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- /*
- * Copyright 2011-2013 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.
- */
- CCL_NAMESPACE_BEGIN
- /* Bevel shader averaging normals from nearby surfaces.
- *
- * Sampling strategy from: BSSRDF Importance Sampling, SIGGRAPH 2013
- * http://library.imageworks.com/pdfs/imageworks-library-BSSRDF-sampling.pdf
- */
- ccl_device_noinline float3 svm_bevel(KernelGlobals *kg,
- ShaderData *sd,
- ccl_addr_space PathState *state,
- float radius,
- int num_samples)
- {
- /* Early out if no sampling needed. */
- if (radius <= 0.0f || num_samples < 1 || sd->object == OBJECT_NONE) {
- return sd->N;
- }
- /* Can't raytrace from shaders like displacement, before BVH exists. */
- if (kernel_data.bvh.bvh_layout == BVH_LAYOUT_NONE) {
- return sd->N;
- }
- /* Don't bevel for blurry indirect rays. */
- if (state->min_ray_pdf < 8.0f) {
- return sd->N;
- }
- /* Setup for multi intersection. */
- LocalIntersection isect;
- uint lcg_state = lcg_state_init_addrspace(state, 0x64c6a40e);
- /* Sample normals from surrounding points on surface. */
- float3 sum_N = make_float3(0.0f, 0.0f, 0.0f);
- for (int sample = 0; sample < num_samples; sample++) {
- float disk_u, disk_v;
- path_branched_rng_2D(
- kg, state->rng_hash, state, sample, num_samples, PRNG_BEVEL_U, &disk_u, &disk_v);
- /* Pick random axis in local frame and point on disk. */
- float3 disk_N, disk_T, disk_B;
- float pick_pdf_N, pick_pdf_T, pick_pdf_B;
- disk_N = sd->Ng;
- make_orthonormals(disk_N, &disk_T, &disk_B);
- float axisu = disk_u;
- if (axisu < 0.5f) {
- pick_pdf_N = 0.5f;
- pick_pdf_T = 0.25f;
- pick_pdf_B = 0.25f;
- disk_u *= 2.0f;
- }
- else if (axisu < 0.75f) {
- float3 tmp = disk_N;
- disk_N = disk_T;
- disk_T = tmp;
- pick_pdf_N = 0.25f;
- pick_pdf_T = 0.5f;
- pick_pdf_B = 0.25f;
- disk_u = (disk_u - 0.5f) * 4.0f;
- }
- else {
- float3 tmp = disk_N;
- disk_N = disk_B;
- disk_B = tmp;
- pick_pdf_N = 0.25f;
- pick_pdf_T = 0.25f;
- pick_pdf_B = 0.5f;
- disk_u = (disk_u - 0.75f) * 4.0f;
- }
- /* Sample point on disk. */
- float phi = M_2PI_F * disk_u;
- float disk_r = disk_v;
- float disk_height;
- /* Perhaps find something better than Cubic BSSRDF, but happens to work well. */
- bssrdf_cubic_sample(radius, 0.0f, disk_r, &disk_r, &disk_height);
- float3 disk_P = (disk_r * cosf(phi)) * disk_T + (disk_r * sinf(phi)) * disk_B;
- /* Create ray. */
- Ray *ray = &isect.ray;
- ray->P = sd->P + disk_N * disk_height + disk_P;
- ray->D = -disk_N;
- ray->t = 2.0f * disk_height;
- ray->dP = sd->dP;
- ray->dD = differential3_zero();
- ray->time = sd->time;
- /* Intersect with the same object. if multiple intersections are found it
- * will use at most LOCAL_MAX_HITS hits, a random subset of all hits. */
- scene_intersect_local(kg, *ray, &isect, sd->object, &lcg_state, LOCAL_MAX_HITS);
- int num_eval_hits = min(isect.num_hits, LOCAL_MAX_HITS);
- for (int hit = 0; hit < num_eval_hits; hit++) {
- /* Quickly retrieve P and Ng without setting up ShaderData. */
- float3 hit_P;
- if (sd->type & PRIMITIVE_TRIANGLE) {
- hit_P = triangle_refine_local(kg, sd, &isect.hits[hit], ray);
- }
- #ifdef __OBJECT_MOTION__
- else if (sd->type & PRIMITIVE_MOTION_TRIANGLE) {
- float3 verts[3];
- motion_triangle_vertices(
- kg, sd->object, kernel_tex_fetch(__prim_index, isect.hits[hit].prim), sd->time, verts);
- hit_P = motion_triangle_refine_local(kg, sd, &isect.hits[hit], ray, verts);
- }
- #endif /* __OBJECT_MOTION__ */
- /* Get geometric normal. */
- float3 hit_Ng = isect.Ng[hit];
- int object = (isect.hits[hit].object == OBJECT_NONE) ?
- kernel_tex_fetch(__prim_object, isect.hits[hit].prim) :
- isect.hits[hit].object;
- int object_flag = kernel_tex_fetch(__object_flag, object);
- if (object_flag & SD_OBJECT_NEGATIVE_SCALE_APPLIED) {
- hit_Ng = -hit_Ng;
- }
- /* Compute smooth normal. */
- float3 N = hit_Ng;
- int prim = kernel_tex_fetch(__prim_index, isect.hits[hit].prim);
- int shader = kernel_tex_fetch(__tri_shader, prim);
- if (shader & SHADER_SMOOTH_NORMAL) {
- float u = isect.hits[hit].u;
- float v = isect.hits[hit].v;
- if (sd->type & PRIMITIVE_TRIANGLE) {
- N = triangle_smooth_normal(kg, N, prim, u, v);
- }
- #ifdef __OBJECT_MOTION__
- else if (sd->type & PRIMITIVE_MOTION_TRIANGLE) {
- N = motion_triangle_smooth_normal(kg, N, sd->object, prim, u, v, sd->time);
- }
- #endif /* __OBJECT_MOTION__ */
- }
- /* Transform normals to world space. */
- if (!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
- object_normal_transform(kg, sd, &N);
- object_normal_transform(kg, sd, &hit_Ng);
- }
- /* Probability densities for local frame axes. */
- float pdf_N = pick_pdf_N * fabsf(dot(disk_N, hit_Ng));
- float pdf_T = pick_pdf_T * fabsf(dot(disk_T, hit_Ng));
- float pdf_B = pick_pdf_B * fabsf(dot(disk_B, hit_Ng));
- /* Multiple importance sample between 3 axes, power heuristic
- * found to be slightly better than balance heuristic. pdf_N
- * in the MIS weight and denominator cancelled out. */
- float w = pdf_N / (sqr(pdf_N) + sqr(pdf_T) + sqr(pdf_B));
- if (isect.num_hits > LOCAL_MAX_HITS) {
- w *= isect.num_hits / (float)LOCAL_MAX_HITS;
- }
- /* Real distance to sampled point. */
- float r = len(hit_P - sd->P);
- /* Compute weight. */
- float pdf = bssrdf_cubic_pdf(radius, 0.0f, r);
- float disk_pdf = bssrdf_cubic_pdf(radius, 0.0f, disk_r);
- w *= pdf / disk_pdf;
- /* Sum normal and weight. */
- sum_N += w * N;
- }
- }
- /* Normalize. */
- float3 N = safe_normalize(sum_N);
- return is_zero(N) ? sd->N : (sd->flag & SD_BACKFACING) ? -N : N;
- }
- ccl_device void svm_node_bevel(
- KernelGlobals *kg, ShaderData *sd, ccl_addr_space PathState *state, float *stack, uint4 node)
- {
- uint num_samples, radius_offset, normal_offset, out_offset;
- decode_node_uchar4(node.y, &num_samples, &radius_offset, &normal_offset, &out_offset);
- float radius = stack_load_float(stack, radius_offset);
- float3 bevel_N = svm_bevel(kg, sd, state, radius, num_samples);
- if (stack_valid(normal_offset)) {
- /* Preserve input normal. */
- float3 ref_N = stack_load_float3(stack, normal_offset);
- bevel_N = normalize(ref_N + (bevel_N - sd->N));
- }
- stack_store_float3(stack, out_offset, bevel_N);
- }
- CCL_NAMESPACE_END
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