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test/intern/cycles/kernel/integrator/volume_shader.h

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