Files
test/intern/cycles/kernel/light/triangle.h
Brecht Van Lommel e813e46327 Cycles: Refactor lights to be objects
This is an intermediate steps towards making lights actual geometry.
Light is now a subclass of Geometry, which simplifies some code.

The geometry is not added to the BVH yet, which would be the next
step and improve light intersection performance with many lights.

This makes object attributes work on lights.

Co-authored-by: Lukas Stockner <lukas@lukasstockner.de>
Pull Request: https://projects.blender.org/blender/blender/pulls/134846
2025-02-24 23:44:14 +01:00

340 lines
12 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "kernel/globals.h"
#include "kernel/light/common.h"
#include "kernel/geom/motion_triangle.h"
#include "kernel/geom/object.h"
#include "kernel/geom/triangle.h"
#include "util/math_fast.h"
#include "util/math_intersect.h"
CCL_NAMESPACE_BEGIN
/* returns true if the triangle is has motion blur or an instancing transform applied */
ccl_device_inline bool triangle_world_space_vertices(
KernelGlobals kg, const int object, const int prim, const float time, float3 V[3])
{
bool has_motion = false;
const int object_flag = kernel_data_fetch(object_flag, object);
if (object_flag & SD_OBJECT_HAS_VERTEX_MOTION && time >= 0.0f) {
motion_triangle_vertices(kg, object, prim, time, V);
has_motion = true;
}
else {
triangle_vertices(kg, prim, V);
}
if (!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
#ifdef __OBJECT_MOTION__
const float object_time = (time >= 0.0f) ? time : 0.5f;
const Transform tfm = object_fetch_transform_motion_test(kg, object, object_time, nullptr);
#else
Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
#endif
V[0] = transform_point(&tfm, V[0]);
V[1] = transform_point(&tfm, V[1]);
V[2] = transform_point(&tfm, V[2]);
has_motion = true;
}
return has_motion;
}
ccl_device_inline float triangle_light_pdf_area_sampling(const float3 Ng,
const float3 I,
const float t)
{
const float cos_pi = fabsf(dot(Ng, I));
if (cos_pi == 0.0f) {
return 0.0f;
}
return t * t / cos_pi;
}
ccl_device_forceinline float triangle_light_pdf(KernelGlobals kg,
const ccl_private ShaderData *sd,
const float t)
{
/* A naive heuristic to decide between costly solid angle sampling
* and simple area sampling, comparing the distance to the triangle plane
* to the length of the edges of the triangle. */
float3 V[3];
const bool has_motion = triangle_world_space_vertices(kg, sd->object, sd->prim, sd->time, V);
const float3 e0 = V[1] - V[0];
const float3 e1 = V[2] - V[0];
const float3 e2 = V[2] - V[1];
const float longest_edge_squared = max(len_squared(e0), max(len_squared(e1), len_squared(e2)));
const float3 N = cross(e0, e1);
const float distance_to_plane = fabsf(dot(N, sd->wi * t)) / dot(N, N);
const float area = 0.5f * len(N);
float pdf;
if (longest_edge_squared > distance_to_plane * distance_to_plane) {
/* sd contains the point on the light source
* calculate Px, the point that we're shading */
const float3 Px = sd->P + sd->wi * t;
const float3 A = safe_normalize(V[0] - Px);
const float3 B = safe_normalize(V[1] - Px);
const float3 C = safe_normalize(V[2] - Px);
const float solid_angle = 2.0f * fast_atan2f(fabsf(dot(A, cross(B, C))),
(1.0f + dot(B, C) + dot(A, C) + dot(A, B)));
/* distribution_pdf_triangles is calculated over triangle area, but we're not sampling over
* its area */
if (UNLIKELY(solid_angle == 0.0f)) {
return 0.0f;
}
pdf = 1.0f / solid_angle;
}
else {
if (UNLIKELY(area == 0.0f)) {
return 0.0f;
}
pdf = triangle_light_pdf_area_sampling(sd->Ng, sd->wi, t) / area;
}
/* Belongs in distribution.h but can reuse computations here. */
if (!kernel_data.integrator.use_light_tree) {
float distribution_area = area;
if (has_motion && area != 0.0f) {
/* For motion blur need area of triangle at fixed time as used in the CDF. */
triangle_world_space_vertices(kg, sd->object, sd->prim, -1.0f, V);
distribution_area = triangle_area(V[0], V[1], V[2]);
}
pdf *= distribution_area * kernel_data.integrator.distribution_pdf_triangles;
}
return pdf;
}
template<bool in_volume_segment>
ccl_device_forceinline bool triangle_light_sample(KernelGlobals kg,
const int prim,
const int object,
const float2 rand,
const float time,
ccl_private LightSample *ls,
const float3 P)
{
/* A naive heuristic to decide between costly solid angle sampling
* and simple area sampling, comparing the distance to the triangle plane
* to the length of the edges of the triangle. */
float3 V[3];
const bool has_motion = triangle_world_space_vertices(kg, object, prim, time, V);
const float3 e0 = V[1] - V[0];
const float3 e1 = V[2] - V[0];
const float3 e2 = V[2] - V[1];
const float longest_edge_squared = max(len_squared(e0), max(len_squared(e1), len_squared(e2)));
float3 N0 = cross(e0, e1);
/* Flip normal if necessary. */
const int object_flag = kernel_data_fetch(object_flag, object);
if (object_flag & SD_OBJECT_NEGATIVE_SCALE) {
N0 = -N0;
}
/* Do not draw samples from the side without MIS. */
ls->shader = kernel_data_fetch(tri_shader, prim);
const float distance_to_plane = dot(N0, V[0] - P) / dot(N0, N0);
const int ls_shader_flag = kernel_data_fetch(shaders, ls->shader & SHADER_MASK).flags;
if (!in_volume_segment &&
!(ls_shader_flag & (distance_to_plane > 0 ? SD_MIS_BACK : SD_MIS_FRONT)))
{
return false;
}
float Nl = 0.0f;
ls->Ng = safe_normalize_len(N0, &Nl);
const float area = 0.5f * Nl;
ls->eval_fac = 1.0f;
ls->object = object;
ls->prim = prim;
ls->shader |= SHADER_USE_MIS;
ls->type = LIGHT_TRIANGLE;
ls->group = object_lightgroup(kg, object);
if (!in_volume_segment && (longest_edge_squared > distance_to_plane * distance_to_plane)) {
/* A modified version of James Arvo, "Stratified Sampling of Spherical Triangles"
* http://www.graphics.cornell.edu/pubs/1995/Arv95c.pdf */
/* Project the triangle to the unit sphere and calculate the three unit vector that spans the
* spherical triangle. */
const float3 A = safe_normalize(V[0] - P);
const float3 B = safe_normalize(V[1] - P);
const float3 C = safe_normalize(V[2] - P);
const float cos_a = dot(B, C);
const float cos_b = dot(A, C);
const float cos_c = dot(A, B);
const float mixed_product = fabsf(dot(A, cross(B, C)));
/* The area of the spherical triangle is equal to the subtended solid angle. */
const float solid_angle = 2.0f * fast_atan2f(mixed_product, (1.0f + cos_a + cos_b + cos_c));
/* Compute the angle at A. */
const float cos_alpha = dot(safe_normalize(cross(A, B)), safe_normalize(cross(A, C)));
const float sin_alpha = sin_from_cos(cos_alpha);
const float alpha = safe_acosf(cos_alpha);
/* Select a random sub-area of the spherical triangle and calculate the third vertex C_ of that
* new triangle. */
const float A_hat = rand.x * solid_angle;
float sin_phi;
float cos_phi;
fast_sincosf(A_hat - alpha, &sin_phi, &cos_phi);
const float u = cos_phi - cos_alpha;
const float v = sin_phi + sin_alpha * cos_c;
const float num = (v * cos_phi - u * sin_phi) * cos_alpha - v;
const float den = (v * sin_phi + u * cos_phi) * sin_alpha;
const float q = (den == 0.0f) ? 1.0f : num / den;
const float3 U = safe_normalize(C - cos_b * A);
const float3 C_ = safe_normalize(q * A + sin_from_cos(q) * U);
/* Finally, select a random point along the edge of the new triangle
* That point on the spherical triangle is the sampled ray direction */
const float z = 1.0f - rand.y * (1.0f - dot(C_, B));
ls->D = z * B + sin_from_cos(z) * safe_normalize(C_ - dot(C_, B) * B);
/* calculate intersection with the planar triangle */
if (!ray_triangle_intersect(P, ls->D, 0.0f, FLT_MAX, V[0], V[1], V[2], &ls->u, &ls->v, &ls->t))
{
ls->pdf = 0.0f;
return false;
}
ls->P = P + ls->D * ls->t;
/* distribution_pdf_triangles is calculated over triangle area, but we're sampling over solid
* angle */
if (UNLIKELY(solid_angle == 0.0f)) {
ls->pdf = 0.0f;
return false;
}
ls->pdf = 1.0f / solid_angle;
}
else {
if (UNLIKELY(area == 0.0f)) {
return 0.0f;
}
/* compute random point in triangle. From Eric Heitz's "A Low-Distortion Map Between Triangle
* and Square" */
float u = rand.x;
float v = rand.y;
if (v > u) {
u *= 0.5f;
v -= u;
}
else {
v *= 0.5f;
u -= v;
}
const float t = 1.0f - u - v;
ls->P = t * V[0] + u * V[1] + v * V[2];
/* compute incoming direction, distance and pdf */
ls->D = normalize_len(ls->P - P, &ls->t);
ls->pdf = triangle_light_pdf_area_sampling(ls->Ng, -ls->D, ls->t) / area;
ls->u = u;
ls->v = v;
}
/* Belongs in distribution.h but can reuse computations here. */
if (!kernel_data.integrator.use_light_tree) {
float distribution_area = area;
if (has_motion && area != 0.0f) {
/* For motion blur need area of triangle at fixed time as used in the CDF. */
triangle_world_space_vertices(kg, object, prim, -1.0f, V);
distribution_area = triangle_area(V[0], V[1], V[2]);
}
ls->pdf_selection = distribution_area * kernel_data.integrator.distribution_pdf_triangles;
}
return (ls->pdf > 0.0f);
}
/* Find the ray segment lit by the triangle light. */
ccl_device_inline bool triangle_light_valid_ray_segment(KernelGlobals kg,
const float3 P,
const float3 D,
ccl_private Interval<float> *t_range,
const ccl_private LightSample *ls)
{
const int shader_flag = kernel_data_fetch(shaders, ls->shader & SHADER_MASK).flags;
const int SD_MIS_BOTH = SD_MIS_BACK | SD_MIS_FRONT;
if ((shader_flag & SD_MIS_BOTH) == SD_MIS_BOTH) {
/* Both sides are sampled, the complete ray segment is visible. */
return true;
}
/* Only one side is sampled, intersect the ray and the triangle light plane to find the visible
* ray segment. Flip normal if Emission Sampling is set to back. */
const float3 N = ls->Ng;
return ray_plane_intersect((shader_flag & SD_MIS_BACK) ? -N : N, P, D, t_range);
}
template<bool in_volume_segment>
ccl_device_forceinline bool triangle_light_tree_parameters(
KernelGlobals kg,
const ccl_global KernelLightTreeEmitter *kemitter,
const float3 centroid,
const float3 P,
const float3 N,
const KernelBoundingCone bcone,
ccl_private float &cos_theta_u,
ccl_private float2 &distance,
ccl_private float3 &point_to_centroid)
{
/* TODO: a cheap substitute for minimal distance between point and primitive. Does it worth the
* overhead to compute the accurate minimal distance? */
float min_distance;
point_to_centroid = safe_normalize_len(centroid - P, &min_distance);
distance = make_float2(min_distance, min_distance);
cos_theta_u = FLT_MAX;
float3 vertices[3];
triangle_vertices(kg, kemitter->triangle.id, vertices);
bool shape_above_surface = false;
for (int i = 0; i < 3; i++) {
const float3 corner = vertices[i];
float distance_point_to_corner;
const float3 point_to_corner = safe_normalize_len(corner - P, &distance_point_to_corner);
cos_theta_u = fminf(cos_theta_u, dot(point_to_centroid, point_to_corner));
shape_above_surface |= dot(point_to_corner, N) > 0;
if (!in_volume_segment) {
distance.x = fmaxf(distance.x, distance_point_to_corner);
}
}
const bool front_facing = bcone.theta_o != 0.0f || dot(bcone.axis, point_to_centroid) < 0;
return front_facing && shape_above_surface;
}
CCL_NAMESPACE_END