* Store compact ray differentials in ShaderData and compute full differentials on demand. This reduces register pressure on the GPU. * Remove BSDF differential code that was effectively doing nothing as the differential orientation was discarded when making it compact. This gives a 1-5% speedup with RTX A6000 + OptiX in our benchmarks, with the bigger speedups in simpler scenes. Renders appear to be identical except for the Both displacement option that does both displacement and bump. Differential Revision: https://developer.blender.org/D15677
71 lines
2.0 KiB
C
71 lines
2.0 KiB
C
/* SPDX-License-Identifier: BSD-3-Clause
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*
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* Adapted from Open Shading Language
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* Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
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* All Rights Reserved.
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*
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* Modifications Copyright 2011-2022 Blender Foundation. */
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#pragma once
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CCL_NAMESPACE_BEGIN
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/* REFRACTION */
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ccl_device int bsdf_refraction_setup(ccl_private MicrofacetBsdf *bsdf)
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{
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bsdf->type = CLOSURE_BSDF_REFRACTION_ID;
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return SD_BSDF;
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}
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ccl_device Spectrum bsdf_refraction_eval_reflect(ccl_private const ShaderClosure *sc,
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const float3 I,
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const float3 omega_in,
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ccl_private float *pdf)
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{
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*pdf = 0.0f;
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return zero_spectrum();
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}
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ccl_device Spectrum bsdf_refraction_eval_transmit(ccl_private const ShaderClosure *sc,
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const float3 I,
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const float3 omega_in,
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ccl_private float *pdf)
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{
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*pdf = 0.0f;
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return zero_spectrum();
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}
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ccl_device int bsdf_refraction_sample(ccl_private const ShaderClosure *sc,
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float3 Ng,
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float3 I,
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float randu,
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float randv,
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ccl_private Spectrum *eval,
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ccl_private float3 *omega_in,
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ccl_private float *pdf)
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{
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ccl_private const MicrofacetBsdf *bsdf = (ccl_private const MicrofacetBsdf *)sc;
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float m_eta = bsdf->ior;
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float3 N = bsdf->N;
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float3 R, T;
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bool inside;
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float fresnel;
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fresnel = fresnel_dielectric(m_eta, N, I, &R, &T, &inside);
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if (!inside && fresnel != 1.0f) {
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/* Some high number for MIS. */
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*pdf = 1e6f;
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*eval = make_spectrum(1e6f);
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*omega_in = T;
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}
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else {
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*pdf = 0.0f;
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*eval = zero_spectrum();
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}
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return LABEL_TRANSMIT | LABEL_SINGULAR;
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}
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CCL_NAMESPACE_END
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