Files
test/intern/cycles/kernel/light/sample.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

317 lines
10 KiB
C

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#pragma once
#include "kernel/integrator/path_state.h"
#include "kernel/integrator/shader_eval.h"
#include "kernel/light/light.h"
#include "kernel/sample/mapping.h"
#include "kernel/sample/mis.h"
CCL_NAMESPACE_BEGIN
/* Evaluate shader on light. */
ccl_device_noinline_cpu float3
light_sample_shader_eval(KernelGlobals kg,
IntegratorState state,
ccl_private ShaderData *ccl_restrict emission_sd,
ccl_private LightSample *ccl_restrict ls,
float time)
{
/* setup shading at emitter */
float3 eval = zero_float3();
if (shader_constant_emission_eval(kg, ls->shader, &eval)) {
if ((ls->prim != PRIM_NONE) && dot(ls->Ng, ls->D) > 0.0f) {
ls->Ng = -ls->Ng;
}
}
else {
/* Setup shader data and call shader_eval_surface once, better
* for GPU coherence and compile times. */
PROFILING_INIT_FOR_SHADER(kg, PROFILING_SHADE_LIGHT_SETUP);
#ifdef __BACKGROUND_MIS__
if (ls->type == LIGHT_BACKGROUND) {
shader_setup_from_background(kg, emission_sd, ls->P, ls->D, time);
}
else
#endif
{
shader_setup_from_sample(kg,
emission_sd,
ls->P,
ls->Ng,
-ls->D,
ls->shader,
ls->object,
ls->prim,
ls->u,
ls->v,
ls->t,
time,
false,
ls->lamp);
ls->Ng = emission_sd->Ng;
}
PROFILING_SHADER(emission_sd->object, emission_sd->shader);
PROFILING_EVENT(PROFILING_SHADE_LIGHT_EVAL);
/* No proper path flag, we're evaluating this for all closures. that's
* weak but we'd have to do multiple evaluations otherwise. */
shader_eval_surface<KERNEL_FEATURE_NODE_MASK_SURFACE_LIGHT>(
kg, state, emission_sd, NULL, PATH_RAY_EMISSION);
/* Evaluate closures. */
#ifdef __BACKGROUND_MIS__
if (ls->type == LIGHT_BACKGROUND) {
eval = shader_background_eval(emission_sd);
}
else
#endif
{
eval = shader_emissive_eval(emission_sd);
}
}
eval *= ls->eval_fac;
if (ls->lamp != LAMP_NONE) {
ccl_global const KernelLight *klight = &kernel_data_fetch(lights, ls->lamp);
eval *= make_float3(klight->strength[0], klight->strength[1], klight->strength[2]);
}
return eval;
}
/* Test if light sample is from a light or emission from geometry. */
ccl_device_inline bool light_sample_is_light(ccl_private const LightSample *ccl_restrict ls)
{
/* return if it's a lamp for shadow pass */
return (ls->prim == PRIM_NONE && ls->type != LIGHT_BACKGROUND);
}
/* Early path termination of shadow rays. */
ccl_device_inline bool light_sample_terminate(KernelGlobals kg,
ccl_private const LightSample *ccl_restrict ls,
ccl_private BsdfEval *ccl_restrict eval,
const float rand_terminate)
{
if (bsdf_eval_is_zero(eval)) {
return true;
}
if (kernel_data.integrator.light_inv_rr_threshold > 0.0f) {
float probability = reduce_max(fabs(bsdf_eval_sum(eval))) *
kernel_data.integrator.light_inv_rr_threshold;
if (probability < 1.0f) {
if (rand_terminate >= probability) {
return true;
}
bsdf_eval_mul(eval, 1.0f / probability);
}
}
return false;
}
/* This function should be used to compute a modified ray start position for
* rays leaving from a surface. The algorithm slightly distorts flat surface
* of a triangle. Surface is lifted by amount h along normal n in the incident
* point. */
ccl_device_inline float3 shadow_ray_smooth_surface_offset(
KernelGlobals kg, ccl_private const ShaderData *ccl_restrict sd, float3 Ng)
{
float3 V[3], N[3];
if (sd->type == PRIMITIVE_MOTION_TRIANGLE) {
motion_triangle_vertices_and_normals(kg, sd->object, sd->prim, sd->time, V, N);
}
else {
kernel_assert(sd->type == PRIMITIVE_TRIANGLE);
triangle_vertices_and_normals(kg, sd->prim, V, N);
}
const float u = sd->u, v = sd->v;
const float w = 1 - u - v;
float3 P = V[0] * u + V[1] * v + V[2] * w; /* Local space */
float3 n = N[0] * u + N[1] * v + N[2] * w; /* We get away without normalization */
if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
object_dir_transform(kg, sd, &n); /* Normal x scale, to world space */
}
/* Parabolic approximation */
float a = dot(N[2] - N[0], V[0] - V[2]);
float b = dot(N[2] - N[1], V[1] - V[2]);
float c = dot(N[1] - N[0], V[1] - V[0]);
float h = a * u * (u - 1) + (a + b + c) * u * v + b * v * (v - 1);
/* Check flipped normals */
if (dot(n, Ng) > 0) {
/* Local linear envelope */
float h0 = max(max(dot(V[1] - V[0], N[0]), dot(V[2] - V[0], N[0])), 0.0f);
float h1 = max(max(dot(V[0] - V[1], N[1]), dot(V[2] - V[1], N[1])), 0.0f);
float h2 = max(max(dot(V[0] - V[2], N[2]), dot(V[1] - V[2], N[2])), 0.0f);
h0 = max(dot(V[0] - P, N[0]) + h0, 0.0f);
h1 = max(dot(V[1] - P, N[1]) + h1, 0.0f);
h2 = max(dot(V[2] - P, N[2]) + h2, 0.0f);
h = max(min(min(h0, h1), h2), h * 0.5f);
}
else {
float h0 = max(max(dot(V[0] - V[1], N[0]), dot(V[0] - V[2], N[0])), 0.0f);
float h1 = max(max(dot(V[1] - V[0], N[1]), dot(V[1] - V[2], N[1])), 0.0f);
float h2 = max(max(dot(V[2] - V[0], N[2]), dot(V[2] - V[1], N[2])), 0.0f);
h0 = max(dot(P - V[0], N[0]) + h0, 0.0f);
h1 = max(dot(P - V[1], N[1]) + h1, 0.0f);
h2 = max(dot(P - V[2], N[2]) + h2, 0.0f);
h = min(-min(min(h0, h1), h2), h * 0.5f);
}
return n * h;
}
/* Ray offset to avoid shadow terminator artifact. */
ccl_device_inline float3 shadow_ray_offset(KernelGlobals kg,
ccl_private const ShaderData *ccl_restrict sd,
float3 L,
ccl_private bool *r_skip_self)
{
float3 P = sd->P;
if ((sd->type & PRIMITIVE_TRIANGLE) && (sd->shader & SHADER_SMOOTH_NORMAL)) {
const float offset_cutoff =
kernel_data_fetch(objects, sd->object).shadow_terminator_geometry_offset;
/* Do ray offset (heavy stuff) only for close to be terminated triangles:
* offset_cutoff = 0.1f means that 10-20% of rays will be affected. Also
* make a smooth transition near the threshold. */
if (offset_cutoff > 0.0f) {
float NL = dot(sd->N, L);
const bool transmit = (NL < 0.0f);
if (NL < 0) {
NL = -NL;
}
const float3 Ng = (transmit ? -sd->Ng : sd->Ng);
const float NgL = dot(Ng, L);
const float offset_amount = (NL < offset_cutoff) ?
clamp(2.0f - (NgL + NL) / offset_cutoff, 0.0f, 1.0f) :
clamp(1.0f - NgL / offset_cutoff, 0.0f, 1.0f);
if (offset_amount > 0.0f) {
P += shadow_ray_smooth_surface_offset(kg, sd, Ng) * offset_amount;
/* Only skip self intersections if light direction and geometric normal point in the same
* direction, otherwise we're meant to hit this surface. */
*r_skip_self = (NgL > 0.0f);
}
}
}
return P;
}
ccl_device_inline void shadow_ray_setup(ccl_private const ShaderData *ccl_restrict sd,
ccl_private const LightSample *ccl_restrict ls,
const float3 P,
ccl_private Ray *ray,
const bool skip_self)
{
if (ls->shader & SHADER_CAST_SHADOW) {
/* setup ray */
ray->P = P;
ray->tmin = 0.0f;
if (ls->t == FLT_MAX) {
/* distant light */
ray->D = ls->D;
ray->tmax = ls->t;
}
else {
/* other lights, avoid self-intersection */
ray->D = ls->P - P;
ray->D = normalize_len(ray->D, &ray->tmax);
}
}
else {
/* signal to not cast shadow ray */
ray->P = zero_float3();
ray->D = zero_float3();
ray->tmax = 0.0f;
}
ray->dP = differential_make_compact(sd->dP);
ray->dD = differential_zero_compact();
ray->time = sd->time;
/* Fill in intersection surface and light details. */
ray->self.object = (skip_self) ? sd->object : OBJECT_NONE;
ray->self.prim = (skip_self) ? sd->prim : PRIM_NONE;
ray->self.light_object = ls->object;
ray->self.light_prim = ls->prim;
}
/* Create shadow ray towards light sample. */
ccl_device_inline void light_sample_to_surface_shadow_ray(
KernelGlobals kg,
ccl_private const ShaderData *ccl_restrict sd,
ccl_private const LightSample *ccl_restrict ls,
ccl_private Ray *ray)
{
bool skip_self = true;
const float3 P = shadow_ray_offset(kg, sd, ls->D, &skip_self);
shadow_ray_setup(sd, ls, P, ray, skip_self);
}
/* Create shadow ray towards light sample. */
ccl_device_inline void light_sample_to_volume_shadow_ray(
KernelGlobals kg,
ccl_private const ShaderData *ccl_restrict sd,
ccl_private const LightSample *ccl_restrict ls,
const float3 P,
ccl_private Ray *ray)
{
shadow_ray_setup(sd, ls, P, ray, false);
}
ccl_device_inline float light_sample_mis_weight_forward(KernelGlobals kg,
const float forward_pdf,
const float nee_pdf)
{
#ifdef WITH_CYCLES_DEBUG
if (kernel_data.integrator.direct_light_sampling_type == DIRECT_LIGHT_SAMPLING_FORWARD) {
return 1.0f;
}
else if (kernel_data.integrator.direct_light_sampling_type == DIRECT_LIGHT_SAMPLING_NEE) {
return 0.0f;
}
else
#endif
return power_heuristic(forward_pdf, nee_pdf);
}
ccl_device_inline float light_sample_mis_weight_nee(KernelGlobals kg,
const float nee_pdf,
const float forward_pdf)
{
#ifdef WITH_CYCLES_DEBUG
if (kernel_data.integrator.direct_light_sampling_type == DIRECT_LIGHT_SAMPLING_FORWARD) {
return 0.0f;
}
else if (kernel_data.integrator.direct_light_sampling_type == DIRECT_LIGHT_SAMPLING_NEE) {
return 1.0f;
}
else
#endif
return power_heuristic(nee_pdf, forward_pdf);
}
CCL_NAMESPACE_END