Files
test2/intern/cycles/kernel/integrator/state_template.h
Brecht Van Lommel 5152c7c152 Cycles: refactor rays to have start and end distance, fix precision issues
For transparency, volume and light intersection rays, adjust these distances
rather than the ray start position. This way we increment the start distance
by the smallest possible float increment to avoid self intersections, and be
sure it works as the distance compared to be will be exactly the same as
before, due to the ray start position and direction remaining the same.

Fix T98764, T96537, hair ray tracing precision issues.

Differential Revision: https://developer.blender.org/D15455
2022-07-15 18:46:24 +02:00

101 lines
5.3 KiB
C

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
/************************************ Path State *****************************/
KERNEL_STRUCT_BEGIN(path)
/* Index of a pixel within the device render buffer where this path will write its result.
* To get an actual offset within the buffer the value needs to be multiplied by the
* `kernel_data.film.pass_stride`.
*
* The multiplication is delayed for later, so that state can use 32bit integer. */
KERNEL_STRUCT_MEMBER(path, uint32_t, render_pixel_index, KERNEL_FEATURE_PATH_TRACING)
/* Current sample number. */
KERNEL_STRUCT_MEMBER(path, uint32_t, sample, KERNEL_FEATURE_PATH_TRACING)
/* Current ray bounce depth. */
KERNEL_STRUCT_MEMBER(path, uint16_t, bounce, KERNEL_FEATURE_PATH_TRACING)
/* Current transparent ray bounce depth. */
KERNEL_STRUCT_MEMBER(path, uint16_t, transparent_bounce, KERNEL_FEATURE_PATH_TRACING)
/* Current diffuse ray bounce depth. */
KERNEL_STRUCT_MEMBER(path, uint16_t, diffuse_bounce, KERNEL_FEATURE_PATH_TRACING)
/* Current glossy ray bounce depth. */
KERNEL_STRUCT_MEMBER(path, uint16_t, glossy_bounce, KERNEL_FEATURE_PATH_TRACING)
/* Current transmission ray bounce depth. */
KERNEL_STRUCT_MEMBER(path, uint16_t, transmission_bounce, KERNEL_FEATURE_PATH_TRACING)
/* Current volume ray bounce depth. */
KERNEL_STRUCT_MEMBER(path, uint16_t, volume_bounce, KERNEL_FEATURE_PATH_TRACING)
/* Current volume bounds ray bounce depth. */
KERNEL_STRUCT_MEMBER(path, uint16_t, volume_bounds_bounce, KERNEL_FEATURE_PATH_TRACING)
/* DeviceKernel bit indicating queued kernels. */
KERNEL_STRUCT_MEMBER(path, uint16_t, queued_kernel, KERNEL_FEATURE_PATH_TRACING)
/* Random number generator seed. */
KERNEL_STRUCT_MEMBER(path, uint32_t, rng_hash, KERNEL_FEATURE_PATH_TRACING)
/* Random number dimension offset. */
KERNEL_STRUCT_MEMBER(path, uint16_t, rng_offset, KERNEL_FEATURE_PATH_TRACING)
/* enum PathRayFlag */
KERNEL_STRUCT_MEMBER(path, uint32_t, flag, KERNEL_FEATURE_PATH_TRACING)
/* enum PathRayMNEE */
KERNEL_STRUCT_MEMBER(path, uint8_t, mnee, KERNEL_FEATURE_PATH_TRACING)
/* Multiple importance sampling
* The PDF of BSDF sampling at the last scatter point, which is at ray distance
* zero and distance. Note that transparency and volume attenuation increase
* the ray tmin but keep P unmodified so that this works. */
KERNEL_STRUCT_MEMBER(path, float, mis_ray_pdf, KERNEL_FEATURE_PATH_TRACING)
/* Filter glossy. */
KERNEL_STRUCT_MEMBER(path, float, min_ray_pdf, KERNEL_FEATURE_PATH_TRACING)
/* Continuation probability for path termination. */
KERNEL_STRUCT_MEMBER(path, float, continuation_probability, KERNEL_FEATURE_PATH_TRACING)
/* Throughput. */
KERNEL_STRUCT_MEMBER(path, packed_float3, throughput, KERNEL_FEATURE_PATH_TRACING)
/* Ratio of throughput to distinguish diffuse / glossy / transmission render passes. */
KERNEL_STRUCT_MEMBER(path, packed_float3, pass_diffuse_weight, KERNEL_FEATURE_LIGHT_PASSES)
KERNEL_STRUCT_MEMBER(path, packed_float3, pass_glossy_weight, KERNEL_FEATURE_LIGHT_PASSES)
/* Denoising. */
KERNEL_STRUCT_MEMBER(path, packed_float3, denoising_feature_throughput, KERNEL_FEATURE_DENOISING)
/* Shader sorting. */
/* TODO: compress as uint16? or leave out entirely and recompute key in sorting code? */
KERNEL_STRUCT_MEMBER(path, uint32_t, shader_sort_key, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_END(path)
/************************************** Ray ***********************************/
KERNEL_STRUCT_BEGIN(ray)
KERNEL_STRUCT_MEMBER(ray, packed_float3, P, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_MEMBER(ray, packed_float3, D, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_MEMBER(ray, float, tmin, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_MEMBER(ray, float, tmax, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_MEMBER(ray, float, time, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_MEMBER(ray, float, dP, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_MEMBER(ray, float, dD, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_END(ray)
/*************************** Intersection result ******************************/
/* Result from scene intersection. */
KERNEL_STRUCT_BEGIN(isect)
KERNEL_STRUCT_MEMBER(isect, float, t, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_MEMBER(isect, float, u, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_MEMBER(isect, float, v, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_MEMBER(isect, int, prim, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_MEMBER(isect, int, object, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_MEMBER(isect, int, type, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_END(isect)
/*************** Subsurface closure state for subsurface kernel ***************/
KERNEL_STRUCT_BEGIN(subsurface)
KERNEL_STRUCT_MEMBER(subsurface, packed_float3, albedo, KERNEL_FEATURE_SUBSURFACE)
KERNEL_STRUCT_MEMBER(subsurface, packed_float3, radius, KERNEL_FEATURE_SUBSURFACE)
KERNEL_STRUCT_MEMBER(subsurface, float, anisotropy, KERNEL_FEATURE_SUBSURFACE)
KERNEL_STRUCT_MEMBER(subsurface, packed_float3, Ng, KERNEL_FEATURE_SUBSURFACE)
KERNEL_STRUCT_END(subsurface)
/********************************** Volume Stack ******************************/
KERNEL_STRUCT_BEGIN(volume_stack)
KERNEL_STRUCT_ARRAY_MEMBER(volume_stack, int, object, KERNEL_FEATURE_VOLUME)
KERNEL_STRUCT_ARRAY_MEMBER(volume_stack, int, shader, KERNEL_FEATURE_VOLUME)
KERNEL_STRUCT_END_ARRAY(volume_stack,
KERNEL_STRUCT_VOLUME_STACK_SIZE,
KERNEL_STRUCT_VOLUME_STACK_SIZE)