Files
test/intern/cycles/kernel/kernel_path_state.h
Stefan Werner 3c852ba074 Fix T53914: Volumetric scattering now goes correctly through transparent surfaces.
There was a check for volume bounces at every surface intersection. That could lead to a volume scattered path being terminated
when passing through a transparent surface. This check was superfluous, as the volume shader evaluation already checks the
number of volume bounces and once it passes the max, volume shaders will not return scatter events any more.

Reviewers: #cycles, brecht

Reviewed By: #cycles, brecht

Subscribers: brecht, #cycles

Tags: #cycles

Maniphest Tasks: T53914

Differential Revision: https://developer.blender.org/D3024
2018-01-27 21:39:19 +01:00

247 lines
7.3 KiB
C

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
CCL_NAMESPACE_BEGIN
ccl_device_inline void path_state_init(KernelGlobals *kg,
ShaderData *stack_sd,
ccl_addr_space PathState *state,
uint rng_hash,
int sample,
ccl_addr_space Ray *ray)
{
state->flag = PATH_RAY_CAMERA|PATH_RAY_MIS_SKIP|PATH_RAY_TRANSPARENT_BACKGROUND;
state->rng_hash = rng_hash;
state->rng_offset = PRNG_BASE_NUM;
state->sample = sample;
state->num_samples = kernel_data.integrator.aa_samples;
state->branch_factor = 1.0f;
state->bounce = 0;
state->diffuse_bounce = 0;
state->glossy_bounce = 0;
state->transmission_bounce = 0;
state->transparent_bounce = 0;
#ifdef __DENOISING_FEATURES__
if(kernel_data.film.pass_denoising_data) {
state->flag |= PATH_RAY_STORE_SHADOW_INFO;
state->denoising_feature_weight = 1.0f;
}
else {
state->denoising_feature_weight = 0.0f;
}
#endif /* __DENOISING_FEATURES__ */
state->min_ray_pdf = FLT_MAX;
state->ray_pdf = 0.0f;
#ifdef __LAMP_MIS__
state->ray_t = 0.0f;
#endif
#ifdef __VOLUME__
state->volume_bounce = 0;
if(kernel_data.integrator.use_volumes) {
/* Initialize volume stack with volume we are inside of. */
kernel_volume_stack_init(kg, stack_sd, state, ray, state->volume_stack);
/* Seed RNG for cases where we can't use stratified samples .*/
state->rng_congruential = lcg_init(rng_hash + sample*0x51633e2d);
}
else {
state->volume_stack[0].shader = SHADER_NONE;
}
#endif
}
ccl_device_inline void path_state_next(KernelGlobals *kg, ccl_addr_space PathState *state, int label)
{
/* ray through transparent keeps same flags from previous ray and is
* not counted as a regular bounce, transparent has separate max */
if(label & LABEL_TRANSPARENT) {
state->flag |= PATH_RAY_TRANSPARENT;
state->transparent_bounce++;
if(!kernel_data.integrator.transparent_shadows)
state->flag |= PATH_RAY_MIS_SKIP;
/* random number generator next bounce */
state->rng_offset += PRNG_BOUNCE_NUM;
return;
}
state->bounce++;
state->flag &= ~(PATH_RAY_ALL_VISIBILITY|PATH_RAY_MIS_SKIP);
#ifdef __VOLUME__
if(label & LABEL_VOLUME_SCATTER) {
/* volume scatter */
state->flag |= PATH_RAY_VOLUME_SCATTER;
state->flag &= ~PATH_RAY_TRANSPARENT_BACKGROUND;
state->volume_bounce++;
}
else
#endif
{
/* surface reflection/transmission */
if(label & LABEL_REFLECT) {
state->flag |= PATH_RAY_REFLECT;
state->flag &= ~PATH_RAY_TRANSPARENT_BACKGROUND;
if(label & LABEL_DIFFUSE)
state->diffuse_bounce++;
else
state->glossy_bounce++;
}
else {
kernel_assert(label & LABEL_TRANSMIT);
state->flag |= PATH_RAY_TRANSMIT;
if(!(label & LABEL_TRANSMIT_TRANSPARENT)) {
state->flag &= ~PATH_RAY_TRANSPARENT_BACKGROUND;
}
state->transmission_bounce++;
}
/* diffuse/glossy/singular */
if(label & LABEL_DIFFUSE) {
state->flag |= PATH_RAY_DIFFUSE|PATH_RAY_DIFFUSE_ANCESTOR;
}
else if(label & LABEL_GLOSSY) {
state->flag |= PATH_RAY_GLOSSY;
}
else {
kernel_assert(label & LABEL_SINGULAR);
state->flag |= PATH_RAY_GLOSSY|PATH_RAY_SINGULAR|PATH_RAY_MIS_SKIP;
}
}
/* random number generator next bounce */
state->rng_offset += PRNG_BOUNCE_NUM;
#ifdef __DENOISING_FEATURES__
if((state->denoising_feature_weight == 0.0f) && !(state->flag & PATH_RAY_SHADOW_CATCHER)) {
state->flag &= ~PATH_RAY_STORE_SHADOW_INFO;
}
#endif
}
ccl_device_inline uint path_state_ray_visibility(KernelGlobals *kg, ccl_addr_space PathState *state)
{
uint flag = state->flag & PATH_RAY_ALL_VISIBILITY;
/* for visibility, diffuse/glossy are for reflection only */
if(flag & PATH_RAY_TRANSMIT)
flag &= ~(PATH_RAY_DIFFUSE|PATH_RAY_GLOSSY);
/* todo: this is not supported as its own ray visibility yet */
if(state->flag & PATH_RAY_VOLUME_SCATTER)
flag |= PATH_RAY_DIFFUSE;
return flag;
}
ccl_device_inline float path_state_continuation_probability(KernelGlobals *kg,
ccl_addr_space PathState *state,
const float3 throughput)
{
if(state->flag & PATH_RAY_TRANSPARENT) {
/* Transparent rays are treated separately with own max bounces. */
if(state->transparent_bounce >= kernel_data.integrator.transparent_max_bounce) {
return 0.0f;
}
/* Do at least one bounce without RR. */
else if(state->transparent_bounce <= 1) {
return 1.0f;
}
#ifdef __SHADOW_TRICKS__
/* Exception for shadow catcher not working correctly with RR. */
else if((state->flag & PATH_RAY_SHADOW_CATCHER) && (state->transparent_bounce <= 8)) {
return 1.0f;
}
#endif
}
else {
/* Test max bounces for various ray types.
The check for max_volume_bounce doesn't happen here but inside volume_shader_sample().
See T53914.
*/
if((state->bounce >= kernel_data.integrator.max_bounce) ||
(state->diffuse_bounce >= kernel_data.integrator.max_diffuse_bounce) ||
(state->glossy_bounce >= kernel_data.integrator.max_glossy_bounce) ||
(state->transmission_bounce >= kernel_data.integrator.max_transmission_bounce))
{
return 0.0f;
}
/* Do at least one bounce without RR. */
else if(state->bounce <= 1) {
return 1.0f;
}
#ifdef __SHADOW_TRICKS__
/* Exception for shadow catcher not working correctly with RR. */
else if((state->flag & PATH_RAY_SHADOW_CATCHER) && (state->bounce <= 3)) {
return 1.0f;
}
#endif
}
/* Probabilistic termination: use sqrt() to roughly match typical view
* transform and do path termination a bit later on average. */
return min(sqrtf(max3(fabs(throughput)) * state->branch_factor), 1.0f);
}
/* TODO(DingTo): Find more meaningful name for this */
ccl_device_inline void path_state_modify_bounce(ccl_addr_space PathState *state, bool increase)
{
/* Modify bounce temporarily for shader eval */
if(increase)
state->bounce += 1;
else
state->bounce -= 1;
}
ccl_device_inline bool path_state_ao_bounce(KernelGlobals *kg, ccl_addr_space PathState *state)
{
if(state->bounce <= kernel_data.integrator.ao_bounces) {
return false;
}
int bounce = state->bounce - state->transmission_bounce - (state->glossy_bounce > 0);
return (bounce > kernel_data.integrator.ao_bounces);
}
ccl_device_inline void path_state_branch(ccl_addr_space PathState *state,
int branch,
int num_branches)
{
state->rng_offset += PRNG_BOUNCE_NUM;
if(num_branches > 1) {
/* Path is splitting into a branch, adjust so that each branch
* still gets a unique sample from the same sequence. */
state->sample = state->sample*num_branches + branch;
state->num_samples = state->num_samples*num_branches;
state->branch_factor *= num_branches;
}
}
CCL_NAMESPACE_END