Files
test2/intern/cycles/kernel/integrator/integrator_subsurface.h
Brecht Van Lommel 0803119725 Cycles: merge of cycles-x branch, a major update to the renderer
This includes much improved GPU rendering performance, viewport interactivity,
new shadow catcher, revamped sampling settings, subsurface scattering anisotropy,
new GPU volume sampling, improved PMJ sampling pattern, and more.

Some features have also been removed or changed, breaking backwards compatibility.
Including the removal of the OpenCL backend, for which alternatives are under
development.

Release notes and code docs:
https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles
https://wiki.blender.org/wiki/Source/Render/Cycles

Credits:
* Sergey Sharybin
* Brecht Van Lommel
* Patrick Mours (OptiX backend)
* Christophe Hery (subsurface scattering anisotropy)
* William Leeson (PMJ sampling pattern)
* Alaska (various fixes and tweaks)
* Thomas Dinges (various fixes)

For the full commit history, see the cycles-x branch. This squashes together
all the changes since intermediate changes would often fail building or tests.

Ref T87839, T87837, T87836
Fixes T90734, T89353, T80267, T80267, T77185, T69800
2021-09-21 14:55:54 +02:00

624 lines
25 KiB
C

/*
* Copyright 2011-2021 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#pragma once
#include "kernel/kernel_path_state.h"
#include "kernel/kernel_projection.h"
#include "kernel/kernel_shader.h"
#include "kernel/bvh/bvh.h"
#include "kernel/closure/alloc.h"
#include "kernel/closure/bsdf_diffuse.h"
#include "kernel/closure/bsdf_principled_diffuse.h"
#include "kernel/closure/bssrdf.h"
#include "kernel/closure/volume.h"
#include "kernel/integrator/integrator_intersect_volume_stack.h"
CCL_NAMESPACE_BEGIN
#ifdef __SUBSURFACE__
ccl_device int subsurface_bounce(INTEGRATOR_STATE_ARGS, ShaderData *sd, const ShaderClosure *sc)
{
/* We should never have two consecutive BSSRDF bounces, the second one should
* be converted to a diffuse BSDF to avoid this. */
kernel_assert(!(INTEGRATOR_STATE(path, flag) & PATH_RAY_DIFFUSE_ANCESTOR));
/* Setup path state for intersect_subsurface kernel. */
const Bssrdf *bssrdf = (const Bssrdf *)sc;
/* Setup ray into surface. */
INTEGRATOR_STATE_WRITE(ray, P) = sd->P;
INTEGRATOR_STATE_WRITE(ray, D) = sd->N;
INTEGRATOR_STATE_WRITE(ray, t) = FLT_MAX;
INTEGRATOR_STATE_WRITE(ray, dP) = differential_make_compact(sd->dP);
INTEGRATOR_STATE_WRITE(ray, dD) = differential_zero_compact();
/* Pass along object info, reusing isect to save memory. */
INTEGRATOR_STATE_WRITE(isect, Ng) = sd->Ng;
INTEGRATOR_STATE_WRITE(isect, object) = sd->object;
/* Pass BSSRDF parameters. */
const uint32_t path_flag = INTEGRATOR_STATE_WRITE(path, flag);
INTEGRATOR_STATE_WRITE(path, flag) = (path_flag & ~PATH_RAY_CAMERA) | PATH_RAY_SUBSURFACE;
INTEGRATOR_STATE_WRITE(path, throughput) *= shader_bssrdf_sample_weight(sd, sc);
if (kernel_data.kernel_features & KERNEL_FEATURE_LIGHT_PASSES) {
if (INTEGRATOR_STATE(path, bounce) == 0) {
INTEGRATOR_STATE_WRITE(path, diffuse_glossy_ratio) = one_float3();
}
}
INTEGRATOR_STATE_WRITE(subsurface, albedo) = bssrdf->albedo;
INTEGRATOR_STATE_WRITE(subsurface, radius) = bssrdf->radius;
INTEGRATOR_STATE_WRITE(subsurface, roughness) = bssrdf->roughness;
INTEGRATOR_STATE_WRITE(subsurface, anisotropy) = bssrdf->anisotropy;
return LABEL_SUBSURFACE_SCATTER;
}
ccl_device void subsurface_shader_data_setup(INTEGRATOR_STATE_ARGS, ShaderData *sd)
{
/* Get bump mapped normal from shader evaluation at exit point. */
float3 N = sd->N;
if (sd->flag & SD_HAS_BSSRDF_BUMP) {
N = shader_bssrdf_normal(sd);
}
/* Setup diffuse BSDF at the exit point. This replaces shader_eval_surface. */
sd->flag &= ~SD_CLOSURE_FLAGS;
sd->num_closure = 0;
sd->num_closure_left = kernel_data.max_closures;
const float3 weight = one_float3();
const float roughness = INTEGRATOR_STATE(subsurface, roughness);
# ifdef __PRINCIPLED__
if (roughness != FLT_MAX) {
PrincipledDiffuseBsdf *bsdf = (PrincipledDiffuseBsdf *)bsdf_alloc(
sd, sizeof(PrincipledDiffuseBsdf), weight);
if (bsdf) {
bsdf->N = N;
bsdf->roughness = roughness;
sd->flag |= bsdf_principled_diffuse_setup(bsdf);
/* replace CLOSURE_BSDF_PRINCIPLED_DIFFUSE_ID with this special ID so render passes
* can recognize it as not being a regular Disney principled diffuse closure */
bsdf->type = CLOSURE_BSDF_BSSRDF_PRINCIPLED_ID;
}
}
else
# endif /* __PRINCIPLED__ */
{
DiffuseBsdf *bsdf = (DiffuseBsdf *)bsdf_alloc(sd, sizeof(DiffuseBsdf), weight);
if (bsdf) {
bsdf->N = N;
sd->flag |= bsdf_diffuse_setup(bsdf);
/* replace CLOSURE_BSDF_DIFFUSE_ID with this special ID so render passes
* can recognize it as not being a regular diffuse closure */
bsdf->type = CLOSURE_BSDF_BSSRDF_ID;
}
}
}
/* Random walk subsurface scattering.
*
* "Practical and Controllable Subsurface Scattering for Production Path
* Tracing". Matt Jen-Yuan Chiang, Peter Kutz, Brent Burley. SIGGRAPH 2016. */
/* Support for anisotropy from:
* "Path Traced Subsurface Scattering using Anisotropic Phase Functions
* and Non-Exponential Free Flights".
* Magnus Wrenninge, Ryusuke Villemin, Christophe Hery.
* https://graphics.pixar.com/library/PathTracedSubsurface/ */
ccl_device void subsurface_random_walk_remap(
const float albedo, const float d, float g, float *sigma_t, float *alpha)
{
/* Compute attenuation and scattering coefficients from albedo. */
const float g2 = g * g;
const float g3 = g2 * g;
const float g4 = g3 * g;
const float g5 = g4 * g;
const float g6 = g5 * g;
const float g7 = g6 * g;
const float A = 1.8260523782f + -1.28451056436f * g + -1.79904629312f * g2 +
9.19393289202f * g3 + -22.8215585862f * g4 + 32.0234874259f * g5 +
-23.6264803333f * g6 + 7.21067002658f * g7;
const float B = 4.98511194385f +
0.127355959438f *
expf(31.1491581433f * g + -201.847017512f * g2 + 841.576016723f * g3 +
-2018.09288505f * g4 + 2731.71560286f * g5 + -1935.41424244f * g6 +
559.009054474f * g7);
const float C = 1.09686102424f + -0.394704063468f * g + 1.05258115941f * g2 +
-8.83963712726f * g3 + 28.8643230661f * g4 + -46.8802913581f * g5 +
38.5402837518f * g6 + -12.7181042538f * g7;
const float D = 0.496310210422f + 0.360146581622f * g + -2.15139309747f * g2 +
17.8896899217f * g3 + -55.2984010333f * g4 + 82.065982243f * g5 +
-58.5106008578f * g6 + 15.8478295021f * g7;
const float E = 4.23190299701f +
0.00310603949088f *
expf(76.7316253952f * g + -594.356773233f * g2 + 2448.8834203f * g3 +
-5576.68528998f * g4 + 7116.60171912f * g5 + -4763.54467887f * g6 +
1303.5318055f * g7);
const float F = 2.40602999408f + -2.51814844609f * g + 9.18494908356f * g2 +
-79.2191708682f * g3 + 259.082868209f * g4 + -403.613804597f * g5 +
302.85712436f * g6 + -87.4370473567f * g7;
const float blend = powf(albedo, 0.25f);
*alpha = (1.0f - blend) * A * powf(atanf(B * albedo), C) +
blend * D * powf(atanf(E * albedo), F);
*alpha = clamp(*alpha, 0.0f, 0.999999f); // because of numerical precision
float sigma_t_prime = 1.0f / fmaxf(d, 1e-16f);
*sigma_t = sigma_t_prime / (1.0f - g);
}
ccl_device void subsurface_random_walk_coefficients(const float3 albedo,
const float3 radius,
const float anisotropy,
float3 *sigma_t,
float3 *alpha,
float3 *throughput)
{
float sigma_t_x, sigma_t_y, sigma_t_z;
float alpha_x, alpha_y, alpha_z;
subsurface_random_walk_remap(albedo.x, radius.x, anisotropy, &sigma_t_x, &alpha_x);
subsurface_random_walk_remap(albedo.y, radius.y, anisotropy, &sigma_t_y, &alpha_y);
subsurface_random_walk_remap(albedo.z, radius.z, anisotropy, &sigma_t_z, &alpha_z);
/* Throughput already contains closure weight at this point, which includes the
* albedo, as well as closure mixing and Fresnel weights. Divide out the albedo
* which will be added through scattering. */
*throughput = safe_divide_color(*throughput, albedo);
/* With low albedo values (like 0.025) we get diffusion_length 1.0 and
* infinite phase functions. To avoid a sharp discontinuity as we go from
* such values to 0.0, increase alpha and reduce the throughput to compensate. */
const float min_alpha = 0.2f;
if (alpha_x < min_alpha) {
(*throughput).x *= alpha_x / min_alpha;
alpha_x = min_alpha;
}
if (alpha_y < min_alpha) {
(*throughput).y *= alpha_y / min_alpha;
alpha_y = min_alpha;
}
if (alpha_z < min_alpha) {
(*throughput).z *= alpha_z / min_alpha;
alpha_z = min_alpha;
}
*sigma_t = make_float3(sigma_t_x, sigma_t_y, sigma_t_z);
*alpha = make_float3(alpha_x, alpha_y, alpha_z);
}
/* References for Dwivedi sampling:
*
* [1] "A Zero-variance-based Sampling Scheme for Monte Carlo Subsurface Scattering"
* by Jaroslav Křivánek and Eugene d'Eon (SIGGRAPH 2014)
* https://cgg.mff.cuni.cz/~jaroslav/papers/2014-zerovar/
*
* [2] "Improving the Dwivedi Sampling Scheme"
* by Johannes Meng, Johannes Hanika, and Carsten Dachsbacher (EGSR 2016)
* https://cg.ivd.kit.edu/1951.php
*
* [3] "Zero-Variance Theory for Efficient Subsurface Scattering"
* by Eugene d'Eon and Jaroslav Křivánek (SIGGRAPH 2020)
* https://iliyan.com/publications/RenderingCourse2020
*/
ccl_device_forceinline float eval_phase_dwivedi(float v, float phase_log, float cos_theta)
{
/* Eq. 9 from [2] using precomputed log((v + 1) / (v - 1)) */
return 1.0f / ((v - cos_theta) * phase_log);
}
ccl_device_forceinline float sample_phase_dwivedi(float v, float phase_log, float rand)
{
/* Based on Eq. 10 from [2]: `v - (v + 1) * pow((v - 1) / (v + 1), rand)`
* Since we're already pre-computing `phase_log = log((v + 1) / (v - 1))` for the evaluation,
* we can implement the power function like this. */
return v - (v + 1.0f) * expf(-rand * phase_log);
}
ccl_device_forceinline float diffusion_length_dwivedi(float alpha)
{
/* Eq. 67 from [3] */
return 1.0f / sqrtf(1.0f - powf(alpha, 2.44294f - 0.0215813f * alpha + 0.578637f / alpha));
}
ccl_device_forceinline float3 direction_from_cosine(float3 D, float cos_theta, float randv)
{
float sin_theta = safe_sqrtf(1.0f - cos_theta * cos_theta);
float phi = M_2PI_F * randv;
float3 dir = make_float3(sin_theta * cosf(phi), sin_theta * sinf(phi), cos_theta);
float3 T, B;
make_orthonormals(D, &T, &B);
return dir.x * T + dir.y * B + dir.z * D;
}
ccl_device_forceinline float3 subsurface_random_walk_pdf(float3 sigma_t,
float t,
bool hit,
float3 *transmittance)
{
float3 T = volume_color_transmittance(sigma_t, t);
if (transmittance) {
*transmittance = T;
}
return hit ? T : sigma_t * T;
}
/* Define the below variable to get the similarity code active,
* and the value represents the cutoff level */
# define SUBSURFACE_RANDOM_WALK_SIMILARITY_LEVEL 9
ccl_device_inline bool subsurface_random_walk(INTEGRATOR_STATE_ARGS,
RNGState rng_state,
Ray &ray,
LocalIntersection &ss_isect)
{
float bssrdf_u, bssrdf_v;
path_state_rng_2D(kg, &rng_state, PRNG_BSDF_U, &bssrdf_u, &bssrdf_v);
const float3 P = INTEGRATOR_STATE(ray, P);
const float3 N = INTEGRATOR_STATE(ray, D);
const float ray_dP = INTEGRATOR_STATE(ray, dP);
const float time = INTEGRATOR_STATE(ray, time);
const float3 Ng = INTEGRATOR_STATE(isect, Ng);
const int object = INTEGRATOR_STATE(isect, object);
/* Sample diffuse surface scatter into the object. */
float3 D;
float pdf;
sample_cos_hemisphere(-N, bssrdf_u, bssrdf_v, &D, &pdf);
if (dot(-Ng, D) <= 0.0f) {
return false;
}
/* Setup ray. */
ray.P = ray_offset(P, -Ng);
ray.D = D;
ray.t = FLT_MAX;
ray.time = time;
ray.dP = ray_dP;
ray.dD = differential_zero_compact();
# ifndef __KERNEL_OPTIX__
/* Compute or fetch object transforms. */
Transform ob_itfm ccl_optional_struct_init;
Transform ob_tfm = object_fetch_transform_motion_test(kg, object, time, &ob_itfm);
# endif
/* Convert subsurface to volume coefficients.
* The single-scattering albedo is named alpha to avoid confusion with the surface albedo. */
const float3 albedo = INTEGRATOR_STATE(subsurface, albedo);
const float3 radius = INTEGRATOR_STATE(subsurface, radius);
const float anisotropy = INTEGRATOR_STATE(subsurface, anisotropy);
float3 sigma_t, alpha;
float3 throughput = INTEGRATOR_STATE_WRITE(path, throughput);
subsurface_random_walk_coefficients(albedo, radius, anisotropy, &sigma_t, &alpha, &throughput);
float3 sigma_s = sigma_t * alpha;
/* Theoretically it should be better to use the exact alpha for the channel we're sampling at
* each bounce, but in practice there doesn't seem to be a noticeable difference in exchange
* for making the code significantly more complex and slower (if direction sampling depends on
* the sampled channel, we need to compute its PDF per-channel and consider it for MIS later on).
*
* Since the strength of the guided sampling increases as alpha gets lower, using a value that
* is too low results in fireflies while one that's too high just gives a bit more noise.
* Therefore, the code here uses the highest of the three albedos to be safe. */
const float diffusion_length = diffusion_length_dwivedi(max3(alpha));
if (diffusion_length == 1.0f) {
/* With specific values of alpha the length might become 1, which in asymptotic makes phase to
* be infinite. After first bounce it will cause throughput to be 0. Do early output, avoiding
* numerical issues and extra unneeded work. */
return false;
}
/* Precompute term for phase sampling. */
const float phase_log = logf((diffusion_length + 1.0f) / (diffusion_length - 1.0f));
/* Modify state for RNGs, decorrelated from other paths. */
rng_state.rng_hash = cmj_hash(rng_state.rng_hash + rng_state.rng_offset, 0xdeadbeef);
/* Random walk until we hit the surface again. */
bool hit = false;
bool have_opposite_interface = false;
float opposite_distance = 0.0f;
/* Todo: Disable for alpha>0.999 or so? */
/* Our heuristic, a compromise between guiding and classic. */
const float guided_fraction = 1.0f - fmaxf(0.5f, powf(fabsf(anisotropy), 0.125f));
# ifdef SUBSURFACE_RANDOM_WALK_SIMILARITY_LEVEL
float3 sigma_s_star = sigma_s * (1.0f - anisotropy);
float3 sigma_t_star = sigma_t - sigma_s + sigma_s_star;
float3 sigma_t_org = sigma_t;
float3 sigma_s_org = sigma_s;
const float anisotropy_org = anisotropy;
const float guided_fraction_org = guided_fraction;
# endif
for (int bounce = 0; bounce < BSSRDF_MAX_BOUNCES; bounce++) {
/* Advance random number offset. */
rng_state.rng_offset += PRNG_BOUNCE_NUM;
# ifdef SUBSURFACE_RANDOM_WALK_SIMILARITY_LEVEL
// shadow with local variables according to depth
float anisotropy, guided_fraction;
float3 sigma_s, sigma_t;
if (bounce <= SUBSURFACE_RANDOM_WALK_SIMILARITY_LEVEL) {
anisotropy = anisotropy_org;
guided_fraction = guided_fraction_org;
sigma_t = sigma_t_org;
sigma_s = sigma_s_org;
}
else {
anisotropy = 0.0f;
guided_fraction = 0.75f; // back to isotropic heuristic from Blender
sigma_t = sigma_t_star;
sigma_s = sigma_s_star;
}
# endif
/* Sample color channel, use MIS with balance heuristic. */
float rphase = path_state_rng_1D(kg, &rng_state, PRNG_PHASE_CHANNEL);
float3 channel_pdf;
int channel = volume_sample_channel(alpha, throughput, rphase, &channel_pdf);
float sample_sigma_t = volume_channel_get(sigma_t, channel);
float randt = path_state_rng_1D(kg, &rng_state, PRNG_SCATTER_DISTANCE);
/* We need the result of the raycast to compute the full guided PDF, so just remember the
* relevant terms to avoid recomputing them later. */
float backward_fraction = 0.0f;
float forward_pdf_factor = 0.0f;
float forward_stretching = 1.0f;
float backward_pdf_factor = 0.0f;
float backward_stretching = 1.0f;
/* For the initial ray, we already know the direction, so just do classic distance sampling. */
if (bounce > 0) {
/* Decide whether we should use guided or classic sampling. */
bool guided = (path_state_rng_1D(kg, &rng_state, PRNG_LIGHT_TERMINATE) < guided_fraction);
/* Determine if we want to sample away from the incoming interface.
* This only happens if we found a nearby opposite interface, and the probability for it
* depends on how close we are to it already.
* This probability term comes from the recorded presentation of [3]. */
bool guide_backward = false;
if (have_opposite_interface) {
/* Compute distance of the random walk between the tangent plane at the starting point
* and the assumed opposite interface (the parallel plane that contains the point we
* found in our ray query for the opposite side). */
float x = clamp(dot(ray.P - P, -N), 0.0f, opposite_distance);
backward_fraction = 1.0f /
(1.0f + expf((opposite_distance - 2.0f * x) / diffusion_length));
guide_backward = path_state_rng_1D(kg, &rng_state, PRNG_TERMINATE) < backward_fraction;
}
/* Sample scattering direction. */
float scatter_u, scatter_v;
path_state_rng_2D(kg, &rng_state, PRNG_BSDF_U, &scatter_u, &scatter_v);
float cos_theta;
float hg_pdf;
if (guided) {
cos_theta = sample_phase_dwivedi(diffusion_length, phase_log, scatter_u);
/* The backwards guiding distribution is just mirrored along sd->N, so swapping the
* sign here is enough to sample from that instead. */
if (guide_backward) {
cos_theta = -cos_theta;
}
float3 newD = direction_from_cosine(N, cos_theta, scatter_v);
hg_pdf = single_peaked_henyey_greenstein(dot(ray.D, newD), anisotropy);
ray.D = newD;
}
else {
float3 newD = henyey_greenstrein_sample(ray.D, anisotropy, scatter_u, scatter_v, &hg_pdf);
cos_theta = dot(newD, N);
ray.D = newD;
}
/* Compute PDF factor caused by phase sampling (as the ratio of guided / classic).
* Since phase sampling is channel-independent, we can get away with applying a factor
* to the guided PDF, which implicitly means pulling out the classic PDF term and letting
* it cancel with an equivalent term in the numerator of the full estimator.
* For the backward PDF, we again reuse the same probability distribution with a sign swap.
*/
forward_pdf_factor = M_1_2PI_F * eval_phase_dwivedi(diffusion_length, phase_log, cos_theta) /
hg_pdf;
backward_pdf_factor = M_1_2PI_F *
eval_phase_dwivedi(diffusion_length, phase_log, -cos_theta) / hg_pdf;
/* Prepare distance sampling.
* For the backwards case, this also needs the sign swapped since now directions against
* sd->N (and therefore with negative cos_theta) are preferred. */
forward_stretching = (1.0f - cos_theta / diffusion_length);
backward_stretching = (1.0f + cos_theta / diffusion_length);
if (guided) {
sample_sigma_t *= guide_backward ? backward_stretching : forward_stretching;
}
}
/* Sample direction along ray. */
float t = -logf(1.0f - randt) / sample_sigma_t;
/* On the first bounce, we use the raycast to check if the opposite side is nearby.
* If yes, we will later use backwards guided sampling in order to have a decent
* chance of connecting to it.
* Todo: Maybe use less than 10 times the mean free path? */
ray.t = (bounce == 0) ? max(t, 10.0f / (min3(sigma_t))) : t;
scene_intersect_local(kg, &ray, &ss_isect, object, NULL, 1);
hit = (ss_isect.num_hits > 0);
if (hit) {
# ifdef __KERNEL_OPTIX__
/* t is always in world space with OptiX. */
ray.t = ss_isect.hits[0].t;
# else
/* Compute world space distance to surface hit. */
float3 D = transform_direction(&ob_itfm, ray.D);
D = normalize(D) * ss_isect.hits[0].t;
ray.t = len(transform_direction(&ob_tfm, D));
# endif
}
if (bounce == 0) {
/* Check if we hit the opposite side. */
if (hit) {
have_opposite_interface = true;
opposite_distance = dot(ray.P + ray.t * ray.D - P, -N);
}
/* Apart from the opposite side check, we were supposed to only trace up to distance t,
* so check if there would have been a hit in that case. */
hit = ray.t < t;
}
/* Use the distance to the exit point for the throughput update if we found one. */
if (hit) {
t = ray.t;
}
else if (bounce == 0) {
/* Restore original position if nothing was hit after the first bounce,
* without the ray_offset() that was added to avoid self-intersection.
* Otherwise if that offset is relatively large compared to the scattering
* radius, we never go back up high enough to exit the surface. */
ray.P = P;
}
/* Advance to new scatter location. */
ray.P += t * ray.D;
float3 transmittance;
float3 pdf = subsurface_random_walk_pdf(sigma_t, t, hit, &transmittance);
if (bounce > 0) {
/* Compute PDF just like we do for classic sampling, but with the stretched sigma_t. */
float3 guided_pdf = subsurface_random_walk_pdf(forward_stretching * sigma_t, t, hit, NULL);
if (have_opposite_interface) {
/* First step of MIS: Depending on geometry we might have two methods for guided
* sampling, so perform MIS between them. */
float3 back_pdf = subsurface_random_walk_pdf(backward_stretching * sigma_t, t, hit, NULL);
guided_pdf = mix(
guided_pdf * forward_pdf_factor, back_pdf * backward_pdf_factor, backward_fraction);
}
else {
/* Just include phase sampling factor otherwise. */
guided_pdf *= forward_pdf_factor;
}
/* Now we apply the MIS balance heuristic between the classic and guided sampling. */
pdf = mix(pdf, guided_pdf, guided_fraction);
}
/* Finally, we're applying MIS again to combine the three color channels.
* Altogether, the MIS computation combines up to nine different estimators:
* {classic, guided, backward_guided} x {r, g, b} */
throughput *= (hit ? transmittance : sigma_s * transmittance) / dot(channel_pdf, pdf);
if (hit) {
/* If we hit the surface, we are done. */
break;
}
else if (throughput.x < VOLUME_THROUGHPUT_EPSILON &&
throughput.y < VOLUME_THROUGHPUT_EPSILON &&
throughput.z < VOLUME_THROUGHPUT_EPSILON) {
/* Avoid unnecessary work and precision issue when throughput gets really small. */
break;
}
}
if (hit) {
kernel_assert(isfinite3_safe(throughput));
INTEGRATOR_STATE_WRITE(path, throughput) = throughput;
}
return hit;
}
ccl_device_inline bool subsurface_scatter(INTEGRATOR_STATE_ARGS)
{
RNGState rng_state;
path_state_rng_load(INTEGRATOR_STATE_PASS, &rng_state);
Ray ray ccl_optional_struct_init;
LocalIntersection ss_isect ccl_optional_struct_init;
if (!subsurface_random_walk(INTEGRATOR_STATE_PASS, rng_state, ray, ss_isect)) {
return false;
}
# ifdef __VOLUME__
/* Update volume stack if needed. */
if (kernel_data.integrator.use_volumes) {
const int object = intersection_get_object(kg, &ss_isect.hits[0]);
const int object_flag = kernel_tex_fetch(__object_flag, object);
if (object_flag & SD_OBJECT_INTERSECTS_VOLUME) {
float3 P = INTEGRATOR_STATE(ray, P);
const float3 Ng = INTEGRATOR_STATE(isect, Ng);
const float3 offset_P = ray_offset(P, -Ng);
integrator_volume_stack_update_for_subsurface(INTEGRATOR_STATE_PASS, offset_P, ray.P);
}
}
# endif /* __VOLUME__ */
/* Pretend ray is coming from the outside towards the exit point. This ensures
* correct front/back facing normals.
* TODO: find a more elegant solution? */
ray.P += ray.D * ray.t * 2.0f;
ray.D = -ray.D;
integrator_state_write_isect(INTEGRATOR_STATE_PASS, &ss_isect.hits[0]);
integrator_state_write_ray(INTEGRATOR_STATE_PASS, &ray);
/* Advanced random number offset for bounce. */
INTEGRATOR_STATE_WRITE(path, rng_offset) += PRNG_BOUNCE_NUM;
const int shader = intersection_get_shader(kg, &ss_isect.hits[0]);
const int shader_flags = kernel_tex_fetch(__shaders, shader).flags;
if ((shader_flags & SD_HAS_RAYTRACE) || (kernel_data.film.pass_ao != PASS_UNUSED)) {
INTEGRATOR_PATH_NEXT_SORTED(DEVICE_KERNEL_INTEGRATOR_INTERSECT_SUBSURFACE,
DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE,
shader);
}
else {
INTEGRATOR_PATH_NEXT_SORTED(DEVICE_KERNEL_INTEGRATOR_INTERSECT_SUBSURFACE,
DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE,
shader);
}
return true;
}
#endif /* __SUBSURFACE__ */
CCL_NAMESPACE_END