Files
test2/intern/cycles/kernel/svm/wireframe.h
Weizhen Huang d2db9927ed Fix #86648: reduce ray differentials size for bump mapping
Use sub-pixel differentials for bump mapping helps with reducing
artifacts when objects are moving or when textures have high frequency
details.

Currently we scale it by 0.1 because it seems to work good in practice,
we can adjust the value in the future if it turns out to be impractical.

Ref: #122892

Pull Request: https://projects.blender.org/blender/blender/pulls/133991
2025-02-05 13:39:27 +01:00

115 lines
3.4 KiB
C

/* SPDX-FileCopyrightText: 2009-2010 Sony Pictures Imageworks Inc., et al. All Rights Reserved.
* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: BSD-3-Clause
*
* Adapted code from Open Shading Language. */
#pragma once
#include "kernel/geom/motion_triangle.h"
#include "kernel/geom/object.h"
#include "kernel/geom/triangle.h"
#include "kernel/svm/util.h"
#include "kernel/util/differential.h"
CCL_NAMESPACE_BEGIN
/* Wireframe Node */
ccl_device_inline float wireframe(KernelGlobals kg,
ccl_private ShaderData *sd,
const differential3 dP,
const float size,
const int pixel_size,
ccl_private float3 *P)
{
#if defined(__HAIR__) || defined(__POINTCLOUD__)
if (sd->prim != PRIM_NONE && sd->type & PRIMITIVE_TRIANGLE)
#else
if (sd->prim != PRIM_NONE)
#endif
{
float3 Co[3];
float pixelwidth = 1.0f;
/* Triangles */
const int np = 3;
if (sd->type & PRIMITIVE_MOTION) {
motion_triangle_vertices(kg, sd->object, sd->prim, sd->time, Co);
}
else {
triangle_vertices(kg, sd->prim, Co);
}
if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
object_position_transform(kg, sd, &Co[0]);
object_position_transform(kg, sd, &Co[1]);
object_position_transform(kg, sd, &Co[2]);
}
if (pixel_size) {
// Project the derivatives of P to the viewing plane defined
// by I so we have a measure of how big is a pixel at this point
const float pixelwidth_x = len(dP.dx - dot(dP.dx, sd->wi) * sd->wi);
const float pixelwidth_y = len(dP.dy - dot(dP.dy, sd->wi) * sd->wi);
// Take the average of both axis' length
pixelwidth = (pixelwidth_x + pixelwidth_y) * 0.5f;
}
// Use half the width as the neighbor face will render the
// other half. And take the square for fast comparison
pixelwidth *= 0.5f * size;
pixelwidth *= pixelwidth;
for (int i = 0; i < np; i++) {
const int i2 = i ? i - 1 : np - 1;
const float3 dir = *P - Co[i];
const float3 edge = Co[i] - Co[i2];
const float3 crs = cross(edge, dir);
// At this point dot(crs, crs) / dot(edge, edge) is
// the square of area / length(edge) == square of the
// distance to the edge.
if (dot(crs, crs) < (dot(edge, edge) * pixelwidth)) {
return 1.0f;
}
}
}
return 0.0f;
}
ccl_device_noinline void svm_node_wireframe(KernelGlobals kg,
ccl_private ShaderData *sd,
ccl_private float *stack,
const uint4 node)
{
const uint in_size = node.y;
const uint out_fac = node.z;
uint use_pixel_size;
uint bump_offset;
svm_unpack_node_uchar2(node.w, &use_pixel_size, &bump_offset);
/* Input Data */
const float size = stack_load_float(stack, in_size);
const int pixel_size = (int)use_pixel_size;
/* Calculate wireframe */
const differential3 dP = differential_from_compact(sd->Ng, sd->dP);
float3 P = sd->P;
if (bump_offset == NODE_BUMP_OFFSET_DX) {
P += dP.dx * BUMP_DX;
}
else if (bump_offset == NODE_BUMP_OFFSET_DY) {
P += dP.dy * BUMP_DY;
}
const float f = wireframe(kg, sd, dP, size, pixel_size, &P);
if (stack_valid(out_fac)) {
stack_store_float(stack, out_fac, f);
}
}
CCL_NAMESPACE_END