/* SPDX-FileCopyrightText: 2011-2020 Blender Authors * * SPDX-License-Identifier: Apache-2.0 */ /** \file * \ingroup intern_sky_modal */ #include #include "sky_math.h" #include "sky_nishita.h" /* Constants. */ static const float RAYLEIGH_SCALE = 8e3f; /* Rayleigh scale height (m). */ static const float MIE_SCALE = 1.2e3f; /* Mie scale height (m). */ static const float MIE_COEFF = 2e-5f; /* Mie scattering coefficient (m^-1). */ static const float MIE_G = 0.76f; /* Aerosols anisotropy. */ static const float SQR_G = MIE_G * MIE_G; /* Squared aerosols anisotropy. */ static const float EARTH_RADIUS = 6360e3f; /* Radius of Earth (m). */ static const float ATMOSPHERE_RADIUS = 6420e3f; /* Radius of atmosphere (m). */ static const int STEPS = 32; /* Segments of primary ray. */ static const int NUM_WAVELENGTHS = 21; /* Number of wavelengths. */ static const int MIN_WAVELENGTH = 380; /* Lowest sampled wavelength (nm). */ static const int MAX_WAVELENGTH = 780; /* Highest sampled wavelength (nm). */ /* Step between each sampled wavelength (nm). */ static const float STEP_LAMBDA = (MAX_WAVELENGTH - MIN_WAVELENGTH) / (NUM_WAVELENGTHS - 1); /* Sun irradiance on top of the atmosphere (W*m^-2*nm^-1). */ static const float IRRADIANCE[] = { 1.45756829855592995315f, 1.56596305559738380175f, 1.65148449067670455293f, 1.71496242737209314555f, 1.75797983805020541226f, 1.78256407885924539336f, 1.79095108475838560302f, 1.78541550133410664714f, 1.76815554864306845317f, 1.74122069647250410362f, 1.70647127164943679389f, 1.66556087452739887134f, 1.61993437242451854274f, 1.57083597368892080581f, 1.51932335059305478886f, 1.46628494965214395407f, 1.41245852740172450623f, 1.35844961970384092709f, 1.30474913844739281998f, 1.25174963272610817455f, 1.19975998755420620867f}; /* Rayleigh scattering coefficient (m^-1). */ static const float RAYLEIGH_COEFF[] = { 0.00005424820087636473f, 0.00004418549866505454f, 0.00003635151910165377f, 0.00003017929012024763f, 0.00002526320226989157f, 0.00002130859310621843f, 0.00001809838025320633f, 0.00001547057129129042f, 0.00001330284977336850f, 0.00001150184784075764f, 0.00000999557429990163f, 0.00000872799973630707f, 0.00000765513700977967f, 0.00000674217203751443f, 0.00000596134125832052f, 0.00000529034598065810f, 0.00000471115687557433f, 0.00000420910481110487f, 0.00000377218381260133f, 0.00000339051255477280f, 0.00000305591531679811f}; /* Ozone absorption coefficient (m^-1). */ static const float OZONE_COEFF[] = { 0.00000000325126849861f, 0.00000000585395365047f, 0.00000001977191155085f, 0.00000007309568762914f, 0.00000020084561514287f, 0.00000040383958096161f, 0.00000063551335912363f, 0.00000096707041180970f, 0.00000154797400424410f, 0.00000209038647223331f, 0.00000246128056164565f, 0.00000273551299461512f, 0.00000215125863128643f, 0.00000159051840791988f, 0.00000112356197979857f, 0.00000073527551487574f, 0.00000046450130357806f, 0.00000033096079921048f, 0.00000022512612292678f, 0.00000014879129266490f, 0.00000016828623364192f}; /* CIE XYZ color matching functions. */ static const float CMF_XYZ[][3] = {{0.00136800000f, 0.00003900000f, 0.00645000100f}, {0.01431000000f, 0.00039600000f, 0.06785001000f}, {0.13438000000f, 0.00400000000f, 0.64560000000f}, {0.34828000000f, 0.02300000000f, 1.74706000000f}, {0.29080000000f, 0.06000000000f, 1.66920000000f}, {0.09564000000f, 0.13902000000f, 0.81295010000f}, {0.00490000000f, 0.32300000000f, 0.27200000000f}, {0.06327000000f, 0.71000000000f, 0.07824999000f}, {0.29040000000f, 0.95400000000f, 0.02030000000f}, {0.59450000000f, 0.99500000000f, 0.00390000000f}, {0.91630000000f, 0.87000000000f, 0.00165000100f}, {1.06220000000f, 0.63100000000f, 0.00080000000f}, {0.85444990000f, 0.38100000000f, 0.00019000000f}, {0.44790000000f, 0.17500000000f, 0.00002000000f}, {0.16490000000f, 0.06100000000f, 0.00000000000f}, {0.04677000000f, 0.01700000000f, 0.00000000000f}, {0.01135916000f, 0.00410200000f, 0.00000000000f}, {0.00289932700f, 0.00104700000f, 0.00000000000f}, {0.00069007860f, 0.00024920000f, 0.00000000000f}, {0.00016615050f, 0.00006000000f, 0.00000000000f}, {0.00004150994f, 0.00001499000f, 0.00000000000f}}; /* Parameters for optical depth quadrature. * See the comment in ray_optical_depth for more detail. * Computed using sympy and following Python code: * # from sympy.integrals.quadrature import gauss_laguerre * # from sympy import exp * # x, w = gauss_laguerre(8, 50) * # xend = 25 * # print([(xi / xend).evalf(10) for xi in x]) * # print([(wi * exp(xi) / xend).evalf(10) for xi, wi in zip(x, w)]) */ static const int QUADRATURE_STEPS = 8; static const float QUADRATURE_NODES[] = {0.006811185292f, 0.03614807107f, 0.09004346519f, 0.1706680068f, 0.2818362161f, 0.4303406404f, 0.6296271457f, 0.9145252695f}; static const float QUADRATURE_WEIGHTS[] = {0.01750893642f, 0.04135477391f, 0.06678839063f, 0.09507698807f, 0.1283416365f, 0.1707430204f, 0.2327233347f, 0.3562490486f}; static float3 geographical_to_direction(float lat, float lon) { return make_float3(cosf(lat) * cosf(lon), cosf(lat) * sinf(lon), sinf(lat)); } static float3 spec_to_xyz(const float *spectrum) { float3 xyz = make_float3(0.0f, 0.0f, 0.0f); for (int i = 0; i < NUM_WAVELENGTHS; i++) { xyz.x += CMF_XYZ[i][0] * spectrum[i]; xyz.y += CMF_XYZ[i][1] * spectrum[i]; xyz.z += CMF_XYZ[i][2] * spectrum[i]; } return xyz * STEP_LAMBDA; } /* Atmosphere volume models */ static float density_rayleigh(float height) { return expf(-height / RAYLEIGH_SCALE); } static float density_mie(float height) { return expf(-height / MIE_SCALE); } static float density_ozone(float height) { return fmax(0.0, 1.0 - (fabs(height - 25000.0) / 15000.0)); } static float phase_rayleigh(float mu) { return (0.1875f * M_1_PI_F) * (1.0f + sqr(mu)); } static float phase_mie(float mu) { return (3.0f * (1.0f - SQR_G) * (1.0f + sqr(mu))) / (8.0f * M_PI_F * (2.0f + SQR_G) * powf((1.0f + SQR_G - 2.0f * MIE_G * mu), 1.5)); } /* Intersection helpers. */ static bool surface_intersection(float3 pos, float3 dir) { if (dir.z >= 0) { return false; } float b = -2.0f * dot(dir, -pos); float c = len_squared(pos) - sqr(EARTH_RADIUS); float t = b * b - 4.0f * c; if (t >= 0.0f) { return true; } return false; } static float3 atmosphere_intersection(float3 pos, float3 dir) { float b = -2.0f * dot(dir, -pos); float c = len_squared(pos) - sqr(ATMOSPHERE_RADIUS); float t = (-b + sqrtf(b * b - 4.0f * c)) / 2.0f; return make_float3(pos.x + dir.x * t, pos.y + dir.y * t, pos.z + dir.z * t); } static float3 ray_optical_depth(float3 ray_origin, float3 ray_dir) { /* This function computes the optical depth along a ray. * Instead of using classic ray marching, the code is based on Gauss-Laguerre quadrature, * which is designed to compute the integral of f(x)*exp(-x) from 0 to infinity. * This works well here, since the optical depth along the ray tends to decrease exponentially. * By setting f(x) = g(x) exp(x), the exponentials cancel out and we get the integral of g(x). * The nodes and weights used here are the standard n=6 Gauss-Laguerre values, except that * the exp(x) scaling factor is already included in the weights. * The parametrization along the ray is scaled so that the last quadrature node is still within * the atmosphere. */ float3 ray_end = atmosphere_intersection(ray_origin, ray_dir); float ray_length = distance(ray_origin, ray_end); float3 segment = ray_length * ray_dir; /* Instead of tracking the transmission spectrum across all wavelengths directly, * we use the fact that the density always has the same spectrum for each type of * scattering, so we split the density into a constant spectrum and a factor and * only track the factors. */ float3 optical_depth = make_float3(0.0f, 0.0f, 0.0f); for (int i = 0; i < QUADRATURE_STEPS; i++) { float3 P = ray_origin + QUADRATURE_NODES[i] * segment; /* Height above sea level. */ float height = len(P) - EARTH_RADIUS; float3 density = make_float3( density_rayleigh(height), density_mie(height), density_ozone(height)); optical_depth += density * QUADRATURE_WEIGHTS[i]; } return optical_depth * ray_length; } static void single_scattering(float3 ray_dir, float3 sun_dir, float3 ray_origin, float air_density, float aerosol_density, float ozone_density, float *r_spectrum) { /* This code computes single-inscattering along a ray through the atmosphere. */ float3 ray_end = atmosphere_intersection(ray_origin, ray_dir); float ray_length = distance(ray_origin, ray_end); /* To compute the inscattering, we step along the ray in segments and accumulate * the inscattering as well as the optical depth along each segment. */ float segment_length = ray_length / STEPS; float3 segment = segment_length * ray_dir; /* Instead of tracking the transmission spectrum across all wavelengths directly, * we use the fact that the density always has the same spectrum for each type of * scattering, so we split the density into a constant spectrum and a factor and * only track the factors. */ float3 optical_depth = make_float3(0.0f, 0.0f, 0.0f); /* Zero out light accumulation. */ for (int wl = 0; wl < NUM_WAVELENGTHS; wl++) { r_spectrum[wl] = 0.0f; } /* Phase function for scattering and the density scale factor. */ float mu = dot(ray_dir, sun_dir); float3 phase_function = make_float3(phase_rayleigh(mu), phase_mie(mu), 0.0f); float3 density_scale = make_float3(air_density, aerosol_density, ozone_density); /* The density and in-scattering of each segment is evaluated at its middle. */ float3 P = ray_origin + 0.5f * segment; for (int i = 0; i < STEPS; i++) { /* Height above sea level. */ float height = len(P) - EARTH_RADIUS; /* Evaluate and accumulate optical depth along the ray. */ float3 density = density_scale * make_float3(density_rayleigh(height), density_mie(height), density_ozone(height)); optical_depth += segment_length * density; /* If the Earth isn't in the way, evaluate inscattering from the Sun. */ if (!surface_intersection(P, sun_dir)) { float3 light_optical_depth = density_scale * ray_optical_depth(P, sun_dir); float3 total_optical_depth = optical_depth + light_optical_depth; /* Attenuation of light. */ for (int wl = 0; wl < NUM_WAVELENGTHS; wl++) { float3 extinction_density = total_optical_depth * make_float3(RAYLEIGH_COEFF[wl], 1.11f * MIE_COEFF, OZONE_COEFF[wl]); float attenuation = expf(-reduce_add(extinction_density)); float3 scattering_density = density * make_float3(RAYLEIGH_COEFF[wl], MIE_COEFF, 0.0f); /* The total inscattered radiance from one segment is: * Tr(A<->B) * Tr(B<->C) * sigma_s * phase * L * segment_length * * These terms are: * Tr(A<->B): Transmission from start to scattering position (tracked in optical_depth) * Tr(B<->C): Transmission from scattering position to light (computed in * ray_optical_depth) sigma_s: Scattering density phase: Phase function of the scattering * type (Rayleigh or Mie) L: Radiance coming from the light source segment_length: The * length of the segment * * The code here is just that, with a bit of additional optimization to not store full * spectra for the optical depth */ r_spectrum[wl] += attenuation * reduce_add(phase_function * scattering_density) * IRRADIANCE[wl] * segment_length; } } /* Advance along ray. */ P += segment; } } void SKY_single_scattering_precompute_texture(float *pixels, int stride, int width, int height, float sun_elevation, float altitude, float air_density, float aerosol_density, float ozone_density) { /* Clamp altitude to avoid numerical issues. */ altitude = clamp(altitude, 1.0f, 59999.0f); /* Calculate texture pixels. */ const int half_width = width / 2; const int half_height = height / 2; const float3 cam_pos = make_float3(0, 0, EARTH_RADIUS + altitude); const float3 sun_dir = geographical_to_direction(sun_elevation, 0.0f); const float longitude_step = M_2PI_F / width; const int rows_per_task = std::max(1024 / width, 1); /* Compute Sky in the upper hemisphere. */ SKY_parallel_for(half_height, height, rows_per_task, [=](const size_t begin, const size_t end) { for (int y = begin; y < end; y++) { /* Sample more pixels toward the horizon. */ float latitude = M_PI_2_F * sqr(float(y) / half_height - 1.0f); float *pixel_row = pixels + (y * width * stride); for (int x = 0; x < half_width; x++) { float longitude = longitude_step * x - M_PI_F; float3 dir = geographical_to_direction(latitude, longitude); float spectrum[NUM_WAVELENGTHS]; single_scattering( dir, sun_dir, cam_pos, air_density, aerosol_density, ozone_density, spectrum); const float3 xyz = spec_to_xyz(spectrum); /* Store pixels. */ int pos_x = x * stride; pixel_row[pos_x] = xyz.x; pixel_row[pos_x + 1] = xyz.y; pixel_row[pos_x + 2] = xyz.z; /* Mirror sky. */ int mirror_x = (width - x - 1) * stride; pixel_row[mirror_x] = xyz.x; pixel_row[mirror_x + 1] = xyz.y; pixel_row[mirror_x + 2] = xyz.z; } } }); /* Fill in the lower hemisphere by fading out the horizon. */ for (int y = 0; y < half_height; y++) { /* Sample more pixels toward the horizon. */ float latitude = M_PI_2_F * sqr(float(y) / half_height - 1.0f); float3 dir = geographical_to_direction(latitude, 0.0f); float fade = 0.0f; if (dir.z < 0.4f) { fade = 1.0f - dir.z * 2.5f; fade = sqr(fade) * fade; } float *pixel_row = pixels + (y * width * stride); float *horizon_row = pixels + (half_height * width * stride); for (int x = 0, offset = 0; x < width; x++, offset += stride) { pixel_row[offset + 0] = horizon_row[offset + 0] * fade; pixel_row[offset + 1] = horizon_row[offset + 1] * fade; pixel_row[offset + 2] = horizon_row[offset + 2] * fade; } } } /*********** Sun ***********/ static void sun_radiation(float3 cam_dir, float altitude, float air_density, float aerosol_density, float solid_angle, float *r_spectrum) { float3 cam_pos = make_float3(0, 0, EARTH_RADIUS + altitude); float3 optical_depth = ray_optical_depth(cam_pos, cam_dir); /* Compute final spectrum. */ for (int i = 0; i < NUM_WAVELENGTHS; i++) { /* Combine spectra and the optical depth into transmittance. */ float transmittance = RAYLEIGH_COEFF[i] * optical_depth.x * air_density + 1.11f * MIE_COEFF * optical_depth.y * aerosol_density; r_spectrum[i] = IRRADIANCE[i] * expf(-transmittance) / solid_angle; } } void SKY_single_scattering_precompute_sun(float sun_elevation, float angular_diameter, float altitude, float air_density, float aerosol_density, float r_pixel_bottom[3], float r_pixel_top[3]) { /* Clamp altitude to avoid numerical issues. */ altitude = clamp(altitude, 1.0f, 59999.0f); float half_angular = angular_diameter / 2.0f; float solid_angle = M_2PI_F * (1.0f - cosf(half_angular)); float spectrum[NUM_WAVELENGTHS]; float bottom = sun_elevation - half_angular; float top = sun_elevation + half_angular; float elevation_bottom, elevation_top; float3 pix_bottom, pix_top, sun_dir; /* Compute 2 pixels for Sun disc: one is the lowest point of the disc, one is the highest. * Return black pixels if Sun is below horizon. */ elevation_bottom = (bottom > 0.0f) ? bottom : 0.0f; elevation_top = (top > 0.0f) ? top : 0.0f; if (elevation_top > 0.0f) { sun_dir = geographical_to_direction(elevation_bottom, 0.0f); sun_radiation(sun_dir, altitude, air_density, aerosol_density, solid_angle, spectrum); pix_bottom = spec_to_xyz(spectrum); sun_dir = geographical_to_direction(elevation_top, 0.0f); sun_radiation(sun_dir, altitude, air_density, aerosol_density, solid_angle, spectrum); pix_top = spec_to_xyz(spectrum); } else { pix_bottom = make_float3(0.0f, 0.0f, 0.0f); pix_top = make_float3(0.0f, 0.0f, 0.0f); } /* Store pixels. */ r_pixel_bottom[0] = pix_bottom.x; r_pixel_bottom[1] = pix_bottom.y; r_pixel_bottom[2] = pix_bottom.z; r_pixel_top[0] = pix_top.x; r_pixel_top[1] = pix_top.y; r_pixel_top[2] = pix_top.z; }