Files
test2/intern/cycles/scene/hair.cpp
Patrick Mours 6487395fa5 Cycles: Add linear curve shape
Add new "Linear 3D Curves" option in the Curves panel in the render
properties. This renders curves as linear segments rather than smooth
curves, for faster render time at the cost of accuracy.

On NVIDIA Blackwell GPUs, this can give a 6x speedup compared to smooth
curves, due to hardware acceleration. On NVIDIA Ada there is still
a 3x speedup, and CPU and other GPU backends will also render this
faster.

A difference with smooth curves is that these have end caps, as this
was simpler to implement and they are usually helpful anyway.

In the future this functionality will also be used to properly support
the CURVE_TYPE_POLY on the new curves object.

Pull Request: https://projects.blender.org/blender/blender/pulls/139735
2025-07-29 17:05:01 +02:00

654 lines
21 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#include <algorithm>
#include "bvh/bvh.h"
#include "scene/curves.h"
#include "scene/hair.h"
#include "scene/object.h"
#include "scene/scene.h"
#include "integrator/shader_eval.h"
#include "util/progress.h"
#include "util/tbb.h"
CCL_NAMESPACE_BEGIN
/* Hair Curve */
void Hair::Curve::bounds_grow(const int k, const float4 *keys, BoundBox &bounds) const
{
float3 P[4];
P[0] = make_float3(keys[max(first_key + k - 1, first_key)]);
P[1] = make_float3(keys[first_key + k]);
P[2] = make_float3(keys[first_key + k + 1]);
P[3] = make_float3(keys[min(first_key + k + 2, first_key + num_keys - 1)]);
float3 lower;
float3 upper;
curvebounds(&lower.x, &upper.x, P, 0);
curvebounds(&lower.y, &upper.y, P, 1);
curvebounds(&lower.z, &upper.z, P, 2);
const float mr = max(keys[1].w, keys[2].w);
bounds.grow(lower, mr);
bounds.grow(upper, mr);
}
void Hair::Curve::bounds_grow(const int k,
const float3 *curve_keys,
const float *curve_radius,
BoundBox &bounds) const
{
float3 P[4];
P[0] = curve_keys[max(first_key + k - 1, first_key)];
P[1] = curve_keys[first_key + k];
P[2] = curve_keys[first_key + k + 1];
P[3] = curve_keys[min(first_key + k + 2, first_key + num_keys - 1)];
float3 lower;
float3 upper;
curvebounds(&lower.x, &upper.x, P, 0);
curvebounds(&lower.y, &upper.y, P, 1);
curvebounds(&lower.z, &upper.z, P, 2);
const float mr = max(curve_radius[first_key + k], curve_radius[first_key + k + 1]);
bounds.grow(lower, mr);
bounds.grow(upper, mr);
}
void Hair::Curve::bounds_grow(const int k,
const float3 *curve_keys,
const float *curve_radius,
const Transform &aligned_space,
BoundBox &bounds) const
{
float3 P[4];
P[0] = curve_keys[max(first_key + k - 1, first_key)];
P[1] = curve_keys[first_key + k];
P[2] = curve_keys[first_key + k + 1];
P[3] = curve_keys[min(first_key + k + 2, first_key + num_keys - 1)];
P[0] = transform_point(&aligned_space, P[0]);
P[1] = transform_point(&aligned_space, P[1]);
P[2] = transform_point(&aligned_space, P[2]);
P[3] = transform_point(&aligned_space, P[3]);
float3 lower;
float3 upper;
curvebounds(&lower.x, &upper.x, P, 0);
curvebounds(&lower.y, &upper.y, P, 1);
curvebounds(&lower.z, &upper.z, P, 2);
const float mr = max(curve_radius[first_key + k], curve_radius[first_key + k + 1]);
bounds.grow(lower, mr);
bounds.grow(upper, mr);
}
void Hair::Curve::bounds_grow(const float4 keys[4], BoundBox &bounds) const
{
float3 P[4] = {
make_float3(keys[0]),
make_float3(keys[1]),
make_float3(keys[2]),
make_float3(keys[3]),
};
float3 lower;
float3 upper;
curvebounds(&lower.x, &upper.x, P, 0);
curvebounds(&lower.y, &upper.y, P, 1);
curvebounds(&lower.z, &upper.z, P, 2);
const float mr = max(keys[1].w, keys[2].w);
bounds.grow(lower, mr);
bounds.grow(upper, mr);
}
void Hair::Curve::motion_keys(const float3 *curve_keys,
const float *curve_radius,
const float4 *key_steps,
const size_t num_curve_keys,
const size_t num_steps,
const float time,
size_t k0,
size_t k1,
float4 r_keys[2]) const
{
/* Figure out which steps we need to fetch and their interpolation factor. */
const size_t max_step = num_steps - 1;
const size_t step = std::min((size_t)(time * max_step), max_step - 1);
const float t = time * max_step - step;
/* Fetch vertex coordinates. */
float4 curr_keys[2];
float4 next_keys[2];
keys_for_step(
curve_keys, curve_radius, key_steps, num_curve_keys, num_steps, step, k0, k1, curr_keys);
keys_for_step(
curve_keys, curve_radius, key_steps, num_curve_keys, num_steps, step + 1, k0, k1, next_keys);
/* Interpolate between steps. */
r_keys[0] = (1.0f - t) * curr_keys[0] + t * next_keys[0];
r_keys[1] = (1.0f - t) * curr_keys[1] + t * next_keys[1];
}
void Hair::Curve::cardinal_motion_keys(const float3 *curve_keys,
const float *curve_radius,
const float4 *key_steps,
const size_t num_curve_keys,
const size_t num_steps,
const float time,
size_t k0,
size_t k1,
size_t k2,
size_t k3,
float4 r_keys[4]) const
{
/* Figure out which steps we need to fetch and their interpolation factor. */
const size_t max_step = num_steps - 1;
const size_t step = min((size_t)(time * max_step), max_step - 1);
const float t = time * max_step - step;
/* Fetch vertex coordinates. */
float4 curr_keys[4];
float4 next_keys[4];
cardinal_keys_for_step(curve_keys,
curve_radius,
key_steps,
num_curve_keys,
num_steps,
step,
k0,
k1,
k2,
k3,
curr_keys);
cardinal_keys_for_step(curve_keys,
curve_radius,
key_steps,
num_curve_keys,
num_steps,
step + 1,
k0,
k1,
k2,
k3,
next_keys);
/* Interpolate between steps. */
r_keys[0] = (1.0f - t) * curr_keys[0] + t * next_keys[0];
r_keys[1] = (1.0f - t) * curr_keys[1] + t * next_keys[1];
r_keys[2] = (1.0f - t) * curr_keys[2] + t * next_keys[2];
r_keys[3] = (1.0f - t) * curr_keys[3] + t * next_keys[3];
}
void Hair::Curve::keys_for_step(const float3 *curve_keys,
const float *curve_radius,
const float4 *key_steps,
const size_t num_curve_keys,
const size_t num_steps,
size_t step,
size_t k0,
size_t k1,
float4 r_keys[2]) const
{
k0 = max(k0, (size_t)0);
k1 = min(k1, (size_t)(num_keys - 1));
const size_t center_step = ((num_steps - 1) / 2);
if (step == center_step) {
/* Center step: regular key location. */
r_keys[0] = make_float4(curve_keys[first_key + k0], curve_radius[first_key + k0]);
r_keys[1] = make_float4(curve_keys[first_key + k1], curve_radius[first_key + k1]);
}
else {
/* Center step is not stored in this array. */
if (step > center_step) {
step--;
}
const size_t offset = first_key + step * num_curve_keys;
r_keys[0] = make_float4(key_steps[offset + k0].x,
key_steps[offset + k0].y,
key_steps[offset + k0].z,
curve_radius[first_key + k0]);
r_keys[1] = make_float4(key_steps[offset + k1].x,
key_steps[offset + k1].y,
key_steps[offset + k1].z,
curve_radius[first_key + k1]);
}
}
void Hair::Curve::cardinal_keys_for_step(const float3 *curve_keys,
const float *curve_radius,
const float4 *key_steps,
const size_t num_curve_keys,
const size_t num_steps,
size_t step,
size_t k0,
size_t k1,
size_t k2,
size_t k3,
float4 r_keys[4]) const
{
k0 = max(k0, (size_t)0);
k3 = min(k3, (size_t)(num_keys - 1));
const size_t center_step = ((num_steps - 1) / 2);
if (step == center_step) {
/* Center step: regular key location. */
r_keys[0] = make_float4(curve_keys[first_key + k0], curve_radius[first_key + k0]);
r_keys[1] = make_float4(curve_keys[first_key + k1], curve_radius[first_key + k1]);
r_keys[2] = make_float4(curve_keys[first_key + k2], curve_radius[first_key + k2]);
r_keys[3] = make_float4(curve_keys[first_key + k3], curve_radius[first_key + k3]);
}
else {
/* Center step is not stored in this array. */
if (step > center_step) {
step--;
}
const size_t offset = first_key + step * num_curve_keys;
r_keys[0] = make_float4(key_steps[offset + k0].x,
key_steps[offset + k0].y,
key_steps[offset + k0].z,
curve_radius[first_key + k0]);
r_keys[1] = make_float4(key_steps[offset + k1].x,
key_steps[offset + k1].y,
key_steps[offset + k1].z,
curve_radius[first_key + k1]);
r_keys[2] = make_float4(key_steps[offset + k2].x,
key_steps[offset + k2].y,
key_steps[offset + k2].z,
curve_radius[first_key + k2]);
r_keys[3] = make_float4(key_steps[offset + k3].x,
key_steps[offset + k3].y,
key_steps[offset + k3].z,
curve_radius[first_key + k3]);
}
}
/* Hair */
NODE_DEFINE(Hair)
{
NodeType *type = NodeType::add("hair", create, NodeType::NONE, Geometry::get_node_base_type());
SOCKET_POINT_ARRAY(curve_keys, "Curve Keys", array<float3>());
SOCKET_FLOAT_ARRAY(curve_radius, "Curve Radius", array<float>());
SOCKET_INT_ARRAY(curve_first_key, "Curve First Key", array<int>());
SOCKET_INT_ARRAY(curve_shader, "Curve Shader", array<int>());
return type;
}
Hair::Hair() : Geometry(get_node_type(), Geometry::HAIR)
{
curve_key_offset = 0;
curve_segment_offset = 0;
curve_shape = CURVE_RIBBON;
}
Hair::~Hair() = default;
void Hair::resize_curves(const int numcurves, const int numkeys)
{
curve_keys.resize(numkeys);
curve_radius.resize(numkeys);
curve_first_key.resize(numcurves);
curve_shader.resize(numcurves);
attributes.resize();
}
void Hair::reserve_curves(const int numcurves, const int numkeys)
{
curve_keys.reserve(numkeys);
curve_radius.reserve(numkeys);
curve_first_key.reserve(numcurves);
curve_shader.reserve(numcurves);
attributes.resize(true);
}
void Hair::clear(bool preserve_shaders)
{
Geometry::clear(preserve_shaders);
curve_keys.clear();
curve_radius.clear();
curve_first_key.clear();
curve_shader.clear();
attributes.clear();
}
void Hair::add_curve_key(const float3 co, const float radius)
{
curve_keys.push_back_reserved(co);
curve_radius.push_back_reserved(radius);
tag_curve_keys_modified();
tag_curve_radius_modified();
}
void Hair::add_curve(const int first_key, const int shader)
{
curve_first_key.push_back_reserved(first_key);
curve_shader.push_back_reserved(shader);
tag_curve_first_key_modified();
tag_curve_shader_modified();
}
void Hair::copy_center_to_motion_step(const int motion_step)
{
Attribute *attr_mP = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
if (attr_mP) {
float3 *keys = curve_keys.data();
const size_t numkeys = curve_keys.size();
std::copy_n(keys, numkeys, attr_mP->data_float3() + motion_step * numkeys);
}
}
void Hair::get_uv_tiles(ustring map, unordered_set<int> &tiles)
{
Attribute *attr;
if (map.empty()) {
attr = attributes.find(ATTR_STD_UV);
}
else {
attr = attributes.find(map);
}
if (attr) {
attr->get_uv_tiles(this, ATTR_PRIM_GEOMETRY, tiles);
}
}
void Hair::compute_bounds()
{
BoundBox bnds = BoundBox::empty;
const size_t curve_keys_size = curve_keys.size();
const size_t curve_num = num_curves();
if (curve_keys_size > 0) {
bnds.grow(parallel_reduce(
blocked_range<size_t>(0, curve_num),
BoundBox(BoundBox::empty),
[&](const blocked_range<size_t> &range, const BoundBox &partial_bounds) {
BoundBox current_bounds = partial_bounds;
for (size_t i = range.begin(); i < range.end(); ++i) {
const Curve curve = get_curve(i);
const int num_segments = curve.num_segments();
for (int k = 0; k < num_segments; k++) {
curve.bounds_grow(k, curve_keys.data(), curve_radius.data(), current_bounds);
}
}
return current_bounds;
},
[](const BoundBox &bounds_a, const BoundBox &bounds_b) {
BoundBox combined_bounds = bounds_a;
combined_bounds.grow(bounds_b);
return combined_bounds;
}));
Attribute *curve_attr = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
if (use_motion_blur && curve_attr) {
const size_t steps_size = curve_keys.size() * (motion_steps - 1);
// Attribute data is stored as a float4 and is not
// interchangeable with float3
float4 *key_steps = curve_attr->data_float4();
for (size_t i = 0; i < steps_size; i++) {
bnds.grow(make_float3(key_steps[i]));
}
}
if (!bnds.valid()) {
bnds = BoundBox::empty;
/* skip nan or inf coordinates */
for (size_t i = 0; i < curve_keys_size; i++) {
bnds.grow_safe(curve_keys[i], curve_radius[i]);
}
if (use_motion_blur && curve_attr) {
const size_t steps_size = curve_keys.size() * (motion_steps - 1);
// Attribute data is stored as a float4 which is not
// interchangeable with float4
float4 *key_steps = curve_attr->data_float4();
for (size_t i = 0; i < steps_size; i++) {
bnds.grow_safe(make_float3(key_steps[i]));
}
}
}
}
if (!bnds.valid()) {
/* empty mesh */
bnds.grow(zero_float3());
}
bounds = bnds;
}
void Hair::apply_transform(const Transform &tfm, const bool apply_to_motion)
{
/* compute uniform scale */
const float3 c0 = transform_get_column(&tfm, 0);
const float3 c1 = transform_get_column(&tfm, 1);
const float3 c2 = transform_get_column(&tfm, 2);
const float scalar = powf(fabsf(dot(cross(c0, c1), c2)), 1.0f / 3.0f);
/* apply transform to curve keys */
for (size_t i = 0; i < curve_keys.size(); i++) {
const float3 co = transform_point(&tfm, curve_keys[i]);
const float radius = curve_radius[i] * scalar;
/* scale for curve radius is only correct for uniform scale */
curve_keys[i] = co;
curve_radius[i] = radius;
}
tag_curve_keys_modified();
tag_curve_radius_modified();
if (apply_to_motion) {
Attribute *curve_attr = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
if (curve_attr) {
/* apply transform to motion curve keys */
const size_t steps_size = curve_keys.size() * (motion_steps - 1);
float4 *key_steps = curve_attr->data_float4();
for (size_t i = 0; i < steps_size; i++) {
const float3 co = transform_point(&tfm, make_float3(key_steps[i]));
const float radius = key_steps[i].w * scalar;
/* scale for curve radius is only correct for uniform scale */
key_steps[i] = make_float4(co);
key_steps[i].w = radius;
}
}
}
}
void Hair::pack_curves(Scene *scene,
float4 *curve_key_co,
KernelCurve *curves,
KernelCurveSegment *curve_segments)
{
const size_t curve_keys_size = curve_keys.size();
/* pack curve keys */
if (curve_keys_size) {
float3 *keys_ptr = curve_keys.data();
float *radius_ptr = curve_radius.data();
for (size_t i = 0; i < curve_keys_size; i++) {
curve_key_co[i] = make_float4(keys_ptr[i], radius_ptr[i]);
}
}
/* pack curve segments */
const PrimitiveType type = primitive_type();
const size_t curve_num = num_curves();
size_t index = 0;
for (size_t i = 0; i < curve_num; i++) {
const Curve curve = get_curve(i);
int shader_id = curve_shader[i];
Shader *shader = (shader_id < used_shaders.size()) ?
static_cast<Shader *>(used_shaders[shader_id]) :
scene->default_surface;
shader_id = scene->shader_manager->get_shader_id(shader, false);
curves[i].shader_id = shader_id;
curves[i].first_key = curve_key_offset + curve.first_key;
curves[i].num_keys = curve.num_keys;
curves[i].type = type;
for (int k = 0; k < curve.num_segments(); ++k, ++index) {
curve_segments[index].prim = prim_offset + i;
curve_segments[index].type = PRIMITIVE_PACK_SEGMENT(type, k);
}
}
}
PrimitiveType Hair::primitive_type() const
{
return has_motion_blur() ?
((curve_shape == CURVE_RIBBON) ? PRIMITIVE_MOTION_CURVE_RIBBON :
(curve_shape == CURVE_THICK_LINEAR) ? PRIMITIVE_MOTION_CURVE_THICK_LINEAR :
PRIMITIVE_MOTION_CURVE_THICK) :
((curve_shape == CURVE_RIBBON) ? PRIMITIVE_CURVE_RIBBON :
(curve_shape == CURVE_THICK_LINEAR) ? PRIMITIVE_CURVE_THICK_LINEAR :
PRIMITIVE_CURVE_THICK);
}
/* Fill in coordinates for curve transparency shader evaluation on device. */
static int fill_shader_input(const Hair *hair,
const size_t object_index,
device_vector<KernelShaderEvalInput> &d_input)
{
int d_input_size = 0;
KernelShaderEvalInput *d_input_data = d_input.data();
const int num_curves = hair->num_curves();
for (int i = 0; i < num_curves; i++) {
const Hair::Curve curve = hair->get_curve(i);
const int num_segments = curve.num_segments();
for (int j = 0; j < num_segments + 1; j++) {
KernelShaderEvalInput in;
in.object = object_index;
in.prim = hair->prim_offset + i;
in.u = (j < num_segments) ? 0.0f : 1.0f;
in.v = (j < num_segments) ? __int_as_float(j) : __int_as_float(j - 1);
d_input_data[d_input_size++] = in;
}
}
return d_input_size;
}
/* Read back curve transparency shader output. */
static void read_shader_output(float *shadow_transparency,
bool &is_fully_opaque,
const device_vector<float> &d_output)
{
const int num_keys = d_output.size();
const float *output_data = d_output.data();
bool is_opaque = true;
for (int i = 0; i < num_keys; i++) {
shadow_transparency[i] = output_data[i];
if (shadow_transparency[i] > 0.0f) {
is_opaque = false;
}
}
is_fully_opaque = is_opaque;
}
bool Hair::need_shadow_transparency()
{
for (const Node *node : used_shaders) {
const Shader *shader = static_cast<const Shader *>(node);
if (shader->has_surface_transparent && shader->get_use_transparent_shadow()) {
return true;
}
}
return false;
}
bool Hair::update_shadow_transparency(Device *device, Scene *scene, Progress &progress)
{
if (!need_shadow_transparency()) {
/* If no shaders with shadow transparency, remove attribute. */
Attribute *attr = attributes.find(ATTR_STD_SHADOW_TRANSPARENCY);
if (attr) {
attributes.remove(attr);
return true;
}
return false;
}
const string msg = string_printf("Computing Shadow Transparency %s", name.c_str());
progress.set_status("Updating Hair", msg);
/* Create shadow transparency attribute. */
Attribute *attr = attributes.find(ATTR_STD_SHADOW_TRANSPARENCY);
const bool attribute_exists = (attr != nullptr);
if (!attribute_exists) {
attr = attributes.add(ATTR_STD_SHADOW_TRANSPARENCY);
}
float *attr_data = attr->data_float();
/* Find object index. */
size_t object_index = OBJECT_NONE;
for (size_t i = 0; i < scene->objects.size(); i++) {
if (scene->objects[i]->get_geometry() == this) {
object_index = i;
break;
}
}
/* Evaluate shader on device. */
ShaderEval shader_eval(device, progress);
bool is_fully_opaque = false;
shader_eval.eval(
SHADER_EVAL_CURVE_SHADOW_TRANSPARENCY,
num_keys(),
1,
[this, object_index](device_vector<KernelShaderEvalInput> &d_input) {
return fill_shader_input(this, object_index, d_input);
},
[attr_data, &is_fully_opaque](const device_vector<float> &d_output) {
read_shader_output(attr_data, is_fully_opaque, d_output);
});
if (is_fully_opaque) {
attributes.remove(attr);
return attribute_exists;
}
return true;
}
CCL_NAMESPACE_END