Files
test/intern/cycles/kernel/integrator/shade_shadow.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

175 lines
6.5 KiB
C

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#pragma once
#include "kernel/integrator/shade_volume.h"
#include "kernel/integrator/shader_eval.h"
#include "kernel/integrator/volume_stack.h"
CCL_NAMESPACE_BEGIN
ccl_device_inline bool shadow_intersections_has_remaining(const uint num_hits)
{
return num_hits >= INTEGRATOR_SHADOW_ISECT_SIZE;
}
#ifdef __TRANSPARENT_SHADOWS__
ccl_device_inline float3 integrate_transparent_surface_shadow(KernelGlobals kg,
IntegratorShadowState state,
const int hit)
{
PROFILING_INIT(kg, PROFILING_SHADE_SHADOW_SURFACE);
/* TODO: does aliasing like this break automatic SoA in CUDA?
* Should we instead store closures separate from ShaderData?
*
* TODO: is it better to declare this outside the loop or keep it local
* so the compiler can see there is no dependency between iterations? */
ShaderDataTinyStorage shadow_sd_storage;
ccl_private ShaderData *shadow_sd = AS_SHADER_DATA(&shadow_sd_storage);
/* Setup shader data at surface. */
Intersection isect ccl_optional_struct_init;
integrator_state_read_shadow_isect(state, &isect, hit);
Ray ray ccl_optional_struct_init;
integrator_state_read_shadow_ray(kg, state, &ray);
shader_setup_from_ray(kg, shadow_sd, &ray, &isect);
/* Evaluate shader. */
if (!(shadow_sd->flag & SD_HAS_ONLY_VOLUME)) {
shader_eval_surface<KERNEL_FEATURE_NODE_MASK_SURFACE_SHADOW>(
kg, state, shadow_sd, NULL, PATH_RAY_SHADOW);
}
# ifdef __VOLUME__
/* Exit/enter volume. */
shadow_volume_stack_enter_exit(kg, state, shadow_sd);
# endif
/* Compute transparency from closures. */
return shader_bsdf_transparency(kg, shadow_sd);
}
# ifdef __VOLUME__
ccl_device_inline void integrate_transparent_volume_shadow(KernelGlobals kg,
IntegratorShadowState state,
const int hit,
const int num_recorded_hits,
ccl_private float3 *ccl_restrict
throughput)
{
PROFILING_INIT(kg, PROFILING_SHADE_SHADOW_VOLUME);
/* TODO: deduplicate with surface, or does it not matter for memory usage? */
ShaderDataTinyStorage shadow_sd_storage;
ccl_private ShaderData *shadow_sd = AS_SHADER_DATA(&shadow_sd_storage);
/* Setup shader data. */
Ray ray ccl_optional_struct_init;
integrator_state_read_shadow_ray(kg, state, &ray);
ray.self.object = OBJECT_NONE;
ray.self.prim = PRIM_NONE;
ray.self.light_object = OBJECT_NONE;
ray.self.light_prim = PRIM_NONE;
/* Modify ray position and length to match current segment. */
ray.tmin = (hit == 0) ? ray.tmin : INTEGRATOR_STATE_ARRAY(state, shadow_isect, hit - 1, t);
ray.tmax = (hit < num_recorded_hits) ? INTEGRATOR_STATE_ARRAY(state, shadow_isect, hit, t) :
ray.tmax;
shader_setup_from_volume(kg, shadow_sd, &ray);
VOLUME_READ_LAMBDA(integrator_state_read_shadow_volume_stack(state, i));
const float step_size = volume_stack_step_size(kg, volume_read_lambda_pass);
volume_shadow_heterogeneous(kg, state, &ray, shadow_sd, throughput, step_size);
}
# endif
ccl_device_inline bool integrate_transparent_shadow(KernelGlobals kg,
IntegratorShadowState state,
const uint num_hits)
{
/* Accumulate shadow for transparent surfaces. */
const uint num_recorded_hits = min(num_hits, INTEGRATOR_SHADOW_ISECT_SIZE);
for (uint hit = 0; hit < num_recorded_hits + 1; hit++) {
/* Volume shaders. */
if (hit < num_recorded_hits || !shadow_intersections_has_remaining(num_hits)) {
# ifdef __VOLUME__
if (!integrator_state_shadow_volume_stack_is_empty(kg, state)) {
float3 throughput = INTEGRATOR_STATE(state, shadow_path, throughput);
integrate_transparent_volume_shadow(kg, state, hit, num_recorded_hits, &throughput);
if (is_zero(throughput)) {
return true;
}
INTEGRATOR_STATE_WRITE(state, shadow_path, throughput) = throughput;
}
# endif
}
/* Surface shaders. */
if (hit < num_recorded_hits) {
const float3 shadow = integrate_transparent_surface_shadow(kg, state, hit);
const float3 throughput = INTEGRATOR_STATE(state, shadow_path, throughput) * shadow;
if (is_zero(throughput)) {
return true;
}
INTEGRATOR_STATE_WRITE(state, shadow_path, throughput) = throughput;
INTEGRATOR_STATE_WRITE(state, shadow_path, transparent_bounce) += 1;
INTEGRATOR_STATE_WRITE(state, shadow_path, rng_offset) += PRNG_BOUNCE_NUM;
}
/* Note we do not need to check max_transparent_bounce here, the number
* of intersections is already limited and made opaque in the
* INTERSECT_SHADOW kernel. */
}
if (shadow_intersections_has_remaining(num_hits)) {
/* There are more hits that we could not recorded due to memory usage,
* adjust ray to intersect again from the last hit. */
const float last_hit_t = INTEGRATOR_STATE_ARRAY(state, shadow_isect, num_recorded_hits - 1, t);
INTEGRATOR_STATE_WRITE(state, shadow_ray, tmin) = intersection_t_offset(last_hit_t);
}
return false;
}
#endif /* __TRANSPARENT_SHADOWS__ */
ccl_device void integrator_shade_shadow(KernelGlobals kg,
IntegratorShadowState state,
ccl_global float *ccl_restrict render_buffer)
{
PROFILING_INIT(kg, PROFILING_SHADE_SHADOW_SETUP);
const uint num_hits = INTEGRATOR_STATE(state, shadow_path, num_hits);
#ifdef __TRANSPARENT_SHADOWS__
/* Evaluate transparent shadows. */
const bool opaque = integrate_transparent_shadow(kg, state, num_hits);
if (opaque) {
integrator_shadow_path_terminate(kg, state, DEVICE_KERNEL_INTEGRATOR_SHADE_SHADOW);
return;
}
#endif
if (shadow_intersections_has_remaining(num_hits)) {
/* More intersections to find, continue shadow ray. */
integrator_shadow_path_next(kg,
state,
DEVICE_KERNEL_INTEGRATOR_SHADE_SHADOW,
DEVICE_KERNEL_INTEGRATOR_INTERSECT_SHADOW);
return;
}
else {
kernel_accum_light(kg, state, render_buffer);
integrator_shadow_path_terminate(kg, state, DEVICE_KERNEL_INTEGRATOR_SHADE_SHADOW);
return;
}
}
CCL_NAMESPACE_END