[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [16960] trunk/blender/source/blender/ render: Fix for bug #13363: ray (qmc) shadows had some light leaking issues ,
Brecht Van Lommel
brecht at blender.org
Tue Oct 7 17:01:44 CEST 2008
Revision: 16960
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16960
Author: blendix
Date: 2008-10-07 17:01:44 +0200 (Tue, 07 Oct 2008)
Log Message:
-----------
Fix for bug #13363: ray (qmc) shadows had some light leaking issues,
due to jittering of the start position for antialiasing in a pixel.
Now it distributes the start position over the fixed osa sample
positions, instead of of random positions in space. The ugly bit is
that a custom ordering was defined for osa 8/11/16 to ensure that the
first 4 are distributed relatively fair for adaptive sampling to decide
if more samples need to be taken.
Modified Paths:
--------------
trunk/blender/source/blender/render/extern/include/RE_shader_ext.h
trunk/blender/source/blender/render/intern/include/shading.h
trunk/blender/source/blender/render/intern/source/rayshade.c
trunk/blender/source/blender/render/intern/source/rendercore.c
trunk/blender/source/blender/render/intern/source/shadeinput.c
trunk/blender/source/blender/render/intern/source/zbuf.c
Modified: trunk/blender/source/blender/render/extern/include/RE_shader_ext.h
===================================================================
--- trunk/blender/source/blender/render/extern/include/RE_shader_ext.h 2008-10-07 14:24:08 UTC (rev 16959)
+++ trunk/blender/source/blender/render/extern/include/RE_shader_ext.h 2008-10-07 15:01:44 UTC (rev 16960)
@@ -157,6 +157,7 @@
int xs, ys; /* pixel to be rendered */
int mask; /* subsample mask */
+ float scanco[3]; /* original scanline coordinate without jitter */
int samplenr; /* sample counter, to detect if we should do shadow again */
int depth; /* 1 or larger on raytrace shading */
Modified: trunk/blender/source/blender/render/intern/include/shading.h
===================================================================
--- trunk/blender/source/blender/render/intern/include/shading.h 2008-10-07 14:24:08 UTC (rev 16959)
+++ trunk/blender/source/blender/render/intern/include/shading.h 2008-10-07 15:01:44 UTC (rev 16960)
@@ -56,7 +56,8 @@
void shade_input_set_triangle_i(struct ShadeInput *shi, struct ObjectInstanceRen *obi, struct VlakRen *vlr, short i1, short i2, short i3);
void shade_input_set_triangle(struct ShadeInput *shi, volatile int obi, volatile int facenr, int normal_flip);
void shade_input_copy_triangle(struct ShadeInput *shi, struct ShadeInput *from);
-void shade_input_set_viewco(struct ShadeInput *shi, float x, float y, float z);
+void shade_input_calc_viewco(struct ShadeInput *shi, float x, float y, float z, float *view, float *dxyview, float *co, float *dxco, float *dyco);
+void shade_input_set_viewco(struct ShadeInput *shi, float x, float y, float sx, float sy, float z);
void shade_input_set_uv(struct ShadeInput *shi);
void shade_input_set_normals(struct ShadeInput *shi);
void shade_input_flip_normals(struct ShadeInput *shi);
Modified: trunk/blender/source/blender/render/intern/source/rayshade.c
===================================================================
--- trunk/blender/source/blender/render/intern/source/rayshade.c 2008-10-07 14:24:08 UTC (rev 16959)
+++ trunk/blender/source/blender/render/intern/source/rayshade.c 2008-10-07 15:01:44 UTC (rev 16960)
@@ -1792,21 +1792,62 @@
ray_ao_spheresamp(shi, shadfac);
}
+static void ray_shadow_jittered_coords(ShadeInput *shi, int max, float jitco[RE_MAX_OSA][3], int *totjitco)
+{
+ /* magic numbers for reordering sample positions to give better
+ * results with adaptive sample, when it usually only takes 4 samples */
+ int order8[8] = {0, 1, 5, 6, 2, 3, 4, 7};
+ int order11[11] = {1, 3, 8, 10, 0, 2, 4, 5, 6, 7, 9};
+ int order16[16] = {1, 3, 9, 12, 0, 6, 7, 8, 13, 2, 4, 5, 10, 11, 14, 15};
+ int count = count_mask(shi->mask);
+ /* for better antialising shadow samples are distributed over the subpixel
+ * sample coordinates, this only works for raytracing depth 0 though */
+ if(!shi->strand && shi->depth == 0 && count > 1 && count <= max) {
+ float xs, ys, zs, view[3];
+ int samp, ordsamp, tot= 0;
+
+ for(samp=0; samp<R.osa; samp++) {
+ if(R.osa == 8) ordsamp = order8[samp];
+ else if(R.osa == 11) ordsamp = order11[samp];
+ else if(R.osa == 16) ordsamp = order16[samp];
+ else ordsamp = samp;
+
+ if(shi->mask & (1<<ordsamp)) {
+ /* zbuffer has this inverse corrected, ensures xs,ys are inside pixel */
+ xs= (float)shi->scanco[0] + R.jit[ordsamp][0] + 0.5f;
+ ys= (float)shi->scanco[1] + R.jit[ordsamp][1] + 0.5f;
+ zs= shi->scanco[2];
+
+ shade_input_calc_viewco(shi, xs, ys, zs, view, NULL, jitco[tot], NULL, NULL);
+ tot++;
+ }
+ }
+
+ *totjitco= tot;
+ }
+ else {
+ VECCOPY(jitco[0], shi->co);
+ *totjitco= 1;
+ }
+}
+
static void ray_shadow_qmc(ShadeInput *shi, LampRen *lar, float *lampco, float *shadfac, Isect *isec)
{
QMCSampler *qsa=NULL;
- QMCSampler *qsa_jit=NULL;
int samples=0;
- float samp3d[3], jit[3], jitbias= 0.0f;
+ float samp3d[3];
float fac=0.0f, vec[3];
float colsq[4];
float adapt_thresh = lar->adapt_thresh;
- int max_samples = lar->ray_totsamp;
- float pos[3];
+ int min_adapt_samples=4, max_samples = lar->ray_totsamp;
+ float *co;
int do_soft=1, full_osa=0;
+ float jitco[RE_MAX_OSA][3];
+ int totjitco;
+
colsq[0] = colsq[1] = colsq[2] = 0.0;
if(isec->mode==RE_RAY_SHADOW_TRA) {
shadfac[0]= shadfac[1]= shadfac[2]= shadfac[3]= 0.0f;
@@ -1823,21 +1864,16 @@
if (do_soft) max_samples = lar->ray_totsamp;
else max_samples = (R.osa > 4)?R.osa:5;
}
+
+ ray_shadow_jittered_coords(shi, max_samples, jitco, &totjitco);
- if(shi->vlr && ((shi->vlr->flag & R_FULL_OSA) == 0))
- jitbias= 0.5f*(VecLength(shi->dxco) + VecLength(shi->dyco));
-
/* sampling init */
- if (lar->ray_samp_method==LA_SAMP_HALTON) {
+ if (lar->ray_samp_method==LA_SAMP_HALTON)
qsa = get_thread_qmcsampler(&R, shi->thread, SAMP_TYPE_HALTON, max_samples);
- qsa_jit = get_thread_qmcsampler(&R, shi->thread, SAMP_TYPE_HALTON, max_samples);
- } else if (lar->ray_samp_method==LA_SAMP_HAMMERSLEY) {
+ else if (lar->ray_samp_method==LA_SAMP_HAMMERSLEY)
qsa = get_thread_qmcsampler(&R, shi->thread, SAMP_TYPE_HAMMERSLEY, max_samples);
- qsa_jit = get_thread_qmcsampler(&R, shi->thread, SAMP_TYPE_HAMMERSLEY, max_samples);
- }
QMC_initPixel(qsa, shi->thread);
- QMC_initPixel(qsa_jit, shi->thread);
VECCOPY(vec, lampco);
@@ -1845,18 +1881,11 @@
while (samples < max_samples) {
isec->faceorig= (RayFace*)shi->vlr;
isec->oborig= RAY_OBJECT_SET(&R, shi->obi);
-
+
/* manually jitter the start shading co-ord per sample
* based on the pre-generated OSA texture sampling offsets,
* for anti-aliasing sharp shadow edges. */
- VECCOPY(pos, shi->co);
- if (shi->vlr && !full_osa) {
- QMC_sampleRect(jit, qsa_jit, shi->thread, samples, 1.0, 1.0);
-
- pos[0] += shi->dxco[0]*jit[0] + shi->dyco[0]*jit[1];
- pos[1] += shi->dxco[1]*jit[0] + shi->dyco[1]*jit[1];
- pos[2] += shi->dxco[2]*jit[0] + shi->dyco[2]*jit[1];
- }
+ co = jitco[samples % totjitco];
if (do_soft) {
/* sphere shadow source */
@@ -1864,9 +1893,9 @@
float ru[3], rv[3], v[3], s[3];
/* calc tangent plane vectors */
- v[0] = pos[0] - lampco[0];
- v[1] = pos[1] - lampco[1];
- v[2] = pos[2] - lampco[2];
+ v[0] = co[0] - lampco[0];
+ v[1] = co[1] - lampco[1];
+ v[2] = co[2] - lampco[2];
Normalize(v);
VecOrthoBasisf(v, ru, rv);
@@ -1879,13 +1908,6 @@
s[2] = samp3d[0]*ru[2] + samp3d[1]*rv[2];
VECCOPY(samp3d, s);
-
- if(jitbias != 0.0f) {
- /* bias away somewhat to avoid self intersection */
- pos[0] -= jitbias*v[0];
- pos[1] -= jitbias*v[1];
- pos[2] -= jitbias*v[2];
- }
}
else {
/* sampling, returns quasi-random vector in [sizex,sizey]^2 plane */
@@ -1901,21 +1923,21 @@
VECCOPY(isec->end, vec);
}
- if(jitbias != 0.0f && !(do_soft && lar->type==LA_LOCAL)) {
+ if(shi->strand) {
/* bias away somewhat to avoid self intersection */
+ float jitbias= 0.5f*(VecLength(shi->dxco) + VecLength(shi->dyco));
float v[3];
- VECSUB(v, pos, isec->end);
+ VECSUB(v, co, isec->end);
Normalize(v);
- pos[0] -= jitbias*v[0];
- pos[1] -= jitbias*v[1];
- pos[2] -= jitbias*v[2];
+ co[0] -= jitbias*v[0];
+ co[1] -= jitbias*v[1];
+ co[2] -= jitbias*v[2];
}
- VECCOPY(isec->start, pos);
+ VECCOPY(isec->start, co);
-
/* trace the ray */
if(isec->mode==RE_RAY_SHADOW_TRA) {
isec->col[0]= isec->col[1]= isec->col[2]= 1.0f;
@@ -1941,7 +1963,7 @@
if ((lar->ray_samp_method == LA_SAMP_HALTON)) {
/* adaptive sampling - consider samples below threshold as in shadow (or vice versa) and exit early */
- if ((max_samples > 4) && (adapt_thresh > 0.0) && (samples > max_samples / 3)) {
+ if ((max_samples > min_adapt_samples) && (adapt_thresh > 0.0) && (samples > max_samples / 3)) {
if (isec->mode==RE_RAY_SHADOW_TRA) {
if ((shadfac[3] / samples > (1.0-adapt_thresh)) || (shadfac[3] / samples < adapt_thresh))
break;
@@ -1963,8 +1985,6 @@
} else
shadfac[3]= 1.0f-fac/samples;
- if (qsa_jit)
- release_thread_qmcsampler(&R, shi->thread, qsa_jit);
if (qsa)
release_thread_qmcsampler(&R, shi->thread, qsa);
}
Modified: trunk/blender/source/blender/render/intern/source/rendercore.c
===================================================================
--- trunk/blender/source/blender/render/intern/source/rendercore.c 2008-10-07 14:24:08 UTC (rev 16959)
+++ trunk/blender/source/blender/render/intern/source/rendercore.c 2008-10-07 15:01:44 UTC (rev 16960)
@@ -1465,7 +1465,7 @@
{
ShadeInput *shi= ssamp->shi;
ShadeResult shr;
- float texfac, orthoarea, nor[3], alpha;
+ float texfac, orthoarea, nor[3], alpha, sx, sy;
/* cache for shadow */
shi->samplenr= R.shadowsamplenr[shi->thread]++;
@@ -1476,8 +1476,8 @@
shade_input_set_triangle_i(shi, obi, vlr, 0, 1, 2);
/* center pixel */
- x += 0.5f;
- y += 0.5f;
+ sx = x + 0.5f;
+ sy = y + 0.5f;
/* we estimate the area here using shi->dxco and shi->dyco. we need to
enabled shi->osatex these are filled. we compute two areas, one with
@@ -1486,13 +1486,13 @@
shi->osatex= 1;
VECCOPY(nor, shi->facenor);
- calc_view_vector(shi->facenor, x, y);
+ calc_view_vector(shi->facenor, sx, sy);
Normalize(shi->facenor);
- shade_input_set_viewco(shi, x, y, z);
+ shade_input_set_viewco(shi, x, y, sx, sy, z);
orthoarea= VecLength(shi->dxco)*VecLength(shi->dyco);
VECCOPY(shi->facenor, nor);
- shade_input_set_viewco(shi, x, y, z);
+ shade_input_set_viewco(shi, x, y, sx, sy, z);
*area= VecLength(shi->dxco)*VecLength(shi->dyco);
*area= MIN2(*area, 2.0f*orthoarea);
Modified: trunk/blender/source/blender/render/intern/source/shadeinput.c
===================================================================
--- trunk/blender/source/blender/render/intern/source/shadeinput.c 2008-10-07 14:24:08 UTC (rev 16959)
+++ trunk/blender/source/blender/render/intern/source/shadeinput.c 2008-10-07 15:01:44 UTC (rev 16960)
@@ -573,31 +573,25 @@
}
}
-/* scanline pixel coordinates */
-/* requires set_triangle */
-void shade_input_set_viewco(ShadeInput *shi, float x, float y, float z)
+/* from scanline pixel coordinates to 3d coordinates, requires set_triangle */
+void shade_input_calc_viewco(ShadeInput *shi, float x, float y, float z, float *view, float *dxyview, float *co, float *dxco, float *dyco)
{
- float fac;
+ /* returns not normalized, so is in viewplane coords */
+ calc_view_vector(view, x, y);
@@ Diff output truncated at 10240 characters. @@
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