/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2021 Blender Foundation. */ /** \file * \ingroup eevee * * Random number generator, contains persistent state and sample count logic. */ #include "BLI_rand.h" #include "eevee_instance.hh" #include "eevee_sampling.hh" namespace blender::eevee { /* -------------------------------------------------------------------- */ /** \name Sampling * \{ */ void Sampling::init(const Scene *scene) { sample_count_ = inst_.is_viewport() ? scene->eevee.taa_samples : scene->eevee.taa_render_samples; if (sample_count_ == 0) { BLI_assert(inst_.is_viewport()); sample_count_ = infinite_sample_count_; } motion_blur_steps_ = !inst_.is_viewport() ? scene->eevee.motion_blur_steps : 1; sample_count_ = divide_ceil_u(sample_count_, motion_blur_steps_); if (scene->eevee.flag & SCE_EEVEE_DOF_JITTER) { if (sample_count_ == infinite_sample_count_) { /* Special case for viewport continuous rendering. We clamp to a max sample * to avoid the jittered dof never converging. */ dof_ring_count_ = 6; } else { dof_ring_count_ = sampling_web_ring_count_get(dof_web_density_, sample_count_); } dof_sample_count_ = sampling_web_sample_count_get(dof_web_density_, dof_ring_count_); /* Change total sample count to fill the web pattern entirely. */ sample_count_ = divide_ceil_u(sample_count_, dof_sample_count_) * dof_sample_count_; } else { dof_ring_count_ = 0; dof_sample_count_ = 1; } /* Only multiply after to have full the full DoF web pattern for each time steps. */ sample_count_ *= motion_blur_steps_; } void Sampling::end_sync() { if (reset_) { viewport_sample_ = 0; } if (inst_.is_viewport()) { interactive_mode_ = viewport_sample_ < interactive_mode_threshold; bool interactive_mode_disabled = (inst_.scene->eevee.flag & SCE_EEVEE_TAA_REPROJECTION) == 0; if (interactive_mode_disabled) { interactive_mode_ = false; sample_ = viewport_sample_; } else if (interactive_mode_) { int interactive_sample_count = min_ii(interactive_sample_max_, sample_count_); if (viewport_sample_ < interactive_sample_count) { /* Loop over the same starting samples. */ sample_ = sample_ % interactive_sample_count; } else { /* Break out of the loop and resume normal pattern. */ sample_ = interactive_sample_count; } } } } void Sampling::step() { { /* TODO(fclem) we could use some persistent states to speedup the computation. */ double2 r, offset = {0, 0}; /* Using 2,3 primes as per UE4 Temporal AA presentation. * http://advances.realtimerendering.com/s2014/epic/TemporalAA.pptx (slide 14) */ uint2 primes = {2, 3}; BLI_halton_2d(primes, offset, sample_ + 1, r); /* WORKAROUND: We offset the distribution to make the first sample (0,0). This way, we are * assured that at least one of the samples inside the TAA rotation will match the one from the * draw manager. This makes sure overlays are correctly composited in static scene. */ data_.dimensions[SAMPLING_FILTER_U] = fractf(r[0] + (1.0 / 2.0)); data_.dimensions[SAMPLING_FILTER_V] = fractf(r[1] + (2.0 / 3.0)); /* TODO de-correlate. */ data_.dimensions[SAMPLING_TIME] = r[0]; data_.dimensions[SAMPLING_CLOSURE] = r[1]; data_.dimensions[SAMPLING_RAYTRACE_X] = r[0]; } { double2 r, offset = {0, 0}; uint2 primes = {5, 7}; BLI_halton_2d(primes, offset, sample_ + 1, r); data_.dimensions[SAMPLING_LENS_U] = r[0]; data_.dimensions[SAMPLING_LENS_V] = r[1]; /* TODO de-correlate. */ data_.dimensions[SAMPLING_LIGHTPROBE] = r[0]; data_.dimensions[SAMPLING_TRANSPARENCY] = r[1]; } { /* Using leaped Halton sequence so we can reused the same primes as lens. */ double3 r, offset = {0, 0, 0}; uint64_t leap = 11; uint3 primes = {5, 4, 7}; BLI_halton_3d(primes, offset, sample_ * leap, r); data_.dimensions[SAMPLING_SHADOW_U] = r[0]; data_.dimensions[SAMPLING_SHADOW_V] = r[1]; data_.dimensions[SAMPLING_SHADOW_W] = r[2]; /* TODO de-correlate. */ data_.dimensions[SAMPLING_RAYTRACE_U] = r[0]; data_.dimensions[SAMPLING_RAYTRACE_V] = r[1]; data_.dimensions[SAMPLING_RAYTRACE_W] = r[2]; } { /* Using leaped Halton sequence so we can reused the same primes. */ double2 r, offset = {0, 0}; uint64_t leap = 5; uint2 primes = {2, 3}; BLI_halton_2d(primes, offset, sample_ * leap, r); data_.dimensions[SAMPLING_SHADOW_X] = r[0]; data_.dimensions[SAMPLING_SHADOW_Y] = r[1]; /* TODO de-correlate. */ data_.dimensions[SAMPLING_SSS_U] = r[0]; data_.dimensions[SAMPLING_SSS_V] = r[1]; } data_.push_update(); viewport_sample_++; sample_++; reset_ = false; } /** \} */ /* -------------------------------------------------------------------- */ /** \name Sampling patterns * \{ */ float3 Sampling::sample_ball(const float3 &rand) { float3 sample; sample.z = rand.x * 2.0f - 1.0f; /* cos theta */ float r = sqrtf(fmaxf(0.0f, 1.0f - square_f(sample.z))); /* sin theta */ float omega = rand.y * 2.0f * M_PI; sample.x = r * cosf(omega); sample.y = r * sinf(omega); sample *= sqrtf(sqrtf(rand.z)); return sample; } float2 Sampling::sample_disk(const float2 &rand) { float omega = rand.y * 2.0f * M_PI; return sqrtf(rand.x) * float2(cosf(omega), sinf(omega)); } float2 Sampling::sample_spiral(const float2 &rand) { /* Fibonacci spiral. */ float omega = 4.0f * M_PI * (1.0f + sqrtf(5.0f)) * rand.x; float r = sqrtf(rand.x); /* Random rotation. */ omega += rand.y * 2.0f * M_PI; return r * float2(cosf(omega), sinf(omega)); } void Sampling::dof_disk_sample_get(float *r_radius, float *r_theta) const { if (dof_ring_count_ == 0) { *r_radius = *r_theta = 0.0f; return; } int s = sample_ - 1; int ring = 0; int ring_sample_count = 1; int ring_sample = 1; s = s * (dof_web_density_ - 1); s = s % dof_sample_count_; /* Choosing sample to we get faster convergence. * The issue here is that we cannot map a low discrepancy sequence to this sampling pattern * because the same sample could be chosen twice in relatively short intervals. */ /* For now just use an ascending sequence with an offset. This gives us relatively quick * initial coverage and relatively high distance between samples. */ /* TODO(@fclem) We can try to order samples based on a LDS into a table to avoid duplicates. * The drawback would be some memory consumption and initialize time. */ int samples_passed = 1; while (s >= samples_passed) { ring++; ring_sample_count = ring * dof_web_density_; ring_sample = s - samples_passed; ring_sample = (ring_sample + 1) % ring_sample_count; samples_passed += ring_sample_count; } *r_radius = ring / (float)dof_ring_count_; *r_theta = 2.0f * M_PI * ring_sample / (float)ring_sample_count; } /** \} */ /* -------------------------------------------------------------------- */ /** \name Cumulative Distribution Function (CDF) * \{ */ /* Creates a discrete cumulative distribution function table from a given curvemapping. * Output cdf vector is expected to already be sized according to the wanted resolution. */ void Sampling::cdf_from_curvemapping(const CurveMapping &curve, Vector &cdf) { BLI_assert(cdf.size() > 1); cdf[0] = 0.0f; /* Actual CDF evaluation. */ for (int u : IndexRange(cdf.size() - 1)) { float x = (float)(u + 1) / (float)(cdf.size() - 1); cdf[u + 1] = cdf[u] + BKE_curvemapping_evaluateF(&curve, 0, x); } /* Normalize the CDF. */ for (int u : cdf.index_range()) { cdf[u] /= cdf.last(); } /* Just to make sure. */ cdf.last() = 1.0f; } /* Inverts a cumulative distribution function. * Output vector is expected to already be sized according to the wanted resolution. */ void Sampling::cdf_invert(Vector &cdf, Vector &inverted_cdf) { for (int u : inverted_cdf.index_range()) { float x = (float)u / (float)(inverted_cdf.size() - 1); for (int i : cdf.index_range()) { if (i == cdf.size() - 1) { inverted_cdf[u] = 1.0f; } else if (cdf[i] >= x) { float t = (x - cdf[i]) / (cdf[i + 1] - cdf[i]); inverted_cdf[u] = ((float)i + t) / (float)(cdf.size() - 1); break; } } } } /** \} */ } // namespace blender::eevee