Welcome to mirror list, hosted at ThFree Co, Russian Federation.

kernel_subsurface.h « kernel « cycles « intern - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 0a56f867158779e568f1e39af3a49d288547552e (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
/*
 * 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 */
  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();
}

/* 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<void>(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)
{
  /* 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.
       * Otherwise if the ray_offset() to avoid self-intersection is relatively
       * large compared to the scattering radius, we go never backup 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] = throughput;
#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);
  }
}

CCL_NAMESPACE_END