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test/intern/cycles/kernel/integrator/init_from_bake.h
Olivier Maury 1fb0247497 Cycles: approximate shadow caustics using manifold next event estimation
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
2022-04-01 17:45:39 +02:00

249 lines
8.5 KiB
C

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#pragma once
#include "kernel/camera/camera.h"
#include "kernel/film/accumulate.h"
#include "kernel/film/adaptive_sampling.h"
#include "kernel/integrator/path_state.h"
#include "kernel/sample/pattern.h"
#include "kernel/geom/geom.h"
CCL_NAMESPACE_BEGIN
/* This helps with AA but it's not the real solution as it does not AA the geometry
* but it's better than nothing, thus committed. */
ccl_device_inline float bake_clamp_mirror_repeat(float u, float max)
{
/* use mirror repeat (like opengl texture) so that if the barycentric
* coordinate goes past the end of the triangle it is not always clamped
* to the same value, gives ugly patterns */
u /= max;
float fu = floorf(u);
u = u - fu;
return ((((int)fu) & 1) ? 1.0f - u : u) * max;
}
/* Offset towards center of triangle to avoid ray-tracing precision issues. */
ccl_device const float2 bake_offset_towards_center(KernelGlobals kg,
const int prim,
const float u,
const float v)
{
float3 tri_verts[3];
triangle_vertices(kg, prim, tri_verts);
/* Empirically determined values, by no means perfect. */
const float position_offset = 1e-4f;
const float uv_offset = 1e-5f;
/* Offset position towards center, amount relative to absolute size of position coordinates. */
const float3 P = u * tri_verts[0] + v * tri_verts[1] + (1.0f - u - v) * tri_verts[2];
const float3 center = (tri_verts[0] + tri_verts[1] + tri_verts[2]) / 3.0f;
const float3 to_center = center - P;
const float3 offset_P = P + normalize(to_center) *
min(len(to_center), max(max3(fabs(P)), 1.0f) * position_offset);
/* Compute barycentric coordinates at new position. */
const float3 v1 = tri_verts[1] - tri_verts[0];
const float3 v2 = tri_verts[2] - tri_verts[0];
const float3 vP = offset_P - tri_verts[0];
const float d11 = dot(v1, v1);
const float d12 = dot(v1, v2);
const float d22 = dot(v2, v2);
const float dP1 = dot(vP, v1);
const float dP2 = dot(vP, v2);
const float denom = d11 * d22 - d12 * d12;
if (denom == 0.0f) {
return make_float2(0.0f, 0.0f);
}
const float offset_v = clamp((d22 * dP1 - d12 * dP2) / denom, uv_offset, 1.0f - uv_offset);
const float offset_w = clamp((d11 * dP2 - d12 * dP1) / denom, uv_offset, 1.0f - uv_offset);
const float offset_u = clamp(1.0f - offset_v - offset_w, uv_offset, 1.0f - uv_offset);
return make_float2(offset_u, offset_v);
}
/* Return false to indicate that this pixel is finished.
* Used by CPU implementation to not attempt to sample pixel for multiple samples once its known
* that the pixel did converge. */
ccl_device bool integrator_init_from_bake(KernelGlobals kg,
IntegratorState state,
ccl_global const KernelWorkTile *ccl_restrict tile,
ccl_global float *render_buffer,
const int x,
const int y,
const int scheduled_sample)
{
PROFILING_INIT(kg, PROFILING_RAY_SETUP);
/* Initialize path state to give basic buffer access and allow early outputs. */
path_state_init(state, tile, x, y);
/* Check whether the pixel has converged and should not be sampled anymore. */
if (!kernel_need_sample_pixel(kg, state, render_buffer)) {
return false;
}
/* Always count the sample, even if the camera sample will reject the ray. */
const int sample = kernel_accum_sample(
kg, state, render_buffer, scheduled_sample, tile->sample_offset);
/* Setup render buffers. */
const int index = INTEGRATOR_STATE(state, path, render_pixel_index);
const int pass_stride = kernel_data.film.pass_stride;
ccl_global float *buffer = render_buffer + index * pass_stride;
ccl_global float *primitive = buffer + kernel_data.film.pass_bake_primitive;
ccl_global float *differential = buffer + kernel_data.film.pass_bake_differential;
const int seed = __float_as_uint(primitive[0]);
int prim = __float_as_uint(primitive[1]);
if (prim == -1) {
/* Accumulate transparency for empty pixels. */
kernel_accum_transparent(kg, state, 0, 1.0f, buffer);
return false;
}
prim += kernel_data.bake.tri_offset;
/* Random number generator. */
const uint rng_hash = hash_uint(seed) ^ kernel_data.integrator.seed;
float filter_x, filter_y;
if (sample == 0) {
filter_x = filter_y = 0.5f;
}
else {
path_rng_2D(kg, rng_hash, sample, PRNG_FILTER_U, &filter_x, &filter_y);
}
/* Initialize path state for path integration. */
path_state_init_integrator(kg, state, sample, rng_hash);
/* Barycentric UV. */
float u = primitive[2];
float v = primitive[3];
float dudx = differential[0];
float dudy = differential[1];
float dvdx = differential[2];
float dvdy = differential[3];
/* Exactly at vertex? Nudge inwards to avoid self-intersection. */
if ((u == 0.0f || u == 1.0f) && (v == 0.0f || v == 1.0f)) {
const float2 uv = bake_offset_towards_center(kg, prim, u, v);
u = uv.x;
v = uv.y;
}
/* Sub-pixel offset. */
if (sample > 0) {
u = bake_clamp_mirror_repeat(u + dudx * (filter_x - 0.5f) + dudy * (filter_y - 0.5f), 1.0f);
v = bake_clamp_mirror_repeat(v + dvdx * (filter_x - 0.5f) + dvdy * (filter_y - 0.5f),
1.0f - u);
}
/* Position and normal on triangle. */
const int object = kernel_data.bake.object_index;
float3 P, Ng;
int shader;
triangle_point_normal(kg, object, prim, u, v, &P, &Ng, &shader);
const int object_flag = kernel_tex_fetch(__object_flag, object);
if (!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
P = transform_point_auto(&tfm, P);
}
if (kernel_data.film.pass_background != PASS_UNUSED) {
/* Environment baking. */
/* Setup and write ray. */
Ray ray ccl_optional_struct_init;
ray.P = zero_float3();
ray.D = normalize(P);
ray.t = FLT_MAX;
ray.time = 0.5f;
ray.dP = differential_zero_compact();
ray.dD = differential_zero_compact();
integrator_state_write_ray(kg, state, &ray);
/* Setup next kernel to execute. */
INTEGRATOR_PATH_INIT(DEVICE_KERNEL_INTEGRATOR_SHADE_BACKGROUND);
}
else {
/* Surface baking. */
float3 N = (shader & SHADER_SMOOTH_NORMAL) ? triangle_smooth_normal(kg, Ng, prim, u, v) : Ng;
if (!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
Transform itfm = object_fetch_transform(kg, object, OBJECT_INVERSE_TRANSFORM);
N = normalize(transform_direction_transposed(&itfm, N));
Ng = normalize(transform_direction_transposed(&itfm, Ng));
}
/* Setup ray. */
Ray ray ccl_optional_struct_init;
ray.P = P + N;
ray.D = -N;
ray.t = FLT_MAX;
ray.time = 0.5f;
/* Setup differentials. */
float3 dPdu, dPdv;
triangle_dPdudv(kg, prim, &dPdu, &dPdv);
if (!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
dPdu = transform_direction(&tfm, dPdu);
dPdv = transform_direction(&tfm, dPdv);
}
differential3 dP;
dP.dx = dPdu * dudx + dPdv * dvdx;
dP.dy = dPdu * dudy + dPdv * dvdy;
ray.dP = differential_make_compact(dP);
ray.dD = differential_zero_compact();
/* Write ray. */
integrator_state_write_ray(kg, state, &ray);
/* Setup and write intersection. */
Intersection isect ccl_optional_struct_init;
isect.object = kernel_data.bake.object_index;
isect.prim = prim;
isect.u = u;
isect.v = v;
isect.t = 1.0f;
isect.type = PRIMITIVE_TRIANGLE;
integrator_state_write_isect(kg, state, &isect);
/* Setup next kernel to execute. */
const int shader_index = shader & SHADER_MASK;
const int shader_flags = kernel_tex_fetch(__shaders, shader_index).flags;
const bool use_caustics = kernel_data.integrator.use_caustics &&
(object_flag & SD_OBJECT_CAUSTICS);
const bool use_raytrace_kernel = (shader_flags & SD_HAS_RAYTRACE) || use_caustics;
if (use_raytrace_kernel) {
INTEGRATOR_PATH_INIT_SORTED(DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE, shader_index);
}
else {
INTEGRATOR_PATH_INIT_SORTED(DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE, shader_index);
}
}
return true;
}
CCL_NAMESPACE_END