/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation * * SPDX-License-Identifier: Apache-2.0 */ #pragma once CCL_NAMESPACE_BEGIN /* See "Tracing Ray Differentials", Homan Igehy, 1999. */ ccl_device void differential_transfer(ccl_private differential3 *surface_dP, const differential3 ray_dP, float3 ray_D, const differential3 ray_dD, float3 surface_Ng, float ray_t) { /* ray differential transfer through homogeneous medium, to * compute dPdx/dy at a shading point from the incoming ray */ float3 tmp = ray_D / dot(ray_D, surface_Ng); float3 tmpx = ray_dP.dx + ray_t * ray_dD.dx; float3 tmpy = ray_dP.dy + ray_t * ray_dD.dy; surface_dP->dx = tmpx - dot(tmpx, surface_Ng) * tmp; surface_dP->dy = tmpy - dot(tmpy, surface_Ng) * tmp; } ccl_device void differential_incoming(ccl_private differential3 *dI, const differential3 dD) { /* compute dIdx/dy at a shading point, we just need to negate the * differential of the ray direction */ dI->dx = -dD.dx; dI->dy = -dD.dy; } ccl_device void differential_dudv(ccl_private differential *du, ccl_private differential *dv, float3 dPdu, float3 dPdv, differential3 dP, float3 Ng) { /* now we have dPdx/dy from the ray differential transfer, and dPdu/dv * from the primitive, we can compute dudx/dy and dvdx/dy. these are * mainly used for differentials of arbitrary mesh attributes. */ /* find most stable axis to project to 2D */ float xn = fabsf(Ng.x); float yn = fabsf(Ng.y); float zn = fabsf(Ng.z); if (zn < xn || zn < yn) { if (yn < xn || yn < zn) { dPdu.x = dPdu.y; dPdv.x = dPdv.y; dP.dx.x = dP.dx.y; dP.dy.x = dP.dy.y; } dPdu.y = dPdu.z; dPdv.y = dPdv.z; dP.dx.y = dP.dx.z; dP.dy.y = dP.dy.z; } /* using Cramer's rule, we solve for dudx and dvdx in a 2x2 linear system, * and the same for dudy and dvdy. the denominator is the same for both * solutions, so we compute it only once. * * `dP.dx = dPdu * dudx + dPdv * dvdx;` * `dP.dy = dPdu * dudy + dPdv * dvdy;` */ float det = (dPdu.x * dPdv.y - dPdv.x * dPdu.y); if (det != 0.0f) { det = 1.0f / det; } du->dx = (dP.dx.x * dPdv.y - dP.dx.y * dPdv.x) * det; dv->dx = (dP.dx.y * dPdu.x - dP.dx.x * dPdu.y) * det; du->dy = (dP.dy.x * dPdv.y - dP.dy.y * dPdv.x) * det; dv->dy = (dP.dy.y * dPdu.x - dP.dy.x * dPdu.y) * det; } ccl_device differential differential_zero() { differential d; d.dx = 0.0f; d.dy = 0.0f; return d; } ccl_device differential3 differential3_zero() { differential3 d; d.dx = zero_float3(); d.dy = zero_float3(); return d; } /* Compact ray differentials that are just a radius to reduce memory usage and access cost * on GPUs, basically cone tracing. * * See above for more accurate reference implementations of ray differentials. */ ccl_device_forceinline float differential_zero_compact() { return 0.0f; } ccl_device_forceinline float differential_make_compact(const float dD) { return dD; } ccl_device_forceinline float differential_make_compact(const differential3 dD) { return 0.5f * (len(dD.dx) + len(dD.dy)); } ccl_device_forceinline float differential_incoming_compact(const float dD) { return dD; } ccl_device_forceinline float differential_transfer_compact(const float ray_dP, const float3 /* ray_D */, const float ray_dD, const float ray_t) { return ray_dP + ray_t * ray_dD; } ccl_device_forceinline differential3 differential_from_compact(const float3 D, const float dD) { float3 dx, dy; make_orthonormals(D, &dx, &dy); differential3 d; d.dx = dD * dx; d.dy = dD * dy; return d; } ccl_device void differential_dudv_compact(ccl_private differential *du, ccl_private differential *dv, float3 dPdu, float3 dPdv, float dP, float3 Ng) { /* TODO: can we speed this up? */ differential_dudv(du, dv, dPdu, dPdv, differential_from_compact(Ng, dP), Ng); } CCL_NAMESPACE_END