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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
- /* Light Sample result */
- typedef struct LightSample {
- float3 P; /* position on light, or direction for distant light */
- float3 Ng; /* normal on light */
- float3 D; /* direction from shading point to light */
- float t; /* distance to light (FLT_MAX for distant light) */
- float u, v; /* parametric coordinate on primitive */
- float pdf; /* light sampling probability density function */
- float eval_fac; /* intensity multiplier */
- int object; /* object id for triangle/curve lights */
- int prim; /* primitive id for triangle/curve lights */
- int shader; /* shader id */
- int lamp; /* lamp id */
- LightType type; /* type of light */
- } LightSample;
- /* Area light sampling */
- /* Uses the following paper:
- *
- * Carlos Urena et al.
- * An Area-Preserving Parametrization for Spherical Rectangles.
- *
- * https://www.solidangle.com/research/egsr2013_spherical_rectangle.pdf
- *
- * Note: light_p is modified when sample_coord is true.
- */
- ccl_device_inline float rect_light_sample(float3 P,
- float3 *light_p,
- float3 axisu,
- float3 axisv,
- float randu,
- float randv,
- bool sample_coord)
- {
- /* In our name system we're using P for the center,
- * which is o in the paper.
- */
- float3 corner = *light_p - axisu * 0.5f - axisv * 0.5f;
- float axisu_len, axisv_len;
- /* Compute local reference system R. */
- float3 x = normalize_len(axisu, &axisu_len);
- float3 y = normalize_len(axisv, &axisv_len);
- float3 z = cross(x, y);
- /* Compute rectangle coords in local reference system. */
- float3 dir = corner - P;
- float z0 = dot(dir, z);
- /* Flip 'z' to make it point against Q. */
- if (z0 > 0.0f) {
- z *= -1.0f;
- z0 *= -1.0f;
- }
- float x0 = dot(dir, x);
- float y0 = dot(dir, y);
- float x1 = x0 + axisu_len;
- float y1 = y0 + axisv_len;
- /* Compute internal angles (gamma_i). */
- float4 diff = make_float4(x0, y1, x1, y0) - make_float4(x1, y0, x0, y1);
- float4 nz = make_float4(y0, x1, y1, x0) * diff;
- nz = nz / sqrt(z0 * z0 * diff * diff + nz * nz);
- float g0 = safe_acosf(-nz.x * nz.y);
- float g1 = safe_acosf(-nz.y * nz.z);
- float g2 = safe_acosf(-nz.z * nz.w);
- float g3 = safe_acosf(-nz.w * nz.x);
- /* Compute predefined constants. */
- float b0 = nz.x;
- float b1 = nz.z;
- float b0sq = b0 * b0;
- float k = M_2PI_F - g2 - g3;
- /* Compute solid angle from internal angles. */
- float S = g0 + g1 - k;
- if (sample_coord) {
- /* Compute cu. */
- float au = randu * S + k;
- float fu = (cosf(au) * b0 - b1) / sinf(au);
- float cu = 1.0f / sqrtf(fu * fu + b0sq) * (fu > 0.0f ? 1.0f : -1.0f);
- cu = clamp(cu, -1.0f, 1.0f);
- /* Compute xu. */
- float xu = -(cu * z0) / max(sqrtf(1.0f - cu * cu), 1e-7f);
- xu = clamp(xu, x0, x1);
- /* Compute yv. */
- float z0sq = z0 * z0;
- float y0sq = y0 * y0;
- float y1sq = y1 * y1;
- float d = sqrtf(xu * xu + z0sq);
- float h0 = y0 / sqrtf(d * d + y0sq);
- float h1 = y1 / sqrtf(d * d + y1sq);
- float hv = h0 + randv * (h1 - h0), hv2 = hv * hv;
- float yv = (hv2 < 1.0f - 1e-6f) ? (hv * d) / sqrtf(1.0f - hv2) : y1;
- /* Transform (xu, yv, z0) to world coords. */
- *light_p = P + xu * x + yv * y + z0 * z;
- }
- /* return pdf */
- if (S != 0.0f)
- return 1.0f / S;
- else
- return 0.0f;
- }
- ccl_device_inline float3 ellipse_sample(float3 ru, float3 rv, float randu, float randv)
- {
- to_unit_disk(&randu, &randv);
- return ru * randu + rv * randv;
- }
- ccl_device float3 disk_light_sample(float3 v, float randu, float randv)
- {
- float3 ru, rv;
- make_orthonormals(v, &ru, &rv);
- return ellipse_sample(ru, rv, randu, randv);
- }
- ccl_device float3 distant_light_sample(float3 D, float radius, float randu, float randv)
- {
- return normalize(D + disk_light_sample(D, randu, randv) * radius);
- }
- ccl_device float3
- sphere_light_sample(float3 P, float3 center, float radius, float randu, float randv)
- {
- return disk_light_sample(normalize(P - center), randu, randv) * radius;
- }
- ccl_device float spot_light_attenuation(float3 dir,
- float spot_angle,
- float spot_smooth,
- LightSample *ls)
- {
- float3 I = ls->Ng;
- float attenuation = dot(dir, I);
- if (attenuation <= spot_angle) {
- attenuation = 0.0f;
- }
- else {
- float t = attenuation - spot_angle;
- if (t < spot_smooth && spot_smooth != 0.0f)
- attenuation *= smoothstepf(t / spot_smooth);
- }
- return attenuation;
- }
- ccl_device float lamp_light_pdf(KernelGlobals *kg, const float3 Ng, const float3 I, float t)
- {
- float cos_pi = dot(Ng, I);
- if (cos_pi <= 0.0f)
- return 0.0f;
- return t * t / cos_pi;
- }
- /* Background Light */
- #ifdef __BACKGROUND_MIS__
- /* TODO(sergey): In theory it should be all fine to use noinline for all
- * devices, but we're so close to the release so better not screw things
- * up for CPU at least.
- */
- # ifdef __KERNEL_GPU__
- ccl_device_noinline
- # else
- ccl_device
- # endif
- float3
- background_map_sample(KernelGlobals *kg, float randu, float randv, float *pdf)
- {
- /* for the following, the CDF values are actually a pair of floats, with the
- * function value as X and the actual CDF as Y. The last entry's function
- * value is the CDF total. */
- int res_x = kernel_data.integrator.pdf_background_res_x;
- int res_y = kernel_data.integrator.pdf_background_res_y;
- int cdf_width = res_x + 1;
- /* this is basically std::lower_bound as used by pbrt */
- int first = 0;
- int count = res_y;
- while (count > 0) {
- int step = count >> 1;
- int middle = first + step;
- if (kernel_tex_fetch(__light_background_marginal_cdf, middle).y < randv) {
- first = middle + 1;
- count -= step + 1;
- }
- else
- count = step;
- }
- int index_v = max(0, first - 1);
- kernel_assert(index_v >= 0 && index_v < res_y);
- float2 cdf_v = kernel_tex_fetch(__light_background_marginal_cdf, index_v);
- float2 cdf_next_v = kernel_tex_fetch(__light_background_marginal_cdf, index_v + 1);
- float2 cdf_last_v = kernel_tex_fetch(__light_background_marginal_cdf, res_y);
- /* importance-sampled V direction */
- float dv = inverse_lerp(cdf_v.y, cdf_next_v.y, randv);
- float v = (index_v + dv) / res_y;
- /* this is basically std::lower_bound as used by pbrt */
- first = 0;
- count = res_x;
- while (count > 0) {
- int step = count >> 1;
- int middle = first + step;
- if (kernel_tex_fetch(__light_background_conditional_cdf, index_v * cdf_width + middle).y <
- randu) {
- first = middle + 1;
- count -= step + 1;
- }
- else
- count = step;
- }
- int index_u = max(0, first - 1);
- kernel_assert(index_u >= 0 && index_u < res_x);
- float2 cdf_u = kernel_tex_fetch(__light_background_conditional_cdf,
- index_v * cdf_width + index_u);
- float2 cdf_next_u = kernel_tex_fetch(__light_background_conditional_cdf,
- index_v * cdf_width + index_u + 1);
- float2 cdf_last_u = kernel_tex_fetch(__light_background_conditional_cdf,
- index_v * cdf_width + res_x);
- /* importance-sampled U direction */
- float du = inverse_lerp(cdf_u.y, cdf_next_u.y, randu);
- float u = (index_u + du) / res_x;
- /* compute pdf */
- float denom = cdf_last_u.x * cdf_last_v.x;
- float sin_theta = sinf(M_PI_F * v);
- if (sin_theta == 0.0f || denom == 0.0f)
- *pdf = 0.0f;
- else
- *pdf = (cdf_u.x * cdf_v.x) / (M_2PI_F * M_PI_F * sin_theta * denom);
- /* compute direction */
- return equirectangular_to_direction(u, v);
- }
- /* TODO(sergey): Same as above, after the release we should consider using
- * 'noinline' for all devices.
- */
- # ifdef __KERNEL_GPU__
- ccl_device_noinline
- # else
- ccl_device
- # endif
- float
- background_map_pdf(KernelGlobals *kg, float3 direction)
- {
- float2 uv = direction_to_equirectangular(direction);
- int res_x = kernel_data.integrator.pdf_background_res_x;
- int res_y = kernel_data.integrator.pdf_background_res_y;
- int cdf_width = res_x + 1;
- float sin_theta = sinf(uv.y * M_PI_F);
- if (sin_theta == 0.0f)
- return 0.0f;
- int index_u = clamp(float_to_int(uv.x * res_x), 0, res_x - 1);
- int index_v = clamp(float_to_int(uv.y * res_y), 0, res_y - 1);
- /* pdfs in V direction */
- float2 cdf_last_u = kernel_tex_fetch(__light_background_conditional_cdf,
- index_v * cdf_width + res_x);
- float2 cdf_last_v = kernel_tex_fetch(__light_background_marginal_cdf, res_y);
- float denom = cdf_last_u.x * cdf_last_v.x;
- if (denom == 0.0f)
- return 0.0f;
- /* pdfs in U direction */
- float2 cdf_u = kernel_tex_fetch(__light_background_conditional_cdf,
- index_v * cdf_width + index_u);
- float2 cdf_v = kernel_tex_fetch(__light_background_marginal_cdf, index_v);
- return (cdf_u.x * cdf_v.x) / (M_2PI_F * M_PI_F * sin_theta * denom);
- }
- ccl_device_inline bool background_portal_data_fetch_and_check_side(
- KernelGlobals *kg, float3 P, int index, float3 *lightpos, float3 *dir)
- {
- int portal = kernel_data.integrator.portal_offset + index;
- const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, portal);
- *lightpos = make_float3(klight->co[0], klight->co[1], klight->co[2]);
- *dir = make_float3(klight->area.dir[0], klight->area.dir[1], klight->area.dir[2]);
- /* Check whether portal is on the right side. */
- if (dot(*dir, P - *lightpos) > 1e-4f)
- return true;
- return false;
- }
- ccl_device_inline float background_portal_pdf(
- KernelGlobals *kg, float3 P, float3 direction, int ignore_portal, bool *is_possible)
- {
- float portal_pdf = 0.0f;
- int num_possible = 0;
- for (int p = 0; p < kernel_data.integrator.num_portals; p++) {
- if (p == ignore_portal)
- continue;
- float3 lightpos, dir;
- if (!background_portal_data_fetch_and_check_side(kg, P, p, &lightpos, &dir))
- continue;
- /* There's a portal that could be sampled from this position. */
- if (is_possible) {
- *is_possible = true;
- }
- num_possible++;
- int portal = kernel_data.integrator.portal_offset + p;
- const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, portal);
- float3 axisu = make_float3(
- klight->area.axisu[0], klight->area.axisu[1], klight->area.axisu[2]);
- float3 axisv = make_float3(
- klight->area.axisv[0], klight->area.axisv[1], klight->area.axisv[2]);
- bool is_round = (klight->area.invarea < 0.0f);
- if (!ray_quad_intersect(P,
- direction,
- 1e-4f,
- FLT_MAX,
- lightpos,
- axisu,
- axisv,
- dir,
- NULL,
- NULL,
- NULL,
- NULL,
- is_round))
- continue;
- if (is_round) {
- float t;
- float3 D = normalize_len(lightpos - P, &t);
- portal_pdf += fabsf(klight->area.invarea) * lamp_light_pdf(kg, dir, -D, t);
- }
- else {
- portal_pdf += rect_light_sample(P, &lightpos, axisu, axisv, 0.0f, 0.0f, false);
- }
- }
- if (ignore_portal >= 0) {
- /* We have skipped a portal that could be sampled as well. */
- num_possible++;
- }
- return (num_possible > 0) ? portal_pdf / num_possible : 0.0f;
- }
- ccl_device int background_num_possible_portals(KernelGlobals *kg, float3 P)
- {
- int num_possible_portals = 0;
- for (int p = 0; p < kernel_data.integrator.num_portals; p++) {
- float3 lightpos, dir;
- if (background_portal_data_fetch_and_check_side(kg, P, p, &lightpos, &dir))
- num_possible_portals++;
- }
- return num_possible_portals;
- }
- ccl_device float3 background_portal_sample(KernelGlobals *kg,
- float3 P,
- float randu,
- float randv,
- int num_possible,
- int *sampled_portal,
- float *pdf)
- {
- /* Pick a portal, then re-normalize randv. */
- randv *= num_possible;
- int portal = (int)randv;
- randv -= portal;
- /* TODO(sergey): Some smarter way of finding portal to sample
- * is welcome.
- */
- for (int p = 0; p < kernel_data.integrator.num_portals; p++) {
- /* Search for the sampled portal. */
- float3 lightpos, dir;
- if (!background_portal_data_fetch_and_check_side(kg, P, p, &lightpos, &dir))
- continue;
- if (portal == 0) {
- /* p is the portal to be sampled. */
- int portal = kernel_data.integrator.portal_offset + p;
- const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, portal);
- float3 axisu = make_float3(
- klight->area.axisu[0], klight->area.axisu[1], klight->area.axisu[2]);
- float3 axisv = make_float3(
- klight->area.axisv[0], klight->area.axisv[1], klight->area.axisv[2]);
- bool is_round = (klight->area.invarea < 0.0f);
- float3 D;
- if (is_round) {
- lightpos += ellipse_sample(axisu * 0.5f, axisv * 0.5f, randu, randv);
- float t;
- D = normalize_len(lightpos - P, &t);
- *pdf = fabsf(klight->area.invarea) * lamp_light_pdf(kg, dir, -D, t);
- }
- else {
- *pdf = rect_light_sample(P, &lightpos, axisu, axisv, randu, randv, true);
- D = normalize(lightpos - P);
- }
- *pdf /= num_possible;
- *sampled_portal = p;
- return D;
- }
- portal--;
- }
- return make_float3(0.0f, 0.0f, 0.0f);
- }
- ccl_device_inline float3
- background_light_sample(KernelGlobals *kg, float3 P, float randu, float randv, float *pdf)
- {
- /* Probability of sampling portals instead of the map. */
- float portal_sampling_pdf = kernel_data.integrator.portal_pdf;
- /* Check if there are portals in the scene which we can sample. */
- if (portal_sampling_pdf > 0.0f) {
- int num_portals = background_num_possible_portals(kg, P);
- if (num_portals > 0) {
- if (portal_sampling_pdf == 1.0f || randu < portal_sampling_pdf) {
- if (portal_sampling_pdf < 1.0f) {
- randu /= portal_sampling_pdf;
- }
- int portal;
- float3 D = background_portal_sample(kg, P, randu, randv, num_portals, &portal, pdf);
- if (num_portals > 1) {
- /* Ignore the chosen portal, its pdf is already included. */
- *pdf += background_portal_pdf(kg, P, D, portal, NULL);
- }
- /* We could also have sampled the map, so combine with MIS. */
- if (portal_sampling_pdf < 1.0f) {
- float cdf_pdf = background_map_pdf(kg, D);
- *pdf = (portal_sampling_pdf * (*pdf) + (1.0f - portal_sampling_pdf) * cdf_pdf);
- }
- return D;
- }
- else {
- /* Sample map, but with nonzero portal_sampling_pdf for MIS. */
- randu = (randu - portal_sampling_pdf) / (1.0f - portal_sampling_pdf);
- }
- }
- else {
- /* We can't sample a portal.
- * Check if we can sample the map instead.
- */
- if (portal_sampling_pdf == 1.0f) {
- /* Use uniform as a fallback if we can't sample the map. */
- *pdf = 1.0f / M_4PI_F;
- return sample_uniform_sphere(randu, randv);
- }
- else {
- portal_sampling_pdf = 0.0f;
- }
- }
- }
- float3 D = background_map_sample(kg, randu, randv, pdf);
- /* Use MIS if portals could be sampled as well. */
- if (portal_sampling_pdf > 0.0f) {
- float portal_pdf = background_portal_pdf(kg, P, D, -1, NULL);
- *pdf = (portal_sampling_pdf * portal_pdf + (1.0f - portal_sampling_pdf) * (*pdf));
- }
- return D;
- }
- ccl_device float background_light_pdf(KernelGlobals *kg, float3 P, float3 direction)
- {
- /* Probability of sampling portals instead of the map. */
- float portal_sampling_pdf = kernel_data.integrator.portal_pdf;
- float portal_pdf = 0.0f, map_pdf = 0.0f;
- if (portal_sampling_pdf > 0.0f) {
- /* Evaluate PDF of sampling this direction by portal sampling. */
- bool is_possible = false;
- portal_pdf = background_portal_pdf(kg, P, direction, -1, &is_possible) * portal_sampling_pdf;
- if (!is_possible) {
- /* Portal sampling is not possible here because all portals point to the wrong side.
- * If map sampling is possible, it would be used instead,
- * otherwise fallback sampling is used. */
- if (portal_sampling_pdf == 1.0f) {
- return kernel_data.integrator.pdf_lights / M_4PI_F;
- }
- else {
- /* Force map sampling. */
- portal_sampling_pdf = 0.0f;
- }
- }
- }
- if (portal_sampling_pdf < 1.0f) {
- /* Evaluate PDF of sampling this direction by map sampling. */
- map_pdf = background_map_pdf(kg, direction) * (1.0f - portal_sampling_pdf);
- }
- return (portal_pdf + map_pdf) * kernel_data.integrator.pdf_lights;
- }
- #endif
- /* Regular Light */
- ccl_device_inline bool lamp_light_sample(
- KernelGlobals *kg, int lamp, float randu, float randv, float3 P, LightSample *ls)
- {
- const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, lamp);
- LightType type = (LightType)klight->type;
- ls->type = type;
- ls->shader = klight->shader_id;
- ls->object = PRIM_NONE;
- ls->prim = PRIM_NONE;
- ls->lamp = lamp;
- ls->u = randu;
- ls->v = randv;
- if (type == LIGHT_DISTANT) {
- /* distant light */
- float3 lightD = make_float3(klight->co[0], klight->co[1], klight->co[2]);
- float3 D = lightD;
- float radius = klight->distant.radius;
- float invarea = klight->distant.invarea;
- if (radius > 0.0f)
- D = distant_light_sample(D, radius, randu, randv);
- ls->P = D;
- ls->Ng = D;
- ls->D = -D;
- ls->t = FLT_MAX;
- float costheta = dot(lightD, D);
- ls->pdf = invarea / (costheta * costheta * costheta);
- ls->eval_fac = ls->pdf;
- }
- #ifdef __BACKGROUND_MIS__
- else if (type == LIGHT_BACKGROUND) {
- /* infinite area light (e.g. light dome or env light) */
- float3 D = -background_light_sample(kg, P, randu, randv, &ls->pdf);
- ls->P = D;
- ls->Ng = D;
- ls->D = -D;
- ls->t = FLT_MAX;
- ls->eval_fac = 1.0f;
- }
- #endif
- else {
- ls->P = make_float3(klight->co[0], klight->co[1], klight->co[2]);
- if (type == LIGHT_POINT || type == LIGHT_SPOT) {
- float radius = klight->spot.radius;
- if (radius > 0.0f)
- /* sphere light */
- ls->P += sphere_light_sample(P, ls->P, radius, randu, randv);
- ls->D = normalize_len(ls->P - P, &ls->t);
- ls->Ng = -ls->D;
- float invarea = klight->spot.invarea;
- ls->eval_fac = (0.25f * M_1_PI_F) * invarea;
- ls->pdf = invarea;
- if (type == LIGHT_SPOT) {
- /* spot light attenuation */
- float3 dir = make_float3(klight->spot.dir[0], klight->spot.dir[1], klight->spot.dir[2]);
- ls->eval_fac *= spot_light_attenuation(
- dir, klight->spot.spot_angle, klight->spot.spot_smooth, ls);
- if (ls->eval_fac == 0.0f) {
- return false;
- }
- }
- float2 uv = map_to_sphere(ls->Ng);
- ls->u = uv.x;
- ls->v = uv.y;
- ls->pdf *= lamp_light_pdf(kg, ls->Ng, -ls->D, ls->t);
- }
- else {
- /* area light */
- float3 axisu = make_float3(
- klight->area.axisu[0], klight->area.axisu[1], klight->area.axisu[2]);
- float3 axisv = make_float3(
- klight->area.axisv[0], klight->area.axisv[1], klight->area.axisv[2]);
- float3 D = make_float3(klight->area.dir[0], klight->area.dir[1], klight->area.dir[2]);
- float invarea = fabsf(klight->area.invarea);
- bool is_round = (klight->area.invarea < 0.0f);
- if (dot(ls->P - P, D) > 0.0f) {
- return false;
- }
- float3 inplane;
- if (is_round) {
- inplane = ellipse_sample(axisu * 0.5f, axisv * 0.5f, randu, randv);
- ls->P += inplane;
- ls->pdf = invarea;
- }
- else {
- inplane = ls->P;
- ls->pdf = rect_light_sample(P, &ls->P, axisu, axisv, randu, randv, true);
- inplane = ls->P - inplane;
- }
- ls->u = dot(inplane, axisu) * (1.0f / dot(axisu, axisu)) + 0.5f;
- ls->v = dot(inplane, axisv) * (1.0f / dot(axisv, axisv)) + 0.5f;
- ls->Ng = D;
- ls->D = normalize_len(ls->P - P, &ls->t);
- ls->eval_fac = 0.25f * invarea;
- if (is_round) {
- ls->pdf *= lamp_light_pdf(kg, D, -ls->D, ls->t);
- }
- }
- }
- ls->pdf *= kernel_data.integrator.pdf_lights;
- return (ls->pdf > 0.0f);
- }
- ccl_device bool lamp_light_eval(
- KernelGlobals *kg, int lamp, float3 P, float3 D, float t, LightSample *ls)
- {
- const ccl_global KernelLight *klight = &kernel_tex_fetch(__lights, lamp);
- LightType type = (LightType)klight->type;
- ls->type = type;
- ls->shader = klight->shader_id;
- ls->object = PRIM_NONE;
- ls->prim = PRIM_NONE;
- ls->lamp = lamp;
- /* todo: missing texture coordinates */
- ls->u = 0.0f;
- ls->v = 0.0f;
- if (!(ls->shader & SHADER_USE_MIS))
- return false;
- if (type == LIGHT_DISTANT) {
- /* distant light */
- float radius = klight->distant.radius;
- if (radius == 0.0f)
- return false;
- if (t != FLT_MAX)
- return false;
- /* a distant light is infinitely far away, but equivalent to a disk
- * shaped light exactly 1 unit away from the current shading point.
- *
- * radius t^2/cos(theta)
- * <----------> t = sqrt(1^2 + tan(theta)^2)
- * tan(th) area = radius*radius*pi
- * <----->
- * \ | (1 + tan(theta)^2)/cos(theta)
- * \ | (1 + tan(acos(cos(theta)))^2)/cos(theta)
- * t \th| 1 simplifies to
- * \-| 1/(cos(theta)^3)
- * \| magic!
- * P
- */
- float3 lightD = make_float3(klight->co[0], klight->co[1], klight->co[2]);
- float costheta = dot(-lightD, D);
- float cosangle = klight->distant.cosangle;
- if (costheta < cosangle)
- return false;
- ls->P = -D;
- ls->Ng = -D;
- ls->D = D;
- ls->t = FLT_MAX;
- /* compute pdf */
- float invarea = klight->distant.invarea;
- ls->pdf = invarea / (costheta * costheta * costheta);
- ls->eval_fac = ls->pdf;
- }
- else if (type == LIGHT_POINT || type == LIGHT_SPOT) {
- float3 lightP = make_float3(klight->co[0], klight->co[1], klight->co[2]);
- float radius = klight->spot.radius;
- /* sphere light */
- if (radius == 0.0f)
- return false;
- if (!ray_aligned_disk_intersect(P, D, t, lightP, radius, &ls->P, &ls->t)) {
- return false;
- }
- ls->Ng = -D;
- ls->D = D;
- float invarea = klight->spot.invarea;
- ls->eval_fac = (0.25f * M_1_PI_F) * invarea;
- ls->pdf = invarea;
- if (type == LIGHT_SPOT) {
- /* spot light attenuation */
- float3 dir = make_float3(klight->spot.dir[0], klight->spot.dir[1], klight->spot.dir[2]);
- ls->eval_fac *= spot_light_attenuation(
- dir, klight->spot.spot_angle, klight->spot.spot_smooth, ls);
- if (ls->eval_fac == 0.0f)
- return false;
- }
- float2 uv = map_to_sphere(ls->Ng);
- ls->u = uv.x;
- ls->v = uv.y;
- /* compute pdf */
- if (ls->t != FLT_MAX)
- ls->pdf *= lamp_light_pdf(kg, ls->Ng, -ls->D, ls->t);
- }
- else if (type == LIGHT_AREA) {
- /* area light */
- float invarea = fabsf(klight->area.invarea);
- bool is_round = (klight->area.invarea < 0.0f);
- if (invarea == 0.0f)
- return false;
- float3 axisu = make_float3(
- klight->area.axisu[0], klight->area.axisu[1], klight->area.axisu[2]);
- float3 axisv = make_float3(
- klight->area.axisv[0], klight->area.axisv[1], klight->area.axisv[2]);
- float3 Ng = make_float3(klight->area.dir[0], klight->area.dir[1], klight->area.dir[2]);
- /* one sided */
- if (dot(D, Ng) >= 0.0f)
- return false;
- float3 light_P = make_float3(klight->co[0], klight->co[1], klight->co[2]);
- if (!ray_quad_intersect(
- P, D, 0.0f, t, light_P, axisu, axisv, Ng, &ls->P, &ls->t, &ls->u, &ls->v, is_round)) {
- return false;
- }
- ls->D = D;
- ls->Ng = Ng;
- if (is_round) {
- ls->pdf = invarea * lamp_light_pdf(kg, Ng, -D, ls->t);
- }
- else {
- ls->pdf = rect_light_sample(P, &light_P, axisu, axisv, 0, 0, false);
- }
- ls->eval_fac = 0.25f * invarea;
- }
- else {
- return false;
- }
- ls->pdf *= kernel_data.integrator.pdf_lights;
- return true;
- }
- /* Triangle Light */
- /* returns true if the triangle is has motion blur or an instancing transform applied */
- ccl_device_inline bool triangle_world_space_vertices(
- KernelGlobals *kg, int object, int prim, float time, float3 V[3])
- {
- bool has_motion = false;
- const int object_flag = kernel_tex_fetch(__object_flag, object);
- if (object_flag & SD_OBJECT_HAS_VERTEX_MOTION && time >= 0.0f) {
- motion_triangle_vertices(kg, object, prim, time, V);
- has_motion = true;
- }
- else {
- triangle_vertices(kg, prim, V);
- }
- #ifdef __INSTANCING__
- if (!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
- # ifdef __OBJECT_MOTION__
- float object_time = (time >= 0.0f) ? time : 0.5f;
- Transform tfm = object_fetch_transform_motion_test(kg, object, object_time, NULL);
- # else
- Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
- # endif
- V[0] = transform_point(&tfm, V[0]);
- V[1] = transform_point(&tfm, V[1]);
- V[2] = transform_point(&tfm, V[2]);
- has_motion = true;
- }
- #endif
- return has_motion;
- }
- ccl_device_inline float triangle_light_pdf_area(KernelGlobals *kg,
- const float3 Ng,
- const float3 I,
- float t)
- {
- float pdf = kernel_data.integrator.pdf_triangles;
- float cos_pi = fabsf(dot(Ng, I));
- if (cos_pi == 0.0f)
- return 0.0f;
- return t * t * pdf / cos_pi;
- }
- ccl_device_forceinline float triangle_light_pdf(KernelGlobals *kg, ShaderData *sd, float t)
- {
- /* A naive heuristic to decide between costly solid angle sampling
- * and simple area sampling, comparing the distance to the triangle plane
- * to the length of the edges of the triangle. */
- float3 V[3];
- bool has_motion = triangle_world_space_vertices(kg, sd->object, sd->prim, sd->time, V);
- const float3 e0 = V[1] - V[0];
- const float3 e1 = V[2] - V[0];
- const float3 e2 = V[2] - V[1];
- const float longest_edge_squared = max(len_squared(e0), max(len_squared(e1), len_squared(e2)));
- const float3 N = cross(e0, e1);
- const float distance_to_plane = fabsf(dot(N, sd->I * t)) / dot(N, N);
- if (longest_edge_squared > distance_to_plane * distance_to_plane) {
- /* sd contains the point on the light source
- * calculate Px, the point that we're shading */
- const float3 Px = sd->P + sd->I * t;
- const float3 v0_p = V[0] - Px;
- const float3 v1_p = V[1] - Px;
- const float3 v2_p = V[2] - Px;
- const float3 u01 = safe_normalize(cross(v0_p, v1_p));
- const float3 u02 = safe_normalize(cross(v0_p, v2_p));
- const float3 u12 = safe_normalize(cross(v1_p, v2_p));
- const float alpha = fast_acosf(dot(u02, u01));
- const float beta = fast_acosf(-dot(u01, u12));
- const float gamma = fast_acosf(dot(u02, u12));
- const float solid_angle = alpha + beta + gamma - M_PI_F;
- /* pdf_triangles is calculated over triangle area, but we're not sampling over its area */
- if (UNLIKELY(solid_angle == 0.0f)) {
- return 0.0f;
- }
- else {
- float area = 1.0f;
- if (has_motion) {
- /* get the center frame vertices, this is what the PDF was calculated from */
- triangle_world_space_vertices(kg, sd->object, sd->prim, -1.0f, V);
- area = triangle_area(V[0], V[1], V[2]);
- }
- else {
- area = 0.5f * len(N);
- }
- const float pdf = area * kernel_data.integrator.pdf_triangles;
- return pdf / solid_angle;
- }
- }
- else {
- float pdf = triangle_light_pdf_area(kg, sd->Ng, sd->I, t);
- if (has_motion) {
- const float area = 0.5f * len(N);
- if (UNLIKELY(area == 0.0f)) {
- return 0.0f;
- }
- /* scale the PDF.
- * area = the area the sample was taken from
- * area_pre = the are from which pdf_triangles was calculated from */
- triangle_world_space_vertices(kg, sd->object, sd->prim, -1.0f, V);
- const float area_pre = triangle_area(V[0], V[1], V[2]);
- pdf = pdf * area_pre / area;
- }
- return pdf;
- }
- }
- ccl_device_forceinline void triangle_light_sample(KernelGlobals *kg,
- int prim,
- int object,
- float randu,
- float randv,
- float time,
- LightSample *ls,
- const float3 P)
- {
- /* A naive heuristic to decide between costly solid angle sampling
- * and simple area sampling, comparing the distance to the triangle plane
- * to the length of the edges of the triangle. */
- float3 V[3];
- bool has_motion = triangle_world_space_vertices(kg, object, prim, time, V);
- const float3 e0 = V[1] - V[0];
- const float3 e1 = V[2] - V[0];
- const float3 e2 = V[2] - V[1];
- const float longest_edge_squared = max(len_squared(e0), max(len_squared(e1), len_squared(e2)));
- const float3 N0 = cross(e0, e1);
- float Nl = 0.0f;
- ls->Ng = safe_normalize_len(N0, &Nl);
- float area = 0.5f * Nl;
- /* flip normal if necessary */
- const int object_flag = kernel_tex_fetch(__object_flag, object);
- if (object_flag & SD_OBJECT_NEGATIVE_SCALE_APPLIED) {
- ls->Ng = -ls->Ng;
- }
- ls->eval_fac = 1.0f;
- ls->shader = kernel_tex_fetch(__tri_shader, prim);
- ls->object = object;
- ls->prim = prim;
- ls->lamp = LAMP_NONE;
- ls->shader |= SHADER_USE_MIS;
- ls->type = LIGHT_TRIANGLE;
- float distance_to_plane = fabsf(dot(N0, V[0] - P) / dot(N0, N0));
- if (longest_edge_squared > distance_to_plane * distance_to_plane) {
- /* see James Arvo, "Stratified Sampling of Spherical Triangles"
- * http://www.graphics.cornell.edu/pubs/1995/Arv95c.pdf */
- /* project the triangle to the unit sphere
- * and calculate its edges and angles */
- const float3 v0_p = V[0] - P;
- const float3 v1_p = V[1] - P;
- const float3 v2_p = V[2] - P;
- const float3 u01 = safe_normalize(cross(v0_p, v1_p));
- const float3 u02 = safe_normalize(cross(v0_p, v2_p));
- const float3 u12 = safe_normalize(cross(v1_p, v2_p));
- const float3 A = safe_normalize(v0_p);
- const float3 B = safe_normalize(v1_p);
- const float3 C = safe_normalize(v2_p);
- const float cos_alpha = dot(u02, u01);
- const float cos_beta = -dot(u01, u12);
- const float cos_gamma = dot(u02, u12);
- /* calculate dihedral angles */
- const float alpha = fast_acosf(cos_alpha);
- const float beta = fast_acosf(cos_beta);
- const float gamma = fast_acosf(cos_gamma);
- /* the area of the unit spherical triangle = solid angle */
- const float solid_angle = alpha + beta + gamma - M_PI_F;
- /* precompute a few things
- * these could be re-used to take several samples
- * as they are independent of randu/randv */
- const float cos_c = dot(A, B);
- const float sin_alpha = fast_sinf(alpha);
- const float product = sin_alpha * cos_c;
- /* Select a random sub-area of the spherical triangle
- * and calculate the third vertex C_ of that new triangle */
- const float phi = randu * solid_angle - alpha;
- float s, t;
- fast_sincosf(phi, &s, &t);
- const float u = t - cos_alpha;
- const float v = s + product;
- const float3 U = safe_normalize(C - dot(C, A) * A);
- float q = 1.0f;
- const float det = ((v * s + u * t) * sin_alpha);
- if (det != 0.0f) {
- q = ((v * t - u * s) * cos_alpha - v) / det;
- }
- const float temp = max(1.0f - q * q, 0.0f);
- const float3 C_ = safe_normalize(q * A + sqrtf(temp) * U);
- /* Finally, select a random point along the edge of the new triangle
- * That point on the spherical triangle is the sampled ray direction */
- const float z = 1.0f - randv * (1.0f - dot(C_, B));
- ls->D = z * B + safe_sqrtf(1.0f - z * z) * safe_normalize(C_ - dot(C_, B) * B);
- /* calculate intersection with the planar triangle */
- if (!ray_triangle_intersect(P,
- ls->D,
- FLT_MAX,
- #if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
- (ssef *)V,
- #else
- V[0],
- V[1],
- V[2],
- #endif
- &ls->u,
- &ls->v,
- &ls->t)) {
- ls->pdf = 0.0f;
- return;
- }
- ls->P = P + ls->D * ls->t;
- /* pdf_triangles is calculated over triangle area, but we're sampling over solid angle */
- if (UNLIKELY(solid_angle == 0.0f)) {
- ls->pdf = 0.0f;
- return;
- }
- else {
- if (has_motion) {
- /* get the center frame vertices, this is what the PDF was calculated from */
- triangle_world_space_vertices(kg, object, prim, -1.0f, V);
- area = triangle_area(V[0], V[1], V[2]);
- }
- const float pdf = area * kernel_data.integrator.pdf_triangles;
- ls->pdf = pdf / solid_angle;
- }
- }
- else {
- /* compute random point in triangle */
- randu = sqrtf(randu);
- const float u = 1.0f - randu;
- const float v = randv * randu;
- const float t = 1.0f - u - v;
- ls->P = u * V[0] + v * V[1] + t * V[2];
- /* compute incoming direction, distance and pdf */
- ls->D = normalize_len(ls->P - P, &ls->t);
- ls->pdf = triangle_light_pdf_area(kg, ls->Ng, -ls->D, ls->t);
- if (has_motion && area != 0.0f) {
- /* scale the PDF.
- * area = the area the sample was taken from
- * area_pre = the are from which pdf_triangles was calculated from */
- triangle_world_space_vertices(kg, object, prim, -1.0f, V);
- const float area_pre = triangle_area(V[0], V[1], V[2]);
- ls->pdf = ls->pdf * area_pre / area;
- }
- ls->u = u;
- ls->v = v;
- }
- }
- /* Light Distribution */
- ccl_device int light_distribution_sample(KernelGlobals *kg, float *randu)
- {
- /* This is basically std::upper_bound as used by pbrt, to find a point light or
- * triangle to emit from, proportional to area. a good improvement would be to
- * also sample proportional to power, though it's not so well defined with
- * arbitrary shaders. */
- int first = 0;
- int len = kernel_data.integrator.num_distribution + 1;
- float r = *randu;
- while (len > 0) {
- int half_len = len >> 1;
- int middle = first + half_len;
- if (r < kernel_tex_fetch(__light_distribution, middle).totarea) {
- len = half_len;
- }
- else {
- first = middle + 1;
- len = len - half_len - 1;
- }
- }
- /* Clamping should not be needed but float rounding errors seem to
- * make this fail on rare occasions. */
- int index = clamp(first - 1, 0, kernel_data.integrator.num_distribution - 1);
- /* Rescale to reuse random number. this helps the 2D samples within
- * each area light be stratified as well. */
- float distr_min = kernel_tex_fetch(__light_distribution, index).totarea;
- float distr_max = kernel_tex_fetch(__light_distribution, index + 1).totarea;
- *randu = (r - distr_min) / (distr_max - distr_min);
- return index;
- }
- /* Generic Light */
- ccl_device bool light_select_reached_max_bounces(KernelGlobals *kg, int index, int bounce)
- {
- return (bounce > kernel_tex_fetch(__lights, index).max_bounces);
- }
- ccl_device_noinline bool light_sample(
- KernelGlobals *kg, float randu, float randv, float time, float3 P, int bounce, LightSample *ls)
- {
- /* sample index */
- int index = light_distribution_sample(kg, &randu);
- /* fetch light data */
- const ccl_global KernelLightDistribution *kdistribution = &kernel_tex_fetch(__light_distribution,
- index);
- int prim = kdistribution->prim;
- if (prim >= 0) {
- int object = kdistribution->mesh_light.object_id;
- int shader_flag = kdistribution->mesh_light.shader_flag;
- triangle_light_sample(kg, prim, object, randu, randv, time, ls, P);
- ls->shader |= shader_flag;
- return (ls->pdf > 0.0f);
- }
- else {
- int lamp = -prim - 1;
- if (UNLIKELY(light_select_reached_max_bounces(kg, lamp, bounce))) {
- return false;
- }
- return lamp_light_sample(kg, lamp, randu, randv, P, ls);
- }
- }
- ccl_device int light_select_num_samples(KernelGlobals *kg, int index)
- {
- return kernel_tex_fetch(__lights, index).samples;
- }
- CCL_NAMESPACE_END
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