Files
test/intern/cycles/kernel/integrator/shade_background.h
Brecht Van Lommel 5152c7c152 Cycles: refactor rays to have start and end distance, fix precision issues
For transparency, volume and light intersection rays, adjust these distances
rather than the ray start position. This way we increment the start distance
by the smallest possible float increment to avoid self intersections, and be
sure it works as the distance compared to be will be exactly the same as
before, due to the ray start position and direction remaining the same.

Fix T98764, T96537, hair ray tracing precision issues.

Differential Revision: https://developer.blender.org/D15455
2022-07-15 18:46:24 +02:00

219 lines
8.9 KiB
C

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#pragma once
#include "kernel/film/accumulate.h"
#include "kernel/integrator/shader_eval.h"
#include "kernel/light/light.h"
#include "kernel/light/sample.h"
CCL_NAMESPACE_BEGIN
ccl_device float3 integrator_eval_background_shader(KernelGlobals kg,
IntegratorState state,
ccl_global float *ccl_restrict render_buffer)
{
#ifdef __BACKGROUND__
const int shader = kernel_data.background.surface_shader;
const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
/* Use visibility flag to skip lights. */
if (shader & SHADER_EXCLUDE_ANY) {
if (((shader & SHADER_EXCLUDE_DIFFUSE) && (path_flag & PATH_RAY_DIFFUSE)) ||
((shader & SHADER_EXCLUDE_GLOSSY) && ((path_flag & (PATH_RAY_GLOSSY | PATH_RAY_REFLECT)) ==
(PATH_RAY_GLOSSY | PATH_RAY_REFLECT))) ||
((shader & SHADER_EXCLUDE_TRANSMIT) && (path_flag & PATH_RAY_TRANSMIT)) ||
((shader & SHADER_EXCLUDE_CAMERA) && (path_flag & PATH_RAY_CAMERA)) ||
((shader & SHADER_EXCLUDE_SCATTER) && (path_flag & PATH_RAY_VOLUME_SCATTER)))
return zero_float3();
}
/* Use fast constant background color if available. */
float3 L = zero_float3();
if (!shader_constant_emission_eval(kg, shader, &L)) {
/* Evaluate background shader. */
/* TODO: does aliasing like this break automatic SoA in CUDA?
* Should we instead store closures separate from ShaderData? */
ShaderDataTinyStorage emission_sd_storage;
ccl_private ShaderData *emission_sd = AS_SHADER_DATA(&emission_sd_storage);
PROFILING_INIT_FOR_SHADER(kg, PROFILING_SHADE_LIGHT_SETUP);
shader_setup_from_background(kg,
emission_sd,
INTEGRATOR_STATE(state, ray, P),
INTEGRATOR_STATE(state, ray, D),
INTEGRATOR_STATE(state, ray, time));
PROFILING_SHADER(emission_sd->object, emission_sd->shader);
PROFILING_EVENT(PROFILING_SHADE_LIGHT_EVAL);
shader_eval_surface<KERNEL_FEATURE_NODE_MASK_SURFACE_BACKGROUND>(
kg, state, emission_sd, render_buffer, path_flag | PATH_RAY_EMISSION);
L = shader_background_eval(emission_sd);
}
/* Background MIS weights. */
# ifdef __BACKGROUND_MIS__
/* Check if background light exists or if we should skip pdf. */
if (!(INTEGRATOR_STATE(state, path, flag) & PATH_RAY_MIS_SKIP) &&
kernel_data.background.use_mis) {
const float3 ray_P = INTEGRATOR_STATE(state, ray, P);
const float3 ray_D = INTEGRATOR_STATE(state, ray, D);
const float mis_ray_pdf = INTEGRATOR_STATE(state, path, mis_ray_pdf);
/* multiple importance sampling, get background light pdf for ray
* direction, and compute weight with respect to BSDF pdf */
const float pdf = background_light_pdf(kg, ray_P, ray_D);
const float mis_weight = light_sample_mis_weight_forward(kg, mis_ray_pdf, pdf);
L *= mis_weight;
}
# endif
return L;
#else
return make_float3(0.8f, 0.8f, 0.8f);
#endif
}
ccl_device_inline void integrate_background(KernelGlobals kg,
IntegratorState state,
ccl_global float *ccl_restrict render_buffer)
{
/* Accumulate transparency for transparent background. We can skip background
* shader evaluation unless a background pass is used. */
bool eval_background = true;
float transparent = 0.0f;
const bool is_transparent_background_ray = kernel_data.background.transparent &&
(INTEGRATOR_STATE(state, path, flag) &
PATH_RAY_TRANSPARENT_BACKGROUND);
if (is_transparent_background_ray) {
transparent = average(INTEGRATOR_STATE(state, path, throughput));
#ifdef __PASSES__
eval_background = (kernel_data.film.light_pass_flag & PASSMASK(BACKGROUND));
#else
eval_background = false;
#endif
}
#ifdef __MNEE__
if (INTEGRATOR_STATE(state, path, mnee) & PATH_MNEE_CULL_LIGHT_CONNECTION) {
if (kernel_data.background.use_mis) {
for (int lamp = 0; lamp < kernel_data.integrator.num_all_lights; lamp++) {
/* This path should have been resolved with mnee, it will
* generate a firefly for small lights since it is improbable. */
const ccl_global KernelLight *klight = &kernel_data_fetch(lights, lamp);
if (klight->type == LIGHT_BACKGROUND && klight->use_caustics) {
eval_background = false;
break;
}
}
}
}
#endif /* __MNEE__ */
/* Evaluate background shader. */
float3 L = (eval_background) ? integrator_eval_background_shader(kg, state, render_buffer) :
zero_float3();
/* When using the ao bounces approximation, adjust background
* shader intensity with ao factor. */
if (path_state_ao_bounce(kg, state)) {
L *= kernel_data.integrator.ao_bounces_factor;
}
/* Write to render buffer. */
kernel_accum_background(kg, state, L, transparent, is_transparent_background_ray, render_buffer);
}
ccl_device_inline void integrate_distant_lights(KernelGlobals kg,
IntegratorState state,
ccl_global float *ccl_restrict render_buffer)
{
const float3 ray_D = INTEGRATOR_STATE(state, ray, D);
const float ray_time = INTEGRATOR_STATE(state, ray, time);
LightSample ls ccl_optional_struct_init;
for (int lamp = 0; lamp < kernel_data.integrator.num_all_lights; lamp++) {
if (light_sample_from_distant_ray(kg, ray_D, lamp, &ls)) {
/* Use visibility flag to skip lights. */
#ifdef __PASSES__
const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
if (ls.shader & SHADER_EXCLUDE_ANY) {
if (((ls.shader & SHADER_EXCLUDE_DIFFUSE) && (path_flag & PATH_RAY_DIFFUSE)) ||
((ls.shader & SHADER_EXCLUDE_GLOSSY) &&
((path_flag & (PATH_RAY_GLOSSY | PATH_RAY_REFLECT)) ==
(PATH_RAY_GLOSSY | PATH_RAY_REFLECT))) ||
((ls.shader & SHADER_EXCLUDE_TRANSMIT) && (path_flag & PATH_RAY_TRANSMIT)) ||
((ls.shader & SHADER_EXCLUDE_CAMERA) && (path_flag & PATH_RAY_CAMERA)) ||
((ls.shader & SHADER_EXCLUDE_SCATTER) && (path_flag & PATH_RAY_VOLUME_SCATTER)))
return;
}
#endif
#ifdef __MNEE__
if (INTEGRATOR_STATE(state, path, mnee) & PATH_MNEE_CULL_LIGHT_CONNECTION) {
/* This path should have been resolved with mnee, it will
* generate a firefly for small lights since it is improbable. */
const ccl_global KernelLight *klight = &kernel_data_fetch(lights, lamp);
if (klight->use_caustics)
return;
}
#endif /* __MNEE__ */
/* Evaluate light shader. */
/* TODO: does aliasing like this break automatic SoA in CUDA? */
ShaderDataTinyStorage emission_sd_storage;
ccl_private ShaderData *emission_sd = AS_SHADER_DATA(&emission_sd_storage);
float3 light_eval = light_sample_shader_eval(kg, state, emission_sd, &ls, ray_time);
if (is_zero(light_eval)) {
return;
}
/* MIS weighting. */
if (!(path_flag & PATH_RAY_MIS_SKIP)) {
/* multiple importance sampling, get regular light pdf,
* and compute weight with respect to BSDF pdf */
const float mis_ray_pdf = INTEGRATOR_STATE(state, path, mis_ray_pdf);
const float mis_weight = light_sample_mis_weight_forward(kg, mis_ray_pdf, ls.pdf);
light_eval *= mis_weight;
}
/* Write to render buffer. */
const float3 throughput = INTEGRATOR_STATE(state, path, throughput);
kernel_accum_emission(
kg, state, throughput * light_eval, render_buffer, kernel_data.background.lightgroup);
}
}
}
ccl_device void integrator_shade_background(KernelGlobals kg,
IntegratorState state,
ccl_global float *ccl_restrict render_buffer)
{
PROFILING_INIT(kg, PROFILING_SHADE_LIGHT_SETUP);
/* TODO: unify these in a single loop to only have a single shader evaluation call. */
integrate_distant_lights(kg, state, render_buffer);
integrate_background(kg, state, render_buffer);
#ifdef __SHADOW_CATCHER__
if (INTEGRATOR_STATE(state, path, flag) & PATH_RAY_SHADOW_CATCHER_BACKGROUND) {
/* Special case for shadow catcher where we want to fill the background pass
* behind the shadow catcher but also continue tracing the path. */
INTEGRATOR_STATE_WRITE(state, path, flag) &= ~PATH_RAY_SHADOW_CATCHER_BACKGROUND;
integrator_intersect_next_kernel_after_shadow_catcher_background<
DEVICE_KERNEL_INTEGRATOR_SHADE_BACKGROUND>(kg, state);
return;
}
#endif
integrator_path_terminate(kg, state, DEVICE_KERNEL_INTEGRATOR_SHADE_BACKGROUND);
}
CCL_NAMESPACE_END