Previously, the Principled BSDF used the Subsurface input to scale the radius. When it was zero, it used a diffuse closure, otherwise a subsurface closure. This sort of scaling input makes sense, but it should be specified in distance units, rather than a 0..1 factor, so this commit changes the unit and renames the input to Subsurface Scale. Additionally, it adds support for mixing diffuse and subsurface components. This is part of e.g. the OpenPBR spec, and the logic behind it is to support modeling e.g. dirt or paint on top of skin. Before, materials would be either fully diffuse (radius=0) or fully subsurface. For typical materials, this mixing factor will be either zero or one (just like metallic or transmission), but supporting fractional inputs makes sense for e.g. smooth transitions at boundaries. Another change is that there is no separate Subsurface Color anymore - before, this was mixed with the Base Color using the Subsurface input as the factor, but this was not really useful since that input was generally very small. And finally, the handling of how the path enters the material for random walk subsurface scattering is changed. Before, this always used lambertian (diffuse) transmission, but this caused some problems, like overly white edges. Instead, two different methods are now used, depending on the selected mode. In Fixed Radius mode, the code assumes a simple medium boundary, and performs refraction into the material using the main Roughness and IOR inputs. Meanwhile, when not using Fixed Radius, the code assumes a more complex boundary (as typically found on organic materials, e.g. skin), so the entry bounce has a 50/50 chance of being either diffuse transmission or refraction using the separate Subsurface IOR input and a fixed roughness of 1. Credit for this method goes to Christophe Hery. Pull Request: https://projects.blender.org/blender/blender/pulls/110989
202 lines
6.5 KiB
C
202 lines
6.5 KiB
C
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#include "kernel/integrator/guiding.h"
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CCL_NAMESPACE_BEGIN
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/* BSSRDF using disk based importance sampling.
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*
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* BSSRDF Importance Sampling, SIGGRAPH 2013
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* http://library.imageworks.com/pdfs/imageworks-library-BSSRDF-sampling.pdf
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*/
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ccl_device_inline Spectrum subsurface_disk_eval(const Spectrum radius, float disk_r, float r)
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{
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const Spectrum eval = bssrdf_eval(radius, r);
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const float pdf = bssrdf_pdf(radius, disk_r);
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return (pdf > 0.0f) ? eval / pdf : zero_spectrum();
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}
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/* Subsurface scattering step, from a point on the surface to other
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* nearby points on the same object. */
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ccl_device_inline bool subsurface_disk(KernelGlobals kg,
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IntegratorState state,
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RNGState rng_state,
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ccl_private Ray &ray,
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ccl_private LocalIntersection &ss_isect)
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{
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float2 rand_disk = path_state_rng_2D(kg, &rng_state, PRNG_SUBSURFACE_DISK);
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/* Read shading point info from integrator state. */
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const float3 P = INTEGRATOR_STATE(state, ray, P);
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const float ray_dP = INTEGRATOR_STATE(state, ray, dP);
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const float time = INTEGRATOR_STATE(state, ray, time);
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const float3 Ng = INTEGRATOR_STATE(state, subsurface, N);
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const int object = INTEGRATOR_STATE(state, isect, object);
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const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
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/* Read subsurface scattering parameters. */
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const Spectrum radius = INTEGRATOR_STATE(state, subsurface, radius);
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/* Pick random axis in local frame and point on disk. */
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float3 disk_N, disk_T, disk_B;
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float pick_pdf_N, pick_pdf_T, pick_pdf_B;
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disk_N = Ng;
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make_orthonormals(disk_N, &disk_T, &disk_B);
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if (rand_disk.y < 0.5f) {
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pick_pdf_N = 0.5f;
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pick_pdf_T = 0.25f;
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pick_pdf_B = 0.25f;
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rand_disk.y *= 2.0f;
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}
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else if (rand_disk.y < 0.75f) {
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float3 tmp = disk_N;
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disk_N = disk_T;
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disk_T = tmp;
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pick_pdf_N = 0.25f;
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pick_pdf_T = 0.5f;
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pick_pdf_B = 0.25f;
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rand_disk.y = (rand_disk.y - 0.5f) * 4.0f;
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}
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else {
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float3 tmp = disk_N;
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disk_N = disk_B;
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disk_B = tmp;
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pick_pdf_N = 0.25f;
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pick_pdf_T = 0.25f;
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pick_pdf_B = 0.5f;
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rand_disk.y = (rand_disk.y - 0.75f) * 4.0f;
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}
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/* Sample point on disk. */
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float phi = M_2PI_F * rand_disk.y;
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float disk_height, disk_r;
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bssrdf_sample(radius, rand_disk.x, &disk_r, &disk_height);
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float3 disk_P = (disk_r * cosf(phi)) * disk_T + (disk_r * sinf(phi)) * disk_B;
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/* Create ray. */
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ray.P = P + disk_N * disk_height + disk_P;
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ray.D = -disk_N;
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ray.tmin = 0.0f;
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ray.tmax = 2.0f * disk_height;
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ray.dP = ray_dP;
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ray.dD = differential_zero_compact();
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ray.time = time;
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ray.self.object = OBJECT_NONE;
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ray.self.prim = PRIM_NONE;
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ray.self.light_object = OBJECT_NONE;
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ray.self.light_prim = PRIM_NONE;
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ray.self.light = LAMP_NONE;
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/* Intersect with the same object. if multiple intersections are found it
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* will use at most BSSRDF_MAX_HITS hits, a random subset of all hits. */
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uint lcg_state = lcg_state_init(
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rng_state.rng_hash, rng_state.rng_offset, rng_state.sample, 0x68bc21eb);
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const int max_hits = BSSRDF_MAX_HITS;
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scene_intersect_local(kg, &ray, &ss_isect, object, &lcg_state, max_hits);
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const int num_eval_hits = min(ss_isect.num_hits, max_hits);
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if (num_eval_hits == 0) {
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return false;
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}
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/* Sort for consistent renders between CPU and GPU, independent of the BVH
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* traversal algorithm. */
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sort_intersections_and_normals(ss_isect.hits, ss_isect.Ng, num_eval_hits);
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Spectrum weights[BSSRDF_MAX_HITS]; /* TODO: zero? */
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float sum_weights = 0.0f;
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for (int hit = 0; hit < num_eval_hits; hit++) {
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/* Get geometric normal. */
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const int object = ss_isect.hits[hit].object;
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const int object_flag = kernel_data_fetch(object_flag, object);
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float3 hit_Ng = ss_isect.Ng[hit];
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if (path_flag & PATH_RAY_SUBSURFACE_BACKFACING) {
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hit_Ng = -hit_Ng;
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}
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if (object_negative_scale_applied(object_flag)) {
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hit_Ng = -hit_Ng;
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}
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if (!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
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/* Transform normal to world space. */
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Transform itfm;
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object_fetch_transform_motion_test(kg, object, time, &itfm);
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hit_Ng = normalize(transform_direction_transposed(&itfm, hit_Ng));
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}
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/* Quickly retrieve P and Ng without setting up ShaderData. */
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const float3 hit_P = ray.P + ray.D * ss_isect.hits[hit].t;
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/* Probability densities for local frame axes. */
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const float pdf_N = pick_pdf_N * fabsf(dot(disk_N, hit_Ng));
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const float pdf_T = pick_pdf_T * fabsf(dot(disk_T, hit_Ng));
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const float pdf_B = pick_pdf_B * fabsf(dot(disk_B, hit_Ng));
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/* Multiple importance sample between 3 axes, power heuristic
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* found to be slightly better than balance heuristic. pdf_N
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* in the MIS weight and denominator cancelled out. */
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float w = pdf_N / (sqr(pdf_N) + sqr(pdf_T) + sqr(pdf_B));
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if (ss_isect.num_hits > max_hits) {
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w *= ss_isect.num_hits / (float)max_hits;
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}
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/* Real distance to sampled point. */
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const float r = len(hit_P - P);
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/* Evaluate profiles. */
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const Spectrum weight = subsurface_disk_eval(radius, disk_r, r) * w;
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/* Store result. */
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ss_isect.Ng[hit] = hit_Ng;
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weights[hit] = weight;
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sum_weights += average(fabs(weight));
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}
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if (sum_weights == 0.0f) {
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return false;
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}
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/* Use importance resampling, sampling one of the hits proportional to weight. */
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const float rand_resample = path_state_rng_1D(kg, &rng_state, PRNG_SUBSURFACE_DISK_RESAMPLE);
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const float r = rand_resample * sum_weights;
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float partial_sum = 0.0f;
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for (int hit = 0; hit < num_eval_hits; hit++) {
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const Spectrum weight = weights[hit];
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const float sample_weight = average(fabs(weight));
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float next_sum = partial_sum + sample_weight;
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if (r < next_sum) {
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/* Return exit point. */
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const Spectrum resampled_weight = weight * sum_weights / sample_weight;
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INTEGRATOR_STATE_WRITE(state, path, throughput) *= resampled_weight;
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ss_isect.hits[0] = ss_isect.hits[hit];
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ss_isect.Ng[0] = ss_isect.Ng[hit];
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ray.P = ray.P + ray.D * ss_isect.hits[hit].t;
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ray.D = ss_isect.Ng[hit];
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ray.tmin = 0.0f;
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ray.tmax = 1.0f;
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guiding_record_bssrdf_bounce(
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kg, state, 1.0f, Ng, -Ng, resampled_weight, INTEGRATOR_STATE(state, subsurface, albedo));
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return true;
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}
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partial_sum = next_sum;
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}
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return false;
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}
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CCL_NAMESPACE_END
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