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
232 lines
8.3 KiB
C
232 lines
8.3 KiB
C
/* SPDX-License-Identifier: Apache-2.0
|
|
* Copyright 2011-2022 Blender Foundation */
|
|
|
|
#pragma once
|
|
|
|
#include "kernel/bvh/bvh.h"
|
|
#include "kernel/geom/geom.h"
|
|
#include "kernel/integrator/shader_eval.h"
|
|
#include "kernel/integrator/volume_stack.h"
|
|
|
|
CCL_NAMESPACE_BEGIN
|
|
|
|
ccl_device void integrator_volume_stack_update_for_subsurface(KernelGlobals kg,
|
|
IntegratorState state,
|
|
const float3 from_P,
|
|
const float3 to_P)
|
|
{
|
|
PROFILING_INIT(kg, PROFILING_INTERSECT_VOLUME_STACK);
|
|
|
|
ShaderDataTinyStorage stack_sd_storage;
|
|
ccl_private ShaderData *stack_sd = AS_SHADER_DATA(&stack_sd_storage);
|
|
|
|
kernel_assert(kernel_data.integrator.use_volumes);
|
|
|
|
Ray volume_ray ccl_optional_struct_init;
|
|
volume_ray.P = from_P;
|
|
volume_ray.D = normalize_len(to_P - from_P, &volume_ray.tmax);
|
|
volume_ray.tmin = 0.0f;
|
|
volume_ray.self.object = INTEGRATOR_STATE(state, isect, object);
|
|
volume_ray.self.prim = INTEGRATOR_STATE(state, isect, prim);
|
|
volume_ray.self.light_object = OBJECT_NONE;
|
|
volume_ray.self.light_prim = PRIM_NONE;
|
|
/* Store to avoid global fetches on every intersection step. */
|
|
const uint volume_stack_size = kernel_data.volume_stack_size;
|
|
|
|
const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
|
|
const uint32_t visibility = SHADOW_CATCHER_PATH_VISIBILITY(path_flag, PATH_RAY_ALL_VISIBILITY);
|
|
|
|
#ifdef __VOLUME_RECORD_ALL__
|
|
Intersection hits[2 * MAX_VOLUME_STACK_SIZE + 1];
|
|
uint num_hits = scene_intersect_volume_all(
|
|
kg, &volume_ray, hits, 2 * volume_stack_size, visibility);
|
|
if (num_hits > 0) {
|
|
Intersection *isect = hits;
|
|
|
|
qsort(hits, num_hits, sizeof(Intersection), intersections_compare);
|
|
|
|
for (uint hit = 0; hit < num_hits; ++hit, ++isect) {
|
|
shader_setup_from_ray(kg, stack_sd, &volume_ray, isect);
|
|
volume_stack_enter_exit(kg, state, stack_sd);
|
|
}
|
|
}
|
|
#else
|
|
Intersection isect;
|
|
int step = 0;
|
|
while (step < 2 * volume_stack_size &&
|
|
scene_intersect_volume(kg, &volume_ray, &isect, visibility)) {
|
|
shader_setup_from_ray(kg, stack_sd, &volume_ray, &isect);
|
|
volume_stack_enter_exit(kg, state, stack_sd);
|
|
|
|
/* Move ray forward. */
|
|
volume_ray.tmin = intersection_t_offset(isect.t);
|
|
volume_ray.self.object = isect.object;
|
|
volume_ray.self.prim = isect.prim;
|
|
++step;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
ccl_device void integrator_volume_stack_init(KernelGlobals kg, IntegratorState state)
|
|
{
|
|
PROFILING_INIT(kg, PROFILING_INTERSECT_VOLUME_STACK);
|
|
|
|
ShaderDataTinyStorage stack_sd_storage;
|
|
ccl_private ShaderData *stack_sd = AS_SHADER_DATA(&stack_sd_storage);
|
|
|
|
Ray volume_ray ccl_optional_struct_init;
|
|
integrator_state_read_ray(kg, state, &volume_ray);
|
|
|
|
/* Trace ray in random direction. Any direction works, Z up is a guess to get the
|
|
* fewest hits. */
|
|
volume_ray.D = make_float3(0.0f, 0.0f, 1.0f);
|
|
volume_ray.tmin = 0.0f;
|
|
volume_ray.tmax = FLT_MAX;
|
|
volume_ray.self.object = OBJECT_NONE;
|
|
volume_ray.self.prim = PRIM_NONE;
|
|
volume_ray.self.light_object = OBJECT_NONE;
|
|
volume_ray.self.light_prim = PRIM_NONE;
|
|
|
|
int stack_index = 0, enclosed_index = 0;
|
|
|
|
const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
|
|
const uint32_t visibility = SHADOW_CATCHER_PATH_VISIBILITY(path_flag, PATH_RAY_CAMERA);
|
|
|
|
/* Initialize volume stack with background volume For shadow catcher the
|
|
* background volume is always assumed to be CG. */
|
|
if (kernel_data.background.volume_shader != SHADER_NONE) {
|
|
if (!(path_flag & PATH_RAY_SHADOW_CATCHER_PASS)) {
|
|
INTEGRATOR_STATE_ARRAY_WRITE(state, volume_stack, stack_index, object) = OBJECT_NONE;
|
|
INTEGRATOR_STATE_ARRAY_WRITE(
|
|
state, volume_stack, stack_index, shader) = kernel_data.background.volume_shader;
|
|
stack_index++;
|
|
}
|
|
}
|
|
|
|
/* Store to avoid global fetches on every intersection step. */
|
|
const uint volume_stack_size = kernel_data.volume_stack_size;
|
|
|
|
#ifdef __VOLUME_RECORD_ALL__
|
|
Intersection hits[2 * MAX_VOLUME_STACK_SIZE + 1];
|
|
uint num_hits = scene_intersect_volume_all(
|
|
kg, &volume_ray, hits, 2 * volume_stack_size, visibility);
|
|
if (num_hits > 0) {
|
|
int enclosed_volumes[MAX_VOLUME_STACK_SIZE];
|
|
Intersection *isect = hits;
|
|
|
|
qsort(hits, num_hits, sizeof(Intersection), intersections_compare);
|
|
|
|
for (uint hit = 0; hit < num_hits; ++hit, ++isect) {
|
|
shader_setup_from_ray(kg, stack_sd, &volume_ray, isect);
|
|
if (stack_sd->flag & SD_BACKFACING) {
|
|
bool need_add = true;
|
|
for (int i = 0; i < enclosed_index && need_add; ++i) {
|
|
/* If ray exited the volume and never entered to that volume
|
|
* it means that camera is inside such a volume.
|
|
*/
|
|
if (enclosed_volumes[i] == stack_sd->object) {
|
|
need_add = false;
|
|
}
|
|
}
|
|
for (int i = 0; i < stack_index && need_add; ++i) {
|
|
/* Don't add intersections twice. */
|
|
VolumeStack entry = integrator_state_read_volume_stack(state, i);
|
|
if (entry.object == stack_sd->object) {
|
|
need_add = false;
|
|
break;
|
|
}
|
|
}
|
|
if (need_add && stack_index < volume_stack_size - 1) {
|
|
const VolumeStack new_entry = {stack_sd->object, stack_sd->shader};
|
|
integrator_state_write_volume_stack(state, stack_index, new_entry);
|
|
++stack_index;
|
|
}
|
|
}
|
|
else {
|
|
/* If ray from camera enters the volume, this volume shouldn't
|
|
* be added to the stack on exit.
|
|
*/
|
|
enclosed_volumes[enclosed_index++] = stack_sd->object;
|
|
}
|
|
}
|
|
}
|
|
#else
|
|
/* CUDA does not support definition of a variable size arrays, so use the maximum possible. */
|
|
int enclosed_volumes[MAX_VOLUME_STACK_SIZE];
|
|
int step = 0;
|
|
|
|
while (stack_index < volume_stack_size - 1 && enclosed_index < MAX_VOLUME_STACK_SIZE - 1 &&
|
|
step < 2 * volume_stack_size) {
|
|
Intersection isect;
|
|
if (!scene_intersect_volume(kg, &volume_ray, &isect, visibility)) {
|
|
break;
|
|
}
|
|
|
|
shader_setup_from_ray(kg, stack_sd, &volume_ray, &isect);
|
|
if (stack_sd->flag & SD_BACKFACING) {
|
|
/* If ray exited the volume and never entered to that volume
|
|
* it means that camera is inside such a volume.
|
|
*/
|
|
bool need_add = true;
|
|
for (int i = 0; i < enclosed_index && need_add; ++i) {
|
|
/* If ray exited the volume and never entered to that volume
|
|
* it means that camera is inside such a volume.
|
|
*/
|
|
if (enclosed_volumes[i] == stack_sd->object) {
|
|
need_add = false;
|
|
}
|
|
}
|
|
for (int i = 0; i < stack_index && need_add; ++i) {
|
|
/* Don't add intersections twice. */
|
|
VolumeStack entry = integrator_state_read_volume_stack(state, i);
|
|
if (entry.object == stack_sd->object) {
|
|
need_add = false;
|
|
break;
|
|
}
|
|
}
|
|
if (need_add) {
|
|
const VolumeStack new_entry = {stack_sd->object, stack_sd->shader};
|
|
integrator_state_write_volume_stack(state, stack_index, new_entry);
|
|
++stack_index;
|
|
}
|
|
}
|
|
else {
|
|
/* If ray from camera enters the volume, this volume shouldn't
|
|
* be added to the stack on exit.
|
|
*/
|
|
enclosed_volumes[enclosed_index++] = stack_sd->object;
|
|
}
|
|
|
|
/* Move ray forward. */
|
|
volume_ray.tmin = intersection_t_offset(isect.t);
|
|
volume_ray.self.object = isect.object;
|
|
volume_ray.self.prim = isect.prim;
|
|
++step;
|
|
}
|
|
#endif
|
|
|
|
/* Write terminator. */
|
|
const VolumeStack new_entry = {OBJECT_NONE, SHADER_NONE};
|
|
integrator_state_write_volume_stack(state, stack_index, new_entry);
|
|
}
|
|
|
|
ccl_device void integrator_intersect_volume_stack(KernelGlobals kg, IntegratorState state)
|
|
{
|
|
integrator_volume_stack_init(kg, state);
|
|
|
|
if (INTEGRATOR_STATE(state, path, flag) & PATH_RAY_SHADOW_CATCHER_PASS) {
|
|
/* Volume stack re-init for shadow catcher, continue with shading of hit. */
|
|
integrator_intersect_next_kernel_after_shadow_catcher_volume<
|
|
DEVICE_KERNEL_INTEGRATOR_INTERSECT_VOLUME_STACK>(kg, state);
|
|
}
|
|
else {
|
|
/* Volume stack init for camera rays, continue with intersection of camera ray. */
|
|
integrator_path_next(kg,
|
|
state,
|
|
DEVICE_KERNEL_INTEGRATOR_INTERSECT_VOLUME_STACK,
|
|
DEVICE_KERNEL_INTEGRATOR_INTERSECT_CLOSEST);
|
|
}
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|