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test2/intern/cycles/kernel/light/background.h
2025-03-21 11:51:50 +11:00

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C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "kernel/globals.h"
#include "kernel/camera/projection.h"
#include "kernel/light/area.h"
#include "kernel/light/common.h"
#include "util/math_intersect.h"
CCL_NAMESPACE_BEGIN
/* Background Light */
ccl_device float3 background_map_sample(KernelGlobals kg,
const float2 rand,
ccl_private float *pdf)
{
/* for the following, the CDF values are actually a pair of floats, with the
* function value as X and the actual CDF as Y. The last entry's function
* value is the CDF total. */
const int res_x = kernel_data.background.map_res_x;
const int res_y = kernel_data.background.map_res_y;
const int cdf_width = res_x + 1;
/* This is basically std::lower_bound as used by PBRT. */
int first = 0;
int count = res_y;
while (count > 0) {
const int step = count >> 1;
const int middle = first + step;
if (kernel_data_fetch(light_background_marginal_cdf, middle).y < rand.y) {
first = middle + 1;
count -= step + 1;
}
else {
count = step;
}
}
const int index_v = max(0, first - 1);
kernel_assert(index_v >= 0 && index_v < res_y);
const float2 cdf_v = kernel_data_fetch(light_background_marginal_cdf, index_v);
const float2 cdf_next_v = kernel_data_fetch(light_background_marginal_cdf, index_v + 1);
const float2 cdf_last_v = kernel_data_fetch(light_background_marginal_cdf, res_y);
/* importance-sampled V direction */
const float dv = inverse_lerp(cdf_v.y, cdf_next_v.y, rand.y);
const float v = (index_v + dv) / res_y;
/* This is basically std::lower_bound as used by PBRT. */
first = 0;
count = res_x;
while (count > 0) {
const int step = count >> 1;
const int middle = first + step;
if (kernel_data_fetch(light_background_conditional_cdf, index_v * cdf_width + middle).y <
rand.x)
{
first = middle + 1;
count -= step + 1;
}
else {
count = step;
}
}
const int index_u = max(0, first - 1);
kernel_assert(index_u >= 0 && index_u < res_x);
const float2 cdf_u = kernel_data_fetch(light_background_conditional_cdf,
index_v * cdf_width + index_u);
const float2 cdf_next_u = kernel_data_fetch(light_background_conditional_cdf,
index_v * cdf_width + index_u + 1);
const float2 cdf_last_u = kernel_data_fetch(light_background_conditional_cdf,
index_v * cdf_width + res_x);
/* importance-sampled U direction */
const float du = inverse_lerp(cdf_u.y, cdf_next_u.y, rand.x);
const float u = (index_u + du) / res_x;
/* compute pdf */
const float sin_theta = sinf(M_PI_F * v);
const float denom = (M_2PI_F * M_PI_F * sin_theta) * cdf_last_u.x * cdf_last_v.x;
if (sin_theta == 0.0f || denom == 0.0f) {
*pdf = 0.0f;
}
else {
*pdf = (cdf_u.x * cdf_v.x) / denom;
}
/* compute direction */
return equirectangular_to_direction(u, v);
}
/* TODO(sergey): Same as above, after the release we should consider using
* `noinline` for all devices.
*/
ccl_device float background_map_pdf(KernelGlobals kg, const float3 direction)
{
const float2 uv = direction_to_equirectangular(direction);
const int res_x = kernel_data.background.map_res_x;
const int res_y = kernel_data.background.map_res_y;
const int cdf_width = res_x + 1;
const float sin_theta = sinf(uv.y * M_PI_F);
if (sin_theta == 0.0f) {
return 0.0f;
}
const int index_u = clamp(float_to_int(uv.x * res_x), 0, res_x - 1);
const int index_v = clamp(float_to_int(uv.y * res_y), 0, res_y - 1);
/* pdfs in V direction */
const float2 cdf_last_u = kernel_data_fetch(light_background_conditional_cdf,
index_v * cdf_width + res_x);
const float2 cdf_last_v = kernel_data_fetch(light_background_marginal_cdf, res_y);
const float denom = (M_2PI_F * M_PI_F * sin_theta) * cdf_last_u.x * cdf_last_v.x;
if (denom == 0.0f) {
return 0.0f;
}
/* pdfs in U direction */
const float2 cdf_u = kernel_data_fetch(light_background_conditional_cdf,
index_v * cdf_width + index_u);
const float2 cdf_v = kernel_data_fetch(light_background_marginal_cdf, index_v);
return (cdf_u.x * cdf_v.x) / denom;
}
ccl_device_inline bool background_portal_data_fetch_and_check_side(KernelGlobals kg,
const float3 P,
const int index,
ccl_private float3 *lightpos,
ccl_private float3 *dir)
{
const int portal = kernel_data.integrator.portal_offset + index;
const ccl_global KernelLight *klight = &kernel_data_fetch(lights, portal);
*lightpos = klight->co;
*dir = klight->area.dir;
/* Check whether portal is on the right side. */
if (dot(*dir, P - *lightpos) > 1e-4f) {
return true;
}
return false;
}
ccl_device_inline float background_portal_pdf(KernelGlobals kg,
const float3 P,
float3 direction,
const int ignore_portal,
ccl_private bool *is_possible)
{
float portal_pdf = 0.0f;
int num_possible = 0;
for (int p = 0; p < kernel_data.integrator.num_portals; p++) {
if (p == ignore_portal) {
continue;
}
float3 lightpos;
float3 dir;
if (!background_portal_data_fetch_and_check_side(kg, P, p, &lightpos, &dir)) {
continue;
}
/* There's a portal that could be sampled from this position. */
if (is_possible) {
*is_possible = true;
}
num_possible++;
const int portal = kernel_data.integrator.portal_offset + p;
const ccl_global KernelLight *klight = &kernel_data_fetch(lights, portal);
const float3 axis_u = klight->area.axis_u;
const float len_u = klight->area.len_u;
const float3 axis_v = klight->area.axis_v;
const float len_v = klight->area.len_v;
const float3 inv_extent_u = axis_u / len_u;
const float3 inv_extent_v = axis_v / len_v;
const bool is_round = (klight->area.invarea < 0.0f);
if (!ray_quad_intersect(P,
direction,
1e-4f,
FLT_MAX,
lightpos,
inv_extent_u,
inv_extent_v,
dir,
nullptr,
nullptr,
nullptr,
nullptr,
is_round))
{
continue;
}
if (is_round) {
float t;
const float3 D = normalize_len(lightpos - P, &t);
portal_pdf += fabsf(klight->area.invarea) * light_pdf_area_to_solid_angle(dir, -D, t);
}
else {
portal_pdf += area_light_rect_sample(
P, &lightpos, axis_u, len_u, axis_v, len_v, zero_float2(), false);
}
}
if (ignore_portal >= 0) {
/* We have skipped a portal that could be sampled as well. */
num_possible++;
}
return (num_possible > 0) ? portal_pdf / num_possible : 0.0f;
}
ccl_device int background_num_possible_portals(KernelGlobals kg, const float3 P)
{
int num_possible_portals = 0;
for (int p = 0; p < kernel_data.integrator.num_portals; p++) {
float3 lightpos;
float3 dir;
if (background_portal_data_fetch_and_check_side(kg, P, p, &lightpos, &dir)) {
num_possible_portals++;
}
}
return num_possible_portals;
}
ccl_device float3 background_portal_sample(KernelGlobals kg,
const float3 P,
float2 rand,
const int num_possible,
ccl_private int *sampled_portal,
ccl_private float *pdf)
{
/* Pick a portal, then re-normalize rand.y. */
rand.y *= num_possible;
int portal = (int)rand.y;
rand.y -= portal;
/* TODO(sergey): Some smarter way of finding portal to sample
* is welcome.
*/
for (int p = 0; p < kernel_data.integrator.num_portals; p++) {
/* Search for the sampled portal. */
float3 lightpos;
float3 dir;
if (!background_portal_data_fetch_and_check_side(kg, P, p, &lightpos, &dir)) {
continue;
}
if (portal == 0) {
/* p is the portal to be sampled. */
const int portal = kernel_data.integrator.portal_offset + p;
const ccl_global KernelLight *klight = &kernel_data_fetch(lights, portal);
const float3 axis_u = klight->area.axis_u;
const float3 axis_v = klight->area.axis_v;
const float len_u = klight->area.len_u;
const float len_v = klight->area.len_v;
const bool is_round = (klight->area.invarea < 0.0f);
float3 D;
if (is_round) {
lightpos += ellipse_sample(axis_u * len_u * 0.5f, axis_v * len_v * 0.5f, rand);
float t;
D = normalize_len(lightpos - P, &t);
*pdf = fabsf(klight->area.invarea) * light_pdf_area_to_solid_angle(dir, -D, t);
}
else {
*pdf = area_light_rect_sample(P, &lightpos, axis_u, len_u, axis_v, len_v, rand, true);
D = normalize(lightpos - P);
}
*pdf /= num_possible;
*sampled_portal = p;
return D;
}
portal--;
}
return zero_float3();
}
ccl_device_inline float3 background_sun_sample(KernelGlobals kg,
const float2 rand,
ccl_private float *pdf)
{
const float3 N = make_float3(kernel_data.background.sun);
const float angle = kernel_data.background.sun.w;
float unused;
return sample_uniform_cone(N, one_minus_cos(angle), rand, &unused, pdf);
}
ccl_device_inline float background_sun_pdf(KernelGlobals kg, const float3 D)
{
const float3 N = make_float3(kernel_data.background.sun);
const float angle = kernel_data.background.sun.w;
return pdf_uniform_cone(N, D, angle);
}
ccl_device_inline float3 background_light_sample(KernelGlobals kg,
const float3 P,
float2 rand,
ccl_private float *pdf)
{
float portal_method_pdf = kernel_data.background.portal_weight;
float sun_method_pdf = kernel_data.background.sun_weight;
float map_method_pdf = kernel_data.background.map_weight;
int num_portals = 0;
if (portal_method_pdf > 0.0f) {
/* Check if there are portals in the scene which we can sample. */
num_portals = background_num_possible_portals(kg, P);
if (num_portals == 0) {
portal_method_pdf = 0.0f;
}
}
float pdf_fac = (portal_method_pdf + sun_method_pdf + map_method_pdf);
if (pdf_fac == 0.0f) {
/* Use uniform as a fallback if we can't use any strategy. */
*pdf = 1.0f / M_4PI_F;
return sample_uniform_sphere(rand);
}
pdf_fac = 1.0f / pdf_fac;
portal_method_pdf *= pdf_fac;
sun_method_pdf *= pdf_fac;
map_method_pdf *= pdf_fac;
/* We have 100% in total and split it between the three categories.
* Therefore, we pick portals if rand.x is between 0 and portal_method_pdf,
* sun if rand.x is between portal_method_pdf and (portal_method_pdf + sun_method_pdf)
* and map if rand.x is between (portal_method_pdf + sun_method_pdf) and 1. */
const float sun_method_cdf = portal_method_pdf + sun_method_pdf;
int method = 0;
float3 D;
if (rand.x < portal_method_pdf) {
method = 0;
/* Rescale rand.x. */
if (portal_method_pdf != 1.0f) {
rand.x /= portal_method_pdf;
}
/* Sample a portal. */
int portal;
D = background_portal_sample(kg, P, rand, num_portals, &portal, pdf);
if (num_portals > 1) {
/* Ignore the chosen portal, its pdf is already included. */
*pdf += background_portal_pdf(kg, P, D, portal, nullptr);
}
/* Skip MIS if this is the only method. */
if (portal_method_pdf == 1.0f) {
return D;
}
*pdf *= portal_method_pdf;
}
else if (rand.x < sun_method_cdf) {
method = 1;
/* Rescale rand.x. */
if (sun_method_pdf != 1.0f) {
rand.x = (rand.x - portal_method_pdf) / sun_method_pdf;
}
D = background_sun_sample(kg, rand, pdf);
/* Skip MIS if this is the only method. */
if (sun_method_pdf == 1.0f) {
return D;
}
*pdf *= sun_method_pdf;
}
else {
method = 2;
/* Rescale rand.x. */
if (map_method_pdf != 1.0f) {
rand.x = (rand.x - sun_method_cdf) / map_method_pdf;
}
D = background_map_sample(kg, rand, pdf);
/* Skip MIS if this is the only method. */
if (map_method_pdf == 1.0f) {
return D;
}
*pdf *= map_method_pdf;
}
/* MIS weighting. */
if (method != 0 && portal_method_pdf != 0.0f) {
*pdf += portal_method_pdf * background_portal_pdf(kg, P, D, -1, nullptr);
}
if (method != 1 && sun_method_pdf != 0.0f) {
*pdf += sun_method_pdf * background_sun_pdf(kg, D);
}
if (method != 2 && map_method_pdf != 0.0f) {
*pdf += map_method_pdf * background_map_pdf(kg, D);
}
return D;
}
ccl_device float background_light_pdf(KernelGlobals kg, const float3 P, float3 direction)
{
float portal_method_pdf = kernel_data.background.portal_weight;
float sun_method_pdf = kernel_data.background.sun_weight;
float map_method_pdf = kernel_data.background.map_weight;
float portal_pdf = 0.0f;
/* Portals are a special case here since we need to compute their pdf in order
* to find out if we can sample them. */
if (portal_method_pdf > 0.0f) {
/* Evaluate PDF of sampling this direction by portal sampling. */
bool is_possible = false;
portal_pdf = background_portal_pdf(kg, P, direction, -1, &is_possible);
if (!is_possible) {
/* Portal sampling is not possible here because all portals point to the wrong side.
* If other methods can be used instead, do so, otherwise uniform sampling is used as a
* fallback. */
portal_method_pdf = 0.0f;
}
}
float pdf_fac = (portal_method_pdf + sun_method_pdf + map_method_pdf);
if (pdf_fac == 0.0f) {
/* Use uniform as a fallback if we can't use any strategy. */
return 1.0f / M_4PI_F;
}
pdf_fac = 1.0f / pdf_fac;
portal_method_pdf *= pdf_fac;
sun_method_pdf *= pdf_fac;
map_method_pdf *= pdf_fac;
float pdf = portal_pdf * portal_method_pdf;
if (sun_method_pdf != 0.0f) {
pdf += background_sun_pdf(kg, direction) * sun_method_pdf;
}
if (map_method_pdf != 0.0f) {
pdf += background_map_pdf(kg, direction) * map_method_pdf;
}
return pdf;
}
template<bool in_volume_segment>
ccl_device_forceinline bool background_light_tree_parameters(const float3 centroid,
const float t,
ccl_private float &cos_theta_u,
ccl_private float2 &distance,
ccl_private float3 &point_to_centroid,
ccl_private float &theta_d)
{
if (in_volume_segment) {
if (t == FLT_MAX) {
/* In world volumes, distant lights can contribute to the lighting of the volume with
* specific configurations of procedurally generated volumes. Use a ray length of 1.0 in this
* case to give the distant light some weight, but one that isn't too high for a typical
* world volume use case. */
theta_d = 1.0f;
}
else {
theta_d = t;
}
}
/* Cover the whole sphere */
cos_theta_u = -1.0f;
distance = make_float2(1.0f, 1.0f);
point_to_centroid = -centroid;
return true;
}
CCL_NAMESPACE_END