Implements the paper [A Microfacet-based Hair Scattering Model](https://onlinelibrary.wiley.com/doi/full/10.1111/cgf.14588) by Weizhen Huang, Matthias B. Hullin and Johannes Hanika. ### Features: - This is a far-field model, as opposed to the previous near-field Principled Hair BSDF model. The hair is expected to be less noisy, but lower roughness values takes longer to render due to numerical integration along the hair width. The hair also appears to be flat when viewed up-close. - The longitudinal width of the scattering lobe differs along the azimuth, providing a higher contrast compared to the evenly spread scattering in the near-field Principled Hair BSDF model. For a more detailed comparison, please refer to the original paper. - Supports elliptical cross-sections, adding more realism as human hairs are usually elliptical. The orientation of the cross-section is aligned with the curve normal, which can be adjusted using geometry nodes. Default is minimal twist. During sampling, light rays that hit outside the hair width will continue propogating as if the material is transparent. - There is non-physical modulation factors for the first three lobes (Reflection, Transmission, Secondary Reflection). ### Missing: - A good default for cross-section orientation. There was an attempt (9039f76928) to default the orientation to align with the curve normal in the mathematical sense, but the stability (when animated) is unclear and it would be a hassle to generalise to all curve types. After the model is in main, we could experiment with the geometry nodes team to see what works the best as a default. Co-authored-by: Lukas Stockner <lukas.stockner@freenet.de> Pull Request: https://projects.blender.org/blender/blender/pulls/105600
266 lines
9.5 KiB
C
266 lines
9.5 KiB
C
/* SPDX-FileCopyrightText: 2009-2010 Sony Pictures Imageworks Inc., et al. All Rights Reserved.
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* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: BSD-3-Clause
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*
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* Adapted code from Open Shading Language. */
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#pragma once
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CCL_NAMESPACE_BEGIN
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/* Compute fresnel reflectance. Also return the dot product of the refracted ray and the normal as
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* `cos_theta_t`, as it is used when computing the direction of the refracted ray. */
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ccl_device float fresnel_dielectric(float cos_theta_i, float eta, ccl_private float *r_cos_theta_t)
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{
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kernel_assert(!isnan_safe(cos_theta_i));
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/* Using Snell's law, calculate the squared cosine of the angle between the surface normal and
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* the transmitted ray. */
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const float cos_theta_t_sq = 1.0f - (1.0f - sqr(cos_theta_i)) / sqr(eta);
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if (cos_theta_t_sq <= 0) {
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/* Total internal reflection. */
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return 1.0f;
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}
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cos_theta_i = fabsf(cos_theta_i);
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/* Relative to the surface normal. */
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const float cos_theta_t = -safe_sqrtf(cos_theta_t_sq);
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if (r_cos_theta_t) {
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*r_cos_theta_t = cos_theta_t;
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}
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/* Amplitudes of reflected waves. */
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const float r_s = (cos_theta_i + eta * cos_theta_t) / (cos_theta_i - eta * cos_theta_t);
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const float r_p = (cos_theta_t + eta * cos_theta_i) / (cos_theta_t - eta * cos_theta_i);
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return 0.5f * (sqr(r_s) + sqr(r_p));
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}
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/* Refract the incident ray, given the cosine of the refraction angle and the relative refractive
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* index of the incoming medium w.r.t. the outgoing medium. */
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ccl_device_inline float3 refract_angle(const float3 incident,
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const float3 normal,
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const float cos_theta_t,
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const float inv_eta)
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{
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return (inv_eta * dot(normal, incident) + cos_theta_t) * normal - inv_eta * incident;
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}
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ccl_device float fresnel_dielectric(
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float eta, const float3 N, const float3 I, ccl_private float3 *T, ccl_private bool *is_inside)
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{
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float cos = dot(N, I), neta;
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float3 Nn;
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// check which side of the surface we are on
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if (cos > 0) {
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// we are on the outside of the surface, going in
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neta = 1 / eta;
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Nn = N;
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*is_inside = false;
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}
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else {
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// we are inside the surface
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cos = -cos;
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neta = eta;
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Nn = -N;
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*is_inside = true;
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}
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float arg = 1 - (neta * neta * (1 - (cos * cos)));
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if (arg < 0) {
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*T = make_float3(0.0f, 0.0f, 0.0f);
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return 1; // total internal reflection
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}
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else {
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float dnp = max(sqrtf(arg), 1e-7f);
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float nK = (neta * cos) - dnp;
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*T = -(neta * I) + (nK * Nn);
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// compute Fresnel terms
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float cosTheta1 = cos; // N.R
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float cosTheta2 = -dot(Nn, *T);
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float pPara = (cosTheta1 - eta * cosTheta2) / (cosTheta1 + eta * cosTheta2);
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float pPerp = (eta * cosTheta1 - cosTheta2) / (eta * cosTheta1 + cosTheta2);
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return 0.5f * (pPara * pPara + pPerp * pPerp);
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}
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}
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ccl_device float fresnel_dielectric_cos(float cosi, float eta)
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{
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// compute fresnel reflectance without explicitly computing
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// the refracted direction
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float c = fabsf(cosi);
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float g = eta * eta - 1 + c * c;
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if (g > 0) {
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g = sqrtf(g);
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float A = (g - c) / (g + c);
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float B = (c * (g + c) - 1) / (c * (g - c) + 1);
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return 0.5f * A * A * (1 + B * B);
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}
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return 1.0f; // TIR(no refracted component)
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}
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ccl_device Spectrum fresnel_conductor(float cosi, const Spectrum eta, const Spectrum k)
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{
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Spectrum cosi2 = make_spectrum(cosi * cosi);
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Spectrum one = make_spectrum(1.0f);
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Spectrum tmp_f = eta * eta + k * k;
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Spectrum tmp = tmp_f * cosi2;
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Spectrum Rparl2 = (tmp - (2.0f * eta * cosi) + one) / (tmp + (2.0f * eta * cosi) + one);
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Spectrum Rperp2 = (tmp_f - (2.0f * eta * cosi) + cosi2) / (tmp_f + (2.0f * eta * cosi) + cosi2);
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return (Rparl2 + Rperp2) * 0.5f;
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}
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ccl_device float ior_from_F0(float f0)
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{
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const float sqrt_f0 = sqrtf(clamp(f0, 0.0f, 0.99f));
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return (1.0f + sqrt_f0) / (1.0f - sqrt_f0);
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}
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ccl_device float F0_from_ior(float ior)
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{
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return sqr((ior - 1.0f) / (ior + 1.0f));
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}
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ccl_device float schlick_fresnel(float u)
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{
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float m = clamp(1.0f - u, 0.0f, 1.0f);
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float m2 = m * m;
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return m2 * m2 * m; // pow(m, 5)
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}
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/* Calculate the fresnel color, which is a blend between white and the F0 color */
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ccl_device_forceinline Spectrum interpolate_fresnel_color(float3 L,
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float3 H,
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float ior,
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Spectrum F0)
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{
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/* Compute the real Fresnel term and remap it from real_F0..1 to F0..1.
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* The reason why we use this remapping instead of directly doing the
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* Schlick approximation mix(F0, 1.0, (1.0-cosLH)^5) is that for cases
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* with similar IORs (e.g. ice in water), the relative IOR can be close
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* enough to 1.0 that the Schlick approximation becomes inaccurate. */
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float real_F = fresnel_dielectric_cos(dot(L, H), ior);
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float real_F0 = fresnel_dielectric_cos(1.0f, ior);
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return mix(F0, one_spectrum(), inverse_lerp(real_F0, 1.0f, real_F));
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}
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/* If the shading normal results in specular reflection in the lower hemisphere, raise the shading
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* normal towards the geometry normal so that the specular reflection is just above the surface.
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* Only used for glossy materials. */
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ccl_device float3 ensure_valid_specular_reflection(float3 Ng, float3 I, float3 N)
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{
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const float3 R = 2 * dot(N, I) * N - I;
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const float Iz = dot(I, Ng);
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kernel_assert(Iz > 0);
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/* Reflection rays may always be at least as shallow as the incoming ray. */
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const float threshold = min(0.9f * Iz, 0.01f);
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if (dot(Ng, R) >= threshold) {
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return N;
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}
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/* Form coordinate system with Ng as the Z axis and N inside the X-Z-plane.
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* The X axis is found by normalizing the component of N that's orthogonal to Ng.
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* The Y axis isn't actually needed.
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*/
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const float3 X = normalize(N - dot(N, Ng) * Ng);
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/* Calculate N.z and N.x in the local coordinate system.
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*
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* The goal of this computation is to find a N' that is rotated towards Ng just enough
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* to lift R' above the threshold (here called t), therefore dot(R', Ng) = t.
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*
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* According to the standard reflection equation,
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* this means that we want dot(2*dot(N', I)*N' - I, Ng) = t.
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*
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* Since the Z axis of our local coordinate system is Ng, dot(x, Ng) is just x.z, so we get
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* 2*dot(N', I)*N'.z - I.z = t.
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*
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* The rotation is simple to express in the coordinate system we formed -
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* since N lies in the X-Z-plane, we know that N' will also lie in the X-Z-plane,
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* so N'.y = 0 and therefore dot(N', I) = N'.x*I.x + N'.z*I.z .
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*
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* Furthermore, we want N' to be normalized, so N'.x = sqrt(1 - N'.z^2).
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*
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* With these simplifications, we get the equation
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* 2*(sqrt(1 - N'.z^2)*I.x + N'.z*I.z)*N'.z - I.z = t,
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* or
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* 2*sqrt(1 - N'.z^2)*I.x*N'.z = t + I.z * (1 - 2*N'.z^2),
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* after rearranging terms.
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* Raise both sides to the power of two and substitute terms with
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* a = I.x^2 + I.z^2,
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* b = 2*(a + Iz*t),
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* c = (Iz + t)^2,
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* we obtain
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* 4*a*N'.z^4 - 2*b*N'.z^2 + c = 0.
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*
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* The only unknown here is N'.z, so we can solve for that.
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*
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* The equation has four solutions in general, two can immediately be discarded because they're
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* negative so N' would lie in the lower hemisphere; one solves
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* 2*sqrt(1 - N'.z^2)*I.x*N'.z = -(t + I.z * (1 - 2*N'.z^2))
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* instead of the original equation (before squaring both sides).
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* Therefore only one root is valid.
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*/
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const float Ix = dot(I, X);
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const float a = sqr(Ix) + sqr(Iz);
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const float b = 2.0f * (a + Iz * threshold);
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const float c = sqr(threshold + Iz);
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/* In order that the root formula solves 2*sqrt(1 - N'.z^2)*I.x*N'.z = t + I.z - 2*I.z*N'.z^2,
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* Ix and (t + I.z * (1 - 2*N'.z^2)) must have the same sign (the rest terms are non-negative by
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* definition). */
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const float Nz2 = (Ix < 0) ? 0.25f * (b + safe_sqrtf(sqr(b) - 4.0f * a * c)) / a :
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0.25f * (b - safe_sqrtf(sqr(b) - 4.0f * a * c)) / a;
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const float Nx = safe_sqrtf(1.0f - Nz2);
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const float Nz = safe_sqrtf(Nz2);
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return Nx * X + Nz * Ng;
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}
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/* Do not call #ensure_valid_specular_reflection if the primitive type is curve or if the geometry
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* normal and the shading normal is the same. */
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ccl_device float3 maybe_ensure_valid_specular_reflection(ccl_private ShaderData *sd, float3 N)
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{
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if ((sd->type & PRIMITIVE_CURVE) || isequal(sd->Ng, N)) {
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return N;
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}
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return ensure_valid_specular_reflection(sd->Ng, sd->wi, N);
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}
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/* Principled Hair albedo and absorption coefficients. */
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ccl_device_inline float bsdf_principled_hair_albedo_roughness_scale(
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const float azimuthal_roughness)
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{
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const float x = azimuthal_roughness;
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return (((((0.245f * x) + 5.574f) * x - 10.73f) * x + 2.532f) * x - 0.215f) * x + 5.969f;
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}
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ccl_device_inline Spectrum
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bsdf_principled_hair_sigma_from_reflectance(const Spectrum color, const float azimuthal_roughness)
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{
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const Spectrum sigma = log(color) /
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bsdf_principled_hair_albedo_roughness_scale(azimuthal_roughness);
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return sigma * sigma;
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}
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ccl_device_inline Spectrum bsdf_principled_hair_sigma_from_concentration(const float eumelanin,
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const float pheomelanin)
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{
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const float3 eumelanin_color = make_float3(0.506f, 0.841f, 1.653f);
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const float3 pheomelanin_color = make_float3(0.343f, 0.733f, 1.924f);
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return eumelanin * rgb_to_spectrum(eumelanin_color) +
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pheomelanin * rgb_to_spectrum(pheomelanin_color);
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}
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CCL_NAMESPACE_END
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