This adds support for selective rendering of caustics in shadows of refractive objects. Example uses are rendering of underwater caustics and eye caustics. This is based on "Manifold Next Event Estimation", a method developed for production rendering. The idea is to selectively enable shadow caustics on a few objects in the scene where they have a big visual impact, without impacting render performance for the rest of the scene. The Shadow Caustic option must be manually enabled on light, caustic receiver and caster objects. For such light paths, the Filter Glossy option will be ignored and replaced by sharp caustics. Currently this method has a various limitations: * Only caustics in shadows of refractive objects work, which means no caustics from reflection or caustics that outside shadows. Only up to 4 refractive caustic bounces are supported. * Caustic caster objects should have smooth normals. * Not currently support for Metal GPU rendering. In the future this method may be extended for more general caustics. TECHNICAL DETAILS This code adds manifold next event estimation through refractive surface(s) as a new sampling technique for direct lighting, i.e. finding the point on the refractive surface(s) along the path to a light sample, which satisfies Fermat's principle for a given microfacet normal and the path's end points. This technique involves walking on the "specular manifold" using a pseudo newton solver. Such a manifold is defined by the specular constraint matrix from the manifold exploration framework [2]. For each refractive interface, this constraint is defined by enforcing that the generalized half-vector projection onto the interface local tangent plane is null. The newton solver guides the walk by linearizing the manifold locally before reprojecting the linear solution onto the refractive surface. See paper [1] for more details about the technique itself and [3] for the half-vector light transport formulation, from which it is derived. [1] Manifold Next Event Estimation Johannes Hanika, Marc Droske, and Luca Fascione. 2015. Comput. Graph. Forum 34, 4 (July 2015), 87–97. https://jo.dreggn.org/home/2015_mnee.pdf [2] Manifold exploration: a Markov Chain Monte Carlo technique for rendering scenes with difficult specular transport Wenzel Jakob and Steve Marschner. 2012. ACM Trans. Graph. 31, 4, Article 58 (July 2012), 13 pages. https://www.cs.cornell.edu/projects/manifolds-sg12/ [3] The Natural-Constraint Representation of the Path Space for Efficient Light Transport Simulation. Anton S. Kaplanyan, Johannes Hanika, and Carsten Dachsbacher. 2014. ACM Trans. Graph. 33, 4, Article 102 (July 2014), 13 pages. https://cg.ivd.kit.edu/english/HSLT.php The code for this samping technique was inserted at the light sampling stage (direct lighting). If the walk is successful, it turns off path regularization using a specialized flag in the path state (PATH_MNEE_SUCCESS). This flag tells the integrator not to blur the brdf roughness further down the path (in a child ray created from BSDF sampling). In addition, using a cascading mechanism of flag values, we cull connections to caustic lights for this and children rays, which should be resolved through MNEE. This mechanism also cancels the MIS bsdf counter part at the casutic receiver depth, in essence leaving MNEE as the only sampling technique from receivers through refractive casters to caustic lights. This choice might not be optimal when the light gets large wrt to the receiver, though this is usually not when you want to use MNEE. This connection culling strategy removes a fair amount of fireflies, at the cost of introducing a slight bias. Because of the selective nature of the culling mechanism, reflective caustics still benefit from the native path regularization, which further removes fireflies on other surfaces (bouncing light off casters). Differential Revision: https://developer.blender.org/D13533
370 lines
14 KiB
C
370 lines
14 KiB
C
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#pragma once
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#include "kernel/sample/pattern.h"
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CCL_NAMESPACE_BEGIN
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/* Initialize queues, so that the this path is considered terminated.
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* Used for early outputs in the camera ray initialization, as well as initialization of split
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* states for shadow catcher. */
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ccl_device_inline void path_state_init_queues(IntegratorState state)
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{
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INTEGRATOR_STATE_WRITE(state, path, queued_kernel) = 0;
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#ifdef __KERNEL_CPU__
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INTEGRATOR_STATE_WRITE(&state->shadow, shadow_path, queued_kernel) = 0;
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INTEGRATOR_STATE_WRITE(&state->ao, shadow_path, queued_kernel) = 0;
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#endif
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}
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/* Minimalistic initialization of the path state, which is needed for early outputs in the
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* integrator initialization to work. */
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ccl_device_inline void path_state_init(IntegratorState state,
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ccl_global const KernelWorkTile *ccl_restrict tile,
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const int x,
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const int y)
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{
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const uint render_pixel_index = (uint)tile->offset + x + y * tile->stride;
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INTEGRATOR_STATE_WRITE(state, path, render_pixel_index) = render_pixel_index;
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path_state_init_queues(state);
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}
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/* Initialize the rest of the path state needed to continue the path integration. */
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ccl_device_inline void path_state_init_integrator(KernelGlobals kg,
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IntegratorState state,
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const int sample,
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const uint rng_hash)
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{
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INTEGRATOR_STATE_WRITE(state, path, sample) = sample;
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INTEGRATOR_STATE_WRITE(state, path, bounce) = 0;
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INTEGRATOR_STATE_WRITE(state, path, diffuse_bounce) = 0;
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INTEGRATOR_STATE_WRITE(state, path, glossy_bounce) = 0;
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INTEGRATOR_STATE_WRITE(state, path, transmission_bounce) = 0;
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INTEGRATOR_STATE_WRITE(state, path, transparent_bounce) = 0;
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INTEGRATOR_STATE_WRITE(state, path, volume_bounce) = 0;
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INTEGRATOR_STATE_WRITE(state, path, volume_bounds_bounce) = 0;
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INTEGRATOR_STATE_WRITE(state, path, rng_hash) = rng_hash;
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INTEGRATOR_STATE_WRITE(state, path, rng_offset) = PRNG_BASE_NUM;
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INTEGRATOR_STATE_WRITE(state, path, flag) = PATH_RAY_CAMERA | PATH_RAY_MIS_SKIP |
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PATH_RAY_TRANSPARENT_BACKGROUND;
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INTEGRATOR_STATE_WRITE(state, path, mis_ray_pdf) = 0.0f;
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INTEGRATOR_STATE_WRITE(state, path, mis_ray_t) = 0.0f;
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INTEGRATOR_STATE_WRITE(state, path, min_ray_pdf) = FLT_MAX;
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INTEGRATOR_STATE_WRITE(state, path, continuation_probability) = 1.0f;
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INTEGRATOR_STATE_WRITE(state, path, throughput) = make_float3(1.0f, 1.0f, 1.0f);
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#ifdef __MNEE__
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INTEGRATOR_STATE_WRITE(state, path, mnee) = 0;
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#endif
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INTEGRATOR_STATE_WRITE(state, isect, object) = OBJECT_NONE;
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INTEGRATOR_STATE_WRITE(state, isect, prim) = PRIM_NONE;
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if (kernel_data.kernel_features & KERNEL_FEATURE_VOLUME) {
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INTEGRATOR_STATE_ARRAY_WRITE(state, volume_stack, 0, object) = OBJECT_NONE;
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INTEGRATOR_STATE_ARRAY_WRITE(
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state, volume_stack, 0, shader) = kernel_data.background.volume_shader;
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INTEGRATOR_STATE_ARRAY_WRITE(state, volume_stack, 1, object) = OBJECT_NONE;
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INTEGRATOR_STATE_ARRAY_WRITE(state, volume_stack, 1, shader) = SHADER_NONE;
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}
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#ifdef __DENOISING_FEATURES__
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if (kernel_data.kernel_features & KERNEL_FEATURE_DENOISING) {
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INTEGRATOR_STATE_WRITE(state, path, flag) |= PATH_RAY_DENOISING_FEATURES;
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INTEGRATOR_STATE_WRITE(state, path, denoising_feature_throughput) = one_float3();
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}
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#endif
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}
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ccl_device_inline void path_state_next(KernelGlobals kg, IntegratorState state, int label)
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{
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uint32_t flag = INTEGRATOR_STATE(state, path, flag);
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/* ray through transparent keeps same flags from previous ray and is
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* not counted as a regular bounce, transparent has separate max */
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if (label & LABEL_TRANSPARENT) {
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uint32_t transparent_bounce = INTEGRATOR_STATE(state, path, transparent_bounce) + 1;
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flag |= PATH_RAY_TRANSPARENT;
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if (transparent_bounce >= kernel_data.integrator.transparent_max_bounce) {
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flag |= PATH_RAY_TERMINATE_ON_NEXT_SURFACE;
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}
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if (!kernel_data.integrator.transparent_shadows)
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flag |= PATH_RAY_MIS_SKIP;
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INTEGRATOR_STATE_WRITE(state, path, flag) = flag;
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INTEGRATOR_STATE_WRITE(state, path, transparent_bounce) = transparent_bounce;
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/* Random number generator next bounce. */
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INTEGRATOR_STATE_WRITE(state, path, rng_offset) += PRNG_BOUNCE_NUM;
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return;
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}
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uint32_t bounce = INTEGRATOR_STATE(state, path, bounce) + 1;
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if (bounce >= kernel_data.integrator.max_bounce) {
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flag |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT;
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}
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flag &= ~(PATH_RAY_ALL_VISIBILITY | PATH_RAY_MIS_SKIP);
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#ifdef __VOLUME__
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if (label & LABEL_VOLUME_SCATTER) {
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/* volume scatter */
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flag |= PATH_RAY_VOLUME_SCATTER;
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flag &= ~PATH_RAY_TRANSPARENT_BACKGROUND;
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if (!(flag & PATH_RAY_ANY_PASS)) {
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flag |= PATH_RAY_VOLUME_PASS;
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}
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const int volume_bounce = INTEGRATOR_STATE(state, path, volume_bounce) + 1;
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INTEGRATOR_STATE_WRITE(state, path, volume_bounce) = volume_bounce;
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if (volume_bounce >= kernel_data.integrator.max_volume_bounce) {
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flag |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT;
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}
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}
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else
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#endif
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{
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/* surface reflection/transmission */
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if (label & LABEL_REFLECT) {
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flag |= PATH_RAY_REFLECT;
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flag &= ~PATH_RAY_TRANSPARENT_BACKGROUND;
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if (label & LABEL_DIFFUSE) {
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const int diffuse_bounce = INTEGRATOR_STATE(state, path, diffuse_bounce) + 1;
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INTEGRATOR_STATE_WRITE(state, path, diffuse_bounce) = diffuse_bounce;
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if (diffuse_bounce >= kernel_data.integrator.max_diffuse_bounce) {
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flag |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT;
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}
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}
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else {
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const int glossy_bounce = INTEGRATOR_STATE(state, path, glossy_bounce) + 1;
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INTEGRATOR_STATE_WRITE(state, path, glossy_bounce) = glossy_bounce;
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if (glossy_bounce >= kernel_data.integrator.max_glossy_bounce) {
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flag |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT;
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}
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}
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}
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else {
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kernel_assert(label & LABEL_TRANSMIT);
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flag |= PATH_RAY_TRANSMIT;
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if (!(label & LABEL_TRANSMIT_TRANSPARENT)) {
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flag &= ~PATH_RAY_TRANSPARENT_BACKGROUND;
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}
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const int transmission_bounce = INTEGRATOR_STATE(state, path, transmission_bounce) + 1;
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INTEGRATOR_STATE_WRITE(state, path, transmission_bounce) = transmission_bounce;
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if (transmission_bounce >= kernel_data.integrator.max_transmission_bounce) {
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flag |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT;
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}
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}
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/* diffuse/glossy/singular */
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if (label & LABEL_DIFFUSE) {
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flag |= PATH_RAY_DIFFUSE | PATH_RAY_DIFFUSE_ANCESTOR;
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}
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else if (label & LABEL_GLOSSY) {
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flag |= PATH_RAY_GLOSSY;
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}
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else {
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kernel_assert(label & LABEL_SINGULAR);
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flag |= PATH_RAY_GLOSSY | PATH_RAY_SINGULAR | PATH_RAY_MIS_SKIP;
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}
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/* Render pass categories. */
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if (!(flag & PATH_RAY_ANY_PASS) && !(flag & PATH_RAY_TRANSPARENT_BACKGROUND)) {
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flag |= PATH_RAY_SURFACE_PASS;
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}
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}
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INTEGRATOR_STATE_WRITE(state, path, flag) = flag;
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INTEGRATOR_STATE_WRITE(state, path, bounce) = bounce;
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/* Random number generator next bounce. */
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INTEGRATOR_STATE_WRITE(state, path, rng_offset) += PRNG_BOUNCE_NUM;
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}
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#ifdef __VOLUME__
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ccl_device_inline bool path_state_volume_next(IntegratorState state)
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{
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/* For volume bounding meshes we pass through without counting transparent
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* bounces, only sanity check in case self intersection gets us stuck. */
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uint32_t volume_bounds_bounce = INTEGRATOR_STATE(state, path, volume_bounds_bounce) + 1;
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INTEGRATOR_STATE_WRITE(state, path, volume_bounds_bounce) = volume_bounds_bounce;
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if (volume_bounds_bounce > VOLUME_BOUNDS_MAX) {
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return false;
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}
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/* Random number generator next bounce. */
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INTEGRATOR_STATE_WRITE(state, path, rng_offset) += PRNG_BOUNCE_NUM;
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return true;
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}
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#endif
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ccl_device_inline uint path_state_ray_visibility(ConstIntegratorState state)
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{
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const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
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uint32_t visibility = path_flag & PATH_RAY_ALL_VISIBILITY;
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/* For visibility, diffuse/glossy are for reflection only. */
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if (visibility & PATH_RAY_TRANSMIT) {
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visibility &= ~(PATH_RAY_DIFFUSE | PATH_RAY_GLOSSY);
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}
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/* todo: this is not supported as its own ray visibility yet. */
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if (path_flag & PATH_RAY_VOLUME_SCATTER) {
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visibility |= PATH_RAY_DIFFUSE;
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}
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visibility = SHADOW_CATCHER_PATH_VISIBILITY(path_flag, visibility);
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return visibility;
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}
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ccl_device_inline float path_state_continuation_probability(KernelGlobals kg,
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ConstIntegratorState state,
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const uint32_t path_flag)
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{
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if (path_flag & PATH_RAY_TRANSPARENT) {
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const uint32_t transparent_bounce = INTEGRATOR_STATE(state, path, transparent_bounce);
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/* Do at least specified number of bounces without RR. */
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if (transparent_bounce <= kernel_data.integrator.transparent_min_bounce) {
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return 1.0f;
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}
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}
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else {
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const uint32_t bounce = INTEGRATOR_STATE(state, path, bounce);
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/* Do at least specified number of bounces without RR. */
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if (bounce <= kernel_data.integrator.min_bounce) {
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return 1.0f;
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}
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}
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/* Probabilistic termination: use sqrt() to roughly match typical view
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* transform and do path termination a bit later on average. */
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return min(sqrtf(max3(fabs(INTEGRATOR_STATE(state, path, throughput)))), 1.0f);
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}
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ccl_device_inline bool path_state_ao_bounce(KernelGlobals kg, ConstIntegratorState state)
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{
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if (!kernel_data.integrator.ao_bounces) {
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return false;
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}
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const int bounce = INTEGRATOR_STATE(state, path, bounce) -
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INTEGRATOR_STATE(state, path, transmission_bounce) -
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(INTEGRATOR_STATE(state, path, glossy_bounce) > 0) + 1;
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return (bounce > kernel_data.integrator.ao_bounces);
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}
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/* Random Number Sampling Utility Functions
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*
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* For each random number in each step of the path we must have a unique
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* dimension to avoid using the same sequence twice.
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*
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* For branches in the path we must be careful not to reuse the same number
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* in a sequence and offset accordingly.
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*/
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/* RNG State loaded onto stack. */
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typedef struct RNGState {
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uint rng_hash;
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uint rng_offset;
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int sample;
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} RNGState;
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ccl_device_inline void path_state_rng_load(ConstIntegratorState state,
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ccl_private RNGState *rng_state)
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{
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rng_state->rng_hash = INTEGRATOR_STATE(state, path, rng_hash);
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rng_state->rng_offset = INTEGRATOR_STATE(state, path, rng_offset);
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rng_state->sample = INTEGRATOR_STATE(state, path, sample);
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}
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ccl_device_inline void shadow_path_state_rng_load(ConstIntegratorShadowState state,
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ccl_private RNGState *rng_state)
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{
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rng_state->rng_hash = INTEGRATOR_STATE(state, shadow_path, rng_hash);
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rng_state->rng_offset = INTEGRATOR_STATE(state, shadow_path, rng_offset);
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rng_state->sample = INTEGRATOR_STATE(state, shadow_path, sample);
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}
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ccl_device_inline float path_state_rng_1D(KernelGlobals kg,
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ccl_private const RNGState *rng_state,
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int dimension)
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{
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return path_rng_1D(
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kg, rng_state->rng_hash, rng_state->sample, rng_state->rng_offset + dimension);
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}
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ccl_device_inline void path_state_rng_2D(KernelGlobals kg,
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ccl_private const RNGState *rng_state,
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int dimension,
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ccl_private float *fx,
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ccl_private float *fy)
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{
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path_rng_2D(
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kg, rng_state->rng_hash, rng_state->sample, rng_state->rng_offset + dimension, fx, fy);
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}
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ccl_device_inline float path_state_rng_1D_hash(KernelGlobals kg,
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ccl_private const RNGState *rng_state,
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uint hash)
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{
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/* Use a hash instead of dimension, this is not great but avoids adding
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* more dimensions to each bounce which reduces quality of dimensions we
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* are already using. */
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return path_rng_1D(
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kg, cmj_hash_simple(rng_state->rng_hash, hash), rng_state->sample, rng_state->rng_offset);
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}
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ccl_device_inline float path_branched_rng_1D(KernelGlobals kg,
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ccl_private const RNGState *rng_state,
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int branch,
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int num_branches,
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int dimension)
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{
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return path_rng_1D(kg,
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rng_state->rng_hash,
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rng_state->sample * num_branches + branch,
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rng_state->rng_offset + dimension);
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}
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ccl_device_inline void path_branched_rng_2D(KernelGlobals kg,
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ccl_private const RNGState *rng_state,
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int branch,
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int num_branches,
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int dimension,
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ccl_private float *fx,
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ccl_private float *fy)
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{
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path_rng_2D(kg,
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rng_state->rng_hash,
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rng_state->sample * num_branches + branch,
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rng_state->rng_offset + dimension,
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fx,
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fy);
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}
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/* Utility functions to get light termination value,
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* since it might not be needed in many cases.
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*/
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ccl_device_inline float path_state_rng_light_termination(KernelGlobals kg,
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ccl_private const RNGState *state)
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{
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if (kernel_data.integrator.light_inv_rr_threshold > 0.0f) {
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return path_state_rng_1D(kg, state, PRNG_LIGHT_TERMINATE);
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}
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return 0.0f;
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}
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CCL_NAMESPACE_END
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