This is an intermediate steps towards making lights actual geometry. Light is now a subclass of Geometry, which simplifies some code. The geometry is not added to the BVH yet, which would be the next step and improve light intersection performance with many lights. This makes object attributes work on lights. Co-authored-by: Lukas Stockner <lukas@lukasstockner.de> Pull Request: https://projects.blender.org/blender/blender/pulls/134846
532 lines
18 KiB
C++
532 lines
18 KiB
C++
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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/* Volume shader evaluation and sampling. */
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#pragma once
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#include "kernel/closure/volume.h"
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#include "kernel/geom/attribute.h"
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#include "kernel/geom/shader_data.h"
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#ifdef __SVM__
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# include "kernel/svm/svm.h"
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#endif
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#ifdef __OSL__
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# include "kernel/osl/osl.h"
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#endif
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#include "kernel/film/light_passes.h"
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#include "kernel/integrator/guiding.h"
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CCL_NAMESPACE_BEGIN
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#ifdef __VOLUME__
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/* Merging */
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ccl_device_inline void volume_shader_merge_closures(ccl_private ShaderData *sd)
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{
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/* Merge identical closures to save closure space with stacked volumes. */
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for (int i = 0; i < sd->num_closure; i++) {
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ccl_private ShaderClosure *sci = &sd->closure[i];
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if (!CLOSURE_IS_VOLUME_SCATTER(sci->type)) {
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continue;
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}
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for (int j = i + 1; j < sd->num_closure; j++) {
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ccl_private ShaderClosure *scj = &sd->closure[j];
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if (!volume_phase_equal(sci, scj)) {
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continue;
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}
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sci->weight += scj->weight;
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sci->sample_weight += scj->sample_weight;
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const int size = sd->num_closure - (j + 1);
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if (size > 0) {
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for (int k = 0; k < size; k++) {
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scj[k] = scj[k + 1];
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}
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}
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sd->num_closure--;
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kernel_assert(sd->num_closure >= 0);
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j--;
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}
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}
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}
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ccl_device_inline void volume_shader_copy_phases(ccl_private ShaderVolumePhases *ccl_restrict
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phases,
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const ccl_private ShaderData *ccl_restrict sd)
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{
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phases->num_closure = 0;
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for (int i = 0; i < sd->num_closure; i++) {
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const ccl_private ShaderClosure *from_sc = &sd->closure[i];
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if (CLOSURE_IS_VOLUME_SCATTER(from_sc->type)) {
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/* ShaderVolumeClosure is a subset of ShaderClosure, so this is fine for all volume scatter
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* closures. */
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phases->closure[phases->num_closure++] = *((const ccl_private ShaderVolumeClosure *)from_sc);
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if (phases->num_closure >= MAX_VOLUME_CLOSURE) {
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break;
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}
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}
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}
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}
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/* Guiding */
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# ifdef __PATH_GUIDING__
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ccl_device_inline void volume_shader_prepare_guiding(KernelGlobals kg,
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IntegratorState state,
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ccl_private ShaderData *sd,
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float rand_phase_guiding,
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const float3 P,
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const float3 D,
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ccl_private ShaderVolumePhases *phases)
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{
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/* Have any phase functions to guide? */
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const int num_phases = phases->num_closure;
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if (!kernel_data.integrator.use_volume_guiding || num_phases == 0) {
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state->guiding.use_volume_guiding = false;
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return;
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}
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const float volume_guiding_probability = kernel_data.integrator.volume_guiding_probability;
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/* If we have more than one phase function we select one random based on its
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* sample weight to calculate the product distribution for guiding. */
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int phase_id = 0;
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float phase_weight = 1.0f;
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if (num_phases > 1) {
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/* Pick a phase closure based on sample weights. */
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float sum = 0.0f;
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for (phase_id = 0; phase_id < num_phases; phase_id++) {
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const ccl_private ShaderVolumeClosure *svc = &phases->closure[phase_id];
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sum += svc->sample_weight;
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}
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const float r = rand_phase_guiding * sum;
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float partial_sum = 0.0f;
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for (phase_id = 0; phase_id < num_phases; phase_id++) {
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const ccl_private ShaderVolumeClosure *svc = &phases->closure[phase_id];
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const float next_sum = partial_sum + svc->sample_weight;
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if (r <= next_sum) {
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/* Rescale to reuse. */
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rand_phase_guiding = (r - partial_sum) / svc->sample_weight;
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phase_weight = svc->sample_weight / sum;
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break;
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}
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partial_sum = next_sum;
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}
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/* Adjust the sample weight of the component used for guiding. */
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phases->closure[phase_id].sample_weight *= volume_guiding_probability;
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}
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/* Init guiding for selected phase function. */
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const ccl_private ShaderVolumeClosure *svc = &phases->closure[phase_id];
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const float phase_g = volume_phase_get_g(svc);
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if (!guiding_phase_init(kg, state, P, D, phase_g, rand_phase_guiding)) {
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state->guiding.use_volume_guiding = false;
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return;
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}
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state->guiding.use_volume_guiding = true;
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state->guiding.sample_volume_guiding_rand = rand_phase_guiding;
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state->guiding.volume_guiding_sampling_prob = volume_guiding_probability * phase_weight;
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kernel_assert(state->guiding.volume_guiding_sampling_prob > 0.0f &&
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state->guiding.volume_guiding_sampling_prob <= 1.0f);
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}
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# endif
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/* Phase Evaluation & Sampling */
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/* Randomly sample a volume phase function proportional to ShaderClosure.sample_weight. */
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/* TODO: this isn't quite correct, we don't weight anisotropy properly depending on color channels,
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* even if this is perhaps not a common case */
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const ccl_device_inline ccl_private ShaderVolumeClosure *volume_shader_phase_pick(
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const ccl_private ShaderVolumePhases *phases, ccl_private float2 *rand_phase)
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{
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int sampled = 0;
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if (phases->num_closure > 1) {
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/* Pick a phase closure based on sample weights. */
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/* For reservoir sampling, always accept the first in the stream. */
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float sum = phases->closure[0].sample_weight;
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for (int i = 1; i < phases->num_closure; i++) {
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const float sample_weight = phases->closure[i].sample_weight;
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sum += sample_weight;
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const float thresh = sample_weight / sum;
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/* Rescale random number to reuse for volume phase direction sample. */
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if (rand_phase->x < thresh) {
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sampled = i;
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rand_phase->x /= thresh;
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}
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else {
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rand_phase->x = (rand_phase->x - thresh) / (1.0f - thresh);
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}
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}
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}
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return &phases->closure[sampled];
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}
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ccl_device_inline float _volume_shader_phase_eval_mis(const ccl_private ShaderData *sd,
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const ccl_private ShaderVolumePhases *phases,
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const float3 wo,
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ccl_private BsdfEval *result_eval,
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float sum_pdf,
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float sum_sample_weight)
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{
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for (int i = 0; i < phases->num_closure; i++) {
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const ccl_private ShaderVolumeClosure *svc = &phases->closure[i];
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float phase_pdf = 0.0f;
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const Spectrum eval = volume_phase_eval(sd, svc, wo, &phase_pdf);
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if (phase_pdf != 0.0f) {
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bsdf_eval_accum(result_eval, eval * svc->sample_weight);
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sum_pdf += phase_pdf * svc->sample_weight;
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}
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sum_sample_weight += svc->sample_weight;
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}
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bsdf_eval_mul(result_eval, 1.0f / sum_sample_weight);
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return (sum_sample_weight > 0.0f) ? sum_pdf / sum_sample_weight : 0.0f;
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}
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ccl_device float volume_shader_phase_eval(KernelGlobals kg,
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const ccl_private ShaderData *sd,
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const ccl_private ShaderVolumeClosure *svc,
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const float3 wo,
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ccl_private BsdfEval *phase_eval)
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{
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float phase_pdf = 0.0f;
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const Spectrum eval = volume_phase_eval(sd, svc, wo, &phase_pdf);
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if (phase_pdf != 0.0f) {
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bsdf_eval_accum(phase_eval, eval);
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}
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return phase_pdf;
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}
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ccl_device float volume_shader_phase_eval(KernelGlobals kg,
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IntegratorState state,
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const ccl_private ShaderData *sd,
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const ccl_private ShaderVolumePhases *phases,
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const float3 wo,
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ccl_private BsdfEval *phase_eval,
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const uint light_shader_flags)
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{
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bsdf_eval_init(phase_eval, zero_spectrum());
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float pdf = _volume_shader_phase_eval_mis(sd, phases, wo, phase_eval, 0.0f, 0.0f);
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# if defined(__PATH_GUIDING__) && PATH_GUIDING_LEVEL >= 4
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if (state->guiding.use_volume_guiding) {
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const float guiding_sampling_prob = state->guiding.volume_guiding_sampling_prob;
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const float guide_pdf = guiding_phase_pdf(kg, state, wo);
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pdf = (guiding_sampling_prob * guide_pdf) + (1.0f - guiding_sampling_prob) * pdf;
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}
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# endif
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/* If the light does not use MIS, then it is only sampled via NEE, so the probability of hitting
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* the light using BSDF sampling is zero. */
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if (!(light_shader_flags & SHADER_USE_MIS)) {
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pdf = 0.0f;
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}
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return pdf;
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}
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# ifdef __PATH_GUIDING__
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ccl_device int volume_shader_phase_guided_sample(KernelGlobals kg,
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IntegratorState state,
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const ccl_private ShaderData *sd,
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const ccl_private ShaderVolumeClosure *svc,
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const float2 rand_phase,
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ccl_private BsdfEval *phase_eval,
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ccl_private float3 *wo,
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ccl_private float *phase_pdf,
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ccl_private float *unguided_phase_pdf,
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ccl_private float *sampled_roughness)
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{
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const bool use_volume_guiding = state->guiding.use_volume_guiding;
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const float guiding_sampling_prob = state->guiding.volume_guiding_sampling_prob;
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/* Decide between sampling guiding distribution and phase. */
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float rand_phase_guiding = state->guiding.sample_volume_guiding_rand;
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bool sample_guiding = false;
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if (use_volume_guiding && rand_phase_guiding < guiding_sampling_prob) {
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sample_guiding = true;
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rand_phase_guiding /= guiding_sampling_prob;
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}
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else {
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rand_phase_guiding -= guiding_sampling_prob;
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rand_phase_guiding /= (1.0f - guiding_sampling_prob);
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}
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/* Initialize to zero. */
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int label = LABEL_NONE;
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Spectrum eval = zero_spectrum();
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*unguided_phase_pdf = 0.0f;
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float guide_pdf = 0.0f;
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*sampled_roughness = 1.0f - fabsf(volume_phase_get_g(svc));
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bsdf_eval_init(phase_eval, zero_spectrum());
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if (sample_guiding) {
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/* Sample guiding distribution. */
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guide_pdf = guiding_phase_sample(kg, state, rand_phase, wo);
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*phase_pdf = 0.0f;
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if (guide_pdf != 0.0f) {
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*unguided_phase_pdf = volume_shader_phase_eval(kg, sd, svc, *wo, phase_eval);
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*phase_pdf = (guiding_sampling_prob * guide_pdf) +
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((1.0f - guiding_sampling_prob) * (*unguided_phase_pdf));
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label = LABEL_VOLUME_SCATTER;
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}
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}
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else {
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/* Sample phase. */
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*phase_pdf = 0.0f;
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label = volume_phase_sample(sd, svc, rand_phase, &eval, wo, unguided_phase_pdf);
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if (*unguided_phase_pdf != 0.0f) {
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bsdf_eval_init(phase_eval, eval);
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*phase_pdf = *unguided_phase_pdf;
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if (use_volume_guiding) {
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guide_pdf = guiding_phase_pdf(kg, state, *wo);
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*phase_pdf *= 1.0f - guiding_sampling_prob;
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*phase_pdf += guiding_sampling_prob * guide_pdf;
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}
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kernel_assert(reduce_min(bsdf_eval_sum(phase_eval)) >= 0.0f);
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}
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else {
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bsdf_eval_init(phase_eval, zero_spectrum());
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}
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kernel_assert(reduce_min(bsdf_eval_sum(phase_eval)) >= 0.0f);
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}
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return label;
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}
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# endif
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ccl_device int volume_shader_phase_sample(KernelGlobals kg,
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const ccl_private ShaderData *sd,
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const ccl_private ShaderVolumePhases *phases,
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const ccl_private ShaderVolumeClosure *svc,
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const float2 rand_phase,
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ccl_private BsdfEval *phase_eval,
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ccl_private float3 *wo,
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ccl_private float *pdf,
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ccl_private float *sampled_roughness)
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{
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*sampled_roughness = 1.0f - fabsf(volume_phase_get_g(svc));
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Spectrum eval = zero_spectrum();
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*pdf = 0.0f;
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const int label = volume_phase_sample(sd, svc, rand_phase, &eval, wo, pdf);
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if (*pdf != 0.0f) {
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bsdf_eval_init(phase_eval, eval);
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}
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return label;
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}
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/* Motion Blur */
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# ifdef __OBJECT_MOTION__
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ccl_device_inline void volume_shader_motion_blur(KernelGlobals kg,
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ccl_private ShaderData *ccl_restrict sd)
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{
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if ((sd->object_flag & SD_OBJECT_HAS_VOLUME_MOTION) == 0) {
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return;
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}
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const AttributeDescriptor v_desc = find_attribute(kg, sd, ATTR_STD_VOLUME_VELOCITY);
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kernel_assert(v_desc.offset != ATTR_STD_NOT_FOUND);
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const float3 P = sd->P;
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const float velocity_scale = kernel_data_fetch(objects, sd->object).velocity_scale;
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const float time_offset = kernel_data.cam.motion_position == MOTION_POSITION_CENTER ? 0.5f :
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0.0f;
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const float time = kernel_data.cam.motion_position == MOTION_POSITION_END ?
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(1.0f - kernel_data.cam.shuttertime) + sd->time :
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sd->time;
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/* Use a 1st order semi-lagrangian advection scheme to estimate what volume quantity
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* existed, or will exist, at the given time:
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*
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* `phi(x, T) = phi(x - (T - t) * u(x, T), t)`
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*
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* where
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*
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* x : position
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* T : super-sampled time (or ray time)
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* t : current time of the simulation (in rendering we assume this is center frame with
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* relative time = 0)
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* phi : the volume quantity
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* u : the velocity field
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*
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* But first we need to determine the velocity field `u(x, T)`, which we can estimate also
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* using semi-lagrangian advection.
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*
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* `u(x, T) = u(x - (T - t) * u(x, T), t)`
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*
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* This is the typical way to model self-advection in fluid dynamics, however, we do not
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* account for other forces affecting the velocity during simulation (pressure, buoyancy,
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* etc.): this gives a linear interpolation when fluid are mostly "curvy". For better
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* results, a higher order interpolation scheme can be used (at the cost of more lookups),
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* or an interpolation of the velocity fields for the previous and next frames could also
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* be used to estimate `u(x, T)` (which will cost more memory and lookups).
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*
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* References:
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* "Eulerian Motion Blur", Kim and Ko, 2007
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* "Production Volume Rendering", Wreninge et al., 2012
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*/
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/* Find velocity. */
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float3 velocity = primitive_volume_attribute<float3>(kg, sd, v_desc);
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object_dir_transform(kg, sd, &velocity);
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/* Find advected P. */
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sd->P = P - (time - time_offset) * velocity_scale * velocity;
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/* Find advected velocity. */
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velocity = primitive_volume_attribute<float3>(kg, sd, v_desc);
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object_dir_transform(kg, sd, &velocity);
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/* Find advected P. */
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sd->P = P - (time - time_offset) * velocity_scale * velocity;
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}
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# endif
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/* Volume Evaluation */
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template<const bool shadow, const uint node_feature_mask, typename ConstIntegratorGenericState>
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ccl_device_inline bool volume_shader_eval_entry(KernelGlobals kg,
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ConstIntegratorGenericState state,
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ccl_private ShaderData *ccl_restrict sd,
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const ccl_private VolumeStack &entry,
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const uint32_t path_flag)
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{
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if (entry.shader == SHADER_NONE) {
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return false;
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}
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/* Setup shader-data from stack. It's mostly setup already in shader_setup_from_volume, this
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* switching should be quick. */
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sd->object = entry.object;
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sd->shader = entry.shader;
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sd->flag &= ~SD_SHADER_FLAGS;
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sd->flag |= kernel_data_fetch(shaders, (sd->shader & SHADER_MASK)).flags;
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sd->object_flag &= ~SD_OBJECT_FLAGS;
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if (sd->object != OBJECT_NONE) {
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sd->object_flag |= kernel_data_fetch(object_flag, sd->object);
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if (shadow && !(kernel_data_fetch(objects, sd->object).visibility &
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(path_flag & PATH_RAY_ALL_VISIBILITY)))
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{
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/* If volume is invisible to shadow ray, the hit is not registered, but the volume is still
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* in the stack. Skip the volume in such cases. */
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/* NOTE: `SHADOW_CATCHER_PATH_VISIBILITY()` is omitted because `path_flag` is just
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* `PATH_RAY_SHADOW` when evaluating shadows. */
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return true;
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}
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# ifdef __OBJECT_MOTION__
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/* TODO: this is inefficient for motion blur, we should be caching matrices instead of
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* recomputing them each step. */
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shader_setup_object_transforms(kg, sd, sd->time);
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volume_shader_motion_blur(kg, sd);
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# endif
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}
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/* Evaluate shader. */
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# ifdef __OSL__
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if (kernel_data.kernel_features & KERNEL_FEATURE_OSL) {
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osl_eval_nodes<SHADER_TYPE_VOLUME>(kg, state, sd, path_flag);
|
|
}
|
|
else
|
|
# endif
|
|
{
|
|
# ifdef __SVM__
|
|
svm_eval_nodes<node_feature_mask, SHADER_TYPE_VOLUME>(kg, state, sd, nullptr, path_flag);
|
|
# endif
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
template<const bool shadow, typename StackReadOp, typename ConstIntegratorGenericState>
|
|
ccl_device_inline void volume_shader_eval(KernelGlobals kg,
|
|
ConstIntegratorGenericState state,
|
|
ccl_private ShaderData *ccl_restrict sd,
|
|
const uint32_t path_flag,
|
|
StackReadOp stack_read)
|
|
{
|
|
/* If path is being terminated, we are tracing a shadow ray or evaluating
|
|
* emission, then we don't need to store closures. The emission and shadow
|
|
* shader data also do not have a closure array to save GPU memory. */
|
|
int max_closures;
|
|
if (path_flag & (PATH_RAY_TERMINATE | PATH_RAY_SHADOW | PATH_RAY_EMISSION)) {
|
|
max_closures = 0;
|
|
}
|
|
else {
|
|
max_closures = kernel_data.max_closures;
|
|
}
|
|
|
|
/* reset closures once at the start, we will be accumulating the closures
|
|
* for all volumes in the stack into a single array of closures */
|
|
sd->num_closure = 0;
|
|
sd->num_closure_left = max_closures;
|
|
sd->flag = SD_IS_VOLUME_SHADER_EVAL;
|
|
sd->object_flag = 0;
|
|
|
|
for (int i = 0;; i++) {
|
|
const VolumeStack entry = stack_read(i);
|
|
if (!volume_shader_eval_entry<shadow, KERNEL_FEATURE_NODE_MASK_VOLUME>(
|
|
kg, state, sd, entry, path_flag))
|
|
{
|
|
/* Stack fully processed. */
|
|
return;
|
|
}
|
|
|
|
/* Merge closures to avoid exceeding number of closures limit. */
|
|
if (!shadow) {
|
|
if (i > 0) {
|
|
volume_shader_merge_closures(sd);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif /* __VOLUME__ */
|
|
|
|
CCL_NAMESPACE_END
|