Files
test/intern/cycles/scene/devicescene.cpp
Weizhen Huang a7283fc1d5 Cycles: Shade volume with null scattering
The distance sampling is mostly based on weighted delta tracking from
[Monte Carlo Methods for Volumetric Light Transport Simulation]
(http://iliyan.com/publications/VolumeSTAR/VolumeSTAR_EG2018.pdf).

The recursive Monte Carlo estimation of the Radiative Transfer Equation is
\[\langle L \rangle=\frac{\bar T(x\rightarrow y)}{\bar p(x\rightarrow
y)}(L_e+\sigma_s L_s + \sigma_n L).\]
where \(\bar T(x\rightarrow y) = e^{-\bar\sigma\Vert x-y\Vert}\) is the
majorant transmittance between points \(x\) and \(y\), \(p(x\rightarrow
y) = \bar\sigma e^{-\bar\sigma\Vert x-y\Vert}\) is the probability of
sampling point \(y\) from point \(x\) following exponential
distribution.

At each recursive step, we randomly pick one of the two events
proportional to their weights:
* If \(\xi < \frac{\sigma_s}{\sigma_s+\vert\sigma_n\vert}\), we sample
scatter event and evaluate \(L_s\).
* Otherwise, no real collision happens and we continue the recursive
process.

The emission \(L_e\) is evaluated at each step.

This also removes some unused volume settings from the UI:

* "Max Steps" is removed, because the step size is automatically specified
by the volume octree. There is a hard-coded threshold `VOLUME_MAX_STEPS`
to prevent numerical issues.
* "Homogeneous" is automatically detected during density evaluation

An option "Unbiased" is added to the UI. When enabled, densities above
the majorant are clamped.
2025-08-13 10:28:50 +02:00

65 lines
3.1 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#include "scene/devicescene.h"
#include "device/device.h"
#include "device/memory.h"
CCL_NAMESPACE_BEGIN
DeviceScene::DeviceScene(Device *device)
: bvh_nodes(device, "bvh_nodes", MEM_GLOBAL),
bvh_leaf_nodes(device, "bvh_leaf_nodes", MEM_GLOBAL),
object_node(device, "object_node", MEM_GLOBAL),
prim_type(device, "prim_type", MEM_GLOBAL),
prim_visibility(device, "prim_visibility", MEM_GLOBAL),
prim_index(device, "prim_index", MEM_GLOBAL),
prim_object(device, "prim_object", MEM_GLOBAL),
prim_time(device, "prim_time", MEM_GLOBAL),
tri_verts(device, "tri_verts", MEM_GLOBAL),
tri_shader(device, "tri_shader", MEM_GLOBAL),
tri_vnormal(device, "tri_vnormal", MEM_GLOBAL),
tri_vindex(device, "tri_vindex", MEM_GLOBAL),
curves(device, "curves", MEM_GLOBAL),
curve_keys(device, "curve_keys", MEM_GLOBAL),
curve_segments(device, "curve_segments", MEM_GLOBAL),
points(device, "points", MEM_GLOBAL),
points_shader(device, "points_shader", MEM_GLOBAL),
objects(device, "objects", MEM_GLOBAL),
object_motion_pass(device, "object_motion_pass", MEM_GLOBAL),
object_motion(device, "object_motion", MEM_GLOBAL),
object_flag(device, "object_flag", MEM_GLOBAL),
object_prim_offset(device, "object_prim_offset", MEM_GLOBAL),
camera_motion(device, "camera_motion", MEM_GLOBAL),
attributes_map(device, "attributes_map", MEM_GLOBAL),
attributes_float(device, "attributes_float", MEM_GLOBAL),
attributes_float2(device, "attributes_float2", MEM_GLOBAL),
attributes_float3(device, "attributes_float3", MEM_GLOBAL),
attributes_float4(device, "attributes_float4", MEM_GLOBAL),
attributes_uchar4(device, "attributes_uchar4", MEM_GLOBAL),
light_distribution(device, "light_distribution", MEM_GLOBAL),
lights(device, "lights", MEM_GLOBAL),
light_background_marginal_cdf(device, "light_background_marginal_cdf", MEM_GLOBAL),
light_background_conditional_cdf(device, "light_background_conditional_cdf", MEM_GLOBAL),
light_tree_nodes(device, "light_tree_nodes", MEM_GLOBAL),
light_tree_emitters(device, "light_tree_emitters", MEM_GLOBAL),
light_to_tree(device, "light_to_tree", MEM_GLOBAL),
object_to_tree(device, "object_to_tree", MEM_GLOBAL),
object_lookup_offset(device, "object_lookup_offset", MEM_GLOBAL),
triangle_to_tree(device, "triangle_to_tree", MEM_GLOBAL),
particles(device, "particles", MEM_GLOBAL),
svm_nodes(device, "svm_nodes", MEM_GLOBAL),
shaders(device, "shaders", MEM_GLOBAL),
lookup_table(device, "lookup_table", MEM_GLOBAL),
sample_pattern_lut(device, "sample_pattern_lut", MEM_GLOBAL),
ies_lights(device, "ies", MEM_GLOBAL),
volume_tree_nodes(device, "volume_tree_nodes", MEM_GLOBAL),
volume_tree_roots(device, "volume_tree_roots", MEM_GLOBAL),
volume_tree_root_ids(device, "volume_tree_root_ids", MEM_GLOBAL)
{
memset((void *)&data, 0, sizeof(data));
}
CCL_NAMESPACE_END