Files
test/intern/cycles/kernel/light/common.h
Weizhen Huang 1284e98ab8 Cycles: use low-distortion mapping when sampling cone and hemisphere
based on concentric disk mapping.
Concentric disk mapping was already present, but not used everywhere.
Now `sample_cos_hemisphere()`, `sample_uniform_hemisphere()`, and
`sample_uniform_cone()` use concentric disk mapping.
This changes the noise in many test images.

Pull Request: https://projects.blender.org/blender/blender/pulls/109774
2023-08-23 17:25:27 +02:00

83 lines
2.4 KiB
C

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "kernel/sample/mapping.h"
CCL_NAMESPACE_BEGIN
/* Light Sample Result */
typedef struct LightSample {
float3 P; /* position on light, or direction for distant light */
float3 Ng; /* normal on light */
float3 D; /* direction from shading point to light */
float t; /* distance to light (FLT_MAX for distant light) */
float u, v; /* parametric coordinate on primitive */
float pdf; /* pdf for selecting light and point on light */
float pdf_selection; /* pdf for selecting light */
float eval_fac; /* intensity multiplier */
int object; /* object id for triangle/curve lights */
int prim; /* primitive id for triangle/curve lights */
int shader; /* shader id */
int lamp; /* lamp id */
int group; /* lightgroup */
LightType type; /* type of light */
} LightSample;
/* Utilities */
ccl_device_inline float3 ellipse_sample(float3 ru, float3 rv, float2 rand)
{
const float2 uv = sample_uniform_disk(rand);
return ru * uv.x + rv * uv.y;
}
ccl_device_inline float3 rectangle_sample(float3 ru, float3 rv, float2 rand)
{
return ru * (2.0f * rand.x - 1.0f) + rv * (2.0f * rand.y - 1.0f);
}
ccl_device float3 disk_light_sample(float3 n, float2 rand)
{
float3 ru, rv;
make_orthonormals(n, &ru, &rv);
return ellipse_sample(ru, rv, rand);
}
ccl_device float lamp_light_pdf(const float3 Ng, const float3 I, float t)
{
float cos_pi = dot(Ng, I);
if (cos_pi <= 0.0f)
return 0.0f;
return t * t / cos_pi;
}
/* Visibility flag om the light shader. */
ccl_device_inline bool is_light_shader_visible_to_path(const int shader, const uint32_t path_flag)
{
if ((shader & SHADER_EXCLUDE_ANY) == 0) {
return true;
}
if (((shader & SHADER_EXCLUDE_DIFFUSE) && (path_flag & PATH_RAY_DIFFUSE)) ||
((shader & SHADER_EXCLUDE_GLOSSY) && ((path_flag & (PATH_RAY_GLOSSY | PATH_RAY_REFLECT)) ==
(PATH_RAY_GLOSSY | PATH_RAY_REFLECT))) ||
((shader & SHADER_EXCLUDE_TRANSMIT) && (path_flag & PATH_RAY_TRANSMIT)) ||
((shader & SHADER_EXCLUDE_CAMERA) && (path_flag & PATH_RAY_CAMERA)) ||
((shader & SHADER_EXCLUDE_SCATTER) && (path_flag & PATH_RAY_VOLUME_SCATTER)))
{
return false;
}
return true;
}
CCL_NAMESPACE_END