[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [59974] branches/soc-2013-dingto/intern/ cycles: Volume:
Thomas Dinges
blender at dingto.org
Tue Sep 10 01:01:49 CEST 2013
Revision: 59974
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=59974
Author: dingto
Date: 2013-09-09 23:01:49 +0000 (Mon, 09 Sep 2013)
Log Message:
-----------
Volume:
Cleanup and refactor of closure code in volume.h.
* Remove unused code (the brute force henyey-greenstein eval and sample function and double peaked functions). Maybe we need something here in the future, but the current code just became too confusing.
* Remove the CLOSURE_BSDF_DOUBLE_PEAKED_HENYEY_GREENSTEIN_ID, instead use CLOSURE_VOLUME_ISOTROPIC_ID now.
The final naming of the node/closure is still unsure, but better to use one consistent naming scheme. When the "g" parameter is 0, the closure is Isotropic anyway, so maybe it's ok, we'll see.
* Now we use 2 counterparts to bsdf_eval() and bsdf_sample():
volume_eval_phase() and volume_sample()
ToDo:
* Reflect these changes for OSL.
Modified Paths:
--------------
branches/soc-2013-dingto/intern/cycles/kernel/closure/bsdf.h
branches/soc-2013-dingto/intern/cycles/kernel/closure/volume.h
branches/soc-2013-dingto/intern/cycles/kernel/kernel_shader.h
branches/soc-2013-dingto/intern/cycles/kernel/osl/osl_closures.cpp
branches/soc-2013-dingto/intern/cycles/kernel/osl/osl_closures.h
branches/soc-2013-dingto/intern/cycles/kernel/svm/svm_closure.h
branches/soc-2013-dingto/intern/cycles/kernel/svm/svm_types.h
branches/soc-2013-dingto/intern/cycles/render/nodes.cpp
Modified: branches/soc-2013-dingto/intern/cycles/kernel/closure/bsdf.h
===================================================================
--- branches/soc-2013-dingto/intern/cycles/kernel/closure/bsdf.h 2013-09-09 22:59:26 UTC (rev 59973)
+++ branches/soc-2013-dingto/intern/cycles/kernel/closure/bsdf.h 2013-09-09 23:01:49 UTC (rev 59974)
@@ -138,8 +138,8 @@
#ifdef __VOLUME__
// need this to keep logic in kernel_emission.h direct light in case of volume particle
- if (sc->type == CLOSURE_BSDF_DOUBLE_PEAKED_HENYEY_GREENSTEIN_ID)
- return bsdf_double_peaked_henyey_greenstein_eval(sc, sd->I, omega_in, pdf);
+ if (CLOSURE_IS_VOLUME(sc->type))
+ return volume_eval_phase(kg, sc, sd->I, omega_in, pdf);
#endif
if(dot(sd->Ng, omega_in) >= 0.0f) {
Modified: branches/soc-2013-dingto/intern/cycles/kernel/closure/volume.h
===================================================================
--- branches/soc-2013-dingto/intern/cycles/kernel/closure/volume.h 2013-09-09 22:59:26 UTC (rev 59973)
+++ branches/soc-2013-dingto/intern/cycles/kernel/closure/volume.h 2013-09-09 23:01:49 UTC (rev 59974)
@@ -19,79 +19,8 @@
CCL_NAMESPACE_BEGIN
-#if 0 /* XXX unused */
-/* note: the interfaces here are just as an example, need to figure
- * out the right functions and parameters to use */
+/* ISOTROPIC VOLUME CLOSURE (Henyey-Greenstein) */
-/* ISOTROPIC VOLUME CLOSURE */
-
-__device int volume_isotropic_setup(ShaderClosure *sc)
-{
- sc->type = CLOSURE_VOLUME_ISOTROPIC_ID;
-
- return SD_VOLUME;
-}
-
-__device float3 volume_isotropic_eval_phase(const ShaderClosure *sc, const float3 omega_in, const float3 omega_out)
-{
- return make_float3(1.0f, 1.0f, 1.0f);
-}
-
-/* TRANSPARENT VOLUME CLOSURE */
-
-__device int volume_transparent_setup(ShaderClosure *sc)
-{
- sc->type = CLOSURE_VOLUME_TRANSPARENT_ID;
-
- return SD_VOLUME;
-}
-
-__device float3 volume_transparent_eval_phase(const ShaderClosure *sc, const float3 omega_in, const float3 omega_out)
-{
- return make_float3(1.0f, 1.0f, 1.0f);
-}
-
-/* VOLUME CLOSURE */
-
-__device float3 volume_eval_phase(KernelGlobals *kg, const ShaderClosure *sc, const float3 omega_in, const float3 omega_out)
-{
-#ifdef __OSL__
- if(kg->osl && sc->prim)
- return OSLShader::volume_eval_phase(sc, omega_in, omega_out);
-#endif
-
- float3 eval;
-
- switch(sc->type) {
- case CLOSURE_VOLUME_ISOTROPIC_ID:
- eval = volume_isotropic_eval_phase(sc, omega_in, omega_out);
- break;
- case CLOSURE_VOLUME_TRANSPARENT_ID:
- eval = volume_transparent_eval_phase(sc, omega_in, omega_out);
- break;
- default:
- eval = make_float3(0.0f, 0.0f, 0.0f);
- break;
- }
-
- return eval;
-}
-#endif
-
-/* HENYEY_GREENSTEIN CLOSURE */
-
-__device int volume_double_peaked_henyey_greeenstein_setup(ShaderClosure *sc)
-{
- sc->type = CLOSURE_BSDF_DOUBLE_PEAKED_HENYEY_GREENSTEIN_ID;
- return SD_BSDF|SD_BSDF_HAS_EVAL;
-}
-
-/* XXX wrapper for OSL closure macros + typo fix ... remove after cleanup */
-__device int bsdf_henyey_greenstein_setup(ShaderClosure *sc)
-{
- return volume_double_peaked_henyey_greeenstein_setup(sc);
-}
-
// given cosinus between rays, return probability density that photon bounce to that direction
// F and g parameters controlling how far it difference from uniform sphere. g=0 uniform diffusion-like, g = 1 - very close to sharp single ray,
// F = 0.5 - uniform, F = 0 - most backward reflect, F = 1 most transit
@@ -103,119 +32,34 @@
return p;
};
-
-__device float single_peaked_henyey_greenstein_accumulated_prob(float cos_theta, float m_g)
+__device int volume_isotropic_setup(ShaderClosure *sc)
{
- float p = (1.0f-m_g*m_g) / (2.0f * m_g) *
- (pow(1.0f+m_g*m_g-2.0f*m_g*cos_theta,1.5f) - 1.0f / (1.0f + m_g));
- return p;
-};
-/*
-__device float single_peaked_henyey_greenstein_forward_prob(float m_g)
-{
- float p = (1.0f-m_g) * (1.0f + m_g) /
- pow(1.0f+m_g*m_g-2.0f*m_g*cos_theta,1.5f) / 4.0f/M_PI_F;
- return p;
-};
-*/
-__device float double_peaked_henyey_greenstein(float cos_theta, float m_F, float m_g)
-{
-#if 0
- float q1 = (1.0f-sqrt(m_g))/pow(1.0f+sqrt(m_g)-2.0f*m_g*cos_theta,1.5f)/4.0f/M_PI_F;
- float q2 = (1.0f-sqrt(m_g))/pow(1.0f+sqrt(m_g)+2.0f*m_g*cos_theta,1.5f)/4.0f/M_PI_F;
- float p = (1.0f+m_F)/2.0f*q1+(1.0f-m_F)/2.0f*q2;
-#else
- float q1 = (1.0f-m_g*m_g)/pow(1.0f+m_g*m_g-2.0f*m_g*cos_theta,1.5f)/4.0f/M_PI_F;
- float q2 = (1.0f-m_g*m_g)/pow(1.0f+m_g*m_g+2.0f*m_g*cos_theta,1.5f)/4.0f/M_PI_F;
- float p = (1.0f+m_F)/2.0f*q1+(1.0f-m_F)/2.0f*q2;
-#endif
- return p;
-};
+ sc->type = CLOSURE_VOLUME_ISOTROPIC_ID;
-#if 0
-
-// just return bsdf at input vector
-__device float3 bsdf_double_peaked_henyey_greenstein_eval(const ShaderData *sd, const ShaderClosure *sc, const float3 I, float3 omega_in, float *pdf)
-{
- float m_F = sc->data0;
- float m_g = sc->data1;
-
- float cos_theta = dot( sd->I, omega_in);
- *pdf = double_peaked_henyey_greenstein( cos_theta, m_F, m_g);
- return make_float3( *pdf, *pdf, *pdf);
+ return SD_BSDF|SD_BSDF_HAS_EVAL;
}
-// calculate sample vector, return it and bsdf
-// brute force version, sphere uniform sample, then calc pdf at random vector. work good only when g very close to 0
-__device int bsdf_double_peaked_henyey_greenstein_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
-{
-// float m_F = sc->data0;
- float m_g = sc->data1;
- float3 m_N = sd->N;
-// sample_cos_hemisphere(m_N, randu, randv, omega_in, pdf);
-
- *omega_in = sample_uniform_sphere( randu, randv);
-// *omega_in = normalize(*omega_in);
-
- float cos_theta = dot( sd->I, *omega_in);
-#if 0
- cos_theta = 1;
- m_F = 0;
- m_g = 0;
-#endif
-// float q1 = (1.0f-sqrt(m_g))/pow(1.0f+sqrt(m_g)-2.0f*m_g*cos_theta,1.5f)/4.0f/M_PI_F;
-// float q2 = (1.0f-sqrt(m_g))/pow(1.0f+sqrt(m_g)+2.0f*m_g*cos_theta,1.5f)/4.0f/M_PI_F;
-// float p = (1.0f+m_F)/2.0f*q1+(1.0f-m_F)/2.0f*q2;
-// p = M_1_PI_F;
-// *pdf = p;
-// *pdf = double_peaked_henyey_greenstein(cos_theta, m_F, m_g);
-// *pdf = single_peaked_henyey_greenstein(cos_theta, m_g);
- *pdf = 1.0f/4.0f/M_PI_F;
-
-// *pdf = cos_theta;
- *eval = make_float3(*pdf, *pdf, *pdf);
-// *eval *= sc->weight[1]; // absorb?
-// *eval = make_float3(sc->data1, *pdf, *pdf);
-#ifdef __RAY_DIFFERENTIALS__
- // TODO: find a better approximation for the diffuse bounce
- *domega_in_dx = (2 * dot(m_N, sd->dI.dx)) * m_N - sd->dI.dx;
- *domega_in_dy = (2 * dot(m_N, sd->dI.dy)) * m_N - sd->dI.dy;
- *domega_in_dx *= 125.0f;
- *domega_in_dy *= 125.0f;
-#endif
- return LABEL_REFLECT|LABEL_DIFFUSE;
-}
-#else
-
-// new optimized, importance sampled version, no difference when g = 0 but huge gain at other g values (less variance)
-
// just return bsdf at input vector
-__device float3 bsdf_double_peaked_henyey_greenstein_eval(const ShaderClosure *sc, const float3 I, float3 omega_in, float *pdf)
+__device float3 volume_isotropic_eval_phase(const ShaderClosure *sc, const float3 I, float3 omega_in, float *pdf)
{
-// float m_F = sc->data0;
float m_g = sc->data1;
const float magic_eps = 0.001f;
- // WARNING! I point in backward direction!
-// float cos_theta = dot( I, omega_in);
- float cos_theta = dot( -I, omega_in);
-// *pdf = double_peaked_henyey_greenstein( cos_theta, m_F, m_g);
- if ( fabsf(m_g) < magic_eps)
+// WARNING! I point in backward direction!
+// float cos_theta = dot(I, omega_in);
+ float cos_theta = dot(-I, omega_in);
+
+ if (fabsf(m_g) < magic_eps)
*pdf = M_1_PI_F * 0.25f; // ?? double check it
else
- *pdf = single_peaked_henyey_greenstein( cos_theta, m_g);
-// *pdf = M_1_PI_F / 4;
+ *pdf = single_peaked_henyey_greenstein(cos_theta, m_g);
+
return make_float3( *pdf, *pdf, *pdf);
}
-/* XXX wrapper for OSL closure macros ... remove after cleanup */
-__device float3 bsdf_henyey_greenstein_eval(const ShaderClosure *sc, const float3 I, float3 omega_in, float *pdf)
+__device int volume_isotropic_sample(const ShaderClosure *sc, float3 Ng, float3 I, float3 dIdx, float3 dIdy, float randu, float randv,
+ float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
{
- return bsdf_double_peaked_henyey_greenstein_eval(sc, I, omega_in, pdf);
-}
-
-__device int bsdf_double_peaked_henyey_greenstein_sample(const ShaderClosure *sc, float3 Ng, float3 I, float3 dIdx, float3 dIdy, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
-{
float m_g = sc->data1;
const float magic_eps = 0.001f;
#if 0
@@ -272,15 +116,55 @@
return LABEL_REFLECT|LABEL_DIFFUSE;
}
-/* XXX wrapper for OSL closure macros ... remove after cleanup */
-__device int bsdf_henyey_greenstein_sample(const ShaderClosure *sc, float3 Ng, float3 I, float3 dIdx, float3 dIdy, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
+/* TRANSPARENT VOLUME CLOSURE */
+
+__device int volume_transparent_setup(ShaderClosure *sc)
{
- return bsdf_double_peaked_henyey_greenstein_sample(sc, Ng, I, dIdx, dIdy, randu, randv, eval, omega_in, domega_in_dx, domega_in_dy, pdf);
+ sc->type = CLOSURE_VOLUME_TRANSPARENT_ID;
+
+ return SD_VOLUME;
}
+__device float3 volume_transparent_eval_phase(const ShaderClosure *sc, const float3 I, float3 omega_in, float *pdf)
+{
+ return make_float3(1.0f, 1.0f, 1.0f);
+}
+
+__device int volume_transparent_sample(const ShaderClosure *sc, float3 Ng, float3 I, float3 dIdx, float3 dIdy, float randu, float randv,
+ float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
+{
+ /* XXX Implement */
+ return LABEL_REFLECT|LABEL_DIFFUSE;
+}
+
+/* VOLUME CLOSURE */
+
+__device float3 volume_eval_phase(KernelGlobals *kg, const ShaderClosure *sc, const float3 I, float3 omega_in, float *pdf)
+{
+#ifdef __OSL__
+ //if(kg->osl && sc->prim)
+ // return OSLShader::volume_eval_phase(sc, I, omega_in, pdf);
#endif
-__device int volume_bsdf_sample(KernelGlobals *kg, const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, differential3 *domega_in, float *pdf)
+ float3 eval;
+
+ switch(sc->type) {
+ case CLOSURE_VOLUME_ISOTROPIC_ID:
+ eval = volume_isotropic_eval_phase(sc, I, omega_in, pdf);
+ break;
+ case CLOSURE_VOLUME_TRANSPARENT_ID:
+ eval = volume_transparent_eval_phase(sc, I, omega_in, pdf);
+ break;
+ default:
+ eval = make_float3(0.0f, 0.0f, 0.0f);
+ break;
+ }
+
+ return eval;
+}
+
@@ Diff output truncated at 10240 characters. @@
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