518 lines
18 KiB
C++
518 lines
18 KiB
C++
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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/* Volume shader evaluation and sampling. */
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#pragma once
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#include "kernel/closure/alloc.h"
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#include "kernel/closure/bsdf.h"
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#include "kernel/closure/bsdf_util.h"
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#include "kernel/closure/emissive.h"
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#ifdef __SVM__
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# include "kernel/svm/svm.h"
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#endif
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#ifdef __OSL__
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# include "kernel/osl/osl.h"
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#endif
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CCL_NAMESPACE_BEGIN
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#ifdef __VOLUME__
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/* Merging */
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ccl_device_inline void volume_shader_merge_closures(ccl_private ShaderData *sd)
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{
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/* Merge identical closures to save closure space with stacked volumes. */
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for (int i = 0; i < sd->num_closure; i++) {
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ccl_private ShaderClosure *sci = &sd->closure[i];
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if (sci->type != CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID) {
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continue;
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}
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for (int j = i + 1; j < sd->num_closure; j++) {
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ccl_private ShaderClosure *scj = &sd->closure[j];
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if (sci->type != scj->type) {
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continue;
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}
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ccl_private const HenyeyGreensteinVolume *hgi = (ccl_private const HenyeyGreensteinVolume *)
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sci;
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ccl_private const HenyeyGreensteinVolume *hgj = (ccl_private const HenyeyGreensteinVolume *)
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scj;
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if (!(hgi->g == hgj->g)) {
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continue;
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}
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sci->weight += scj->weight;
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sci->sample_weight += scj->sample_weight;
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int size = sd->num_closure - (j + 1);
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if (size > 0) {
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for (int k = 0; k < size; k++) {
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scj[k] = scj[k + 1];
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}
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}
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sd->num_closure--;
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kernel_assert(sd->num_closure >= 0);
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j--;
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}
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}
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}
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ccl_device_inline void volume_shader_copy_phases(ccl_private ShaderVolumePhases *ccl_restrict
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phases,
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ccl_private const ShaderData *ccl_restrict sd)
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{
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phases->num_closure = 0;
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for (int i = 0; i < sd->num_closure; i++) {
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ccl_private const ShaderClosure *from_sc = &sd->closure[i];
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ccl_private const HenyeyGreensteinVolume *from_hg =
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(ccl_private const HenyeyGreensteinVolume *)from_sc;
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if (from_sc->type == CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID) {
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ccl_private ShaderVolumeClosure *to_sc = &phases->closure[phases->num_closure];
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to_sc->weight = from_sc->weight;
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to_sc->sample_weight = from_sc->sample_weight;
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to_sc->g = from_hg->g;
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phases->num_closure++;
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if (phases->num_closure >= MAX_VOLUME_CLOSURE) {
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break;
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}
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}
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}
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}
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/* Guiding */
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# ifdef __PATH_GUIDING__
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ccl_device_inline void volume_shader_prepare_guiding(KernelGlobals kg,
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IntegratorState state,
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ccl_private ShaderData *sd,
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float rand_phase_guiding,
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const float3 P,
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const float3 D,
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ccl_private ShaderVolumePhases *phases)
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{
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/* Have any phase functions to guide? */
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const int num_phases = phases->num_closure;
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if (!kernel_data.integrator.use_volume_guiding || num_phases == 0) {
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state->guiding.use_volume_guiding = false;
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return;
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}
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const float volume_guiding_probability = kernel_data.integrator.volume_guiding_probability;
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/* If we have more than one phase function we select one random based on its
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* sample weight to calculate the product distribution for guiding. */
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int phase_id = 0;
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float phase_weight = 1.0f;
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if (num_phases > 1) {
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/* Pick a phase closure based on sample weights. */
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float sum = 0.0f;
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for (phase_id = 0; phase_id < num_phases; phase_id++) {
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ccl_private const ShaderVolumeClosure *svc = &phases->closure[phase_id];
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sum += svc->sample_weight;
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}
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float r = rand_phase_guiding * sum;
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float partial_sum = 0.0f;
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for (phase_id = 0; phase_id < num_phases; phase_id++) {
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ccl_private const ShaderVolumeClosure *svc = &phases->closure[phase_id];
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float next_sum = partial_sum + svc->sample_weight;
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if (r <= next_sum) {
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/* Rescale to reuse. */
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rand_phase_guiding = (r - partial_sum) / svc->sample_weight;
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phase_weight = svc->sample_weight / sum;
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break;
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}
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partial_sum = next_sum;
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}
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/* Adjust the sample weight of the component used for guiding. */
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phases->closure[phase_id].sample_weight *= volume_guiding_probability;
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}
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/* Init guiding for selected phase function. */
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ccl_private const ShaderVolumeClosure *svc = &phases->closure[phase_id];
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if (!guiding_phase_init(kg, state, P, D, svc->g, rand_phase_guiding)) {
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state->guiding.use_volume_guiding = false;
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return;
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}
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state->guiding.use_volume_guiding = true;
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state->guiding.sample_volume_guiding_rand = rand_phase_guiding;
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state->guiding.volume_guiding_sampling_prob = volume_guiding_probability * phase_weight;
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kernel_assert(state->guiding.volume_guiding_sampling_prob > 0.0f &&
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state->guiding.volume_guiding_sampling_prob <= 1.0f);
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}
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# endif
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/* Phase Evaluation & Sampling */
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/* Randomly sample a volume phase function proportional to ShaderClosure.sample_weight. */
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ccl_device_inline ccl_private const ShaderVolumeClosure *volume_shader_phase_pick(
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ccl_private const ShaderVolumePhases *phases, ccl_private float2 *rand_phase)
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{
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int sampled = 0;
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if (phases->num_closure > 1) {
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/* pick a phase closure based on sample weights */
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float sum = 0.0f;
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for (int i = 0; i < phases->num_closure; i++) {
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ccl_private const ShaderVolumeClosure *svc = &phases->closure[sampled];
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sum += svc->sample_weight;
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}
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float r = (*rand_phase).x * sum;
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float partial_sum = 0.0f;
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for (int i = 0; i < phases->num_closure; i++) {
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ccl_private const ShaderVolumeClosure *svc = &phases->closure[i];
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float next_sum = partial_sum + svc->sample_weight;
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if (r <= next_sum) {
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/* Rescale to reuse for volume phase direction sample. */
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sampled = i;
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(*rand_phase).x = (r - partial_sum) / svc->sample_weight;
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break;
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}
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partial_sum = next_sum;
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}
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}
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/* todo: this isn't quite correct, we don't weight anisotropy properly
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* depending on color channels, even if this is perhaps not a common case */
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return &phases->closure[sampled];
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}
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ccl_device_inline float _volume_shader_phase_eval_mis(ccl_private const ShaderData *sd,
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ccl_private const ShaderVolumePhases *phases,
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const float3 wo,
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int skip_phase,
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ccl_private BsdfEval *result_eval,
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float sum_pdf,
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float sum_sample_weight)
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{
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for (int i = 0; i < phases->num_closure; i++) {
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if (i == skip_phase)
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continue;
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ccl_private const ShaderVolumeClosure *svc = &phases->closure[i];
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float phase_pdf = 0.0f;
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Spectrum eval = volume_phase_eval(sd, svc, wo, &phase_pdf);
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if (phase_pdf != 0.0f) {
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bsdf_eval_accum(result_eval, eval);
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sum_pdf += phase_pdf * svc->sample_weight;
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}
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sum_sample_weight += svc->sample_weight;
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}
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return (sum_sample_weight > 0.0f) ? sum_pdf / sum_sample_weight : 0.0f;
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}
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ccl_device float volume_shader_phase_eval(KernelGlobals kg,
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ccl_private const ShaderData *sd,
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ccl_private const ShaderVolumeClosure *svc,
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const float3 wo,
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ccl_private BsdfEval *phase_eval)
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{
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float phase_pdf = 0.0f;
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Spectrum eval = volume_phase_eval(sd, svc, wo, &phase_pdf);
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if (phase_pdf != 0.0f) {
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bsdf_eval_accum(phase_eval, eval);
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}
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return phase_pdf;
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}
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ccl_device float volume_shader_phase_eval(KernelGlobals kg,
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IntegratorState state,
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ccl_private const ShaderData *sd,
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ccl_private const ShaderVolumePhases *phases,
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const float3 wo,
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ccl_private BsdfEval *phase_eval)
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{
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bsdf_eval_init(phase_eval, zero_spectrum());
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float pdf = _volume_shader_phase_eval_mis(sd, phases, wo, -1, phase_eval, 0.0f, 0.0f);
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# if defined(__PATH_GUIDING__) && PATH_GUIDING_LEVEL >= 4
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if (state->guiding.use_volume_guiding) {
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const float guiding_sampling_prob = state->guiding.volume_guiding_sampling_prob;
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const float guide_pdf = guiding_phase_pdf(kg, state, wo);
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pdf = (guiding_sampling_prob * guide_pdf) + (1.0f - guiding_sampling_prob) * pdf;
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}
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# endif
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return pdf;
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}
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# ifdef __PATH_GUIDING__
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ccl_device int volume_shader_phase_guided_sample(KernelGlobals kg,
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IntegratorState state,
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ccl_private const ShaderData *sd,
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ccl_private const ShaderVolumeClosure *svc,
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const float2 rand_phase,
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ccl_private BsdfEval *phase_eval,
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ccl_private float3 *wo,
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ccl_private float *phase_pdf,
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ccl_private float *unguided_phase_pdf,
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ccl_private float *sampled_roughness)
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{
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const bool use_volume_guiding = state->guiding.use_volume_guiding;
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const float guiding_sampling_prob = state->guiding.volume_guiding_sampling_prob;
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/* Decide between sampling guiding distribution and phase. */
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float rand_phase_guiding = state->guiding.sample_volume_guiding_rand;
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bool sample_guiding = false;
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if (use_volume_guiding && rand_phase_guiding < guiding_sampling_prob) {
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sample_guiding = true;
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rand_phase_guiding /= guiding_sampling_prob;
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}
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else {
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rand_phase_guiding -= guiding_sampling_prob;
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rand_phase_guiding /= (1.0f - guiding_sampling_prob);
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}
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/* Initialize to zero. */
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int label = LABEL_NONE;
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Spectrum eval = zero_spectrum();
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*unguided_phase_pdf = 0.0f;
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float guide_pdf = 0.0f;
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*sampled_roughness = 1.0f - fabsf(svc->g);
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bsdf_eval_init(phase_eval, zero_spectrum());
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if (sample_guiding) {
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/* Sample guiding distribution. */
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guide_pdf = guiding_phase_sample(kg, state, rand_phase, wo);
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*phase_pdf = 0.0f;
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if (guide_pdf != 0.0f) {
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*unguided_phase_pdf = volume_shader_phase_eval(kg, sd, svc, *wo, phase_eval);
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*phase_pdf = (guiding_sampling_prob * guide_pdf) +
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((1.0f - guiding_sampling_prob) * (*unguided_phase_pdf));
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label = LABEL_VOLUME_SCATTER;
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}
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}
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else {
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/* Sample phase. */
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*phase_pdf = 0.0f;
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label = volume_phase_sample(sd, svc, rand_phase, &eval, wo, unguided_phase_pdf);
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if (*unguided_phase_pdf != 0.0f) {
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bsdf_eval_init(phase_eval, eval);
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*phase_pdf = *unguided_phase_pdf;
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if (use_volume_guiding) {
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guide_pdf = guiding_phase_pdf(kg, state, *wo);
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*phase_pdf *= 1.0f - guiding_sampling_prob;
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*phase_pdf += guiding_sampling_prob * guide_pdf;
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}
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kernel_assert(reduce_min(bsdf_eval_sum(phase_eval)) >= 0.0f);
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}
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else {
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bsdf_eval_init(phase_eval, zero_spectrum());
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}
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kernel_assert(reduce_min(bsdf_eval_sum(phase_eval)) >= 0.0f);
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}
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return label;
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}
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# endif
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ccl_device int volume_shader_phase_sample(KernelGlobals kg,
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ccl_private const ShaderData *sd,
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ccl_private const ShaderVolumePhases *phases,
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ccl_private const ShaderVolumeClosure *svc,
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float2 rand_phase,
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ccl_private BsdfEval *phase_eval,
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ccl_private float3 *wo,
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ccl_private float *pdf,
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ccl_private float *sampled_roughness)
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{
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*sampled_roughness = 1.0f - fabsf(svc->g);
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Spectrum eval = zero_spectrum();
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*pdf = 0.0f;
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int label = volume_phase_sample(sd, svc, rand_phase, &eval, wo, pdf);
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if (*pdf != 0.0f) {
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bsdf_eval_init(phase_eval, eval);
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}
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return label;
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}
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/* Motion Blur */
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# ifdef __OBJECT_MOTION__
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ccl_device_inline void volume_shader_motion_blur(KernelGlobals kg,
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ccl_private ShaderData *ccl_restrict sd)
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{
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if ((sd->object_flag & SD_OBJECT_HAS_VOLUME_MOTION) == 0) {
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return;
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}
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AttributeDescriptor v_desc = find_attribute(kg, sd, ATTR_STD_VOLUME_VELOCITY);
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kernel_assert(v_desc.offset != ATTR_STD_NOT_FOUND);
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const float3 P = sd->P;
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const float velocity_scale = kernel_data_fetch(objects, sd->object).velocity_scale;
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const float time_offset = kernel_data.cam.motion_position == MOTION_POSITION_CENTER ? 0.5f :
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0.0f;
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const float time = kernel_data.cam.motion_position == MOTION_POSITION_END ?
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(1.0f - kernel_data.cam.shuttertime) + sd->time :
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sd->time;
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/* Use a 1st order semi-lagrangian advection scheme to estimate what volume quantity
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* existed, or will exist, at the given time:
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*
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* `phi(x, T) = phi(x - (T - t) * u(x, T), t)`
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*
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* where
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*
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* x : position
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* T : super-sampled time (or ray time)
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* t : current time of the simulation (in rendering we assume this is center frame with
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* relative time = 0)
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* phi : the volume quantity
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* u : the velocity field
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*
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* But first we need to determine the velocity field `u(x, T)`, which we can estimate also
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* using semi-lagrangian advection.
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*
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* `u(x, T) = u(x - (T - t) * u(x, T), t)`
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*
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* This is the typical way to model self-advection in fluid dynamics, however, we do not
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* account for other forces affecting the velocity during simulation (pressure, buoyancy,
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* etc.): this gives a linear interpolation when fluid are mostly "curvy". For better
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* results, a higher order interpolation scheme can be used (at the cost of more lookups),
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* or an interpolation of the velocity fields for the previous and next frames could also
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* be used to estimate `u(x, T)` (which will cost more memory and lookups).
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*
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* References:
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* "Eulerian Motion Blur", Kim and Ko, 2007
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* "Production Volume Rendering", Wreninge et al., 2012
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*/
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/* Find velocity. */
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float3 velocity = primitive_volume_attribute_float3(kg, sd, v_desc);
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object_dir_transform(kg, sd, &velocity);
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/* Find advected P. */
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sd->P = P - (time - time_offset) * velocity_scale * velocity;
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/* Find advected velocity. */
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velocity = primitive_volume_attribute_float3(kg, sd, v_desc);
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object_dir_transform(kg, sd, &velocity);
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/* Find advected P. */
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sd->P = P - (time - time_offset) * velocity_scale * velocity;
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}
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# endif
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/* Volume Evaluation */
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template<const bool shadow, typename StackReadOp, typename ConstIntegratorGenericState>
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ccl_device_inline void volume_shader_eval(KernelGlobals kg,
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ConstIntegratorGenericState state,
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ccl_private ShaderData *ccl_restrict sd,
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const uint32_t path_flag,
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StackReadOp stack_read)
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{
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/* If path is being terminated, we are tracing a shadow ray or evaluating
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* emission, then we don't need to store closures. The emission and shadow
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* shader data also do not have a closure array to save GPU memory. */
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int max_closures;
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if (path_flag & (PATH_RAY_TERMINATE | PATH_RAY_SHADOW | PATH_RAY_EMISSION)) {
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max_closures = 0;
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}
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else {
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max_closures = kernel_data.max_closures;
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}
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/* reset closures once at the start, we will be accumulating the closures
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* for all volumes in the stack into a single array of closures */
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sd->num_closure = 0;
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sd->num_closure_left = max_closures;
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sd->flag = 0;
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sd->object_flag = 0;
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for (int i = 0;; i++) {
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const VolumeStack entry = stack_read(i);
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if (entry.shader == SHADER_NONE) {
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break;
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}
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/* Setup shader-data from stack. it's mostly setup already in
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* shader_setup_from_volume, this switching should be quick. */
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sd->object = entry.object;
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sd->lamp = LAMP_NONE;
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sd->shader = entry.shader;
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sd->flag &= ~SD_SHADER_FLAGS;
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sd->flag |= kernel_data_fetch(shaders, (sd->shader & SHADER_MASK)).flags;
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sd->object_flag &= ~SD_OBJECT_FLAGS;
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if (sd->object != OBJECT_NONE) {
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sd->object_flag |= kernel_data_fetch(object_flag, sd->object);
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# ifdef __OBJECT_MOTION__
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/* todo: this is inefficient for motion blur, we should be
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|
* caching matrices instead of recomputing them each step */
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shader_setup_object_transforms(kg, sd, sd->time);
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volume_shader_motion_blur(kg, sd);
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# endif
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}
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|
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|
/* evaluate shader */
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|
# ifdef __OSL__
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if (kernel_data.kernel_features & KERNEL_FEATURE_OSL) {
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|
osl_eval_nodes<SHADER_TYPE_VOLUME>(kg, state, sd, path_flag);
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}
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|
else
|
|
# endif
|
|
{
|
|
# ifdef __SVM__
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|
svm_eval_nodes<KERNEL_FEATURE_NODE_MASK_VOLUME, SHADER_TYPE_VOLUME>(
|
|
kg, state, sd, NULL, path_flag);
|
|
# endif
|
|
}
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|
|
|
/* Merge closures to avoid exceeding number of closures limit. */
|
|
if (!shadow) {
|
|
if (i > 0) {
|
|
volume_shader_merge_closures(sd);
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|
}
|
|
}
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|
}
|
|
}
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|
|
|
#endif /* __VOLUME__ */
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|
|
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CCL_NAMESPACE_END
|