This patch unifies the names of math functions for different data types and uses
overloading instead. The goal is to make it possible to swap out all the float3
variables containing RGB data with something else, with as few as possible
changes to the code. It's a requirement for future spectral rendering patches.
Differential Revision: https://developer.blender.org/D15276
* Rename "texture" to "data array". This has not used textures for a long time,
there are just global memory arrays now. (On old CUDA GPUs there was a cache
for textures but not global memory, so we used to put all data in textures.)
* For CUDA and HIP, put globals in KernelParams struct like other devices.
* Drop __ prefix for data array names, no possibility for naming conflict now that
these are in a struct.
Ensure the correct total/diffuse/transmission depth is set when evaluating
shaders for MNEE, consistent with regular light shader evaluation.
Differential Revision: https://developer.blender.org/D14902
Made tangent frame consistent across the surface regardless of the sample,
which was not the case with the previous algorithm. Previously, a tangent
frame would stay consistent for the same sample throughout the walk, but not
from sample to sample for the same triangle. This actually resulted in code
simplification.
Also includes additional fixes:
* Fixed an important bug that manifested itself with multiple lights in the
scene, where caustics had abnormally low amplitude: The final light pdf did
not include the light distribution pdf.
* Removed unnecessary orthonormal basis generation function, using cycles'
native one instead.
* Increased solver max iteration back to 64: It turns out we sometimes need
these extra iterations in cases where projection back to the surface takes
many steps. The effective solver iteration count, the most expensive part,
is actually much less than the raw iteration count.
Differential Revision: https://developer.blender.org/D14931
- Add missing doxy-section for Apply Parent Inverse Operator
- Use identity for None comparison in Python.
- Remove newline from operator doc-strings.
- Use '*' prefix multi-line C comment blocks.
- Separate filenames from doc-strings.
- Remove break after return.
Remove need for shadow caustic caster geometry to have a UV layout. UVs were
useful to maintain a consistent tangent frame across the surface while
performing the walk. A consistent tangent frame is necessary for rough
surfaces where a normal offset encodes the sampled h, which should point
towards the same direction across the mesh.
In order to get a continuous surface parametrization without UVs, the
technique described in this paper was implemented:
"The Natural-Constraint Representation of the Path Space for Efficient
Light Transport Simulation" (Supplementary Material), SIGGRAPH 2014.
In addition to implementing this feature:
* Shadow caustic casters without smooth normals are now ignored (triggered
some refactoring and cleaning).
* Hit point calculation was refactored using existing utils functions,
simplifying the code.
* The max number of solver iterations was reduced to 32, a solution is
usually found by then.
* Added generalized geometry term clamping (transfer matrix calculation can
sometimes get unstable).
* Add stop condition to Newton solver for more consistent CPU and GPU result.
* Add support for multi scatter GGX refraction.
Fixes T96990, T96991
Ref T94120
Differential Revision: https://developer.blender.org/D14623
This adds support for selective rendering of caustics in shadows of refractive
objects. Example uses are rendering of underwater caustics and eye caustics.
This is based on "Manifold Next Event Estimation", a method developed for
production rendering. The idea is to selectively enable shadow caustics on a
few objects in the scene where they have a big visual impact, without impacting
render performance for the rest of the scene.
The Shadow Caustic option must be manually enabled on light, caustic receiver
and caster objects. For such light paths, the Filter Glossy option will be
ignored and replaced by sharp caustics.
Currently this method has a various limitations:
* Only caustics in shadows of refractive objects work, which means no caustics
from reflection or caustics that outside shadows. Only up to 4 refractive
caustic bounces are supported.
* Caustic caster objects should have smooth normals.
* Not currently support for Metal GPU rendering.
In the future this method may be extended for more general caustics.
TECHNICAL DETAILS
This code adds manifold next event estimation through refractive surface(s) as a
new sampling technique for direct lighting, i.e. finding the point on the
refractive surface(s) along the path to a light sample, which satisfies Fermat's
principle for a given microfacet normal and the path's end points. This
technique involves walking on the "specular manifold" using a pseudo newton
solver. Such a manifold is defined by the specular constraint matrix from the
manifold exploration framework [2]. For each refractive interface, this
constraint is defined by enforcing that the generalized half-vector projection
onto the interface local tangent plane is null. The newton solver guides the
walk by linearizing the manifold locally before reprojecting the linear solution
onto the refractive surface. See paper [1] for more details about the technique
itself and [3] for the half-vector light transport formulation, from which it is
derived.
[1] Manifold Next Event Estimation
Johannes Hanika, Marc Droske, and Luca Fascione. 2015.
Comput. Graph. Forum 34, 4 (July 2015), 87–97.
https://jo.dreggn.org/home/2015_mnee.pdf
[2] Manifold exploration: a Markov Chain Monte Carlo technique for rendering
scenes with difficult specular transport Wenzel Jakob and Steve Marschner.
2012. ACM Trans. Graph. 31, 4, Article 58 (July 2012), 13 pages.
https://www.cs.cornell.edu/projects/manifolds-sg12/
[3] The Natural-Constraint Representation of the Path Space for Efficient
Light Transport Simulation. Anton S. Kaplanyan, Johannes Hanika, and Carsten
Dachsbacher. 2014. ACM Trans. Graph. 33, 4, Article 102 (July 2014), 13 pages.
https://cg.ivd.kit.edu/english/HSLT.php
The code for this samping technique was inserted at the light sampling stage
(direct lighting). If the walk is successful, it turns off path regularization
using a specialized flag in the path state (PATH_MNEE_SUCCESS). This flag tells
the integrator not to blur the brdf roughness further down the path (in a child
ray created from BSDF sampling). In addition, using a cascading mechanism of
flag values, we cull connections to caustic lights for this and children rays,
which should be resolved through MNEE.
This mechanism also cancels the MIS bsdf counter part at the casutic receiver
depth, in essence leaving MNEE as the only sampling technique from receivers
through refractive casters to caustic lights. This choice might not be optimal
when the light gets large wrt to the receiver, though this is usually not when
you want to use MNEE.
This connection culling strategy removes a fair amount of fireflies, at the cost
of introducing a slight bias. Because of the selective nature of the culling
mechanism, reflective caustics still benefit from the native path
regularization, which further removes fireflies on other surfaces (bouncing
light off casters).
Differential Revision: https://developer.blender.org/D13533