Files
test2/intern/cycles/kernel/svm/bevel.h
Lukas Stockner 5246fb5a57 Cycles: Implement blue-noise dithered sampling
This patch implements blue-noise dithered sampling as described by Nathan Vegdahl (https://psychopath.io/post/2022_07_24_owen_scrambling_based_dithered_blue_noise_sampling), which in turn is based on "Screen-Space Blue-Noise Diffusion of Monte Carlo Sampling Error via Hierarchical Ordering of Pixels"(https://repository.kaust.edu.sa/items/1269ae24-2596-400b-a839-e54486033a93).

The basic idea is simple: Instead of generating independent sequences for each pixel by scrambling them, we use a single sequence for the entire image, with each pixel getting one chunk of the samples. The ordering across pixels is determined by hierarchical scrambling of the pixel's position along a space-filling curve, which ends up being pretty much the same operation as already used for the underlying sequence.

This results in a more high-frequency noise distribution, which appears smoother despite not being less noisy overall.

The main limitation at the moment is that the improvement is only clear if the full sample amount is used per pixel, so interactive preview rendering and adaptive sampling will not receive the benefit. One exception to this is that when using the new "Automatic" setting, the first sample in interactive rendering will also be blue-noise-distributed.

The sampling mode option is now exposed in the UI, with the three options being Blue Noise (the new mode), Classic (the previous Tabulated Sobol method) and the new default, Automatic (blue noise, with the additional property of ensuring the first sample is also blue-noise-distributed in interactive rendering). When debug mode is enabled, additional options appear, such as Sobol-Burley.

Note that the scrambling distance option is not compatible with the blue-noise pattern.

Pull Request: https://projects.blender.org/blender/blender/pulls/118479
2024-06-05 02:29:47 +02:00

323 lines
9.5 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "kernel/bvh/bvh.h"
#include "kernel/sample/mapping.h"
#include "kernel/sample/pattern.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 = saturatef(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 ray-trace 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_pixel),
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++) {
float2 rand_disk = path_branched_rng_2D(
kg, &rng_state, sample, num_samples, PRNG_SURFACE_BEVEL);
/* 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 = rand_disk.x;
if (axisu < 0.5f) {
pick_pdf_N = 0.5f;
pick_pdf_T = 0.25f;
pick_pdf_B = 0.25f;
rand_disk.x *= 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;
rand_disk.x = (rand_disk.x - 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;
rand_disk.x = (rand_disk.x - 0.75f) * 4.0f;
}
/* Sample point on disk. */
float phi = M_2PI_F * rand_disk.x;
float disk_r = rand_disk.y;
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.tmin = 0.0f;
ray.tmax = 2.0f * disk_height;
ray.dP = differential_zero_compact();
ray.dD = differential_zero_compact();
ray.time = sd->time;
ray.self.object = OBJECT_NONE;
ray.self.prim = PRIM_NONE;
ray.self.light_object = OBJECT_NONE;
ray.self.light_prim = PRIM_NONE;
ray.self.light = LAMP_NONE;
/* 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_point_from_uv(
kg, sd, isect.hits[hit].prim, isect.hits[hit].u, isect.hits[hit].v);
}
# 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_point_from_uv(kg, sd, isect.hits[hit].u, isect.hits[hit].v, verts);
}
# endif /* __OBJECT_MOTION__ */
/* Get geometric normal. */
float3 hit_Ng = isect.Ng[hit];
int object = isect.hits[hit].object;
int object_flag = kernel_data_fetch(object_flag, object);
if (object_negative_scale_applied(object_flag)) {
hit_Ng = -hit_Ng;
}
/* Compute smooth normal. */
float3 N = hit_Ng;
int prim = isect.hits[hit].prim;
int shader = kernel_data_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