Files
test/intern/cycles/kernel/light/point.h
Weizhen Huang 68253b4937 Fix: Cycles volume light tree using wrong point to compute uncertainty angle
it is not clear from which point the `cos_theta_u` should be computed in
volume segment, so the original implementation was mixing the closest point
and the point where the minimal angle is formed.
Use the closest point on segment as a conservative measure.

Pull Request: https://projects.blender.org/blender/blender/pulls/119965
2024-03-27 15:06:05 +01:00

234 lines
7.5 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "kernel/light/common.h"
CCL_NAMESPACE_BEGIN
ccl_device_inline bool point_light_sample(const ccl_global KernelLight *klight,
const float2 rand,
const float3 P,
const float3 N,
const int shader_flags,
ccl_private LightSample *ls)
{
const float r_sq = sqr(klight->spot.radius);
float3 lightN = P - klight->co;
const float d_sq = len_squared(lightN);
const float d = sqrtf(d_sq);
lightN /= d;
ls->eval_fac = klight->spot.eval_fac;
if (klight->spot.is_sphere) {
/* Spherical light geometry. */
float cos_theta;
if (d_sq > r_sq) {
/* Outside sphere. */
const float one_minus_cos = sin_sqr_to_one_minus_cos(r_sq / d_sq);
ls->D = sample_uniform_cone(-lightN, one_minus_cos, rand, &cos_theta, &ls->pdf);
}
else {
/* Inside sphere. */
const bool has_transmission = (shader_flags & SD_BSDF_HAS_TRANSMISSION);
if (has_transmission) {
ls->D = sample_uniform_sphere(rand);
ls->pdf = M_1_2PI_F * 0.5f;
}
else {
sample_cos_hemisphere(N, rand, &ls->D, &ls->pdf);
}
cos_theta = -dot(ls->D, lightN);
}
/* Law of cosines. */
ls->t = d * cos_theta -
copysignf(safe_sqrtf(r_sq - d_sq + d_sq * sqr(cos_theta)), d_sq - r_sq);
/* Remap sampled point onto the sphere to prevent precision issues with small radius. */
ls->P = P + ls->D * ls->t;
ls->Ng = normalize(ls->P - klight->co);
ls->P = ls->Ng * klight->spot.radius + klight->co;
}
else {
/* Point light with ad-hoc radius based on oriented disk. */
ls->P = klight->co;
if (r_sq > 0.0f) {
ls->P += disk_light_sample(lightN, rand) * klight->spot.radius;
}
ls->D = normalize_len(ls->P - P, &ls->t);
ls->Ng = -ls->D;
/* PDF. */
const float invarea = (r_sq > 0.0f) ? 1.0f / (r_sq * M_PI_F) : 1.0f;
ls->pdf = invarea * light_pdf_area_to_solid_angle(lightN, -ls->D, ls->t);
}
/* Texture coordinates. */
const Transform itfm = klight->itfm;
const float2 uv = map_to_sphere(transform_direction(&itfm, ls->Ng));
/* NOTE: Return barycentric coordinates in the same notation as Embree and OptiX. */
ls->u = uv.y;
ls->v = 1.0f - uv.x - uv.y;
return true;
}
ccl_device_forceinline float sphere_light_pdf(
const float d_sq, const float r_sq, const float3 N, const float3 D, const uint32_t path_flag)
{
if (d_sq > r_sq) {
return M_1_2PI_F / sin_sqr_to_one_minus_cos(r_sq / d_sq);
}
const bool has_transmission = (path_flag & PATH_RAY_MIS_HAD_TRANSMISSION);
return has_transmission ? M_1_2PI_F * 0.5f : pdf_cos_hemisphere(N, D);
}
ccl_device_forceinline void point_light_mnee_sample_update(const ccl_global KernelLight *klight,
ccl_private LightSample *ls,
const float3 P,
const float3 N,
const uint32_t path_flag)
{
ls->D = normalize_len(ls->P - P, &ls->t);
const float radius = klight->spot.radius;
if (klight->spot.is_sphere) {
const float d_sq = len_squared(P - klight->co);
const float r_sq = sqr(radius);
const float t_sq = sqr(ls->t);
/* NOTE : preserve pdf in area measure. */
const float jacobian_solid_angle_to_area = 0.5f * fabsf(d_sq - r_sq - t_sq) /
(radius * ls->t * t_sq);
ls->pdf = sphere_light_pdf(d_sq, r_sq, N, ls->D, path_flag) * jacobian_solid_angle_to_area;
ls->Ng = normalize(ls->P - klight->co);
}
else {
/* NOTE : preserve pdf in area measure. */
ls->pdf = ls->eval_fac * 4.0f * M_PI_F;
ls->Ng = -ls->D;
}
/* Texture coordinates. */
const Transform itfm = klight->itfm;
const float2 uv = map_to_sphere(transform_direction(&itfm, ls->Ng));
/* NOTE: Return barycentric coordinates in the same notation as Embree and OptiX. */
ls->u = uv.y;
ls->v = 1.0f - uv.x - uv.y;
}
ccl_device_inline bool point_light_intersect(const ccl_global KernelLight *klight,
const ccl_private Ray *ccl_restrict ray,
ccl_private float *t)
{
const float radius = klight->spot.radius;
if (radius == 0.0f) {
return false;
}
if (klight->spot.is_sphere) {
float3 P;
return ray_sphere_intersect(ray->P, ray->D, ray->tmin, ray->tmax, klight->co, radius, &P, t);
}
else {
float3 P;
const float3 diskN = normalize(ray->P - klight->co);
return ray_disk_intersect(
ray->P, ray->D, ray->tmin, ray->tmax, klight->co, diskN, radius, &P, t);
}
}
ccl_device_inline bool point_light_sample_from_intersection(
const ccl_global KernelLight *klight,
ccl_private const Intersection *ccl_restrict isect,
const float3 ray_P,
const float3 ray_D,
const float3 N,
const uint32_t path_flag,
ccl_private LightSample *ccl_restrict ls)
{
const float r_sq = sqr(klight->spot.radius);
ls->eval_fac = klight->spot.eval_fac;
if (klight->spot.is_sphere) {
const float d_sq = len_squared(ray_P - klight->co);
ls->pdf = sphere_light_pdf(d_sq, r_sq, N, ray_D, path_flag);
ls->Ng = normalize(ls->P - klight->co);
}
else {
if (ls->t != FLT_MAX) {
const float3 lightN = normalize(ray_P - klight->co);
const float invarea = (r_sq > 0.0f) ? 1.0f / (r_sq * M_PI_F) : 1.0f;
ls->pdf = invarea * light_pdf_area_to_solid_angle(lightN, -ray_D, ls->t);
}
else {
ls->pdf = 0.0f;
}
ls->Ng = -ray_D;
}
/* Texture coordinates. */
const Transform itfm = klight->itfm;
const float2 uv = map_to_sphere(transform_direction(&itfm, ls->Ng));
/* NOTE: Return barycentric coordinates in the same notation as Embree and OptiX. */
ls->u = uv.y;
ls->v = 1.0f - uv.x - uv.y;
return true;
}
template<bool in_volume_segment>
ccl_device_forceinline bool point_light_tree_parameters(const ccl_global KernelLight *klight,
const float3 centroid,
const float3 P,
ccl_private float &cos_theta_u,
ccl_private float2 &distance,
ccl_private float3 &point_to_centroid)
{
float min_distance;
point_to_centroid = safe_normalize_len(centroid - P, &min_distance);
distance = min_distance * one_float2();
if (in_volume_segment) {
cos_theta_u = 1.0f; /* Any value in [-1, 1], irrelevant since theta = 0 */
return true;
}
const float radius = klight->spot.radius;
if (klight->spot.is_sphere) {
if (min_distance > radius) {
/* Equivalent to a disk light with the same angular span. */
cos_theta_u = cos_from_sin(radius / min_distance);
distance.x = min_distance / cos_theta_u;
}
else {
/* Similar to background light. */
cos_theta_u = -1.0f;
/* HACK: pack radiance scaling in the distance. */
distance = one_float2() * radius / M_SQRT2_F;
}
}
else {
const float hypotenus = sqrtf(sqr(radius) + sqr(min_distance));
cos_theta_u = min_distance / hypotenus;
distance.x = hypotenus;
}
return true;
}
CCL_NAMESPACE_END