Files
test2/intern/cycles/kernel/svm/svm_bevel.h
Brecht Van Lommel 943e73b07e Cycles: decouple shadow paths from main path on GPU
The motivation for this is twofold. It improves performance (5-10% on most
benchmark scenes), and will help  to bring back transparency support for the
ambient occlusion pass.

* Duplicate some members from the main path state in the shadow path state.
* Add shadow paths incrementally to the array similar to what we do for
  the shadow catchers.
* For the scheduling, allow running shade surface and shade volume kernels
  as long as there is enough space in the shadow paths array. If not, execute
  shadow kernels until it is empty.

* Add IntegratorShadowState and ConstIntegratorShadowState typedefs that
  can be different between CPU and GPU. For GPU both main and shadow paths
  juse have an integer for SoA access. Bt with CPU it's a different pointer
  type so we get type safety checks in code shared between CPU and GPU.
* For CPU, add a separate IntegratorShadowStateCPU struct embedded in
  IntegratorShadowState.
* Update various functions to take the shadow state, and make SVM take either
  type of state using templates.

Differential Revision: https://developer.blender.org/D12889
2021-10-19 15:09:29 +02:00

326 lines
9.8 KiB
C++

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "kernel/bvh/bvh.h"
#include "kernel/kernel_montecarlo.h"
#include "kernel/kernel_random.h"
CCL_NAMESPACE_BEGIN
#ifdef __SHADER_RAYTRACE__
/* Planar Cubic BSSRDF falloff, reused for bevel.
*
* This is basically (Rm - x)^3, with some factors to normalize it. For sampling
* we integrate 2*pi*x * (Rm - x)^3, which gives us a quintic equation that as
* far as I can tell has no closed form solution. So we get an iterative solution
* instead with newton-raphson. */
ccl_device float svm_bevel_cubic_eval(const float radius, float r)
{
const float Rm = radius;
if (r >= Rm)
return 0.0f;
/* integrate (2*pi*r * 10*(R - r)^3)/(pi * R^5) from 0 to R = 1 */
const float Rm5 = (Rm * Rm) * (Rm * Rm) * Rm;
const float f = Rm - r;
const float num = f * f * f;
return (10.0f * num) / (Rm5 * M_PI_F);
}
ccl_device float svm_bevel_cubic_pdf(const float radius, float r)
{
return svm_bevel_cubic_eval(radius, r);
}
/* solve 10x^2 - 20x^3 + 15x^4 - 4x^5 - xi == 0 */
ccl_device_forceinline float svm_bevel_cubic_quintic_root_find(float xi)
{
/* newton-raphson iteration, usually succeeds in 2-4 iterations, except
* outside 0.02 ... 0.98 where it can go up to 10, so overall performance
* should not be too bad */
const float tolerance = 1e-6f;
const int max_iteration_count = 10;
float x = 0.25f;
int i;
for (i = 0; i < max_iteration_count; i++) {
float x2 = x * x;
float x3 = x2 * x;
float nx = (1.0f - x);
float f = 10.0f * x2 - 20.0f * x3 + 15.0f * x2 * x2 - 4.0f * x2 * x3 - xi;
float f_ = 20.0f * (x * nx) * (nx * nx);
if (fabsf(f) < tolerance || f_ == 0.0f)
break;
x = saturate(x - f / f_);
}
return x;
}
ccl_device void svm_bevel_cubic_sample(const float radius,
float xi,
ccl_private float *r,
ccl_private float *h)
{
float Rm = radius;
float r_ = svm_bevel_cubic_quintic_root_find(xi);
r_ *= Rm;
*r = r_;
/* h^2 + r^2 = Rm^2 */
*h = safe_sqrtf(Rm * Rm - r_ * r_);
}
/* Bevel shader averaging normals from nearby surfaces.
*
* Sampling strategy from: BSSRDF Importance Sampling, SIGGRAPH 2013
* http://library.imageworks.com/pdfs/imageworks-library-BSSRDF-sampling.pdf
*/
# ifdef __KERNEL_OPTIX__
extern "C" __device__ float3 __direct_callable__svm_node_bevel(
# else
ccl_device float3 svm_bevel(
# endif
KernelGlobals kg,
ConstIntegratorState state,
ccl_private ShaderData *sd,
float radius,
int num_samples)
{
/* Early out if no sampling needed. */
if (radius <= 0.0f || num_samples < 1 || sd->object == OBJECT_NONE) {
return sd->N;
}
/* Can't raytrace from shaders like displacement, before BVH exists. */
if (kernel_data.bvh.bvh_layout == BVH_LAYOUT_NONE) {
return sd->N;
}
/* Don't bevel for blurry indirect rays. */
if (INTEGRATOR_STATE(state, path, min_ray_pdf) < 8.0f) {
return sd->N;
}
/* Setup for multi intersection. */
LocalIntersection isect;
uint lcg_state = lcg_state_init(INTEGRATOR_STATE(state, path, rng_hash),
INTEGRATOR_STATE(state, path, rng_offset),
INTEGRATOR_STATE(state, path, sample),
0x64c6a40e);
/* Sample normals from surrounding points on surface. */
float3 sum_N = make_float3(0.0f, 0.0f, 0.0f);
/* TODO: support ray-tracing in shadow shader evaluation? */
RNGState rng_state;
path_state_rng_load(state, &rng_state);
for (int sample = 0; sample < num_samples; sample++) {
float disk_u, disk_v;
path_branched_rng_2D(kg, &rng_state, sample, num_samples, PRNG_BEVEL_U, &disk_u, &disk_v);
/* Pick random axis in local frame and point on disk. */
float3 disk_N, disk_T, disk_B;
float pick_pdf_N, pick_pdf_T, pick_pdf_B;
disk_N = sd->Ng;
make_orthonormals(disk_N, &disk_T, &disk_B);
float axisu = disk_u;
if (axisu < 0.5f) {
pick_pdf_N = 0.5f;
pick_pdf_T = 0.25f;
pick_pdf_B = 0.25f;
disk_u *= 2.0f;
}
else if (axisu < 0.75f) {
float3 tmp = disk_N;
disk_N = disk_T;
disk_T = tmp;
pick_pdf_N = 0.25f;
pick_pdf_T = 0.5f;
pick_pdf_B = 0.25f;
disk_u = (disk_u - 0.5f) * 4.0f;
}
else {
float3 tmp = disk_N;
disk_N = disk_B;
disk_B = tmp;
pick_pdf_N = 0.25f;
pick_pdf_T = 0.25f;
pick_pdf_B = 0.5f;
disk_u = (disk_u - 0.75f) * 4.0f;
}
/* Sample point on disk. */
float phi = M_2PI_F * disk_u;
float disk_r = disk_v;
float disk_height;
/* Perhaps find something better than Cubic BSSRDF, but happens to work well. */
svm_bevel_cubic_sample(radius, disk_r, &disk_r, &disk_height);
float3 disk_P = (disk_r * cosf(phi)) * disk_T + (disk_r * sinf(phi)) * disk_B;
/* Create ray. */
Ray ray ccl_optional_struct_init;
ray.P = sd->P + disk_N * disk_height + disk_P;
ray.D = -disk_N;
ray.t = 2.0f * disk_height;
ray.dP = differential_zero_compact();
ray.dD = differential_zero_compact();
ray.time = sd->time;
/* Intersect with the same object. if multiple intersections are found it
* will use at most LOCAL_MAX_HITS hits, a random subset of all hits. */
scene_intersect_local(kg, &ray, &isect, sd->object, &lcg_state, LOCAL_MAX_HITS);
int num_eval_hits = min(isect.num_hits, LOCAL_MAX_HITS);
for (int hit = 0; hit < num_eval_hits; hit++) {
/* Quickly retrieve P and Ng without setting up ShaderData. */
float3 hit_P;
if (sd->type & PRIMITIVE_TRIANGLE) {
hit_P = triangle_refine_local(
kg, sd, ray.P, ray.D, ray.t, isect.hits[hit].object, isect.hits[hit].prim);
}
# ifdef __OBJECT_MOTION__
else if (sd->type & PRIMITIVE_MOTION_TRIANGLE) {
float3 verts[3];
motion_triangle_vertices(kg, sd->object, isect.hits[hit].prim, sd->time, verts);
hit_P = motion_triangle_refine_local(
kg, sd, ray.P, ray.D, ray.t, isect.hits[hit].object, isect.hits[hit].prim, verts);
}
# endif /* __OBJECT_MOTION__ */
/* Get geometric normal. */
float3 hit_Ng = isect.Ng[hit];
int object = isect.hits[hit].object;
int object_flag = kernel_tex_fetch(__object_flag, object);
if (object_flag & SD_OBJECT_NEGATIVE_SCALE_APPLIED) {
hit_Ng = -hit_Ng;
}
/* Compute smooth normal. */
float3 N = hit_Ng;
int prim = isect.hits[hit].prim;
int shader = kernel_tex_fetch(__tri_shader, prim);
if (shader & SHADER_SMOOTH_NORMAL) {
float u = isect.hits[hit].u;
float v = isect.hits[hit].v;
if (sd->type & PRIMITIVE_TRIANGLE) {
N = triangle_smooth_normal(kg, N, prim, u, v);
}
# ifdef __OBJECT_MOTION__
else if (sd->type & PRIMITIVE_MOTION_TRIANGLE) {
N = motion_triangle_smooth_normal(kg, N, sd->object, prim, u, v, sd->time);
}
# endif /* __OBJECT_MOTION__ */
}
/* Transform normals to world space. */
if (!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
object_normal_transform(kg, sd, &N);
object_normal_transform(kg, sd, &hit_Ng);
}
/* Probability densities for local frame axes. */
float pdf_N = pick_pdf_N * fabsf(dot(disk_N, hit_Ng));
float pdf_T = pick_pdf_T * fabsf(dot(disk_T, hit_Ng));
float pdf_B = pick_pdf_B * fabsf(dot(disk_B, hit_Ng));
/* Multiple importance sample between 3 axes, power heuristic
* found to be slightly better than balance heuristic. pdf_N
* in the MIS weight and denominator canceled out. */
float w = pdf_N / (sqr(pdf_N) + sqr(pdf_T) + sqr(pdf_B));
if (isect.num_hits > LOCAL_MAX_HITS) {
w *= isect.num_hits / (float)LOCAL_MAX_HITS;
}
/* Real distance to sampled point. */
float r = len(hit_P - sd->P);
/* Compute weight. */
float pdf = svm_bevel_cubic_pdf(radius, r);
float disk_pdf = svm_bevel_cubic_pdf(radius, disk_r);
w *= pdf / disk_pdf;
/* Sum normal and weight. */
sum_N += w * N;
}
}
/* Normalize. */
float3 N = safe_normalize(sum_N);
return is_zero(N) ? sd->N : (sd->flag & SD_BACKFACING) ? -N : N;
}
template<uint node_feature_mask, typename ConstIntegratorGenericState>
# if defined(__KERNEL_OPTIX__)
ccl_device_inline
# else
ccl_device_noinline
# endif
void
svm_node_bevel(KernelGlobals kg,
ConstIntegratorGenericState state,
ccl_private ShaderData *sd,
ccl_private float *stack,
uint4 node)
{
uint num_samples, radius_offset, normal_offset, out_offset;
svm_unpack_node_uchar4(node.y, &num_samples, &radius_offset, &normal_offset, &out_offset);
float3 bevel_N = sd->N;
IF_KERNEL_NODES_FEATURE(RAYTRACE)
{
float radius = stack_load_float(stack, radius_offset);
# ifdef __KERNEL_OPTIX__
bevel_N = optixDirectCall<float3>(1, kg, state, sd, radius, num_samples);
# else
bevel_N = svm_bevel(kg, state, sd, radius, num_samples);
# endif
if (stack_valid(normal_offset)) {
/* Preserve input normal. */
float3 ref_N = stack_load_float3(stack, normal_offset);
bevel_N = normalize(ref_N + (bevel_N - sd->N));
}
}
stack_store_float3(stack, out_offset, bevel_N);
}
#endif /* __SHADER_RAYTRACE__ */
CCL_NAMESPACE_END