This is an intermediate steps towards making lights actual geometry. Light is now a subclass of Geometry, which simplifies some code. The geometry is not added to the BVH yet, which would be the next step and improve light intersection performance with many lights. This makes object attributes work on lights. Co-authored-by: Lukas Stockner <lukas@lukasstockner.de> Pull Request: https://projects.blender.org/blender/blender/pulls/134846
463 lines
19 KiB
C
463 lines
19 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/bvh/bvh.h"
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#include "kernel/closure/volume.h"
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#include "kernel/integrator/guiding.h"
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#include "kernel/integrator/path_state.h"
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#include "util/color.h"
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CCL_NAMESPACE_BEGIN
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#ifdef __SUBSURFACE__
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/* Random walk subsurface scattering.
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*
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* "Practical and Controllable Subsurface Scattering for Production Path
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* Tracing". Matt Jen-Yuan Chiang, Peter Kutz, Brent Burley. SIGGRAPH 2016. */
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/* Support for anisotropy from:
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* "Path Traced Subsurface Scattering using Anisotropic Phase Functions
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* and Non-Exponential Free Flights".
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* Magnus Wrenninge, Ryusuke Villemin, Christophe Hery.
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* https://graphics.pixar.com/library/PathTracedSubsurface/ */
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ccl_device void subsurface_random_walk_remap(const float albedo,
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const float d,
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const float g,
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ccl_private float *sigma_t,
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ccl_private float *alpha)
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{
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/* Compute attenuation and scattering coefficients from albedo. */
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const float g2 = g * g;
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const float g3 = g2 * g;
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const float g4 = g3 * g;
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const float g5 = g4 * g;
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const float g6 = g5 * g;
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const float g7 = g6 * g;
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const float A = 1.8260523782f + -1.28451056436f * g + -1.79904629312f * g2 +
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9.19393289202f * g3 + -22.8215585862f * g4 + 32.0234874259f * g5 +
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-23.6264803333f * g6 + 7.21067002658f * g7;
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const float B = 4.98511194385f +
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0.127355959438f *
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expf(31.1491581433f * g + -201.847017512f * g2 + 841.576016723f * g3 +
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-2018.09288505f * g4 + 2731.71560286f * g5 + -1935.41424244f * g6 +
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559.009054474f * g7);
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const float C = 1.09686102424f + -0.394704063468f * g + 1.05258115941f * g2 +
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-8.83963712726f * g3 + 28.8643230661f * g4 + -46.8802913581f * g5 +
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38.5402837518f * g6 + -12.7181042538f * g7;
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const float D = 0.496310210422f + 0.360146581622f * g + -2.15139309747f * g2 +
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17.8896899217f * g3 + -55.2984010333f * g4 + 82.065982243f * g5 +
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-58.5106008578f * g6 + 15.8478295021f * g7;
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const float E = 4.23190299701f +
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0.00310603949088f *
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expf(76.7316253952f * g + -594.356773233f * g2 + 2448.8834203f * g3 +
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-5576.68528998f * g4 + 7116.60171912f * g5 + -4763.54467887f * g6 +
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1303.5318055f * g7);
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const float F = 2.40602999408f + -2.51814844609f * g + 9.18494908356f * g2 +
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-79.2191708682f * g3 + 259.082868209f * g4 + -403.613804597f * g5 +
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302.85712436f * g6 + -87.4370473567f * g7;
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const float blend = powf(albedo, 0.25f);
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*alpha = (1.0f - blend) * A * powf(atanf(B * albedo), C) +
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blend * D * powf(atanf(E * albedo), F);
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*alpha = clamp(*alpha, 0.0f, 0.999999f); // because of numerical precision
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const float sigma_t_prime = 1.0f / fmaxf(d, 1e-16f);
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*sigma_t = sigma_t_prime / (1.0f - g);
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}
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ccl_device void subsurface_random_walk_coefficients(const Spectrum albedo,
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const Spectrum radius,
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const float anisotropy,
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ccl_private Spectrum *sigma_t,
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ccl_private Spectrum *alpha,
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ccl_private Spectrum *throughput)
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{
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FOREACH_SPECTRUM_CHANNEL (i) {
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subsurface_random_walk_remap(GET_SPECTRUM_CHANNEL(albedo, i),
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GET_SPECTRUM_CHANNEL(radius, i),
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anisotropy,
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&GET_SPECTRUM_CHANNEL(*sigma_t, i),
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&GET_SPECTRUM_CHANNEL(*alpha, i));
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}
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/* Throughput already contains closure weight at this point, which includes the
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* albedo, as well as closure mixing and Fresnel weights. Divide out the albedo
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* which will be added through scattering. */
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*throughput = safe_divide_color(*throughput, albedo);
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/* With low albedo values (like 0.025) we get diffusion_length 1.0 and
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* infinite phase functions. To avoid a sharp discontinuity as we go from
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* such values to 0.0, increase alpha and reduce the throughput to compensate. */
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const float min_alpha = 0.2f;
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FOREACH_SPECTRUM_CHANNEL (i) {
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if (GET_SPECTRUM_CHANNEL(*alpha, i) < min_alpha) {
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GET_SPECTRUM_CHANNEL(*throughput, i) *= GET_SPECTRUM_CHANNEL(*alpha, i) / min_alpha;
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GET_SPECTRUM_CHANNEL(*alpha, i) = min_alpha;
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}
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}
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}
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/* References for Dwivedi sampling:
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*
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* [1] "A Zero-variance-based Sampling Scheme for Monte Carlo Subsurface Scattering"
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* by Jaroslav Křivánek and Eugene d'Eon (SIGGRAPH 2014)
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* https://cgg.mff.cuni.cz/~jaroslav/papers/2014-zerovar/
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*
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* [2] "Improving the Dwivedi Sampling Scheme"
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* by Johannes Meng, Johannes Hanika, and Carsten Dachsbacher (EGSR 2016)
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* https://cg.ivd.kit.edu/1951.php
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*
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* [3] "Zero-Variance Theory for Efficient Subsurface Scattering"
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* by Eugene d'Eon and Jaroslav Křivánek (SIGGRAPH 2020)
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* https://iliyan.com/publications/RenderingCourse2020
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*/
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ccl_device_forceinline float eval_phase_dwivedi(const float v,
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const float phase_log,
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const float cos_theta)
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{
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/* Eq. 9 from [2] using precomputed log((v + 1) / (v - 1)) */
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return 1.0f / ((v - cos_theta) * phase_log);
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}
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ccl_device_forceinline float sample_phase_dwivedi(const float v,
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const float phase_log,
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const float rand)
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{
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/* Based on Eq. 10 from [2]: `v - (v + 1) * pow((v - 1) / (v + 1), rand)`
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* Since we're already pre-computing `phase_log = log((v + 1) / (v - 1))` for the evaluation,
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* we can implement the power function like this. */
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return v - (v + 1.0f) * expf(-rand * phase_log);
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}
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ccl_device_forceinline float diffusion_length_dwivedi(const float alpha)
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{
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/* Eq. 67 from [3] */
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return 1.0f / sqrtf(1.0f - powf(alpha, 2.44294f - 0.0215813f * alpha + 0.578637f / alpha));
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}
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ccl_device_forceinline float3 direction_from_cosine(const float3 D,
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const float cos_theta,
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const float randv)
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{
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const float phi = M_2PI_F * randv;
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const float3 dir = spherical_cos_to_direction(cos_theta, phi);
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float3 T;
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float3 B;
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make_orthonormals(D, &T, &B);
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return to_global(dir, T, B, D);
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}
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ccl_device_forceinline Spectrum subsurface_random_walk_pdf(Spectrum sigma_t,
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const float t,
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bool hit,
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ccl_private Spectrum *transmittance)
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{
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const Spectrum T = volume_color_transmittance(sigma_t, t);
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if (transmittance) {
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*transmittance = T;
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}
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return hit ? T : sigma_t * T;
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}
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/* Define the below variable to get the similarity code active,
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* and the value represents the cutoff level */
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# define SUBSURFACE_RANDOM_WALK_SIMILARITY_LEVEL 9
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ccl_device_inline bool subsurface_random_walk(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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const float3 P = INTEGRATOR_STATE(state, ray, P);
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const float3 D = INTEGRATOR_STATE(state, ray, D);
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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 N = INTEGRATOR_STATE(state, subsurface, N);
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const int object = INTEGRATOR_STATE(state, isect, object);
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const int prim = INTEGRATOR_STATE(state, isect, prim);
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/* Setup ray. */
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ray.P = P;
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ray.D = D;
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ray.tmin = 0.0f;
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ray.tmax = FLT_MAX;
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ray.time = time;
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ray.dP = ray_dP;
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ray.dD = differential_zero_compact();
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ray.self.object = object;
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ray.self.prim = prim;
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ray.self.light_object = OBJECT_NONE;
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ray.self.light_prim = PRIM_NONE;
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/* Convert subsurface to volume coefficients.
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* The single-scattering albedo is named alpha to avoid confusion with the surface albedo. */
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const Spectrum albedo = INTEGRATOR_STATE(state, subsurface, albedo);
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const Spectrum radius = INTEGRATOR_STATE(state, subsurface, radius);
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const float anisotropy = INTEGRATOR_STATE(state, subsurface, anisotropy);
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Spectrum sigma_t;
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Spectrum alpha;
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Spectrum throughput = INTEGRATOR_STATE(state, path, throughput);
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subsurface_random_walk_coefficients(albedo, radius, anisotropy, &sigma_t, &alpha, &throughput);
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const Spectrum sigma_s = sigma_t * alpha;
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/* Theoretically it should be better to use the exact alpha for the channel we're sampling at
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* each bounce, but in practice there doesn't seem to be a noticeable difference in exchange
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* for making the code significantly more complex and slower (if direction sampling depends on
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* the sampled channel, we need to compute its PDF per-channel and consider it for MIS later on).
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*
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* Since the strength of the guided sampling increases as alpha gets lower, using a value that
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* is too low results in fireflies while one that's too high just gives a bit more noise.
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* Therefore, the code here uses the highest of the three albedos to be safe. */
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const float diffusion_length = diffusion_length_dwivedi(reduce_max(alpha));
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if (diffusion_length == 1.0f) {
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/* With specific values of alpha the length might become 1, which in asymptotic makes phase to
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* be infinite. After first bounce it will cause throughput to be 0. Do early output, avoiding
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* numerical issues and extra unneeded work. */
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return false;
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}
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/* Precompute term for phase sampling. */
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const float phase_log = logf((diffusion_length + 1.0f) / (diffusion_length - 1.0f));
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/* Modify state for RNGs, decorrelated from other paths. */
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path_state_rng_scramble(&rng_state, 0xdeadbeef);
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/* Random walk until we hit the surface again. */
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bool hit = false;
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bool have_opposite_interface = false;
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float opposite_distance = 0.0f;
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/* TODO: Disable for `alpha > 0.999` or so? */
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/* Our heuristic, a compromise between guiding and classic. */
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const float guided_fraction = 1.0f - fmaxf(0.5f, powf(fabsf(anisotropy), 0.125f));
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# ifdef SUBSURFACE_RANDOM_WALK_SIMILARITY_LEVEL
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const Spectrum sigma_s_star = sigma_s * (1.0f - anisotropy);
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const Spectrum sigma_t_star = sigma_t - sigma_s + sigma_s_star;
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const Spectrum sigma_t_org = sigma_t;
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const Spectrum sigma_s_org = sigma_s;
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const float anisotropy_org = anisotropy;
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const float guided_fraction_org = guided_fraction;
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# endif
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for (int bounce = 0; bounce < BSSRDF_MAX_BOUNCES; bounce++) {
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/* Advance random number offset. */
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rng_state.rng_offset += PRNG_BOUNCE_NUM;
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# ifdef SUBSURFACE_RANDOM_WALK_SIMILARITY_LEVEL
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// shadow with local variables according to depth
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float anisotropy;
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float guided_fraction;
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Spectrum sigma_s;
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Spectrum sigma_t;
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if (bounce <= SUBSURFACE_RANDOM_WALK_SIMILARITY_LEVEL) {
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anisotropy = anisotropy_org;
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guided_fraction = guided_fraction_org;
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sigma_t = sigma_t_org;
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sigma_s = sigma_s_org;
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}
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else {
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anisotropy = 0.0f;
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guided_fraction = 0.75f; // back to isotropic heuristic from Blender
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sigma_t = sigma_t_star;
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sigma_s = sigma_s_star;
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}
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# endif
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/* Sample color channel, use MIS with balance heuristic. */
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float rchannel = path_state_rng_1D(kg, &rng_state, PRNG_SUBSURFACE_COLOR_CHANNEL);
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Spectrum channel_pdf;
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const int channel = volume_sample_channel(alpha, throughput, &rchannel, &channel_pdf);
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float sample_sigma_t = volume_channel_get(sigma_t, channel);
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const float randt = path_state_rng_1D(kg, &rng_state, PRNG_SUBSURFACE_SCATTER_DISTANCE);
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/* We need the result of the ray-cast to compute the full guided PDF, so just remember the
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* relevant terms to avoid recomputing them later. */
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float backward_fraction = 0.0f;
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float forward_pdf_factor = 0.0f;
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float forward_stretching = 1.0f;
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float backward_pdf_factor = 0.0f;
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float backward_stretching = 1.0f;
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/* For the initial ray, we already know the direction, so just do classic distance sampling. */
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if (bounce > 0) {
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/* Decide whether we should use guided or classic sampling. */
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const bool guided = (path_state_rng_1D(kg, &rng_state, PRNG_SUBSURFACE_GUIDE_STRATEGY) <
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guided_fraction);
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/* Determine if we want to sample away from the incoming interface.
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* This only happens if we found a nearby opposite interface, and the probability for it
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* depends on how close we are to it already.
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* This probability term comes from the recorded presentation of [3]. */
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bool guide_backward = false;
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if (have_opposite_interface) {
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/* Compute distance of the random walk between the tangent plane at the starting point
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* and the assumed opposite interface (the parallel plane that contains the point we
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* found in our ray query for the opposite side). */
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const float x = clamp(dot(ray.P - P, -N), 0.0f, opposite_distance);
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backward_fraction = 1.0f /
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(1.0f + expf((opposite_distance - 2.0f * x) / diffusion_length));
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guide_backward = path_state_rng_1D(kg, &rng_state, PRNG_SUBSURFACE_GUIDE_DIRECTION) <
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backward_fraction;
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}
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/* Sample scattering direction. */
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const float2 rand_scatter = path_state_rng_2D(kg, &rng_state, PRNG_SUBSURFACE_BSDF);
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float cos_theta;
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float hg_pdf;
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if (guided) {
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cos_theta = sample_phase_dwivedi(diffusion_length, phase_log, rand_scatter.x);
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/* The backwards guiding distribution is just mirrored along `sd->N`, so swapping the
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* sign here is enough to sample from that instead. */
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if (guide_backward) {
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cos_theta = -cos_theta;
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}
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const float3 newD = direction_from_cosine(N, cos_theta, rand_scatter.y);
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hg_pdf = phase_henyey_greenstein(dot(ray.D, newD), anisotropy);
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ray.D = newD;
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}
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else {
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const float3 newD = phase_henyey_greenstein_sample(
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ray.D, anisotropy, rand_scatter, &hg_pdf);
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cos_theta = dot(newD, N);
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ray.D = newD;
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}
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/* Compute PDF factor caused by phase sampling (as the ratio of guided / classic).
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* Since phase sampling is channel-independent, we can get away with applying a factor
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* to the guided PDF, which implicitly means pulling out the classic PDF term and letting
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* it cancel with an equivalent term in the numerator of the full estimator.
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* For the backward PDF, we again reuse the same probability distribution with a sign swap.
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*/
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forward_pdf_factor = M_1_2PI_F * eval_phase_dwivedi(diffusion_length, phase_log, cos_theta) /
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hg_pdf;
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backward_pdf_factor = M_1_2PI_F *
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eval_phase_dwivedi(diffusion_length, phase_log, -cos_theta) / hg_pdf;
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/* Prepare distance sampling.
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* For the backwards case, this also needs the sign swapped since now directions against
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* `sd->N` (and therefore with negative cos_theta) are preferred. */
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forward_stretching = (1.0f - cos_theta / diffusion_length);
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backward_stretching = (1.0f + cos_theta / diffusion_length);
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if (guided) {
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sample_sigma_t *= guide_backward ? backward_stretching : forward_stretching;
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}
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}
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/* Sample distance along ray. */
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float t = -logf(1.0f - randt) / sample_sigma_t;
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/* On the first bounce, we use the ray-cast to check if the opposite side is nearby.
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* If yes, we will later use backwards guided sampling in order to have a decent
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* chance of connecting to it.
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* TODO: Maybe use less than 10 times the mean free path? */
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if (bounce == 0) {
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ray.tmax = max(t, 10.0f / (reduce_min(sigma_t)));
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}
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else {
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ray.tmax = t;
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/* After the first bounce the object can intersect the same surface again */
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ray.self.object = OBJECT_NONE;
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ray.self.prim = PRIM_NONE;
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}
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scene_intersect_local<true>(kg, &ray, &ss_isect, object, nullptr, 1);
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hit = (ss_isect.num_hits > 0);
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if (hit) {
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ray.tmax = ss_isect.hits[0].t;
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}
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if (bounce == 0) {
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/* Check if we hit the opposite side. */
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if (hit) {
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have_opposite_interface = true;
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opposite_distance = dot(ray.P + ray.tmax * ray.D - P, -N);
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}
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/* Apart from the opposite side check, we were supposed to only trace up to distance t,
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* so check if there would have been a hit in that case. */
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hit = ray.tmax < t;
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}
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/* Use the distance to the exit point for the throughput update if we found one. */
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if (hit) {
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t = ray.tmax;
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}
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/* Advance to new scatter location. */
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ray.P += t * ray.D;
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Spectrum transmittance;
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Spectrum pdf = subsurface_random_walk_pdf(sigma_t, t, hit, &transmittance);
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if (bounce > 0) {
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/* Compute PDF just like we do for classic sampling, but with the stretched sigma_t. */
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Spectrum guided_pdf = subsurface_random_walk_pdf(
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forward_stretching * sigma_t, t, hit, nullptr);
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if (have_opposite_interface) {
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/* First step of MIS: Depending on geometry we might have two methods for guided
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* sampling, so perform MIS between them. */
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const Spectrum back_pdf = subsurface_random_walk_pdf(
|
|
backward_stretching * sigma_t, t, hit, nullptr);
|
|
guided_pdf = mix(
|
|
guided_pdf * forward_pdf_factor, back_pdf * backward_pdf_factor, backward_fraction);
|
|
}
|
|
else {
|
|
/* Just include phase sampling factor otherwise. */
|
|
guided_pdf *= forward_pdf_factor;
|
|
}
|
|
|
|
/* Now we apply the MIS balance heuristic between the classic and guided sampling. */
|
|
pdf = mix(pdf, guided_pdf, guided_fraction);
|
|
}
|
|
|
|
/* Finally, we're applying MIS again to combine the three color channels.
|
|
* Altogether, the MIS computation combines up to nine different estimators:
|
|
* {classic, guided, backward_guided} x {r, g, b} */
|
|
throughput *= (hit ? transmittance : sigma_s * transmittance) / dot(channel_pdf, pdf);
|
|
|
|
if (hit) {
|
|
/* If we hit the surface, we are done. */
|
|
break;
|
|
}
|
|
if (reduce_max(throughput) < VOLUME_THROUGHPUT_EPSILON) {
|
|
/* Avoid unnecessary work and precision issue when throughput gets really small. */
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (hit) {
|
|
kernel_assert(isfinite_safe(throughput));
|
|
|
|
/* TODO(lukas): Which PDF should we report here? Entry bounce? The random walk? Just 1.0? */
|
|
guiding_record_bssrdf_bounce(
|
|
kg,
|
|
state,
|
|
1.0f,
|
|
N,
|
|
D,
|
|
safe_divide_color(throughput, INTEGRATOR_STATE(state, path, throughput)),
|
|
albedo);
|
|
|
|
INTEGRATOR_STATE_WRITE(state, path, throughput) = throughput;
|
|
}
|
|
|
|
return hit;
|
|
}
|
|
|
|
#endif /* __SUBSURFACE__ */
|
|
|
|
CCL_NAMESPACE_END
|