * without the ray_offset() that was added to avoid self-intersection. * Otherwise if that offset is relatively large compared to the scattering * radius, we never go back up high enough to exit the surface. */ ray->P = sd->P; } /* Advance to new scatter location. */ ray->P += t * ray->D; float3 transmittance; float3 pdf = subsurface_random_walk_pdf(sigma_t, t, hit, &transmittance); if (bounce > 0) { /* Compute PDF just like we do for classic sampling, but with the stretched sigma_t. */ float3 guided_pdf = subsurface_random_walk_pdf(forward_stretching * sigma_t, t, hit, NULL); if (have_opposite_interface) { /* First step of MIS: Depending on geometry we might have two methods for guided * sampling, so perform MIS between them. */ float3 back_pdf = subsurface_random_walk_pdf(backward_stretching * sigma_t, t, hit, NULL); guided_pdf = mix( guided_pdf * forward_pdf_factor, back_pdf * backward_pdf_factor, backward_fraction); } else { /* Just include phase sampling factor otherwise. */ guided_pdf *= forward_pdf_factor; } /* Now we apply the MIS balance heuristic between the classic and guided sampling. */ pdf = mix(pdf, guided_pdf, guided_fraction); } /* Finally, we're applying MIS again to combine the three color channels. * Altogether, the MIS computation combines up to nine different estimators: * {classic, guided, backward_guided} x {r, g, b} */ throughput *= (hit ? transmittance : sigma_s * transmittance) / dot(channel_pdf, pdf); if (hit) { /* If we hit the surface, we are done. */ break; } else if (throughput.x < VOLUME_THROUGHPUT_EPSILON && throughput.y < VOLUME_THROUGHPUT_EPSILON && throughput.z < VOLUME_THROUGHPUT_EPSILON) { /* Avoid unnecessary work and precision issue when throughput gets really small. */ break; } } kernel_assert(isfinite_safe(throughput.x) && isfinite_safe(throughput.y) && isfinite_safe(throughput.z)); state->rng_offset = prev_rng_offset; state->rng_hash = prev_rng_hash; /* Return number of hits in ss_isect. */ if (!hit) { return 0; } /* TODO: gain back performance lost from merging with disk BSSRDF. We * only need to return on hit so this indirect ray push/pop overhead * is not actually needed, but it does keep the code simpler. */ ss_isect->weight[0] = subsurface_scatter_walk_eval(sd, sc, throughput, all); #ifdef __SPLIT_KERNEL__ ss_isect->ray = *ray; #endif return 1; } ccl_device_inline int subsurface_scatter_multi_intersect(KernelGlobals *kg, LocalIntersection *ss_isect, ShaderData *sd, ccl_addr_space PathState *state, const ShaderClosure *sc, uint *lcg_state, float bssrdf_u, float bssrdf_v, bool all) { if (CLOSURE_IS_DISK_BSSRDF(sc->type)) { return subsurface_scatter_disk(kg, ss_isect, sd, sc, lcg_state, bssrdf_u, bssrdf_v, all); } else { return subsurface_random_walk(kg, ss_isect, sd, state, sc, bssrdf_u, bssrdf_v, all); } } CCL_NAMESPACE_END