Remove small ray offsets that were used to avoid self intersection, and leave that to the newly added primitive object/prim comparison. These changes together significantly reduce artifacts on small, large or far away objects. The balance here is that overlapping primitives are not handled well and should be avoided (though this was already an issue). The upside is that this is something a user has control over, whereas the other artifacts had no good manual solution in many cases. There is a known issue where the Blender particle system generates overlapping objects and in turn leads to render differences between CPU and GPU. This will be addressed separately. Differential Revision: https://developer.blender.org/D12954
146 lines
3.9 KiB
C++
146 lines
3.9 KiB
C++
/*
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* Copyright 2011-2018 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#pragma once
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#include "kernel/bvh/bvh.h"
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CCL_NAMESPACE_BEGIN
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#ifdef __SHADER_RAYTRACE__
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# ifdef __KERNEL_OPTIX__
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extern "C" __device__ float __direct_callable__svm_node_ao(
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# else
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ccl_device float svm_ao(
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# endif
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KernelGlobals kg,
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ConstIntegratorState state,
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ccl_private ShaderData *sd,
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float3 N,
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float max_dist,
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int num_samples,
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int flags)
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{
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if (flags & NODE_AO_GLOBAL_RADIUS) {
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max_dist = kernel_data.integrator.ao_bounces_distance;
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}
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/* Early out if no sampling needed. */
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if (max_dist <= 0.0f || num_samples < 1 || sd->object == OBJECT_NONE) {
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return 1.0f;
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}
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/* Can't raytrace from shaders like displacement, before BVH exists. */
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if (kernel_data.bvh.bvh_layout == BVH_LAYOUT_NONE) {
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return 1.0f;
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}
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if (flags & NODE_AO_INSIDE) {
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N = -N;
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}
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float3 T, B;
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make_orthonormals(N, &T, &B);
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/* TODO: support ray-tracing in shadow shader evaluation? */
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RNGState rng_state;
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path_state_rng_load(state, &rng_state);
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int unoccluded = 0;
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for (int sample = 0; sample < num_samples; sample++) {
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float disk_u, disk_v;
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path_branched_rng_2D(kg, &rng_state, sample, num_samples, PRNG_BEVEL_U, &disk_u, &disk_v);
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float2 d = concentric_sample_disk(disk_u, disk_v);
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float3 D = make_float3(d.x, d.y, safe_sqrtf(1.0f - dot(d, d)));
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/* Create ray. */
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Ray ray;
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ray.P = sd->P;
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ray.D = D.x * T + D.y * B + D.z * N;
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ray.t = max_dist;
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ray.time = sd->time;
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ray.self.object = sd->object;
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ray.self.prim = sd->prim;
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ray.self.light_object = OBJECT_NONE;
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ray.self.light_prim = PRIM_NONE;
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ray.dP = differential_zero_compact();
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ray.dD = differential_zero_compact();
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if (flags & NODE_AO_ONLY_LOCAL) {
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if (!scene_intersect_local(kg, &ray, NULL, sd->object, NULL, 0)) {
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unoccluded++;
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}
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}
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else {
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Intersection isect;
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if (!scene_intersect(kg, &ray, PATH_RAY_SHADOW_OPAQUE, &isect)) {
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unoccluded++;
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}
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}
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}
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return ((float)unoccluded) / num_samples;
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}
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template<uint node_feature_mask, typename ConstIntegratorGenericState>
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# if defined(__KERNEL_OPTIX__)
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ccl_device_inline
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# else
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ccl_device_noinline
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# endif
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void
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svm_node_ao(KernelGlobals kg,
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ConstIntegratorGenericState state,
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ccl_private ShaderData *sd,
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ccl_private float *stack,
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uint4 node)
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{
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uint flags, dist_offset, normal_offset, out_ao_offset;
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svm_unpack_node_uchar4(node.y, &flags, &dist_offset, &normal_offset, &out_ao_offset);
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uint color_offset, out_color_offset, samples;
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svm_unpack_node_uchar3(node.z, &color_offset, &out_color_offset, &samples);
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float ao = 1.0f;
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IF_KERNEL_NODES_FEATURE(RAYTRACE)
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{
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float dist = stack_load_float_default(stack, dist_offset, node.w);
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float3 normal = stack_valid(normal_offset) ? stack_load_float3(stack, normal_offset) : sd->N;
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# ifdef __KERNEL_OPTIX__
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ao = optixDirectCall<float>(0, kg, state, sd, normal, dist, samples, flags);
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# else
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ao = svm_ao(kg, state, sd, normal, dist, samples, flags);
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# endif
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}
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if (stack_valid(out_ao_offset)) {
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stack_store_float(stack, out_ao_offset, ao);
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}
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if (stack_valid(out_color_offset)) {
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float3 color = stack_load_float3(stack, color_offset);
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stack_store_float3(stack, out_color_offset, ao * color);
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}
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}
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#endif /* __SHADER_RAYTRACE__ */
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CCL_NAMESPACE_END
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