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
193 lines
7.3 KiB
C
193 lines
7.3 KiB
C
/*
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* Copyright 2011-2021 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/integrator/shade_volume.h"
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#include "kernel/integrator/shader_eval.h"
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#include "kernel/integrator/volume_stack.h"
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CCL_NAMESPACE_BEGIN
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ccl_device_inline bool shadow_intersections_has_remaining(const uint num_hits)
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{
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return num_hits >= INTEGRATOR_SHADOW_ISECT_SIZE;
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}
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#ifdef __TRANSPARENT_SHADOWS__
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ccl_device_inline float3 integrate_transparent_surface_shadow(KernelGlobals kg,
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IntegratorShadowState state,
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const int hit)
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{
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PROFILING_INIT(kg, PROFILING_SHADE_SHADOW_SURFACE);
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/* TODO: does aliasing like this break automatic SoA in CUDA?
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* Should we instead store closures separate from ShaderData?
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*
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* TODO: is it better to declare this outside the loop or keep it local
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* so the compiler can see there is no dependency between iterations? */
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ShaderDataTinyStorage shadow_sd_storage;
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ccl_private ShaderData *shadow_sd = AS_SHADER_DATA(&shadow_sd_storage);
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/* Setup shader data at surface. */
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Intersection isect ccl_optional_struct_init;
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integrator_state_read_shadow_isect(state, &isect, hit);
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Ray ray ccl_optional_struct_init;
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integrator_state_read_shadow_ray(kg, state, &ray);
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shader_setup_from_ray(kg, shadow_sd, &ray, &isect);
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/* Evaluate shader. */
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if (!(shadow_sd->flag & SD_HAS_ONLY_VOLUME)) {
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shader_eval_surface<KERNEL_FEATURE_NODE_MASK_SURFACE_SHADOW>(
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kg, state, shadow_sd, NULL, PATH_RAY_SHADOW);
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}
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# ifdef __VOLUME__
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/* Exit/enter volume. */
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shadow_volume_stack_enter_exit(kg, state, shadow_sd);
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# endif
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/* Compute transparency from closures. */
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return shader_bsdf_transparency(kg, shadow_sd);
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}
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# ifdef __VOLUME__
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ccl_device_inline void integrate_transparent_volume_shadow(KernelGlobals kg,
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IntegratorShadowState state,
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const int hit,
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const int num_recorded_hits,
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ccl_private float3 *ccl_restrict
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throughput)
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{
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PROFILING_INIT(kg, PROFILING_SHADE_SHADOW_VOLUME);
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/* TODO: deduplicate with surface, or does it not matter for memory usage? */
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ShaderDataTinyStorage shadow_sd_storage;
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ccl_private ShaderData *shadow_sd = AS_SHADER_DATA(&shadow_sd_storage);
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/* Setup shader data. */
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Ray ray ccl_optional_struct_init;
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integrator_state_read_shadow_ray(kg, state, &ray);
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ray.self.object = OBJECT_NONE;
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ray.self.prim = PRIM_NONE;
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ray.self.light_object = OBJECT_NONE;
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ray.self.light_prim = PRIM_NONE;
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/* Modify ray position and length to match current segment. */
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const float start_t = (hit == 0) ? 0.0f :
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INTEGRATOR_STATE_ARRAY(state, shadow_isect, hit - 1, t);
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const float end_t = (hit < num_recorded_hits) ?
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INTEGRATOR_STATE_ARRAY(state, shadow_isect, hit, t) :
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ray.t;
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ray.P += start_t * ray.D;
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ray.t = end_t - start_t;
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shader_setup_from_volume(kg, shadow_sd, &ray);
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VOLUME_READ_LAMBDA(integrator_state_read_shadow_volume_stack(state, i));
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const float step_size = volume_stack_step_size(kg, volume_read_lambda_pass);
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volume_shadow_heterogeneous(kg, state, &ray, shadow_sd, throughput, step_size);
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}
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# endif
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ccl_device_inline bool integrate_transparent_shadow(KernelGlobals kg,
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IntegratorShadowState state,
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const uint num_hits)
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{
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/* Accumulate shadow for transparent surfaces. */
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const uint num_recorded_hits = min(num_hits, INTEGRATOR_SHADOW_ISECT_SIZE);
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for (uint hit = 0; hit < num_recorded_hits + 1; hit++) {
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/* Volume shaders. */
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if (hit < num_recorded_hits || !shadow_intersections_has_remaining(num_hits)) {
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# ifdef __VOLUME__
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if (!integrator_state_shadow_volume_stack_is_empty(kg, state)) {
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float3 throughput = INTEGRATOR_STATE(state, shadow_path, throughput);
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integrate_transparent_volume_shadow(kg, state, hit, num_recorded_hits, &throughput);
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if (is_zero(throughput)) {
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return true;
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}
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INTEGRATOR_STATE_WRITE(state, shadow_path, throughput) = throughput;
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}
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# endif
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}
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/* Surface shaders. */
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if (hit < num_recorded_hits) {
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const float3 shadow = integrate_transparent_surface_shadow(kg, state, hit);
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const float3 throughput = INTEGRATOR_STATE(state, shadow_path, throughput) * shadow;
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if (is_zero(throughput)) {
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return true;
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}
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INTEGRATOR_STATE_WRITE(state, shadow_path, throughput) = throughput;
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INTEGRATOR_STATE_WRITE(state, shadow_path, transparent_bounce) += 1;
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INTEGRATOR_STATE_WRITE(state, shadow_path, rng_offset) += PRNG_BOUNCE_NUM;
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}
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/* Note we do not need to check max_transparent_bounce here, the number
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* of intersections is already limited and made opaque in the
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* INTERSECT_SHADOW kernel. */
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}
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if (shadow_intersections_has_remaining(num_hits)) {
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/* There are more hits that we could not recorded due to memory usage,
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* adjust ray to intersect again from the last hit. */
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const float last_hit_t = INTEGRATOR_STATE_ARRAY(state, shadow_isect, num_recorded_hits - 1, t);
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const float3 ray_P = INTEGRATOR_STATE(state, shadow_ray, P);
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const float3 ray_D = INTEGRATOR_STATE(state, shadow_ray, D);
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INTEGRATOR_STATE_WRITE(state, shadow_ray, P) = ray_P + last_hit_t * ray_D;
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INTEGRATOR_STATE_WRITE(state, shadow_ray, t) -= last_hit_t;
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}
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return false;
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}
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#endif /* __TRANSPARENT_SHADOWS__ */
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ccl_device void integrator_shade_shadow(KernelGlobals kg,
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IntegratorShadowState state,
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ccl_global float *ccl_restrict render_buffer)
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{
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PROFILING_INIT(kg, PROFILING_SHADE_SHADOW_SETUP);
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const uint num_hits = INTEGRATOR_STATE(state, shadow_path, num_hits);
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#ifdef __TRANSPARENT_SHADOWS__
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/* Evaluate transparent shadows. */
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const bool opaque = integrate_transparent_shadow(kg, state, num_hits);
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if (opaque) {
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INTEGRATOR_SHADOW_PATH_TERMINATE(DEVICE_KERNEL_INTEGRATOR_SHADE_SHADOW);
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return;
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}
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#endif
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if (shadow_intersections_has_remaining(num_hits)) {
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/* More intersections to find, continue shadow ray. */
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INTEGRATOR_SHADOW_PATH_NEXT(DEVICE_KERNEL_INTEGRATOR_SHADE_SHADOW,
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DEVICE_KERNEL_INTEGRATOR_INTERSECT_SHADOW);
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return;
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}
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else {
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kernel_accum_light(kg, state, render_buffer);
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INTEGRATOR_SHADOW_PATH_TERMINATE(DEVICE_KERNEL_INTEGRATOR_SHADE_SHADOW);
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return;
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}
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}
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CCL_NAMESPACE_END
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