/* SPDX-License-Identifier: Apache-2.0 * Copyright 2011-2022 Blender Foundation */ #pragma once #include "kernel/bvh/bvh.h" #include "kernel/sample/mapping.h" #include "kernel/sample/pattern.h" CCL_NAMESPACE_BEGIN #ifdef __SHADER_RAYTRACE__ /* Planar Cubic BSSRDF falloff, reused for bevel. * * This is basically (Rm - x)^3, with some factors to normalize it. For sampling * we integrate 2*pi*x * (Rm - x)^3, which gives us a quintic equation that as * far as I can tell has no closed form solution. So we get an iterative solution * instead with newton-raphson. */ ccl_device float svm_bevel_cubic_eval(const float radius, float r) { const float Rm = radius; if (r >= Rm) return 0.0f; /* integrate (2*pi*r * 10*(R - r)^3)/(pi * R^5) from 0 to R = 1 */ const float Rm5 = (Rm * Rm) * (Rm * Rm) * Rm; const float f = Rm - r; const float num = f * f * f; return (10.0f * num) / (Rm5 * M_PI_F); } ccl_device float svm_bevel_cubic_pdf(const float radius, float r) { return svm_bevel_cubic_eval(radius, r); } /* solve 10x^2 - 20x^3 + 15x^4 - 4x^5 - xi == 0 */ ccl_device_forceinline float svm_bevel_cubic_quintic_root_find(float xi) { /* newton-raphson iteration, usually succeeds in 2-4 iterations, except * outside 0.02 ... 0.98 where it can go up to 10, so overall performance * should not be too bad */ const float tolerance = 1e-6f; const int max_iteration_count = 10; float x = 0.25f; int i; for (i = 0; i < max_iteration_count; i++) { float x2 = x * x; float x3 = x2 * x; float nx = (1.0f - x); float f = 10.0f * x2 - 20.0f * x3 + 15.0f * x2 * x2 - 4.0f * x2 * x3 - xi; float f_ = 20.0f * (x * nx) * (nx * nx); if (fabsf(f) < tolerance || f_ == 0.0f) break; x = saturatef(x - f / f_); } return x; } ccl_device void svm_bevel_cubic_sample(const float radius, float xi, ccl_private float *r, ccl_private float *h) { float Rm = radius; float r_ = svm_bevel_cubic_quintic_root_find(xi); r_ *= Rm; *r = r_; /* h^2 + r^2 = Rm^2 */ *h = safe_sqrtf(Rm * Rm - r_ * r_); } /* Bevel shader averaging normals from nearby surfaces. * * Sampling strategy from: BSSRDF Importance Sampling, SIGGRAPH 2013 * http://library.imageworks.com/pdfs/imageworks-library-BSSRDF-sampling.pdf */ # ifdef __KERNEL_OPTIX__ extern "C" __device__ float3 __direct_callable__svm_node_bevel( # else ccl_device float3 svm_bevel( # endif KernelGlobals kg, ConstIntegratorState state, ccl_private ShaderData *sd, float radius, int num_samples) { /* Early out if no sampling needed. */ if (radius <= 0.0f || num_samples < 1 || sd->object == OBJECT_NONE) { return sd->N; } /* Can't raytrace from shaders like displacement, before BVH exists. */ if (kernel_data.bvh.bvh_layout == BVH_LAYOUT_NONE) { return sd->N; } /* Don't bevel for blurry indirect rays. */ if (INTEGRATOR_STATE(state, path, min_ray_pdf) < 8.0f) { return sd->N; } /* Setup for multi intersection. */ LocalIntersection isect; uint lcg_state = lcg_state_init(INTEGRATOR_STATE(state, path, rng_hash), INTEGRATOR_STATE(state, path, rng_offset), INTEGRATOR_STATE(state, path, sample), 0x64c6a40e); /* Sample normals from surrounding points on surface. */ float3 sum_N = make_float3(0.0f, 0.0f, 0.0f); /* TODO: support ray-tracing in shadow shader evaluation? */ RNGState rng_state; path_state_rng_load(state, &rng_state); for (int sample = 0; sample < num_samples; sample++) { float disk_u, disk_v; path_branched_rng_2D(kg, &rng_state, sample, num_samples, PRNG_BEVEL_U, &disk_u, &disk_v); /* 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); float axisu = disk_u; if (axisu < 0.5f) { pick_pdf_N = 0.5f; pick_pdf_T = 0.25f; pick_pdf_B = 0.25f; disk_u *= 2.0f; } else if (axisu < 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_u = (disk_u - 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_u = (disk_u - 0.75f) * 4.0f; } /* Sample point on disk. */ float phi = M_2PI_F * disk_u; float disk_r = disk_v; float disk_height; /* Perhaps find something better than Cubic BSSRDF, but happens to work well. */ svm_bevel_cubic_sample(radius, disk_r, &disk_r, &disk_height); float3 disk_P = (disk_r * cosf(phi)) * disk_T + (disk_r * sinf(phi)) * disk_B; /* Create ray. */ Ray ray ccl_optional_struct_init; ray.P = sd->P + disk_N * disk_height + disk_P; ray.D = -disk_N; ray.t = 2.0f * disk_height; ray.dP = differential_zero_compact(); ray.dD = differential_zero_compact(); ray.time = sd->time; ray.self.object = OBJECT_NONE; ray.self.prim = PRIM_NONE; ray.self.light_object = OBJECT_NONE; ray.self.light_prim = PRIM_NONE; /* Intersect with the same object. if multiple intersections are found it * will use at most LOCAL_MAX_HITS hits, a random subset of all hits. */ scene_intersect_local(kg, &ray, &isect, sd->object, &lcg_state, LOCAL_MAX_HITS); int num_eval_hits = min(isect.num_hits, LOCAL_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_point_from_uv(kg, sd, isect.hits[hit].object, isect.hits[hit].prim, isect.hits[hit].u, isect.hits[hit].v); } # ifdef __OBJECT_MOTION__ else if (sd->type == PRIMITIVE_MOTION_TRIANGLE) { float3 verts[3]; motion_triangle_vertices(kg, sd->object, isect.hits[hit].prim, sd->time, verts); hit_P = motion_triangle_point_from_uv(kg, sd, isect.hits[hit].object, isect.hits[hit].prim, isect.hits[hit].u, isect.hits[hit].v, verts); } # endif /* __OBJECT_MOTION__ */ /* Get geometric normal. */ float3 hit_Ng = isect.Ng[hit]; int object = isect.hits[hit].object; int object_flag = kernel_data_fetch(object_flag, object); if (object_flag & SD_OBJECT_NEGATIVE_SCALE_APPLIED) { hit_Ng = -hit_Ng; } /* Compute smooth normal. */ float3 N = hit_Ng; int prim = isect.hits[hit].prim; int shader = kernel_data_fetch(tri_shader, prim); if (shader & SHADER_SMOOTH_NORMAL) { float u = isect.hits[hit].u; float v = isect.hits[hit].v; if (sd->type == PRIMITIVE_TRIANGLE) { N = triangle_smooth_normal(kg, N, prim, u, v); } # ifdef __OBJECT_MOTION__ else if (sd->type == PRIMITIVE_MOTION_TRIANGLE) { N = motion_triangle_smooth_normal(kg, N, sd->object, prim, u, v, sd->time); } # endif /* __OBJECT_MOTION__ */ } /* Transform normals to world space. */ if (!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) { object_normal_transform(kg, sd, &N); 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 canceled out. */ float w = pdf_N / (sqr(pdf_N) + sqr(pdf_T) + sqr(pdf_B)); if (isect.num_hits > LOCAL_MAX_HITS) { w *= isect.num_hits / (float)LOCAL_MAX_HITS; } /* Real distance to sampled point. */ float r = len(hit_P - sd->P); /* Compute weight. */ float pdf = svm_bevel_cubic_pdf(radius, r); float disk_pdf = svm_bevel_cubic_pdf(radius, disk_r); w *= pdf / disk_pdf; /* Sum normal and weight. */ sum_N += w * N; } } /* Normalize. */ float3 N = safe_normalize(sum_N); return is_zero(N) ? sd->N : (sd->flag & SD_BACKFACING) ? -N : N; } template # if defined(__KERNEL_OPTIX__) ccl_device_inline # else ccl_device_noinline # endif void svm_node_bevel(KernelGlobals kg, ConstIntegratorGenericState state, ccl_private ShaderData *sd, ccl_private float *stack, uint4 node) { uint num_samples, radius_offset, normal_offset, out_offset; svm_unpack_node_uchar4(node.y, &num_samples, &radius_offset, &normal_offset, &out_offset); float3 bevel_N = sd->N; IF_KERNEL_NODES_FEATURE(RAYTRACE) { float radius = stack_load_float(stack, radius_offset); # ifdef __KERNEL_OPTIX__ bevel_N = optixDirectCall(1, kg, state, sd, radius, num_samples); # else bevel_N = svm_bevel(kg, state, sd, radius, num_samples); # endif if (stack_valid(normal_offset)) { /* Preserve input normal. */ float3 ref_N = stack_load_float3(stack, normal_offset); bevel_N = normalize(ref_N + (bevel_N - sd->N)); } } stack_store_float3(stack, out_offset, bevel_N); } #endif /* __SHADER_RAYTRACE__ */ CCL_NAMESPACE_END