[Bf-blender-cvs] [9b26206] cycles_disney_brdf: disney diffuse is working correctly

Pascal Schoen noreply at git.blender.org
Tue May 17 10:46:46 CEST 2016


Commit: 9b262063767d6b05a617891c967d887d21bfb177
Author: Pascal Schoen
Date:   Mon Apr 18 15:21:32 2016 +0200
Branches: cycles_disney_brdf
https://developer.blender.org/rB9b262063767d6b05a617891c967d887d21bfb177

disney diffuse is working correctly

===================================================================

M	intern/cycles/kernel/closure/bsdf_disney_diffuse.h
M	intern/cycles/kernel/osl/bsdf_disney_diffuse.cpp
M	intern/cycles/kernel/shaders/stdosl.h

===================================================================

diff --git a/intern/cycles/kernel/closure/bsdf_disney_diffuse.h b/intern/cycles/kernel/closure/bsdf_disney_diffuse.h
index 2b927c5..ff69a7a 100644
--- a/intern/cycles/kernel/closure/bsdf_disney_diffuse.h
+++ b/intern/cycles/kernel/closure/bsdf_disney_diffuse.h
@@ -1,3 +1,4 @@
+
 /*
  * Adapted from Open Shading Language with this license:
  *
@@ -30,12 +31,153 @@
  * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  */
 
-#ifndef __BSDF_DISNEY_DIFFUSE_
+#ifndef __BSDF_DISNEY_DIFFUSE_H__
 #define __BSDF_DISNEY_DIFFUSE_H__
 
+#include <cmath>
+
 CCL_NAMESPACE_BEGIN
 
-/* DIFFUSE */
+/* DISNEY DIFFUSE */
+
+ccl_device float diff_sqr(float a) {
+	return a * a;
+}
+
+ccl_device float3 diff_mon2lin(float3 x, float gamma) {
+	return make_float3(pow(x[0], gamma), pow(x[1], gamma), pow(x[2], gamma));
+}
+
+ccl_device float diff_GTR1(float NdotH, float a) {
+	if (a >= 1.0f) return 1.0f / M_PI_F;
+	float a2 = a*a;
+	float t = 1.0f + (a2 - 1.0f) * NdotH * NdotH;
+	return (a2 - 1.0f) / (M_PI_F * log(a2) * t);
+}
+
+ccl_device float diff_GTR2(float NdotH, float a) {
+	float a2 = a * a;
+	float t = 1.0f + (a2 - 1.0f) * NdotH * NdotH;
+	return a2 / (M_PI_F * t * t);
+}
+
+ccl_device float diff_GTR2_aniso(
+	float NdotH,
+	float HdotX,
+	float HdotY,
+	float ax,
+	float ay)
+{
+	return 1.0f / (M_PI_F * ax * ay * diff_sqr(diff_sqr(HdotX / ax) + diff_sqr(HdotY / ay)
+		+ NdotH * NdotH));
+}
+
+ccl_device float diff_smithG_GGX(float Ndotv, float alphaG) {
+	float a = alphaG * alphaG;
+	float b = Ndotv * Ndotv;
+	return 1.0f / (Ndotv + sqrtf(a + b - a * b));
+}
+
+ccl_device float diff_SchlickFresnel(float u) {
+	float m = clamp(1.0f - u, 0.0f, 1.0f);
+	float m2 = m * m;
+	return m2 * m2 * m; // pow(m, 5)
+}
+
+ccl_device float3 diff_transform_to_local(const float3& v, const float3& n,
+	const float3& x, const float3& y)
+{
+	return make_float3(dot(v, x), dot(v, n), dot(v, y));
+}
+
+ccl_device float3 diff_mix(float3 x, float3 y, float a) {
+	return x * (1.0f - a) + y * a;
+}
+
+ccl_device float diff_mix(float x, float y, float a) {
+	return x * (1.0f - a) + y * a;
+}
+
+/* structures */
+struct DisneyDiffuseBRDFParams {
+	// brdf parameters
+	float3 m_base_color;
+	float m_subsurface;
+	float m_roughness;
+	float m_sheen;
+	float m_sheen_tint;
+
+	// color correction
+	float m_withNdotL;
+	float m_brightness;
+	float m_gamma;
+	float m_exposure;
+	float m_mon2lingamma;
+
+	// precomputed values
+	float3 m_cdlin, m_ctint, m_csheen;
+	float m_cdlum;
+	float m_weights[4];
+	bool m_withNdotL_b;
+
+	void precompute_values() {
+		m_cdlin = diff_mon2lin(m_base_color, m_mon2lingamma); //make_float3(1.0f, 0.795f, 0.0f));
+		m_cdlum = 0.3f * m_cdlin[0] + 0.6f * m_cdlin[1] + 0.1f * m_cdlin[2]; // luminance approx.
+
+		m_ctint = m_cdlum > 0.0f ? m_cdlin / m_cdlum : make_float3(1.0f, 1.0f, 1.0f); // normalize lum. to isolate hue+sat
+		m_csheen = diff_mix(make_float3(1.0f, 1.0f, 1.0f), m_ctint, m_sheen_tint);
+
+		m_gamma = clamp(m_gamma, 0.0f, 5.0f);
+		m_exposure = clamp(m_exposure, -6.0f, 6.0f);
+		m_withNdotL_b = (m_withNdotL > 0.5f);
+	}
+};
+
+typedef struct DisneyDiffuseBRDFParams DisneyDiffuseBRDFParams;
+
+/* brdf */
+ccl_device float3 calculate_disney_diffuse_brdf(const ShaderClosure *sc,
+	const DisneyDiffuseBRDFParams *params, float3 N, float3 V, float3 L,
+	float3 H, float *pdf)
+{
+	float NdotL = dot(N, L);
+	float NdotV = dot(N, V);
+
+    if (NdotL < 0 || NdotV < 0) {
+        *pdf = 0.0f;
+        return make_float3(0.0f, 0.0f, 0.0f);
+    }
+
+	float LdotH = dot(L, H);
+
+    float Fd = 0.0f;
+	float FL = diff_SchlickFresnel(NdotL), FV = diff_SchlickFresnel(NdotV);
+
+    if (params->m_subsurface != 1.0f) {
+	    const float Fd90 = 0.5f + 2.0f * LdotH*LdotH * params->m_roughness;
+	    Fd = diff_mix(1.0f, Fd90, FL) * diff_mix(1.0f, Fd90, FV);
+    }
+
+    if (params->m_subsurface > 0.0f) {
+	    float Fss90 = LdotH*LdotH * params->m_roughness;
+	    float Fss = diff_mix(1.0f, Fss90, FL) * diff_mix(1.0f, Fss90, FV);
+	    float ss = 1.25f * (Fss * (1.0f / (NdotL + NdotV) - 0.5f) + 0.5f);
+        Fd = diff_mix(Fd, ss, params->m_subsurface);
+    }
+
+	float3 value = M_1_PI_F * Fd * params->m_cdlin;
+	*pdf = NdotL * M_1_PI_F * params->m_cdlum;
+
+	// sheen component
+	if (params->m_sheen != 0.0f) {
+	    float FH = diff_SchlickFresnel(LdotH);
+
+		value += FH * params->m_sheen * params->m_csheen;
+		*pdf += (1.0f / M_2PI_F) * params->m_sheen;
+	}
+
+	return value;
+}
 
 ccl_device int bsdf_disney_diffuse_setup(ShaderClosure *sc)
 {
@@ -44,46 +186,168 @@ ccl_device int bsdf_disney_diffuse_setup(ShaderClosure *sc)
 }
 
 ccl_device float3 bsdf_disney_diffuse_eval_reflect(const ShaderClosure *sc,
-        float3 color, const float3 I, const float3 omega_in, float *pdf)
+	const DisneyDiffuseBRDFParams *params, const float3 I,
+	const float3 omega_in, float *pdf)
 {
-	float3 N = sc->N;
+	float3 N = normalize(sc->N);
+	float3 V = I; // outgoing
+	float3 L = omega_in; // incoming
+	float3 H = normalize(L + V);
+
+    if (dot(sc->N, omega_in) > 0.0f) {
+        float3 value = calculate_disney_diffuse_brdf(sc, params, N, V, L, H, pdf);
+
+        value *= dot(N, L);
+
+        // brightness
+        value *= params->m_brightness;
 
-	float cos_pi = fmaxf(dot(N, omega_in), 0.0f) * M_1_PI_F;
-	*pdf = cos_pi;
-	return make_float3(cos_pi * color[0], cos_pi * color[1], cos_pi * color[2]);
+        // exposure
+        value *= pow(2.0f, params->m_exposure);
+
+        // gamma
+        value[0] = pow(value[0], 1.0f / params->m_gamma);
+        value[1] = pow(value[1], 1.0f / params->m_gamma);
+        value[2] = pow(value[2], 1.0f / params->m_gamma);
+
+		return value;
+    }
+    else {
+        *pdf = 0.0f;
+        return make_float3(0.0f, 0.0f, 0.0f);
+    }
 }
 
-ccl_device float3 bsdf_disney_diffuse_eval_transmit(const ShaderClosure *sc,
-        float3 color, const float3 I, const float3 omega_in, float *pdf)
+ccl_device float3 bsdf_disney_diffuse_eval_transmit(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
 {
 	return make_float3(0.0f, 0.0f, 0.0f);
 }
 
-ccl_device int bsdf_disney_diffuse_sample(const ShaderClosure *sc, float3 color,
-        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)
+ccl_device int bsdf_disney_diffuse_sample(const ShaderClosure *sc, const DisneyDiffuseBRDFParams *params,
+	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)
 {
-	float3 N = sc->N;
+	float3 N = normalize(sc->N);
+
+	sample_uniform_hemisphere(N, randu, randv, omega_in, pdf);
+
+	if (dot(Ng, *omega_in) > 0) {
+		float3 V = I; // outgoing
+		float3 L = *omega_in; // incoming
+		float3 H = normalize(L + V);
+
+		float3 value = calculate_disney_diffuse_brdf(sc, params, N, V, L, H, pdf);
+
+		if (params->m_withNdotL_b)
+			value *= dot(N, L);
+
+		// brightness
+		value *= params->m_brightness;
+
+		// exposure
+		value *= pow(2.0f, params->m_exposure);
+
+		// gamma
+		value[0] = pow(value[0], 1.0f / params->m_gamma);
+		value[1] = pow(value[1], 1.0f / params->m_gamma);
+		value[2] = pow(value[2], 1.0f / params->m_gamma);
+
+		*eval = make_float3(value[0], value[1], value[2]);
+
+#ifdef __RAY_DIFFERENTIALS__
+		// TODO: find a better approximation for the diffuse bounce
+		*domega_in_dx = -((2 * dot(N, dIdx)) * N - dIdx);
+		*domega_in_dy = -((2 * dot(N, dIdy)) * N - dIdy);
+#endif
+	}
+	else {
+		*pdf = 0;
+	}
 
+	/*// we are viewing the surface from the right side - send a ray out with cosine
 	// distribution over the hemisphere
-	sample_cos_hemisphere(N, randu, randv, omega_in, pdf);
+	sample_cos_hemisphere(-N, randu, randv, omega_in, pdf);
+	if(dot(Ng, *omega_in) < 0) {
+		float3 H = normalize(*omega_in - I);
+		*eval = calculate_disney_diffuse_brdf(sc, params, -N, -I, *omega_in, H, pdf);
+
+        // multiply with NdotL
+        //if (params->m_withNdotL_b)
+        //	*eval *= dot(N, L);
+
+        // brightness
+        *eval *= params->m_brightness;
+
+        // exposure
+        *eval *= pow(2.0f, params->m_exposure);
+
+        // gamma
+        (*eval)[0] = pow((*eval)[0], 1.0f / params->m_gamma);
+        (*eval)[1] = pow((*eval)[1], 1.0f / params->m_gamma);
+        (*eval)[2] = pow((*eval)[2], 1.0f / params->m_gamma);
+		//*eval = make_float3(*pdf, *pdf, *pdf);
 
-	if(dot(Ng, *omega_in) > 0.0f) {
-		*eval = make_float3(*pdf * color[0], *pdf * color[1], *pdf * color[2]);
 #ifdef __RAY_DIFFERENTIALS__
 		// TODO: find a better approximation for the diffuse bounce
-		*domega_in_dx = (2 * dot(N, dIdx)) * N - dIdx;
-		*domega_in_dy = (2 * dot(N, dIdy)) * N - dIdy;
+		*domega_in_dx = -((2 * dot(N, dIdx)) * N - dIdx);
+		*domega_in_dy = -((2 * dot(N, dIdy)) * N - dIdy);
 #endif
 	}
-	else
-		*pdf = 0.0f;
+	else {
+		*pdf = 0;
+	}*/
+	return LABEL_DIFFUSE;
+
+	/*float3 N = normalize(sc->N);
+	float3 T = normalize(sc->T);
+	float3 X, Y;
+
+	float cos_theta, phi, theta, sin_phi, cos_phi;
+
+	make_orthonormals_tangent(N, T, &X, &Y);
+
+	phi = 2.0f * M_PI_F * randu;
+	theta = 2.0f * M_PI_F * randv;
+	cos_theta = cosf(theta);
+	sin_phi = sinf(phi);
+	cos_phi = cosf(phi);
+
+	float sin_theta = sqrtf(fmaxf(0.0f, 1.0f - cos_theta * cos_theta));
+	float3 H = normalize(sin_theta * cos_phi * X + sin_theta * sin_phi * Y + cos_theta * N);
+
+	*omega_in = 2.0f * dot(I, H) * H - I;
 
-	return LABEL_REFLECT|LABEL_DIFFUSE;
+	float3 V = I; // outgoing
+	float3 L = *omega_in; // incoming
+
+	*eval = calculate_disney_diffuse_brdf(sc, params, N, V, L, H, pdf);
+
+	// multiply with NdotL
+	//if (params->m_withNdotL_b)
+	//	*eval *= dot(N, L);
+
+	// brightness
+	*eval *= params->m_brightness;
+
+	// exposure
+	*eval *= pow(2.0f, params->m_exposure);
+
+	// gamma
+	(*eval)[0] = pow((*eval)[0], 1.0f / params->m_gamma);
+	(*eval)[1] = pow((*eval)[1], 1.0f / params->m_gamma);
+	(*eval)[2] = pow((*eval)[2], 1.0f / params->m_gamma);
+
+#ifdef __RAY_DIFFERENTIALS__
+	*domega_in_dx = 2 * dot(N, dIdx) * N - dIdx;
+	*domega_in_dy = 2 * dot(N, dIdy) * N - dIdy;
+#endif
+
+	return LABEL_REFLECT|LABEL_DIFFUSE;*/
 }
 
 C

@@ Diff output truncated at 10240 characters. @@




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