[Bf-blender-cvs] [c07c7957c6b] blender-v2.93-release: Revert "Cycles: optimize ensure_valid_reflection(), reduces render time by about 1%"

Brecht Van Lommel noreply at git.blender.org
Wed May 26 18:27:43 CEST 2021


Commit: c07c7957c6b4780b643e0e056a78a56b3e08f51b
Author: Brecht Van Lommel
Date:   Wed May 26 18:22:43 2021 +0200
Branches: blender-v2.93-release
https://developer.blender.org/rBc07c7957c6b4780b643e0e056a78a56b3e08f51b

Revert "Cycles: optimize ensure_valid_reflection(), reduces render time by about 1%"

Both before and after can have artifacts with some normal maps, but this seems to give
worse artifacts on average which are not worth the minor performance increase.

This reverts commit 21bc1a99baa765d81c3203fd2e451681b8a7fd55.

Ref T88368, D10084

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

M	intern/cycles/kernel/kernel_montecarlo.h
M	intern/cycles/kernel/shaders/stdcycles.h

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

diff --git a/intern/cycles/kernel/kernel_montecarlo.h b/intern/cycles/kernel/kernel_montecarlo.h
index ba25c0e24e4..ce37bd0b15e 100644
--- a/intern/cycles/kernel/kernel_montecarlo.h
+++ b/intern/cycles/kernel/kernel_montecarlo.h
@@ -195,31 +195,108 @@ ccl_device float2 regular_polygon_sample(float corners, float rotation, float u,
 
 ccl_device float3 ensure_valid_reflection(float3 Ng, float3 I, float3 N)
 {
-  float3 R;
-  float NI = dot(N, I);
-  float NgR, threshold;
-
-  /* Check if the incident ray is coming from behind normal N. */
-  if (NI > 0) {
-    /* Normal reflection */
-    R = (2 * NI) * N - I;
-    NgR = dot(Ng, R);
-
-    /* Reflection rays may always be at least as shallow as the incoming ray. */
-    threshold = min(0.9f * dot(Ng, I), 0.01f);
-    if (NgR >= threshold) {
-      return N;
+  float3 R = 2 * dot(N, I) * N - I;
+
+  /* Reflection rays may always be at least as shallow as the incoming ray. */
+  float threshold = min(0.9f * dot(Ng, I), 0.01f);
+  if (dot(Ng, R) >= threshold) {
+    return N;
+  }
+
+  /* Form coordinate system with Ng as the Z axis and N inside the X-Z-plane.
+   * The X axis is found by normalizing the component of N that's orthogonal to Ng.
+   * The Y axis isn't actually needed.
+   */
+  float NdotNg = dot(N, Ng);
+  float3 X = normalize(N - NdotNg * Ng);
+
+  /* Keep math expressions. */
+  /* clang-format off */
+  /* Calculate N.z and N.x in the local coordinate system.
+   *
+   * The goal of this computation is to find a N' that is rotated towards Ng just enough
+   * to lift R' above the threshold (here called t), therefore dot(R', Ng) = t.
+   *
+   * According to the standard reflection equation,
+   * this means that we want dot(2*dot(N', I)*N' - I, Ng) = t.
+   *
+   * Since the Z axis of our local coordinate system is Ng, dot(x, Ng) is just x.z, so we get
+   * 2*dot(N', I)*N'.z - I.z = t.
+   *
+   * The rotation is simple to express in the coordinate system we formed -
+   * since N lies in the X-Z-plane, we know that N' will also lie in the X-Z-plane,
+   * so N'.y = 0 and therefore dot(N', I) = N'.x*I.x + N'.z*I.z .
+   *
+   * Furthermore, we want N' to be normalized, so N'.x = sqrt(1 - N'.z^2).
+   *
+   * With these simplifications,
+   * we get the final equation 2*(sqrt(1 - N'.z^2)*I.x + N'.z*I.z)*N'.z - I.z = t.
+   *
+   * The only unknown here is N'.z, so we can solve for that.
+   *
+   * The equation has four solutions in general:
+   *
+   * N'.z = +-sqrt(0.5*(+-sqrt(I.x^2*(I.x^2 + I.z^2 - t^2)) + t*I.z + I.x^2 + I.z^2)/(I.x^2 + I.z^2))
+   * We can simplify this expression a bit by grouping terms:
+   *
+   * a = I.x^2 + I.z^2
+   * b = sqrt(I.x^2 * (a - t^2))
+   * c = I.z*t + a
+   * N'.z = +-sqrt(0.5*(+-b + c)/a)
+   *
+   * Two solutions can immediately be discarded because they're negative so N' would lie in the
+   * lower hemisphere.
+   */
+  /* clang-format on */
+
+  float Ix = dot(I, X), Iz = dot(I, Ng);
+  float Ix2 = sqr(Ix), Iz2 = sqr(Iz);
+  float a = Ix2 + Iz2;
+
+  float b = safe_sqrtf(Ix2 * (a - sqr(threshold)));
+  float c = Iz * threshold + a;
+
+  /* Evaluate both solutions.
+   * In many cases one can be immediately discarded (if N'.z would be imaginary or larger than
+   * one), so check for that first. If no option is viable (might happen in extreme cases like N
+   * being in the wrong hemisphere), give up and return Ng. */
+  float fac = 0.5f / a;
+  float N1_z2 = fac * (b + c), N2_z2 = fac * (-b + c);
+  bool valid1 = (N1_z2 > 1e-5f) && (N1_z2 <= (1.0f + 1e-5f));
+  bool valid2 = (N2_z2 > 1e-5f) && (N2_z2 <= (1.0f + 1e-5f));
+
+  float2 N_new;
+  if (valid1 && valid2) {
+    /* If both are possible, do the expensive reflection-based check. */
+    float2 N1 = make_float2(safe_sqrtf(1.0f - N1_z2), safe_sqrtf(N1_z2));
+    float2 N2 = make_float2(safe_sqrtf(1.0f - N2_z2), safe_sqrtf(N2_z2));
+
+    float R1 = 2 * (N1.x * Ix + N1.y * Iz) * N1.y - Iz;
+    float R2 = 2 * (N2.x * Ix + N2.y * Iz) * N2.y - Iz;
+
+    valid1 = (R1 >= 1e-5f);
+    valid2 = (R2 >= 1e-5f);
+    if (valid1 && valid2) {
+      /* If both solutions are valid, return the one with the shallower reflection since it will be
+       * closer to the input (if the original reflection wasn't shallow, we would not be in this
+       * part of the function). */
+      N_new = (R1 < R2) ? N1 : N2;
     }
+    else {
+      /* If only one reflection is valid (= positive), pick that one. */
+      N_new = (R1 > R2) ? N1 : N2;
+    }
+  }
+  else if (valid1 || valid2) {
+    /* Only one solution passes the N'.z criterium, so pick that one. */
+    float Nz2 = valid1 ? N1_z2 : N2_z2;
+    N_new = make_float2(safe_sqrtf(1.0f - Nz2), safe_sqrtf(Nz2));
   }
   else {
-    /* Bad incident */
-    R = -I;
-    NgR = dot(Ng, R);
-    threshold = 0.01f;
+    return Ng;
   }
 
-  R = R + Ng * (threshold - NgR);            /* Lift the reflection above the threshold. */
-  return normalize(I * len(R) + R * len(I)); /* Find a bisector. */
+  return N_new.x * X + N_new.y * Ng;
 }
 
 CCL_NAMESPACE_END
diff --git a/intern/cycles/kernel/shaders/stdcycles.h b/intern/cycles/kernel/shaders/stdcycles.h
index af7b645d9a2..dd604da68ce 100644
--- a/intern/cycles/kernel/shaders/stdcycles.h
+++ b/intern/cycles/kernel/shaders/stdcycles.h
@@ -84,30 +84,67 @@ closure color principled_hair(normal N,
 closure color henyey_greenstein(float g) BUILTIN;
 closure color absorption() BUILTIN;
 
-normal ensure_valid_reflection(normal Ng, normal I, normal N)
+normal ensure_valid_reflection(normal Ng, vector I, normal N)
 {
   /* The implementation here mirrors the one in kernel_montecarlo.h,
    * check there for an explanation of the algorithm. */
-  vector R;
-  float NI = dot(N, I);
-  float NgR, threshold;
-
-  if (NI > 0) {
-    R = (2 * NI) * N - I;
-    NgR = dot(Ng, R);
-    threshold = min(0.9 * dot(Ng, I), 0.01);
-    if (NgR >= threshold) {
-      return N;
+
+  float sqr(float x)
+  {
+    return x * x;
+  }
+
+  vector R = 2 * dot(N, I) * N - I;
+
+  float threshold = min(0.9 * dot(Ng, I), 0.01);
+  if (dot(Ng, R) >= threshold) {
+    return N;
+  }
+
+  float NdotNg = dot(N, Ng);
+  vector X = normalize(N - NdotNg * Ng);
+
+  float Ix = dot(I, X), Iz = dot(I, Ng);
+  float Ix2 = sqr(Ix), Iz2 = sqr(Iz);
+  float a = Ix2 + Iz2;
+
+  float b = sqrt(Ix2 * (a - sqr(threshold)));
+  float c = Iz * threshold + a;
+
+  float fac = 0.5 / a;
+  float N1_z2 = fac * (b + c), N2_z2 = fac * (-b + c);
+  int valid1 = (N1_z2 > 1e-5) && (N1_z2 <= (1.0 + 1e-5));
+  int valid2 = (N2_z2 > 1e-5) && (N2_z2 <= (1.0 + 1e-5));
+
+  float N_new_x, N_new_z;
+  if (valid1 && valid2) {
+    float N1_x = sqrt(1.0 - N1_z2), N1_z = sqrt(N1_z2);
+    float N2_x = sqrt(1.0 - N2_z2), N2_z = sqrt(N2_z2);
+
+    float R1 = 2 * (N1_x * Ix + N1_z * Iz) * N1_z - Iz;
+    float R2 = 2 * (N2_x * Ix + N2_z * Iz) * N2_z - Iz;
+
+    valid1 = (R1 >= 1e-5);
+    valid2 = (R2 >= 1e-5);
+    if (valid1 && valid2) {
+      N_new_x = (R1 < R2) ? N1_x : N2_x;
+      N_new_z = (R1 < R2) ? N1_z : N2_z;
+    }
+    else {
+      N_new_x = (R1 > R2) ? N1_x : N2_x;
+      N_new_z = (R1 > R2) ? N1_z : N2_z;
     }
   }
+  else if (valid1 || valid2) {
+    float Nz2 = valid1 ? N1_z2 : N2_z2;
+    N_new_x = sqrt(1.0 - Nz2);
+    N_new_z = sqrt(Nz2);
+  }
   else {
-    R = -I;
-    NgR = dot(Ng, R);
-    threshold = 0.01;
+    return Ng;
   }
 
-  R = R + Ng * (threshold - NgR);
-  return normalize(I * length(R) + R * length(I));
+  return N_new_x * X + N_new_z * Ng;
 }
 
 #endif /* CCL_STDOSL_H */



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