@tushar-br/editing-pack 1.0.188 → 1.0.190

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1216) hide show
  1. package/package.json +1 -1
  2. package/staging_area/Blender/blender.pdb.ts_part_0 +0 -0
  3. package/staging_area/Blender/5.0/scripts/addons_core/cycles/__init__.py +0 -173
  4. package/staging_area/Blender/5.0/scripts/addons_core/cycles/__pycache__/__init__.cpython-311.pyc +0 -0
  5. package/staging_area/Blender/5.0/scripts/addons_core/cycles/__pycache__/camera.cpython-311.pyc +0 -0
  6. package/staging_area/Blender/5.0/scripts/addons_core/cycles/__pycache__/engine.cpython-311.pyc +0 -0
  7. package/staging_area/Blender/5.0/scripts/addons_core/cycles/__pycache__/operators.cpython-311.pyc +0 -0
  8. package/staging_area/Blender/5.0/scripts/addons_core/cycles/__pycache__/presets.cpython-311.pyc +0 -0
  9. package/staging_area/Blender/5.0/scripts/addons_core/cycles/__pycache__/properties.cpython-311.pyc +0 -0
  10. package/staging_area/Blender/5.0/scripts/addons_core/cycles/__pycache__/ui.cpython-311.pyc +0 -0
  11. package/staging_area/Blender/5.0/scripts/addons_core/cycles/__pycache__/version_update.cpython-311.pyc +0 -0
  12. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/geom/shader_data.h +0 -452
  13. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/geom/triangle.h +0 -278
  14. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/geom/triangle_intersect.h +0 -166
  15. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/geom/volume.h +0 -104
  16. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/globals.h +0 -13
  17. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/image.h +0 -12
  18. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/integrator/displacement_shader.h +0 -43
  19. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/integrator/guiding.h +0 -641
  20. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/integrator/init_from_bake.h +0 -344
  21. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/integrator/init_from_camera.h +0 -110
  22. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/integrator/intersect_closest.h +0 -443
  23. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/integrator/intersect_dedicated_light.h +0 -232
  24. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/integrator/intersect_shadow.h +0 -183
  25. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/integrator/intersect_subsurface.h +0 -24
  26. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/integrator/intersect_volume_stack.h +0 -250
  27. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/integrator/megakernel.h +0 -114
  28. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/integrator/mnee.h +0 -1123
  29. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/integrator/path_state.h +0 -425
  30. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/integrator/shade_background.h +0 -210
  31. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/integrator/shade_dedicated_light.h +0 -243
  32. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/integrator/shade_light.h +0 -95
  33. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/integrator/shade_shadow.h +0 -192
  34. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/integrator/shade_surface.h +0 -885
  35. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/integrator/shade_volume.h +0 -2947
  36. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/integrator/shadow_catcher.h +0 -79
  37. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/integrator/shadow_linking.h +0 -69
  38. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/integrator/shadow_state_template.h +0 -99
  39. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/integrator/state.h +0 -276
  40. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/integrator/state_flow.h +0 -255
  41. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/integrator/state_template.h +0 -152
  42. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/integrator/state_util.h +0 -602
  43. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/integrator/subsurface.h +0 -251
  44. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/integrator/subsurface_disk.h +0 -220
  45. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/integrator/subsurface_random_walk.h +0 -462
  46. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/integrator/surface_shader.h +0 -1198
  47. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/integrator/volume_shader.h +0 -539
  48. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/integrator/volume_stack.h +0 -258
  49. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/light/area.h +0 -537
  50. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/light/background.h +0 -500
  51. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/light/common.h +0 -86
  52. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/light/distant.h +0 -167
  53. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/light/distribution.h +0 -60
  54. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/light/light.h +0 -499
  55. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/light/point.h +0 -240
  56. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/light/sample.h +0 -545
  57. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/light/spot.h +0 -347
  58. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/light/tree.h +0 -951
  59. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/light/triangle.h +0 -339
  60. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/osl/camera.h +0 -81
  61. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/osl/closures_setup.h +0 -1259
  62. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/osl/closures_template.h +0 -277
  63. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/osl/osl.h +0 -287
  64. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/osl/services_gpu.h +0 -1327
  65. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/osl/types.h +0 -157
  66. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/sample/lcg.h +0 -53
  67. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/sample/mapping.h +0 -251
  68. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/sample/mis.h +0 -41
  69. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/sample/pattern.h +0 -188
  70. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/sample/sobol_burley.h +0 -203
  71. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/sample/tabulated_sobol.h +0 -178
  72. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/sample/util.h +0 -79
  73. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/ao.h +0 -148
  74. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/aov.h +0 -49
  75. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/attribute.h +0 -326
  76. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/bevel.h +0 -334
  77. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/blackbody.h +0 -35
  78. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/brick.h +0 -147
  79. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/brightness.h +0 -32
  80. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/bump.h +0 -72
  81. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/camera.h +0 -42
  82. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/checker.h +0 -54
  83. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/clamp.h +0 -40
  84. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/closure.h +0 -1559
  85. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/color_util.h +0 -409
  86. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/convert.h +0 -66
  87. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/displace.h +0 -240
  88. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/fractal_noise.h +0 -550
  89. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/fresnel.h +0 -80
  90. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/gabor.h +0 -392
  91. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/gamma.h +0 -27
  92. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/geometry.h +0 -280
  93. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/gradient.h +0 -80
  94. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/hsv.h +0 -54
  95. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/ies.h +0 -38
  96. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/image.h +0 -273
  97. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/invert.h +0 -33
  98. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/light_path.h +0 -150
  99. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/magic.h +0 -132
  100. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/map_range.h +0 -164
  101. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/mapping.h +0 -74
  102. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/mapping_util.h +0 -37
  103. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/math.h +0 -73
  104. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/math_util.h +0 -278
  105. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/mix.h +0 -125
  106. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/node_types_template.h +0 -115
  107. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/noise.h +0 -761
  108. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/noisetex.h +0 -370
  109. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/normal.h +0 -38
  110. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/radial_tiling.h +0 -81
  111. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/radial_tiling_shared.h +0 -1179
  112. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/ramp.h +0 -185
  113. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/ramp_util.h +0 -80
  114. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/sepcomb_color.h +0 -62
  115. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/sepcomb_vector.h +0 -45
  116. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/sky.h +0 -309
  117. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/svm.h +0 -492
  118. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/tex_coord.h +0 -506
  119. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/types.h +0 -530
  120. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/util.h +0 -160
  121. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/value.h +0 -34
  122. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/vector_rotate.h +0 -79
  123. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/vector_transform.h +0 -130
  124. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/vertex_color.h +0 -107
  125. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/voronoi.h +0 -1248
  126. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/wave.h +0 -137
  127. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/wavelength.h +0 -36
  128. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/white_noise.h +0 -74
  129. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/svm/wireframe.h +0 -116
  130. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/tables.h +0 -124
  131. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/types.h +0 -1923
  132. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/util/colorspace.h +0 -54
  133. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/util/differential.h +0 -169
  134. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/util/ies.h +0 -145
  135. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/util/lookup_table.h +0 -74
  136. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/util/nanovdb.h +0 -436
  137. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/util/profiler.h +0 -28
  138. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/kernel/util/texture_3d.h +0 -232
  139. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/atomic.h +0 -315
  140. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/color.h +0 -439
  141. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/defines.h +0 -131
  142. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/guiding.h +0 -40
  143. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/half.h +0 -178
  144. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/hash.h +0 -650
  145. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/math.h +0 -24
  146. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/math_base.h +0 -953
  147. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/math_dual.h +0 -59
  148. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/math_fast.h +0 -650
  149. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/math_float2.h +0 -274
  150. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/math_float3.h +0 -847
  151. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/math_float4.h +0 -666
  152. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/math_float8.h +0 -471
  153. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/math_int2.h +0 -59
  154. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/math_int3.h +0 -117
  155. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/math_int4.h +0 -296
  156. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/math_int8.h +0 -353
  157. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/math_intersect.h +0 -452
  158. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/projection.h +0 -308
  159. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/projection_inverse.h +0 -95
  160. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/rect.h +0 -61
  161. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/static_assert.h +0 -21
  162. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/texture.h +0 -100
  163. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/transform.h +0 -650
  164. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/types.h +0 -32
  165. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/types_base.h +0 -94
  166. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/types_dual.h +0 -134
  167. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/types_float2.h +0 -71
  168. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/types_float3.h +0 -200
  169. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/types_float4.h +0 -134
  170. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/types_float8.h +0 -134
  171. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/types_int2.h +0 -44
  172. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/types_int3.h +0 -158
  173. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/types_int4.h +0 -91
  174. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/types_int8.h +0 -94
  175. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/types_rgbe.h +0 -109
  176. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/types_spectrum.h +0 -28
  177. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/types_uchar2.h +0 -39
  178. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/types_uchar3.h +0 -39
  179. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/types_uchar4.h +0 -45
  180. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/types_uint2.h +0 -37
  181. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/types_uint3.h +0 -91
  182. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/types_uint4.h +0 -37
  183. package/staging_area/Blender/5.0/scripts/addons_core/cycles/source/util/types_ushort4.h +0 -19
  184. package/staging_area/Blender/5.0/scripts/addons_core/cycles/ui.py +0 -2645
  185. package/staging_area/Blender/5.0/scripts/addons_core/cycles/version_update.py +0 -330
  186. package/staging_area/Blender/5.0/scripts/addons_core/hydra_storm/__init__.py +0 -33
  187. package/staging_area/Blender/5.0/scripts/addons_core/hydra_storm/engine.py +0 -47
  188. package/staging_area/Blender/5.0/scripts/addons_core/hydra_storm/properties.py +0 -62
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@@ -1,2947 +0,0 @@
1
- /* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
2
- *
3
- * SPDX-License-Identifier: Apache-2.0 */
4
-
5
- #pragma once
6
-
7
- #include "kernel/closure/volume.h"
8
-
9
- #include "kernel/film/denoising_passes.h"
10
- #include "kernel/film/light_passes.h"
11
-
12
- #include "kernel/integrator/guiding.h"
13
- #include "kernel/integrator/intersect_closest.h"
14
- #include "kernel/integrator/path_state.h"
15
- #include "kernel/integrator/shadow_linking.h"
16
- #include "kernel/integrator/volume_shader.h"
17
- #include "kernel/integrator/volume_stack.h"
18
-
19
- #include "kernel/light/light.h"
20
- #include "kernel/light/sample.h"
21
-
22
- #include "kernel/geom/shader_data.h"
23
-
24
- #include "kernel/sample/lcg.h"
25
-
26
- CCL_NAMESPACE_BEGIN
27
-
28
- #ifdef __VOLUME__
29
-
30
- /* Events for probabilistic scattering. */
31
-
32
- enum VolumeIntegrateEvent {
33
- VOLUME_PATH_SCATTERED = 0,
34
- VOLUME_PATH_ATTENUATED = 1,
35
- VOLUME_PATH_MISSED = 2
36
- };
37
-
38
- struct VolumeIntegrateResult {
39
- /* Throughput and offset for direct light scattering. */
40
- bool direct_scatter;
41
- Spectrum direct_throughput;
42
- float direct_t;
43
- ShaderVolumePhases direct_phases;
44
- # if defined(__PATH_GUIDING__)
45
- VolumeSampleMethod direct_sample_method;
46
- # endif
47
-
48
- /* Throughput and offset for indirect light scattering. */
49
- bool indirect_scatter;
50
- Spectrum indirect_throughput;
51
- float indirect_t;
52
- ShaderVolumePhases indirect_phases;
53
- };
54
-
55
- /* We use both volume octree and volume stack, sometimes they disagree on whether a point is inside
56
- * a volume or not. We accept small numerical precision issues, above this threshold the volume
57
- * stack shall prevail. */
58
- /* TODO(weizhen): tweak this value. */
59
- # define OVERLAP_EXP 5e-4f
60
- /* Restrict the number of steps in case of numerical problems */
61
- # define VOLUME_MAX_STEPS 1024
62
- /* Number of mantissa bits of floating-point numbers. */
63
- # define MANTISSA_BITS 23
64
-
65
- /* Volume shader properties
66
- *
67
- * extinction coefficient = absorption coefficient + scattering coefficient
68
- * sigma_t = sigma_a + sigma_s */
69
-
70
- struct VolumeShaderCoefficients {
71
- Spectrum sigma_t;
72
- Spectrum sigma_s;
73
- Spectrum emission;
74
- };
75
-
76
- struct EquiangularCoefficients {
77
- float3 P;
78
- Interval<float> t_range;
79
- };
80
-
81
- /* Evaluate extinction coefficient at `sd->P`. */
82
- template<const bool shadow, typename IntegratorGenericState>
83
- ccl_device_inline Spectrum volume_shader_eval_extinction(KernelGlobals kg,
84
- const IntegratorGenericState state,
85
- ccl_private ShaderData *ccl_restrict sd,
86
- uint32_t path_flag)
87
- {
88
- /* Use emission flag to avoid storing phase function. */
89
- /* TODO(weizhen): we could add another flag to skip evaluating the emission, but we've run out of
90
- * bits for the path flag.*/
91
- path_flag |= PATH_RAY_EMISSION;
92
-
93
- volume_shader_eval<shadow>(kg, state, sd, path_flag);
94
-
95
- return (sd->flag & SD_EXTINCTION) ? sd->closure_transparent_extinction : zero_spectrum();
96
- }
97
-
98
- /* Evaluate shader to get absorption, scattering and emission at P. */
99
- ccl_device_inline bool volume_shader_sample(KernelGlobals kg,
100
- IntegratorState state,
101
- ccl_private ShaderData *ccl_restrict sd,
102
- ccl_private VolumeShaderCoefficients *coeff)
103
- {
104
- const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
105
- volume_shader_eval<false>(kg, state, sd, path_flag);
106
-
107
- if (!(sd->flag & (SD_EXTINCTION | SD_SCATTER | SD_EMISSION))) {
108
- return false;
109
- }
110
-
111
- coeff->sigma_s = zero_spectrum();
112
- coeff->sigma_t = (sd->flag & SD_EXTINCTION) ? sd->closure_transparent_extinction :
113
- zero_spectrum();
114
- coeff->emission = (sd->flag & SD_EMISSION) ? sd->closure_emission_background : zero_spectrum();
115
-
116
- if (sd->flag & SD_SCATTER) {
117
- for (int i = 0; i < sd->num_closure; i++) {
118
- const ccl_private ShaderClosure *sc = &sd->closure[i];
119
-
120
- if (CLOSURE_IS_VOLUME(sc->type)) {
121
- coeff->sigma_s += sc->weight;
122
- }
123
- }
124
- }
125
-
126
- return true;
127
- }
128
-
129
- /* -------------------------------------------------------------------- */
130
- /** \name Hierarchical DDA for ray tracing the volume octree
131
- *
132
- * Following "Efficient Sparse Voxel Octrees" by Samuli Laine and Tero Karras,
133
- * and the implementation in https://dubiousconst282.github.io/2024/10/03/voxel-ray-tracing/
134
- *
135
- * The ray segment is transformed into octree space [1, 2), with `ray->D` pointing all negative
136
- * directions. At each ray tracing step, we intersect the backface of the current active leaf node
137
- * to find `t.max`, then store a point `current_P` which lies in the adjacent leaf node. The next
138
- * leaf node is found by checking the higher bits of `current_P`.
139
- *
140
- * The paper suggests to keep a stack of parent nodes, in practice such a stack (even when the size
141
- * is just 8) slows down performance on GPU. Instead we store the parent index in the leaf node
142
- * directly, since there is sufficient space due to alignment.
143
- *
144
- * \{ */
145
-
146
- struct OctreeTracing {
147
- /* Current active leaf node. */
148
- ccl_global const KernelOctreeNode *node = nullptr;
149
-
150
- /* Current active ray segment, typically spans from the front face to the back face of the
151
- * current leaf node. */
152
- Interval<float> t;
153
-
154
- /* Ray origin in octree coordinate space. */
155
- packed_float3 ray_P;
156
-
157
- /* Ray direction in octree coordinate space. */
158
- packed_float3 ray_D;
159
-
160
- /* Current active position in octree coordinate space. */
161
- uint3 current_P;
162
-
163
- /* Object and shader which the octree represents. */
164
- VolumeStack entry = {OBJECT_NONE, SHADER_NONE};
165
-
166
- /* Scale of the current active leaf node, relative to the smallest possible size representable by
167
- * float. Initialize to the number of float mantissa bits. */
168
- uint8_t scale = MANTISSA_BITS;
169
- uint8_t next_scale;
170
- /* Mark the dimension (x,y,z) to negate the ray so that we find the correct octant. */
171
- uint8_t octant_mask;
172
-
173
- /* Whether multiple volumes overlap in the ray segment. */
174
- bool no_overlap = false;
175
-
176
- /* Maximum and minimum of the densities in the current segment. */
177
- Extrema<float> sigma = 0.0f;
178
-
179
- ccl_device_inline_method OctreeTracing(const float tmin)
180
- {
181
- /* Initialize t.max to FLT_MAX so that any intersection with the node face is smaller. */
182
- t = {tmin, FLT_MAX};
183
- }
184
-
185
- enum Dimension { DIM_X = 1U << 0U, DIM_Y = 1U << 1U, DIM_Z = 1U << 2U };
186
-
187
- /* Given ray origin `P` and direction `D` in object space, convert them into octree space
188
- * [1.0, 2.0).
189
- * Returns false if ray is leaving the octree or octree has degenerate shape. */
190
- ccl_device_inline_method bool to_octree_space(ccl_private const float3 &P,
191
- ccl_private const float3 &D,
192
- const float3 scale,
193
- const float3 translation)
194
- {
195
- if (!isfinite_safe(scale)) {
196
- /* Octree with a degenerate shape. */
197
- return false;
198
- }
199
-
200
- /* Starting point of octree tracing. */
201
- float3 local_P = (P + D * t.min) * scale + translation;
202
- ray_D = D * scale;
203
-
204
- /* Select octant mask to mirror the coordinate system so that ray direction is negative along
205
- * each axis, and adjust `local_P` accordingly. */
206
- const auto positive = ray_D > 0.0f;
207
- octant_mask = (!!positive.x * DIM_X) | (!!positive.y * DIM_Y) | (!!positive.z * DIM_Z);
208
- local_P = select(positive, 3.0f - local_P, local_P);
209
-
210
- /* Clamp to the largest floating-point number smaller than 2.0f, for numerical stability. */
211
- local_P = min(local_P, make_float3(1.9999999f));
212
- current_P = float3_as_uint3(local_P);
213
-
214
- ray_D = -fabs(ray_D);
215
-
216
- /* Ray origin. */
217
- ray_P = local_P - ray_D * t.min;
218
-
219
- /* Returns false if point lies outside of the octree and the ray is leaving the octree. */
220
- return all(local_P > 1.0f);
221
- }
222
-
223
- /* Find the bounding box min of the node that `current_P` lies in within the current scale. */
224
- ccl_device_inline_method float3 floor_pos() const
225
- {
226
- /* Erase bits lower than scale. */
227
- const uint mask = ~0u << scale;
228
- return make_float3(__uint_as_float(current_P.x & mask),
229
- __uint_as_float(current_P.y & mask),
230
- __uint_as_float(current_P.z & mask));
231
- }
232
-
233
- /* Find arbitrary position inside the next node.
234
- * We use the end of the current segment offsetted by half of the minimal node size in the normal
235
- * direction of the last face intersection. */
236
- ccl_device_inline_method void find_next_pos(const float3 bbox_min,
237
- const float3 t,
238
- const float tmax)
239
- {
240
- constexpr float half_size = 1.0f / (2 << VOLUME_OCTREE_MAX_DEPTH);
241
- const uint3 next_P = float3_as_uint3(
242
- select(t == tmax, bbox_min - half_size, ray_D * tmax + ray_P));
243
-
244
- /* Find the nearest common ancestor of two positions by checking the shared higher bits. */
245
- const uint diff = (current_P.x ^ next_P.x) | (current_P.y ^ next_P.y) |
246
- (current_P.z ^ next_P.z);
247
-
248
- current_P = next_P;
249
- next_scale = 32u - count_leading_zeros(diff);
250
- }
251
-
252
- /* See `ray_aabb_intersect()`. We only need to intersect the 3 back sides because the ray
253
- * direction is all negative. */
254
- ccl_device_inline_method float ray_voxel_intersect(const float ray_tmax)
255
- {
256
- const float3 bbox_min = floor_pos();
257
-
258
- /* Distances to the three surfaces. */
259
- float3 intersect_t = (bbox_min - ray_P) / ray_D;
260
-
261
- /* Select the smallest element that is larger than `t.min`, to avoid self intersection. */
262
- intersect_t = select(intersect_t > t.min, intersect_t, make_float3(FLT_MAX));
263
-
264
- /* The first intersection is given by the smallest t. */
265
- const float tmax = reduce_min(intersect_t);
266
-
267
- find_next_pos(bbox_min, intersect_t, tmax);
268
-
269
- return fminf(tmax, ray_tmax);
270
- }
271
-
272
- /* Returns the octant of `current_P` in the node at given scale. */
273
- ccl_device_inline_method int get_octant() const
274
- {
275
- const uint8_t x = (current_P.x >> scale) & 1u;
276
- const uint8_t y = ((current_P.y >> scale) & 1u) << 1u;
277
- const uint8_t z = ((current_P.z >> scale) & 1u) << 2u;
278
- return (x | y | z) ^ octant_mask;
279
- }
280
- };
281
-
282
- /* Check if an octree node is leaf node. */
283
- ccl_device_inline bool volume_node_is_leaf(const ccl_global KernelOctreeNode *knode)
284
- {
285
- return knode->first_child == -1;
286
- }
287
-
288
- /* Find the leaf node of the current position, and replace `octree.node` with that node. */
289
- ccl_device void volume_voxel_get(KernelGlobals kg, ccl_private OctreeTracing &octree)
290
- {
291
- while (!volume_node_is_leaf(octree.node)) {
292
- octree.scale -= 1;
293
- const int child_index = octree.node->first_child + octree.get_octant();
294
- octree.node = &kernel_data_fetch(volume_tree_nodes, child_index);
295
- }
296
- }
297
-
298
- /* If there exists a Light Path Node, it could affect the density evaluation at runtime.
299
- * Randomly sample a few points on the ray to estimate the extrema. */
300
- template<const bool shadow, typename IntegratorGenericState>
301
- ccl_device_noinline Extrema<float> volume_estimate_extrema(KernelGlobals kg,
302
- const ccl_private Ray *ccl_restrict ray,
303
- ccl_private ShaderData *ccl_restrict sd,
304
- const IntegratorGenericState state,
305
- const ccl_private RNGState *rng_state,
306
- const uint32_t path_flag,
307
- /* Work around apparent HIP compiler bug. */
308
- # ifdef __KERNEL_HIP__
309
- const ccl_private OctreeTracing &octree
310
- # else
311
- const Interval<float> t,
312
- const VolumeStack entry
313
- # endif
314
- )
315
- {
316
- # ifdef __KERNEL_HIP__
317
- const ccl_private Interval<float> &t = octree.t;
318
- const ccl_private VolumeStack &entry = octree.entry;
319
- # endif
320
- const bool homogeneous = volume_is_homogeneous(kg, entry);
321
- const int samples = homogeneous ? 1 : 4;
322
- const float shade_offset = homogeneous ?
323
- 0.5f :
324
- path_state_rng_2D(kg, rng_state, PRNG_VOLUME_SHADE_OFFSET).y;
325
- const float step_size = t.length() / float(samples);
326
-
327
- /* Do not allocate closures. */
328
- sd->num_closure_left = 0;
329
-
330
- Extrema<float> extrema = {FLT_MAX, -FLT_MAX};
331
- for (int i = 0; i < samples; i++) {
332
- const float shade_t = t.min + (shade_offset + i) * step_size;
333
- sd->P = ray->P + ray->D * shade_t;
334
-
335
- sd->closure_transparent_extinction = zero_float3();
336
- sd->closure_emission_background = zero_float3();
337
-
338
- volume_shader_eval_entry<shadow, KERNEL_FEATURE_NODE_MASK_VOLUME>(
339
- kg, state, sd, entry, path_flag);
340
-
341
- const float sigma = reduce_max(sd->closure_transparent_extinction);
342
- const float emission = reduce_max(sd->closure_emission_background);
343
-
344
- extrema = merge(extrema, fmaxf(sigma, emission));
345
- }
346
-
347
- if (!homogeneous) {
348
- /* Slightly increase the majorant in case the estimation is not accurate. */
349
- extrema.max = fmaxf(0.5f, extrema.max * 1.5f);
350
- }
351
-
352
- return extrema;
353
- }
354
-
355
- /* Given an octree node, compute it's extrema.
356
- * In most common cases, the extrema are already stored in the node, but if the shader contains
357
- * a light path node, we need to evaluate the densities on the fly. */
358
- template<const bool shadow, typename IntegratorGenericState>
359
- ccl_device_inline Extrema<float> volume_object_get_extrema(KernelGlobals kg,
360
- const ccl_private Ray *ccl_restrict ray,
361
- ccl_private ShaderData *ccl_restrict sd,
362
- const IntegratorGenericState state,
363
- const ccl_private OctreeTracing &octree,
364
- const ccl_private RNGState *rng_state,
365
- const uint32_t path_flag)
366
- {
367
- const int shader_flag = kernel_data_fetch(shaders, (octree.entry.shader & SHADER_MASK)).flags;
368
- if ((path_flag & PATH_RAY_CAMERA) || !(shader_flag & SD_HAS_LIGHT_PATH_NODE)) {
369
- /* Use the baked volume density extrema. */
370
- return octree.node->sigma * object_volume_density(kg, octree.entry.object);
371
- }
372
-
373
- # ifdef __KERNEL_HIP__
374
- return volume_estimate_extrema<shadow>(kg, ray, sd, state, rng_state, path_flag, octree);
375
- # else
376
- return volume_estimate_extrema<shadow>(
377
- kg, ray, sd, state, rng_state, path_flag, octree.t, octree.entry);
378
- # endif
379
- }
380
-
381
- /* Find the octree root node in the kernel array that corresponds to the volume stack entry. */
382
- ccl_device_inline const ccl_global KernelOctreeRoot *volume_find_octree_root(
383
- KernelGlobals kg, const VolumeStack entry)
384
- {
385
- int root = kernel_data_fetch(volume_tree_root_ids, entry.object);
386
- const ccl_global KernelOctreeRoot *kroot = &kernel_data_fetch(volume_tree_roots, root);
387
- while ((entry.shader & SHADER_MASK) != kroot->shader) {
388
- /* If one object has multiple shaders, we store the index of the last shader, and search
389
- * backwards for the octree with the corresponding shader. */
390
- kroot = &kernel_data_fetch(volume_tree_roots, --root);
391
- }
392
- return kroot;
393
- }
394
-
395
- /* Find the current active ray segment.
396
- * We might have multiple overlapping octrees, so find the smallest `tmax` of all and store the
397
- * information of that octree in `OctreeTracing`.
398
- * Meanwhile, accumulate the density of all the leaf nodes that overlap with the active segment. */
399
- template<const bool shadow, typename IntegratorGenericState>
400
- ccl_device bool volume_octree_setup(KernelGlobals kg,
401
- const ccl_private Ray *ccl_restrict ray,
402
- ccl_private ShaderData *ccl_restrict sd,
403
- const IntegratorGenericState state,
404
- const ccl_private RNGState *rng_state,
405
- const uint32_t path_flag,
406
- ccl_private OctreeTracing &global)
407
- {
408
- if (global.no_overlap) {
409
- /* If the current active octree is already set up. */
410
- return !global.t.is_empty();
411
- }
412
-
413
- const VolumeStack skip = global.entry;
414
-
415
- int i = 0;
416
- for (;; i++) {
417
- /* Loop through all the object in the volume stack and find their octrees. */
418
- const VolumeStack entry = volume_stack_read<shadow>(state, i);
419
-
420
- if (entry.shader == SHADER_NONE) {
421
- break;
422
- }
423
-
424
- if (entry.object == skip.object && entry.shader == skip.shader) {
425
- continue;
426
- }
427
-
428
- const ccl_global KernelOctreeRoot *kroot = volume_find_octree_root(kg, entry);
429
-
430
- OctreeTracing local(global.t.min);
431
- local.node = &kernel_data_fetch(volume_tree_nodes, kroot->id);
432
- local.entry = entry;
433
-
434
- /* Convert to object space. */
435
- float3 local_P = ray->P, local_D = ray->D;
436
- if (!(kernel_data_fetch(object_flag, entry.object) & SD_OBJECT_TRANSFORM_APPLIED)) {
437
- const Transform itfm = object_fetch_transform(kg, entry.object, OBJECT_INVERSE_TRANSFORM);
438
- local_P = transform_point(&itfm, ray->P);
439
- local_D = transform_direction(&itfm, ray->D);
440
- }
441
-
442
- /* Convert to octree space. */
443
- if (local.to_octree_space(local_P, local_D, kroot->scale, kroot->translation)) {
444
- volume_voxel_get(kg, local);
445
- local.t.max = local.ray_voxel_intersect(ray->tmax);
446
- }
447
- else {
448
- /* Current ray segment lies outside of the octree, usually happens with implicit volume, i.e.
449
- * everything behind a surface is considered as volume. */
450
- local.t.max = ray->tmax;
451
- }
452
-
453
- global.sigma += volume_object_get_extrema<shadow>(
454
- kg, ray, sd, state, local, rng_state, path_flag);
455
- if (local.t.max <= global.t.max) {
456
- /* Replace the current active octree with the one that has the smallest `tmax`. */
457
- local.sigma = global.sigma;
458
- global = local;
459
- }
460
- }
461
-
462
- if (i == 1) {
463
- global.no_overlap = true;
464
- }
465
-
466
- return global.node && !global.t.is_empty();
467
- }
468
-
469
- /* Advance to the next adjacent leaf node and update the active interval. */
470
- template<const bool shadow, typename IntegratorGenericState>
471
- ccl_device_inline bool volume_octree_advance(KernelGlobals kg,
472
- const ccl_private Ray *ccl_restrict ray,
473
- ccl_private ShaderData *ccl_restrict sd,
474
- const IntegratorGenericState state,
475
- const ccl_private RNGState *rng_state,
476
- const uint32_t path_flag,
477
- ccl_private OctreeTracing &octree)
478
- {
479
- if (octree.t.max >= ray->tmax) {
480
- /* Reached the last segment. */
481
- return false;
482
- }
483
-
484
- if (octree.next_scale > MANTISSA_BITS) {
485
- if (fabsf(octree.t.max - ray->tmax) <= OVERLAP_EXP) {
486
- /* This could happen due to numerical issues, when the bounding box overlaps with a
487
- * primitive, but different intersections are registered for octree and ray intersection. */
488
- return false;
489
- }
490
-
491
- /* Outside of the root node, continue tracing using the extrema of the root node. */
492
- octree.t = {octree.t.max, ray->tmax};
493
- octree.node = &kernel_data_fetch(volume_tree_nodes,
494
- volume_find_octree_root(kg, octree.entry)->id);
495
- }
496
- else {
497
- kernel_assert(octree.next_scale > octree.scale);
498
-
499
- /* Fetch the common ancestor of the current and the next leaf nodes. */
500
- for (; octree.scale < octree.next_scale; octree.scale++) {
501
- kernel_assert(octree.node->parent != -1);
502
- octree.node = &kernel_data_fetch(volume_tree_nodes, octree.node->parent);
503
- }
504
-
505
- /* Find the current active leaf node. */
506
- volume_voxel_get(kg, octree);
507
-
508
- /* Advance to the next segment. */
509
- octree.t.min = octree.t.max;
510
- octree.t.max = octree.ray_voxel_intersect(ray->tmax);
511
- }
512
-
513
- octree.sigma = volume_object_get_extrema<shadow>(
514
- kg, ray, sd, state, octree, rng_state, path_flag);
515
- return volume_octree_setup<shadow>(kg, ray, sd, state, rng_state, path_flag, octree);
516
- }
517
-
518
- /** \} */
519
-
520
- /* Volume Shadows
521
- *
522
- * These functions are used to attenuate shadow rays to lights. Both absorption
523
- * and scattering will block light, represented by the extinction coefficient. */
524
-
525
- /* Advance until the majorant optical depth is at least one, or we have reached the end of the
526
- * volume. Because telescoping has to take at least one sample per segment, having a larger
527
- * segment helps to take less samples. */
528
- ccl_device_inline bool volume_octree_advance_shadow(KernelGlobals kg,
529
- const ccl_private Ray *ccl_restrict ray,
530
- ccl_private ShaderData *ccl_restrict sd,
531
- const IntegratorShadowState state,
532
- ccl_private RNGState *rng_state,
533
- const uint32_t path_flag,
534
- ccl_private OctreeTracing &octree)
535
- {
536
- /* Advance random number offset. */
537
- rng_state->rng_offset += PRNG_BOUNCE_NUM;
538
-
539
- Extrema<float> sigma = octree.t.is_empty() ? Extrema<float>(FLT_MAX, -FLT_MAX) : octree.sigma;
540
- const float tmin = octree.t.min;
541
-
542
- while (octree.t.is_empty() || sigma.range() * octree.t.length() < 1.0f) {
543
- if (!volume_octree_advance<true>(kg, ray, sd, state, rng_state, path_flag, octree)) {
544
- return !octree.t.is_empty();
545
- }
546
-
547
- octree.sigma = sigma = merge(sigma, octree.sigma);
548
- octree.t.min = tmin;
549
- }
550
-
551
- return true;
552
- }
553
-
554
- /* Compute transmittance along the ray using
555
- * "Unbiased and consistent rendering using biased estimators" by Misso et. al,
556
- * https://cs.dartmouth.edu/~wjarosz/publications/misso22unbiased.html
557
- *
558
- * The telescoping sum is
559
- * T = T_k + \sum_{j=k}^\infty(T_{j+1} - T_{j})
560
- * where T_k is a biased estimation of the transmittance T by taking k samples,
561
- * and (T_{j+1} - T_{j}) is the debiasing term.
562
- * We decide the order k based on the optical thickness, and randomly pick a debiasing term of
563
- * order j to evaluate.
564
- * In the practice we take the powers of 2 to reuse samples for all orders.
565
- *
566
- * \param sigma_c: the difference between the density majorant and minorant
567
- * \param t: the ray segment between which we compute the transmittance
568
- */
569
- template<const bool shadow, typename IntegratorGenericState>
570
- ccl_device Spectrum volume_transmittance(KernelGlobals kg,
571
- IntegratorGenericState state,
572
- const ccl_private Ray *ray,
573
- ccl_private ShaderData *ccl_restrict sd,
574
- const float sigma_c,
575
- const Interval<float> t,
576
- const ccl_private RNGState *rng_state,
577
- const uint32_t path_flag)
578
- {
579
- constexpr float r = 0.9f;
580
- const float ray_length = t.length();
581
-
582
- /* Expected number of steps with residual ratio tracking. */
583
- const float expected_steps = sigma_c * ray_length;
584
- /* Number of samples for the biased estimator. */
585
- const int k = clamp(int(roundf(expected_steps)), 1, VOLUME_MAX_STEPS);
586
-
587
- /* Sample the evaluation order of the debiasing term. */
588
- /* Use the same random number for all pixels to sync the workload on GPU. */
589
- /* TODO(weizhen): need to check if such correlation introduces artefacts. */
590
- const float rand = path_rng_1D(
591
- kg, 0, rng_state->sample, rng_state->rng_offset + PRNG_VOLUME_EXPANSION_ORDER);
592
- /* A hard cut-off to prevent taking too many samples on the GPU. The probability of going beyond
593
- * this order is 1e-5f. */
594
- constexpr int cut_off = 4;
595
- float pmf;
596
- /* Number of independent estimators of T_k. */
597
- const int N = (sigma_c == 0.0f) ?
598
- 1 :
599
- power_of_2(sample_geometric_distribution(rand, r, pmf, cut_off));
600
-
601
- /* Total number of density evaluations. */
602
- const int samples = N * k;
603
-
604
- const float shade_offset = path_state_rng_1D(kg, rng_state, PRNG_VOLUME_SHADE_OFFSET);
605
- const float step_size = ray_length / float(samples);
606
-
607
- if (N == 1) {
608
- /* Only compute the biased estimator. */
609
- Spectrum tau_k = zero_spectrum();
610
- for (int i = 0; i < k; i++) {
611
- const float shade_t = min(t.max, t.min + (shade_offset + i) * step_size);
612
- sd->P = ray->P + ray->D * shade_t;
613
- tau_k += volume_shader_eval_extinction<shadow>(kg, state, sd, path_flag);
614
- }
615
- /* OneAPI has some problem with exp(-0 * FLT_MAX). */
616
- return is_zero(tau_k) ? one_spectrum() : exp(-tau_k * step_size);
617
- }
618
-
619
- /* Estimations of optical thickness. */
620
- Spectrum tau_j[2];
621
- tau_j[0] = zero_spectrum();
622
- tau_j[1] = zero_spectrum();
623
- Spectrum tau_j_1 = zero_spectrum();
624
-
625
- Spectrum T_k = zero_spectrum();
626
- for (int n = 0; n < N; n++) {
627
- Spectrum tau_k = zero_spectrum();
628
- for (int i = 0; i < k; i++) {
629
- const int step = i * N + n;
630
- const float shade_t = min(t.max, t.min + (shade_offset + step) * step_size);
631
- sd->P = ray->P + ray->D * shade_t;
632
-
633
- const Spectrum tau = step_size *
634
- volume_shader_eval_extinction<shadow>(kg, state, sd, path_flag);
635
-
636
- tau_k += tau * N;
637
- tau_j[step % 2] += tau * 2.0f;
638
- tau_j_1 += tau;
639
- }
640
- T_k += exp(-tau_k);
641
- }
642
-
643
- const Spectrum T_j_1 = exp(-tau_j_1);
644
-
645
- /* Eq (16). This is the secondary estimator which averages a few independent estimations. */
646
- T_k /= float(N);
647
- const Spectrum T_j = 0.5f * (exp(-tau_j[0]) + exp(-tau_j[1]));
648
-
649
- /* Eq (14), single-term primary estimator. */
650
- return T_k + (T_j_1 - T_j) / pmf;
651
- }
652
-
653
- /* Compute the volumetric transmittance of the segment [ray->tmin, ray->tmax],
654
- * used for the shadow ray throughput. */
655
- ccl_device void volume_shadow_null_scattering(KernelGlobals kg,
656
- IntegratorShadowState state,
657
- ccl_private Ray *ccl_restrict ray,
658
- ccl_private ShaderData *ccl_restrict sd,
659
- ccl_private Spectrum *ccl_restrict throughput)
660
- {
661
- /* Load random number state. */
662
- RNGState rng_state;
663
- shadow_path_state_rng_load(state, &rng_state);
664
-
665
- /* For stochastic texture sampling. */
666
- sd->lcg_state = lcg_state_init(
667
- rng_state.rng_pixel, rng_state.rng_offset, rng_state.sample, 0xd9111870);
668
-
669
- path_state_rng_scramble(&rng_state, 0x8647ace4);
670
-
671
- OctreeTracing octree(ray->tmin);
672
- const uint32_t path_flag = PATH_RAY_SHADOW;
673
- if (!volume_octree_setup<true>(kg, ray, sd, state, &rng_state, path_flag, octree)) {
674
- return;
675
- }
676
-
677
- while (volume_octree_advance_shadow(kg, ray, sd, state, &rng_state, path_flag, octree)) {
678
- const float sigma = octree.sigma.range();
679
- *throughput *= volume_transmittance<true>(
680
- kg, state, ray, sd, sigma, octree.t, &rng_state, path_flag);
681
-
682
- if (reduce_max(fabs(*throughput)) < VOLUME_THROUGHPUT_EPSILON) {
683
- return;
684
- }
685
- octree.t.min = octree.t.max;
686
- }
687
- }
688
-
689
- /* Equi-angular sampling as in:
690
- * "Importance Sampling Techniques for Path Tracing in Participating Media" */
691
-
692
- /* Below this pdf we ignore samples, as they tend to lead to very long distances.
693
- * This can cause performance issues with BVH traversal in OptiX, leading it to
694
- * traverse many nodes. Since these contribute very little to the image, just ignore
695
- * those samples. */
696
- # define VOLUME_SAMPLE_PDF_CUTOFF 1e-8f
697
-
698
- ccl_device float volume_equiangular_sample(const ccl_private Ray *ccl_restrict ray,
699
- const ccl_private EquiangularCoefficients &coeffs,
700
- const float xi,
701
- ccl_private float *pdf)
702
- {
703
- const float delta = dot((coeffs.P - ray->P), ray->D);
704
- const float D = len(coeffs.P - ray->P - ray->D * delta);
705
- if (UNLIKELY(D == 0.0f)) {
706
- *pdf = 0.0f;
707
- return 0.0f;
708
- }
709
- const float tmin = coeffs.t_range.min;
710
- const float tmax = coeffs.t_range.max;
711
-
712
- const float theta_a = atan2f(tmin - delta, D);
713
- const float theta_b = atan2f(tmax - delta, D);
714
- const float theta_d = theta_b - theta_a;
715
- if (UNLIKELY(theta_d < 1e-6f)) {
716
- /* Use uniform sampling when `theta_d` is too small. */
717
- *pdf = safe_divide(1.0f, tmax - tmin);
718
- return mix(tmin, tmax, xi);
719
- }
720
-
721
- const float t_ = D * tanf((xi * theta_b) + (1 - xi) * theta_a);
722
- *pdf = D / (theta_d * (D * D + t_ * t_));
723
-
724
- return clamp(delta + t_, tmin, tmax); /* clamp is only for float precision errors */
725
- }
726
-
727
- ccl_device float volume_equiangular_pdf(const ccl_private Ray *ccl_restrict ray,
728
- const ccl_private EquiangularCoefficients &coeffs,
729
- const float sample_t)
730
- {
731
- const float delta = dot((coeffs.P - ray->P), ray->D);
732
- const float D = len(coeffs.P - ray->P - ray->D * delta);
733
- if (UNLIKELY(D == 0.0f)) {
734
- return 0.0f;
735
- }
736
-
737
- const float tmin = coeffs.t_range.min;
738
- const float tmax = coeffs.t_range.max;
739
-
740
- const float theta_a = atan2f(tmin - delta, D);
741
- const float theta_b = atan2f(tmax - delta, D);
742
- const float theta_d = theta_b - theta_a;
743
- if (UNLIKELY(theta_d < 1e-6f)) {
744
- return safe_divide(1.0f, tmax - tmin);
745
- }
746
-
747
- const float t_ = sample_t - delta;
748
- const float pdf = D / (theta_d * (D * D + t_ * t_));
749
-
750
- return pdf;
751
- }
752
-
753
- /* Compute ray segment directly visible to the sampled light. */
754
- ccl_device_inline bool volume_valid_direct_ray_segment(KernelGlobals kg,
755
- const float3 ray_P,
756
- const float3 ray_D,
757
- ccl_private Interval<float> *t_range,
758
- const ccl_private LightSample *ls)
759
- {
760
- if (ls->type == LIGHT_SPOT) {
761
- const ccl_global KernelLight *klight = &kernel_data_fetch(lights, ls->prim);
762
- return spot_light_valid_ray_segment(kg, klight, ray_P, ray_D, t_range);
763
- }
764
- if (ls->type == LIGHT_AREA) {
765
- const ccl_global KernelLight *klight = &kernel_data_fetch(lights, ls->prim);
766
- return area_light_valid_ray_segment(&klight->area, ray_P - klight->co, ray_D, t_range);
767
- }
768
- if (ls->type == LIGHT_TRIANGLE) {
769
- return triangle_light_valid_ray_segment(kg, ray_P - ls->P, ray_D, t_range, ls);
770
- }
771
-
772
- /* Point light or distant light, the whole range of the ray is visible. */
773
- kernel_assert(ls->type == LIGHT_POINT || ls->t == FLT_MAX);
774
- return !t_range->is_empty();
775
- }
776
-
777
- /* Emission */
778
-
779
- ccl_device Spectrum volume_emission_integrate(ccl_private VolumeShaderCoefficients *coeff,
780
- const int closure_flag,
781
- const float t)
782
- {
783
- /* integral E * exp(-sigma_t * t) from 0 to t = E * (1 - exp(-sigma_t * t))/sigma_t
784
- * this goes to E * t as sigma_t goes to zero. */
785
- Spectrum emission = coeff->emission;
786
-
787
- if (closure_flag & SD_EXTINCTION) {
788
- const Spectrum optical_depth = coeff->sigma_t * t;
789
- emission *= select(optical_depth > 1e-5f,
790
- (1.0f - exp(-optical_depth)) / coeff->sigma_t,
791
- /* Second order Taylor expansion to avoid precision issue. */
792
- t * (1.0f - 0.5f * optical_depth));
793
- }
794
- else {
795
- emission *= t;
796
- }
797
-
798
- return emission;
799
- }
800
-
801
- /* Volume Integration */
802
-
803
- struct VolumeIntegrateState {
804
- /* Random number. */
805
- float rscatter;
806
-
807
- /* Method used for sampling direct scatter position. */
808
- VolumeSampleMethod direct_sample_method;
809
- /* Probability of sampling the scatter position using null scattering. */
810
- float distance_pdf;
811
- /* Probability of sampling the scatter position using equiangular sampling. */
812
- float equiangular_pdf;
813
- /* Majorant density at the equiangular scatter position. Used to compute the pdf. */
814
- float sigma_max;
815
-
816
- /* Ratio tracking estimator of the volume transmittance, with MIS applied. */
817
- float transmittance;
818
- /* Current sample position. */
819
- float t;
820
- /* Majorant optical depth until now. */
821
- float optical_depth;
822
- /* Steps taken while tracking. Should not exceed `VOLUME_MAX_STEPS`. */
823
- uint16_t step;
824
- /* Multiple importance sampling. */
825
- bool use_mis;
826
-
827
- /* Volume scattering probability guiding. */
828
- bool vspg;
829
- /* The guided probability that the ray is scattered in the volume. `P_vol` in the paper. */
830
- float scatter_prob;
831
- /* Minimal scale of majorant for achieving the desired scatter probability. */
832
- float majorant_scale;
833
- /* Scale to apply after direct throughput due to Russian Roulette. */
834
- float direct_rr_scale;
835
-
836
- /* Extra fields for path guiding and denoising. */
837
- PackedSpectrum emission;
838
- # ifdef __DENOISING_FEATURES__
839
- PackedSpectrum albedo;
840
- # endif
841
-
842
- /* The distance between the current and the last sample position. */
843
- float dt;
844
- /* `dt` at equiangular scatter position. Used to compute the pdf. */
845
- float sample_dt;
846
- };
847
-
848
- /* Accumulate transmittance for equiangular distance sampling without MIS. Using telescoping to
849
- * reduce noise. */
850
- ccl_device_inline void volume_equiangular_transmittance(
851
- KernelGlobals kg,
852
- const IntegratorState state,
853
- const ccl_private Ray *ccl_restrict ray,
854
- const ccl_private Extrema<float> &sigma,
855
- const ccl_private Interval<float> &interval,
856
- ccl_private ShaderData *ccl_restrict sd,
857
- const ccl_private RNGState *rng_state,
858
- const ccl_private VolumeIntegrateState &ccl_restrict vstate,
859
- ccl_private VolumeIntegrateResult &ccl_restrict result)
860
- {
861
- if (vstate.direct_sample_method != VOLUME_SAMPLE_EQUIANGULAR || vstate.use_mis ||
862
- result.direct_scatter)
863
- {
864
- return;
865
- }
866
-
867
- Interval<float> t;
868
- if (interval.contains(result.direct_t)) {
869
- /* Compute transmittance until the direct scatter position. */
870
- t = {interval.min, result.direct_t};
871
- result.direct_scatter = true;
872
- }
873
- else {
874
- /* Compute transmittance of the whole segment. */
875
- t = interval;
876
- }
877
-
878
- const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
879
- result.direct_throughput *= volume_transmittance<false>(
880
- kg, state, ray, sd, sigma.range(), t, rng_state, path_flag);
881
- }
882
-
883
- /* Sample the next candidate indirect scatter position following exponential distribution,
884
- * and compute the direct throughput for equiangular sampling if using MIS.
885
- * Returns true if should continue advancing. */
886
- ccl_device_inline bool volume_indirect_scatter_advance(const ccl_private OctreeTracing &octree,
887
- const bool equiangular,
888
- ccl_private float &residual_optical_depth,
889
- ccl_private VolumeIntegrateState &vstate,
890
- ccl_private VolumeIntegrateResult &result)
891
- {
892
- const float sigma_max = octree.sigma.max * vstate.majorant_scale;
893
- residual_optical_depth = (octree.t.max - vstate.t) * sigma_max;
894
- if (sigma_max == 0.0f) {
895
- return true;
896
- }
897
-
898
- vstate.dt = sample_exponential_distribution(vstate.rscatter, sigma_max);
899
- vstate.t += vstate.dt;
900
-
901
- const bool segment_has_equiangular = equiangular && octree.t.contains(result.direct_t);
902
- if (segment_has_equiangular && vstate.t > result.direct_t && !result.direct_scatter) {
903
- /* Stepped beyond the equiangular scatter position, compute direct throughput. */
904
- result.direct_scatter = true;
905
- result.direct_throughput = result.indirect_throughput * vstate.transmittance *
906
- vstate.direct_rr_scale;
907
- vstate.sample_dt = result.direct_t - vstate.t + vstate.dt;
908
- vstate.distance_pdf = vstate.transmittance * sigma_max;
909
- vstate.sigma_max = sigma_max;
910
- }
911
-
912
- /* Sampled a position outside the current voxel. */
913
- return vstate.t > octree.t.max;
914
- }
915
-
916
- /* Adavance to the next candidate indirect scatter position, and compute the direct throughput. */
917
- ccl_device_inline bool volume_integrate_advance(KernelGlobals kg,
918
- const ccl_private Ray *ccl_restrict ray,
919
- ccl_private ShaderData *ccl_restrict sd,
920
- const IntegratorState state,
921
- ccl_private RNGState *rng_state,
922
- const uint32_t path_flag,
923
- ccl_private OctreeTracing &octree,
924
- ccl_private VolumeIntegrateState &vstate,
925
- ccl_private VolumeIntegrateResult &result)
926
- {
927
- if (vstate.step++ > VOLUME_MAX_STEPS) {
928
- /* Exceeds maximal steps. */
929
- return false;
930
- }
931
-
932
- float residual_optical_depth;
933
- vstate.rscatter = path_state_rng_1D(kg, rng_state, PRNG_VOLUME_SCATTER_DISTANCE);
934
- const bool equiangular = (vstate.direct_sample_method == VOLUME_SAMPLE_EQUIANGULAR) &&
935
- vstate.use_mis;
936
-
937
- while (
938
- volume_indirect_scatter_advance(octree, equiangular, residual_optical_depth, vstate, result))
939
- {
940
- /* Advance to the next voxel if the sampled distance is beyond the current voxel. */
941
- if (!volume_octree_advance<false>(kg, ray, sd, state, rng_state, path_flag, octree)) {
942
- return false;
943
- }
944
-
945
- vstate.optical_depth += octree.sigma.max * octree.t.length();
946
- vstate.t = octree.t.min;
947
- volume_equiangular_transmittance(
948
- kg, state, ray, octree.sigma, octree.t, sd, rng_state, vstate, result);
949
-
950
- /* Scale the random number by the residual depth for reusing. */
951
- vstate.rscatter = saturatef(1.0f - (1.0f - vstate.rscatter) * expf(residual_optical_depth));
952
- }
953
-
954
- /* Advance random number offset. */
955
- rng_state->rng_offset += PRNG_BOUNCE_NUM;
956
-
957
- return true;
958
- }
959
-
960
- /* -------------------------------------------------------------------- */
961
- /** \name Volume Scattering Probability Guiding
962
- *
963
- * Following https://kehanxuuu.github.io/vspg-website/ by Kehan Xu et. al.
964
- *
965
- * Instead of stopping at the first real scatter event, we step through the entire ray to gather
966
- * candidate scatter positions, and guide the probability of scattering inside a volume or
967
- * transmitting through the volume by the contribution of both types of events.
968
- *
969
- * We only guide primary rays, secondary rays could be supported in the OpenPGL in the future.
970
- * \{ */
971
-
972
- /* Candidate scatter position for VSPG. */
973
- struct VolumeSampleCandidate {
974
- PackedSpectrum emission;
975
- float t;
976
- PackedSpectrum throughput;
977
- float distance_pdf;
978
- # ifdef __DENOISING_FEATURES__
979
- PackedSpectrum albedo;
980
- # endif
981
- /* Remember the random number so that we sample the sample point for stochastic evaluation. */
982
- uint lcg_state;
983
- };
984
-
985
- /* Sample reservoir for VSPG. */
986
- struct VolumeSampleReservoir {
987
- float total_weight = 0.0f;
988
- float rand;
989
- VolumeSampleCandidate candidate;
990
-
991
- ccl_device_inline_method VolumeSampleReservoir(const float rand_) : rand(rand_) {}
992
-
993
- /* Stream the candidate samples through the reservoir. */
994
- ccl_device_inline_method void add_sample(const float weight,
995
- const VolumeSampleCandidate new_candidate)
996
- {
997
- if (!(weight > 0.0f)) {
998
- return;
999
- }
1000
-
1001
- total_weight += weight;
1002
- const float thresh = weight / total_weight;
1003
-
1004
- if ((rand <= thresh) || (total_weight == weight)) {
1005
- /* Explicitly select the first candidate in case of numerical issues. */
1006
- candidate = new_candidate;
1007
- rand /= thresh;
1008
- }
1009
- else {
1010
- rand = (rand - thresh) / (1.0f - thresh);
1011
- }
1012
-
1013
- /* Ensure the `rand` is always within 0..1 range, which could be violated above when
1014
- * `-ffast-math` is used. */
1015
- rand = saturatef(rand);
1016
- }
1017
-
1018
- ccl_device_inline_method bool is_empty() const
1019
- {
1020
- return total_weight == 0.0f;
1021
- }
1022
- };
1023
-
1024
- /* Estimate volume majorant optical depth `\sum\sigma_{max}t` along the ray, by accumulating the
1025
- * result from previous samples in a render buffer. */
1026
- ccl_device_inline float volume_majorant_optical_depth(KernelGlobals kg,
1027
- const ccl_global float *buffer)
1028
- {
1029
- kernel_assert(kernel_data.film.pass_volume_majorant != PASS_UNUSED);
1030
- kernel_assert(kernel_data.film.pass_volume_majorant_sample_count != PASS_UNUSED);
1031
-
1032
- const ccl_global float *accumulated_optical_depth = buffer +
1033
- kernel_data.film.pass_volume_majorant;
1034
- const ccl_global float *count = buffer + kernel_data.film.pass_volume_majorant_sample_count;
1035
-
1036
- /* Assume `FLT_MAX` when we have no information of the optical depth. */
1037
- return (*count == 0.0f) ? FLT_MAX : *accumulated_optical_depth / *count;
1038
- }
1039
-
1040
- /* Compute guided volume scatter probability and the majorant scale needed for achieving the
1041
- * scatter probability, for heterogeneous volume. */
1042
- ccl_device_inline void volume_scatter_probability_heterogeneous(
1043
- KernelGlobals kg,
1044
- const IntegratorState state,
1045
- ccl_global float *ccl_restrict render_buffer,
1046
- ccl_private VolumeIntegrateState &vstate)
1047
- {
1048
- if (!vstate.vspg) {
1049
- return;
1050
- }
1051
-
1052
- const ccl_global float *buffer = film_pass_pixel_render_buffer(kg, state, render_buffer);
1053
-
1054
- kernel_assert(kernel_data.film.pass_volume_scatter_denoised != PASS_UNUSED);
1055
- kernel_assert(kernel_data.film.pass_volume_transmit_denoised != PASS_UNUSED);
1056
-
1057
- /* Contribution based criterion, see Eq. (15). */
1058
- const float L_scattered = reduce_add(
1059
- kernel_read_pass_rgbe(buffer + kernel_data.film.pass_volume_scatter_denoised));
1060
- const float L_transmitted = reduce_add(
1061
- kernel_read_pass_rgbe(buffer + kernel_data.film.pass_volume_transmit_denoised));
1062
- const float L_volume = L_transmitted + L_scattered;
1063
-
1064
- /* Compute guided scattering probability. */
1065
- if (L_volume == 0.0f) {
1066
- /* Equal probability if no information gathered yet. */
1067
- vstate.scatter_prob = 0.5f;
1068
- }
1069
- else {
1070
- /* Exponential distribution has non-zero probability beyond the boundary, so the scatter
1071
- * probability can never reach 1. Clamp to avoid scaling the majorant to infinity. */
1072
- vstate.scatter_prob = fminf(L_scattered / L_volume, 0.9999f);
1073
- }
1074
-
1075
- const float optical_depth = volume_majorant_optical_depth(kg, buffer);
1076
-
1077
- /* There is a non-zero probability of sampling no scatter events in the volume segment. In order
1078
- * to reach the desired scattering probability, we might need to upscale the majorant and/or the
1079
- * guiding scattering probability. See Eq (25,26). */
1080
- vstate.majorant_scale = (optical_depth == 0.0f) ?
1081
- 1.0f :
1082
- -fast_logf(1.0f - vstate.scatter_prob) / optical_depth;
1083
- if (vstate.majorant_scale < 1.0f) {
1084
- vstate.majorant_scale = 1.0f;
1085
- vstate.scatter_prob = safe_divide(vstate.scatter_prob, 1.0f - fast_expf(-optical_depth));
1086
- }
1087
- else {
1088
- vstate.scatter_prob = 1.0f;
1089
- }
1090
- }
1091
-
1092
- /* Final guiding decision on sampling scatter or transmit event. */
1093
- ccl_device_inline void volume_distance_sampling_finalize(
1094
- KernelGlobals kg,
1095
- const IntegratorState state,
1096
- const ccl_private Ray *ccl_restrict ray,
1097
- ccl_private ShaderData *ccl_restrict sd,
1098
- ccl_private VolumeIntegrateState &ccl_restrict vstate,
1099
- ccl_private VolumeIntegrateResult &ccl_restrict result,
1100
- ccl_private VolumeSampleReservoir &reservoir)
1101
- {
1102
- if (reservoir.is_empty()) {
1103
- return;
1104
- }
1105
-
1106
- const bool sample_distance = !(INTEGRATOR_STATE(state, path, flag) & PATH_RAY_TERMINATE) &&
1107
- (vstate.direct_sample_method == VOLUME_SAMPLE_DISTANCE);
1108
-
1109
- if (!vstate.vspg) {
1110
- result.indirect_throughput = reservoir.candidate.throughput;
1111
- vstate.emission = reservoir.candidate.emission;
1112
- # ifdef __DENOISING_FEATURES__
1113
- vstate.albedo = reservoir.candidate.albedo;
1114
- # endif
1115
- result.indirect_t = reservoir.candidate.t;
1116
-
1117
- if (sample_distance) {
1118
- /* If using distance sampling for direct light, just copy parameters of indirect light
1119
- * since we scatter at the same point. */
1120
- result.direct_scatter = true;
1121
- result.direct_t = result.indirect_t;
1122
- result.direct_throughput = result.indirect_throughput;
1123
- if (vstate.use_mis) {
1124
- vstate.distance_pdf = reservoir.candidate.distance_pdf;
1125
- }
1126
- }
1127
- return;
1128
- }
1129
-
1130
- const uint lcg_state = reservoir.candidate.lcg_state;
1131
-
1132
- if (sample_distance) {
1133
- /* Always sample direct scatter, regardless of indirect scatter guiding decision. */
1134
- result.direct_throughput = reservoir.candidate.throughput * reservoir.total_weight;
1135
- vstate.distance_pdf = reservoir.candidate.distance_pdf;
1136
- }
1137
-
1138
- /* We only guide scatter decisions, no need to apply on emission and albedo. */
1139
- vstate.emission = mix(vstate.emission, reservoir.candidate.emission, reservoir.total_weight);
1140
- # ifdef __DENOISING_FEATURES__
1141
- vstate.albedo = mix(vstate.albedo, reservoir.candidate.albedo, reservoir.total_weight);
1142
- # endif
1143
-
1144
- const float unguided_scatter_prob = reservoir.total_weight;
1145
- float guided_scatter_prob;
1146
- if (is_zero(result.indirect_throughput)) {
1147
- /* Always sample scatter event if the contribution of transmitted event is zero. */
1148
- guided_scatter_prob = 1.0f;
1149
- }
1150
- else {
1151
- /* Defensive resampling. */
1152
- const float alpha = 0.75f;
1153
- reservoir.total_weight = mix(reservoir.total_weight, vstate.scatter_prob, alpha);
1154
- guided_scatter_prob = reservoir.total_weight;
1155
-
1156
- /* Add transmitted candidate. */
1157
- reservoir.add_sample(
1158
- 1.0f - guided_scatter_prob,
1159
- # ifdef __DENOISING_FEATURES__
1160
- { vstate.emission, reservoir.candidate.t, result.indirect_throughput, 0.0f, vstate.albedo }
1161
- # else
1162
- {vstate.emission, reservoir.candidate.t, result.indirect_throughput, 0.0f}
1163
- # endif
1164
- );
1165
- }
1166
-
1167
- const bool scatter = (reservoir.candidate.distance_pdf > 0.0f);
1168
- const float scale = scatter ? unguided_scatter_prob / guided_scatter_prob :
1169
- (1.0f - unguided_scatter_prob) / (1.0f - guided_scatter_prob);
1170
- result.indirect_throughput = reservoir.candidate.throughput * scale;
1171
-
1172
- if (!scatter && !sample_distance) {
1173
- /* No scatter event sampled. */
1174
- return;
1175
- }
1176
-
1177
- /* Recover the volume coefficients at the scatter position. */
1178
- sd->P = ray->P + ray->D * reservoir.candidate.t;
1179
- sd->lcg_state = lcg_state;
1180
- VolumeShaderCoefficients coeff ccl_optional_struct_init;
1181
- if (!volume_shader_sample(kg, state, sd, &coeff)) {
1182
- kernel_assert(false);
1183
- return;
1184
- }
1185
-
1186
- kernel_assert(sd->flag & SD_SCATTER);
1187
- if (sample_distance) {
1188
- /* Direct scatter. */
1189
- result.direct_scatter = true;
1190
- result.direct_t = reservoir.candidate.t;
1191
- volume_shader_copy_phases(&result.direct_phases, sd);
1192
- }
1193
-
1194
- if (scatter) {
1195
- /* Indirect scatter. */
1196
- result.indirect_scatter = true;
1197
- result.indirect_t = reservoir.candidate.t;
1198
- volume_shader_copy_phases(&result.indirect_phases, sd);
1199
- }
1200
- }
1201
-
1202
- /** \} */
1203
-
1204
- ccl_device bool volume_integrate_should_stop(const ccl_private VolumeIntegrateResult &result)
1205
- {
1206
- if (is_zero(result.indirect_throughput) && is_zero(result.direct_throughput)) {
1207
- /* Stopped during Russian Roulette. */
1208
- return true;
1209
- }
1210
-
1211
- /* If we have scattering data for both direct and indirect, we're done. */
1212
- return (result.direct_scatter && result.indirect_scatter);
1213
- }
1214
-
1215
- /* Perform Russian Roulette termination to avoid drawing too many samples for indirect scatter, but
1216
- * only if both direct and indirect scatter positions are available, or if no scattering is needed.
1217
- */
1218
- ccl_device_inline bool volume_russian_roulette_termination(
1219
- const IntegratorState state,
1220
- ccl_private VolumeSampleReservoir &reservoir,
1221
- ccl_private VolumeIntegrateResult &ccl_restrict result,
1222
- ccl_private VolumeIntegrateState &ccl_restrict vstate)
1223
- {
1224
- if (result.direct_scatter && result.indirect_scatter) {
1225
- return true;
1226
- }
1227
-
1228
- const float thresh = reduce_max(fabs(result.indirect_throughput));
1229
- if (thresh > 0.05f) {
1230
- /* Only stop if contribution is low enough. */
1231
- return false;
1232
- }
1233
-
1234
- /* Whether equiangular estimator of the direct throughput depends on the indirect throughput. */
1235
- const bool equiangular = (vstate.direct_sample_method == VOLUME_SAMPLE_EQUIANGULAR) &&
1236
- vstate.use_mis && !result.direct_scatter;
1237
- /* Whether both indirect and direct scatter are possible. */
1238
- const bool has_scatter_samples = !reservoir.is_empty() && !equiangular;
1239
- /* The path is to be terminated, no scatter position is needed along the ray. */
1240
- const bool absorption_only = INTEGRATOR_STATE(state, path, flag) & PATH_RAY_TERMINATE;
1241
-
1242
- /* Randomly stop indirect scatter. */
1243
- if (absorption_only || has_scatter_samples) {
1244
- if (reservoir.rand > thresh) {
1245
- result.indirect_throughput = zero_spectrum();
1246
- if (equiangular || (vstate.direct_sample_method == VOLUME_SAMPLE_DISTANCE)) {
1247
- /* Direct throughput depends on the indirect throughput, set to 0 for early termination. */
1248
- result.direct_throughput = zero_spectrum();
1249
- }
1250
- return true;
1251
- }
1252
-
1253
- reservoir.rand = saturatef(reservoir.rand / thresh);
1254
- result.indirect_throughput /= thresh;
1255
- }
1256
-
1257
- /* Randomly stop direct scatter. */
1258
- if (equiangular) {
1259
- if (reservoir.rand > thresh) {
1260
- result.direct_scatter = true;
1261
- result.direct_throughput = zero_spectrum();
1262
- reservoir.rand = (reservoir.rand - thresh) / (1.0f - thresh);
1263
- }
1264
- else {
1265
- reservoir.rand /= thresh;
1266
- vstate.direct_rr_scale /= thresh;
1267
- }
1268
- reservoir.rand = saturatef(reservoir.rand);
1269
- }
1270
-
1271
- return false;
1272
- }
1273
-
1274
- /* -------------------------------------------------------------------- */
1275
- /** \name Null Scattering
1276
- * \{ */
1277
-
1278
- /* In a null-scattering framework, we fill the volume with fictitious particles, so that the
1279
- * density is `majorant` everywhere. The null-scattering coefficients `sigma_n` is then defined by
1280
- * the density of such particles. */
1281
- ccl_device_inline Spectrum volume_null_event_coefficients(const Spectrum sigma_t,
1282
- const float sigma_max,
1283
- ccl_private float &majorant)
1284
- {
1285
- majorant = fmaxf(reduce_max(sigma_t), sigma_max);
1286
- return make_spectrum(majorant) - sigma_t;
1287
- }
1288
-
1289
- /* The probability of sampling real scattering event at each candidate point of delta tracking. */
1290
- ccl_device_inline float volume_scatter_probability(
1291
- const ccl_private VolumeShaderCoefficients &coeff,
1292
- const Spectrum sigma_n,
1293
- const Spectrum throughput)
1294
- {
1295
- /* We use `sigma_s` instead of `sigma_t` to skip sampling the absorption event, because it
1296
- * always returns zero and has high variance. */
1297
- const Spectrum sigma_c = coeff.sigma_s + sigma_n;
1298
-
1299
- /* Set `albedo` to 1 for the channel where extinction coefficient `sigma_t` is zero, to make
1300
- * sure that we sample a distance outside the current segment when that channel is picked,
1301
- * meaning light passes through without attenuation. */
1302
- const Spectrum albedo = safe_divide_color(coeff.sigma_s, coeff.sigma_t, 1.0f);
1303
-
1304
- /* Assign weights per channel to pick scattering event based on throughput and single
1305
- * scattering albedo. */
1306
- /* TODO(weizhen): currently the sample distance is the same for each color channel, revisit
1307
- * the MIS weight when we use Spectral Majorant. */
1308
- const Spectrum channel_pdf = volume_sample_channel_pdf(albedo, throughput);
1309
-
1310
- return dot(coeff.sigma_s / sigma_c, channel_pdf);
1311
- }
1312
-
1313
- /* Decide between real and null scatter events at the current position. */
1314
- ccl_device_inline void volume_sample_indirect_scatter(
1315
- const float sigma_max,
1316
- const float prob_s,
1317
- const Spectrum sigma_s,
1318
- ccl_private ShaderData *ccl_restrict sd,
1319
- ccl_private VolumeIntegrateState &ccl_restrict vstate,
1320
- ccl_private VolumeIntegrateResult &ccl_restrict result,
1321
- const uint lcg_state,
1322
- ccl_private VolumeSampleReservoir &reservoir)
1323
- {
1324
- const float weight = vstate.transmittance * prob_s;
1325
- const Spectrum throughput = result.indirect_throughput * sigma_s / prob_s;
1326
-
1327
- if (vstate.vspg) {
1328
- /* If we guide the scatter probability, simply put the candidate in the reservoir. */
1329
- reservoir.add_sample(
1330
- # ifdef __DENOISING_FEATURES__
1331
- weight,
1332
- {vstate.emission, vstate.t, throughput, weight * sigma_max, vstate.albedo, lcg_state}
1333
- # else
1334
- weight, {vstate.emission, vstate.t, throughput, weight * sigma_max, lcg_state}
1335
- # endif
1336
- );
1337
- }
1338
- else if (!result.indirect_scatter) {
1339
- /* If no guiding and indirect scatter position has not been found, decide between real and null
1340
- * scatter events. */
1341
- if (reservoir.rand <= prob_s) {
1342
- /* Rescale random number for reusing. */
1343
- reservoir.rand /= prob_s;
1344
-
1345
- /* Sampled scatter event. */
1346
- result.indirect_scatter = true;
1347
- volume_shader_copy_phases(&result.indirect_phases, sd);
1348
- reservoir.add_sample(
1349
- # ifdef __DENOISING_FEATURES__
1350
- weight,
1351
- {vstate.emission, vstate.t, throughput, weight * sigma_max, vstate.albedo, lcg_state}
1352
- # else
1353
- weight, {vstate.emission, vstate.t, throughput, weight * sigma_max, lcg_state}
1354
- # endif
1355
- );
1356
-
1357
- if (vstate.direct_sample_method == VOLUME_SAMPLE_DISTANCE) {
1358
- result.direct_scatter = true;
1359
- volume_shader_copy_phases(&result.direct_phases, sd);
1360
- }
1361
- }
1362
- else {
1363
- /* Rescale random number for reusing. */
1364
- reservoir.rand = (reservoir.rand - prob_s) / (1.0f - prob_s);
1365
- }
1366
- reservoir.rand = saturatef(reservoir.rand);
1367
- }
1368
- }
1369
-
1370
- /**
1371
- * Integrate volume based on weighted delta tracking, from
1372
- * [Spectral and Decomposition Tracking for Rendering Heterogeneous Volumes]
1373
- * (https://disneyanimation.com/publications/spectral-and-decomposition-tracking-for-rendering-heterogeneous-volumes)
1374
- * by Peter Kutz et. al.
1375
- *
1376
- * The recursive Monte Carlo estimation of the Radiative Transfer Equation is
1377
- * <L> = T(x -> y) / p(x -> y) * (L_e + sigma_s * L_s + sigma_n * L),
1378
- * where T(x -> y) = exp(-sigma_max * dt) is the majorant transmittance between points x and y,
1379
- * and p(x -> y) = sigma_max * exp(-sigma_max * dt) is the probability of sampling point y from
1380
- * point x following exponential distribution.
1381
- * At each recursive step, we randomly pick one of the two events proportional to their weights:
1382
- * - If ξ < sigma_s / (sigma_s + |sigma_n|), we sample scatter event and evaluate L_s.
1383
- * - Otherwise, no real collision happens and we continue the recursive process.
1384
- * The emission L_e is evaluated at each step.
1385
- */
1386
- ccl_device void volume_integrate_step_scattering(
1387
- KernelGlobals kg,
1388
- const IntegratorState state,
1389
- const ccl_private Ray *ccl_restrict ray,
1390
- const float sigma_max,
1391
- ccl_private ShaderData *ccl_restrict sd,
1392
- ccl_private VolumeIntegrateState &ccl_restrict vstate,
1393
- ccl_private VolumeIntegrateResult &ccl_restrict result,
1394
- ccl_private VolumeSampleReservoir &reservoir)
1395
- {
1396
- if (volume_russian_roulette_termination(state, reservoir, result, vstate)) {
1397
- return;
1398
- }
1399
-
1400
- sd->P = ray->P + ray->D * vstate.t;
1401
- VolumeShaderCoefficients coeff ccl_optional_struct_init;
1402
- const uint lcg_state = sd->lcg_state;
1403
- if (!volume_shader_sample(kg, state, sd, &coeff)) {
1404
- return;
1405
- }
1406
-
1407
- kernel_assert(sigma_max != 0.0f);
1408
-
1409
- /* Null scattering coefficients. */
1410
- float majorant;
1411
- const Spectrum sigma_n = volume_null_event_coefficients(coeff.sigma_t, sigma_max, majorant);
1412
- if (majorant != sigma_max) {
1413
- /* Standard null scattering uses the majorant as the rate parameter for distance sampling, thus
1414
- * the MC estimator is
1415
- * <L> = T(t) / p(t) * (L_e + sigma_s * L_s + sigma_n * L)
1416
- * = 1 / majorant * (L_e + sigma_s * L_s + sigma_n * L).
1417
- * If we use another rate parameter sigma for distance sampling, the equation becomes
1418
- * <L> = T(t) / p(t) * (L_e + sigma_s * L_s + sigma_n * L)
1419
- * = exp(-majorant * t) / sigma * exp(-sigma * t ) * (L_e + sigma_s * L_s + sigma_n *L),
1420
- * there is a scaling of majorant / sigma * exp(-(majorant - sigma) * t).
1421
- * NOTE: this is not really unbiased, because the scaling is only applied when we sample an
1422
- * event inside the segment, but in practice, if the majorant is reasonable, this doesn't
1423
- * happen too often and shouldn't affect the result much. */
1424
- result.indirect_throughput *= expf((sigma_max - majorant) * vstate.dt) / sigma_max;
1425
- }
1426
- else {
1427
- result.indirect_throughput /= majorant;
1428
- }
1429
-
1430
- /* Emission. */
1431
- if (sd->flag & SD_EMISSION) {
1432
- /* Emission = inv_sigma * (L_e + sigma_n * (inv_sigma * (L_e + sigma_n * ···))). */
1433
- vstate.emission += result.indirect_throughput * coeff.emission;
1434
- if (!result.indirect_scatter) {
1435
- /* Record emission until scatter position. */
1436
- guiding_record_volume_emission(kg, state, coeff.emission);
1437
- }
1438
- }
1439
-
1440
- if (reduce_add(coeff.sigma_s) == 0.0f) {
1441
- /* Absorption only. Deterministically choose null scattering and estimate the transmittance
1442
- * of the current ray segment. */
1443
- result.indirect_throughput *= sigma_n;
1444
- return;
1445
- }
1446
-
1447
- # ifdef __DENOISING_FEATURES__
1448
- if (INTEGRATOR_STATE(state, path, flag) & PATH_RAY_DENOISING_FEATURES) {
1449
- /* Albedo = inv_sigma * (sigma_s + sigma_n * (inv_sigma * (sigma_s + sigma_n * ···))). */
1450
- vstate.albedo += result.indirect_throughput * coeff.sigma_s;
1451
- }
1452
- # endif
1453
-
1454
- /* Indirect scatter. */
1455
- const float prob_s = volume_scatter_probability(coeff, sigma_n, result.indirect_throughput);
1456
- volume_sample_indirect_scatter(
1457
- sigma_max, prob_s, coeff.sigma_s, sd, vstate, result, lcg_state, reservoir);
1458
-
1459
- /* Null scattering. Accumulate weight and continue. */
1460
- const float prob_n = 1.0f - prob_s;
1461
- result.indirect_throughput *= safe_divide(sigma_n, prob_n);
1462
- vstate.transmittance *= prob_n;
1463
- }
1464
-
1465
- /* Evaluate coefficients at the equiangular scatter position, and update the direct throughput. */
1466
- ccl_device_inline void volume_equiangular_direct_scatter(
1467
- KernelGlobals kg,
1468
- const IntegratorState state,
1469
- const ccl_private Ray *ccl_restrict ray,
1470
- ccl_private ShaderData *ccl_restrict sd,
1471
- ccl_private VolumeIntegrateState &vstate,
1472
- ccl_private VolumeIntegrateResult &ccl_restrict result)
1473
- {
1474
- if (vstate.direct_sample_method != VOLUME_SAMPLE_EQUIANGULAR || !result.direct_scatter) {
1475
- return;
1476
- }
1477
-
1478
- sd->P = ray->P + ray->D * result.direct_t;
1479
- VolumeShaderCoefficients coeff ccl_optional_struct_init;
1480
- if (volume_shader_sample(kg, state, sd, &coeff) && (sd->flag & SD_SCATTER)) {
1481
- volume_shader_copy_phases(&result.direct_phases, sd);
1482
-
1483
- if (vstate.use_mis) {
1484
- /* Compute distance pdf for multiple importance sampling. */
1485
- float majorant;
1486
- const Spectrum sigma_n = volume_null_event_coefficients(
1487
- coeff.sigma_t, vstate.sigma_max, majorant);
1488
- if ((vstate.sample_dt != FLT_MAX) && (majorant != vstate.sigma_max)) {
1489
- result.direct_throughput *= expf((vstate.sigma_max - majorant) * vstate.sample_dt);
1490
- }
1491
- vstate.distance_pdf *= volume_scatter_probability(coeff, sigma_n, result.direct_throughput);
1492
- }
1493
-
1494
- result.direct_throughput *= coeff.sigma_s / vstate.equiangular_pdf;
1495
- }
1496
- else {
1497
- /* Scattering coefficient is zero at the sampled position. */
1498
- result.direct_scatter = false;
1499
- }
1500
- }
1501
-
1502
- /* Multiple Importance Sampling between equiangular sampling and distance sampling.
1503
- *
1504
- * According to [A null-scattering path integral formulation of light transport]
1505
- * (https://cs.dartmouth.edu/~wjarosz/publications/miller19null.html), the pdf of sampling a
1506
- * scattering event at point P using distance sampling is the probability of sampling a series of
1507
- * null events, and then a scatter event at P, i.e.
1508
- *
1509
- * distance_pdf = (∏p_dist * p_null) * p_dist * p_scatter,
1510
- *
1511
- * where `p_dist = sigma_max * exp(-sigma_max * dt)` is the probability of sampling an incremental
1512
- * distance `dt` following exponential distribution, and `p_null = sigma_n / sigma_c` is the
1513
- * probability of sampling a null event at a certain point, `p_scatter = sigma_s / sigma_c` the
1514
- * probability of sampling a scatter event.
1515
- *
1516
- * The pdf of sampling a scattering event at point P using equiangular sampling is the probability
1517
- * of sampling a series of null events deterministically, and then a scatter event at the point of
1518
- * equiangular sampling, i.e.
1519
- *
1520
- * equiangular_pdf = (∏p_dist * 1) * T * p_equi,
1521
- *
1522
- * where `T = exp(-sigma_max * dt)` is the probability of sampling a distance beyond `dt` following
1523
- * exponential distribution, `p_equi` is the equiangular pdf. Since the null events are sampled
1524
- * deterministically, the pdf is 1 instead of `p_null`.
1525
- *
1526
- * When performing MIS between distance and equiangular sampling, since we use single-channel
1527
- * majorant, `p_dist` is shared in both pdfs, therefore we can write
1528
- *
1529
- * distance_pdf / equiangular_pdf = (∏p_null) * sigma_max * p_scatter / p_equi.
1530
- *
1531
- * If we want to use multi-channel majorants in the future, the components do not cancel, but we
1532
- * can divide by the `p_dist` of the hero channel to alleviate numerical issues.
1533
- */
1534
- ccl_device_inline void volume_direct_scatter_mis(
1535
- const ccl_private Ray *ccl_restrict ray,
1536
- const ccl_private VolumeIntegrateState &ccl_restrict vstate,
1537
- const ccl_private EquiangularCoefficients &equiangular_coeffs,
1538
- ccl_private VolumeIntegrateResult &ccl_restrict result)
1539
- {
1540
- if (!vstate.use_mis || !result.direct_scatter) {
1541
- return;
1542
- }
1543
-
1544
- float mis_weight;
1545
- if (vstate.direct_sample_method == VOLUME_SAMPLE_DISTANCE) {
1546
- const float equiangular_pdf = volume_equiangular_pdf(ray, equiangular_coeffs, result.direct_t);
1547
- mis_weight = power_heuristic(vstate.distance_pdf, equiangular_pdf);
1548
- }
1549
- else {
1550
- kernel_assert(vstate.direct_sample_method == VOLUME_SAMPLE_EQUIANGULAR);
1551
- mis_weight = power_heuristic(vstate.equiangular_pdf, vstate.distance_pdf);
1552
- }
1553
-
1554
- result.direct_throughput *= 2.0f * mis_weight;
1555
- }
1556
-
1557
- /** \} */
1558
-
1559
- ccl_device_inline void volume_integrate_state_init(KernelGlobals kg,
1560
- const IntegratorState state,
1561
- const VolumeSampleMethod direct_sample_method,
1562
- const ccl_private RNGState *rng_state,
1563
- const float tmin,
1564
- ccl_private VolumeIntegrateState &vstate)
1565
- {
1566
- vstate.rscatter = path_state_rng_1D(kg, rng_state, PRNG_VOLUME_SCATTER_DISTANCE);
1567
-
1568
- /* Multiple importance sampling: pick between equiangular and distance sampling strategy. */
1569
- vstate.direct_sample_method = direct_sample_method;
1570
- vstate.use_mis = (direct_sample_method == VOLUME_SAMPLE_MIS);
1571
- if (vstate.use_mis) {
1572
- if (vstate.rscatter < 0.5f) {
1573
- vstate.direct_sample_method = VOLUME_SAMPLE_DISTANCE;
1574
- vstate.rscatter *= 2.0f;
1575
- }
1576
- else {
1577
- /* Rescale for equiangular distance sampling. */
1578
- vstate.rscatter = (vstate.rscatter - 0.5f) * 2.0f;
1579
- vstate.direct_sample_method = VOLUME_SAMPLE_EQUIANGULAR;
1580
- }
1581
- }
1582
-
1583
- vstate.distance_pdf = 0.0f;
1584
- vstate.equiangular_pdf = 0.0f;
1585
- vstate.sigma_max = 0.0f;
1586
- vstate.transmittance = 1.0f;
1587
- vstate.t = tmin;
1588
- vstate.optical_depth = 0.0f;
1589
- vstate.step = 0;
1590
- /* Only guide primary rays. */
1591
- vstate.vspg = (INTEGRATOR_STATE(state, path, bounce) == 0);
1592
- vstate.scatter_prob = 1.0f;
1593
- vstate.majorant_scale = 1.0f;
1594
- vstate.direct_rr_scale = 1.0f;
1595
- vstate.emission = zero_spectrum();
1596
- # ifdef __DENOISING_FEATURES__
1597
- vstate.albedo = zero_spectrum();
1598
- # endif
1599
- }
1600
-
1601
- ccl_device_inline void volume_integrate_result_init(
1602
- ConstIntegratorState state,
1603
- const ccl_private Ray *ccl_restrict ray,
1604
- ccl_private VolumeIntegrateState &vstate,
1605
- const ccl_private EquiangularCoefficients &equiangular_coeffs,
1606
- ccl_private VolumeIntegrateResult &result)
1607
- {
1608
- const Spectrum throughput = INTEGRATOR_STATE(state, path, throughput);
1609
- result.direct_throughput = (vstate.direct_sample_method == VOLUME_SAMPLE_NONE) ?
1610
- zero_spectrum() :
1611
- throughput;
1612
- result.indirect_throughput = throughput;
1613
-
1614
- /* Equiangular sampling: compute distance and PDF in advance. */
1615
- if (vstate.direct_sample_method == VOLUME_SAMPLE_EQUIANGULAR) {
1616
- result.direct_t = volume_equiangular_sample(
1617
- ray, equiangular_coeffs, vstate.rscatter, &vstate.equiangular_pdf);
1618
- }
1619
-
1620
- # if defined(__PATH_GUIDING__)
1621
- result.direct_sample_method = vstate.direct_sample_method;
1622
- # endif
1623
- }
1624
-
1625
- /* Compute guided volume scatter probability and the majorant scale needed for achieving the
1626
- * scatter probability, for homogeneous volume. */
1627
- ccl_device_inline Spectrum
1628
- volume_scatter_probability_homogeneous(KernelGlobals kg,
1629
- const IntegratorState state,
1630
- ccl_global float *ccl_restrict render_buffer,
1631
- const float ray_length,
1632
- const ccl_private VolumeShaderCoefficients &coeff,
1633
- ccl_private VolumeIntegrateState &vstate)
1634
- {
1635
- const bool attenuation_only = (INTEGRATOR_STATE(state, path, flag) & PATH_RAY_TERMINATE) ||
1636
- is_zero(coeff.sigma_s);
1637
- if (attenuation_only) {
1638
- return zero_spectrum();
1639
- }
1640
-
1641
- const Spectrum attenuation = 1.0f - volume_color_transmittance(coeff.sigma_t, ray_length);
1642
- if (!vstate.vspg) {
1643
- return attenuation;
1644
- }
1645
-
1646
- const ccl_global float *buffer = film_pass_pixel_render_buffer(kg, state, render_buffer);
1647
-
1648
- kernel_assert(kernel_data.film.pass_volume_scatter_denoised != PASS_UNUSED);
1649
- kernel_assert(kernel_data.film.pass_volume_transmit_denoised != PASS_UNUSED);
1650
-
1651
- /* Contribution based criterion, see Eq. (15). */
1652
- const Spectrum L_scattered = kernel_read_pass_rgbe(
1653
- buffer + kernel_data.film.pass_volume_scatter_denoised);
1654
- const Spectrum L_transmitted = kernel_read_pass_rgbe(
1655
- buffer + kernel_data.film.pass_volume_transmit_denoised);
1656
- const Spectrum L_volume = L_transmitted + L_scattered;
1657
-
1658
- Spectrum guided_scatter_prob;
1659
- if (is_zero(L_volume)) {
1660
- /* Equal probability if no information gathered yet. */
1661
- guided_scatter_prob = select(coeff.sigma_t > 0.0f, make_spectrum(0.5f), zero_spectrum());
1662
- }
1663
- else {
1664
- /* VSPG guide the scattering probability along the primary ray, but not necessarily in the
1665
- * current segment. Scale the probability based on the relative majorant transmittance. */
1666
- /* TODO(weizhen): spectrum optical depth. */
1667
- const float optical_depth = volume_majorant_optical_depth(kg, buffer);
1668
- const float scale = reduce_max(attenuation) / (1.0f - expf(-optical_depth));
1669
-
1670
- guided_scatter_prob = clamp(
1671
- safe_divide(L_scattered, L_volume) * scale, zero_spectrum(), one_spectrum());
1672
- }
1673
-
1674
- /* Defensive sampling. */
1675
- return mix(attenuation, guided_scatter_prob, 0.75f);
1676
- }
1677
-
1678
- /* Homogeneous volume distance sampling, using analytic solution to avoid drawing multiple samples
1679
- * with the reservoir.
1680
- * Decide the indirect scatter probability, and sample an indirect scatter position inside the
1681
- * volume or transmit through the volume.
1682
- * Direct scatter is always sampled, if possible. */
1683
- ccl_device_forceinline void volume_integrate_homogeneous(KernelGlobals kg,
1684
- const IntegratorState state,
1685
- const ccl_private Ray *ccl_restrict ray,
1686
- ccl_private ShaderData *ccl_restrict sd,
1687
- const ccl_private RNGState *rng_state,
1688
- ccl_global float *ccl_restrict
1689
- render_buffer,
1690
- ccl_private VolumeIntegrateState &vstate,
1691
- const Interval<float> interval,
1692
- ccl_private VolumeIntegrateResult &result)
1693
- {
1694
- sd->P = ray->P + ray->D * ray->tmin;
1695
- VolumeShaderCoefficients coeff ccl_optional_struct_init;
1696
- if (!volume_shader_sample(kg, state, sd, &coeff)) {
1697
- return;
1698
- }
1699
-
1700
- const float ray_length = ray->tmax - ray->tmin;
1701
- vstate.optical_depth = reduce_max(coeff.sigma_t) * ray_length;
1702
-
1703
- /* Emission. */
1704
- const Spectrum throughput = INTEGRATOR_STATE(state, path, throughput);
1705
- if (sd->flag & SD_EMISSION) {
1706
- const Spectrum emission = volume_emission_integrate(&coeff, sd->flag, ray_length);
1707
- vstate.emission = throughput * emission;
1708
- guiding_record_volume_emission(kg, state, emission);
1709
- }
1710
-
1711
- /* Transmittance of the complete ray segment. */
1712
- const Spectrum transmittance = volume_color_transmittance(coeff.sigma_t, ray_length);
1713
- if ((INTEGRATOR_STATE(state, path, flag) & PATH_RAY_TERMINATE) || is_zero(coeff.sigma_s)) {
1714
- /* Attenuation only. */
1715
- result.indirect_throughput *= transmittance;
1716
- return;
1717
- }
1718
-
1719
- float rchannel = path_state_rng_1D(kg, rng_state, PRNG_VOLUME_RESERVOIR);
1720
- /* Single scattering albedo. */
1721
- const Spectrum albedo = safe_divide_color(coeff.sigma_s, coeff.sigma_t);
1722
- /* Multiple scattering albedo. */
1723
- vstate.albedo = albedo * (1.0f - transmittance) * throughput;
1724
-
1725
- /* Indirect scatter. */
1726
- {
1727
- /* Consider the contribution of both scattering and transmission when sampling indirect
1728
- * scatter. */
1729
- Spectrum channel_pdf;
1730
- const int channel = volume_sample_channel(
1731
- vstate.albedo + transmittance, throughput, &rchannel, &channel_pdf);
1732
-
1733
- const Spectrum scatter_prob = volume_scatter_probability_homogeneous(
1734
- kg, state, render_buffer, ray_length, coeff, vstate);
1735
- const float scatter_pdf_channel = volume_channel_get(scatter_prob, channel);
1736
-
1737
- if (vstate.rscatter < scatter_pdf_channel) {
1738
- /* Sampled scatter event. */
1739
- vstate.rscatter /= scatter_pdf_channel;
1740
- const Interval<float> t_range = {0.0f, ray_length};
1741
- result.indirect_scatter = !t_range.is_empty();
1742
- const float sigma = volume_channel_get(coeff.sigma_t, channel);
1743
- const float dt = sample_exponential_distribution(vstate.rscatter, sigma, t_range);
1744
- result.indirect_t = ray->tmin + dt;
1745
- const Spectrum distance_pdf = pdf_exponential_distribution(dt, coeff.sigma_t, t_range);
1746
- const float indirect_distance_pdf = dot(distance_pdf * scatter_prob, channel_pdf);
1747
- const Spectrum transmittance = volume_color_transmittance(coeff.sigma_t, dt);
1748
- result.indirect_throughput *= coeff.sigma_s * transmittance / indirect_distance_pdf;
1749
- volume_shader_copy_phases(&result.indirect_phases, sd);
1750
- }
1751
- else {
1752
- /* Sampled transmit event. */
1753
- const float indirect_distance_pdf = dot((1.0f - scatter_prob), channel_pdf);
1754
- result.indirect_throughput *= transmittance / indirect_distance_pdf;
1755
- vstate.rscatter = (vstate.rscatter - scatter_pdf_channel) / (1.0f - scatter_pdf_channel);
1756
- }
1757
- }
1758
-
1759
- /* Direct scatter. */
1760
- if (vstate.direct_sample_method == VOLUME_SAMPLE_NONE) {
1761
- return;
1762
- }
1763
-
1764
- /* Sample inside the valid ray segment. */
1765
- const Interval<float> t_range = {interval.min - ray->tmin, interval.max - ray->tmin};
1766
- result.direct_scatter = !t_range.is_empty();
1767
- volume_shader_copy_phases(&result.direct_phases, sd);
1768
-
1769
- Spectrum channel_pdf;
1770
- const int channel = volume_sample_channel(vstate.albedo, throughput, &rchannel, &channel_pdf);
1771
-
1772
- if (vstate.direct_sample_method == VOLUME_SAMPLE_DISTANCE) {
1773
- const float sigma = volume_channel_get(coeff.sigma_t, channel);
1774
- const float dt = sample_exponential_distribution(vstate.rscatter, sigma, t_range);
1775
- result.direct_t = ray->tmin + dt;
1776
- const Spectrum distance_pdf = pdf_exponential_distribution(dt, coeff.sigma_t, t_range);
1777
- vstate.distance_pdf = dot(distance_pdf, channel_pdf);
1778
- const Spectrum transmittance = volume_color_transmittance(coeff.sigma_t, dt);
1779
- result.direct_throughput *= coeff.sigma_s * transmittance / vstate.distance_pdf;
1780
- }
1781
- else {
1782
- kernel_assert(vstate.direct_sample_method == VOLUME_SAMPLE_EQUIANGULAR);
1783
- const float dt = result.direct_t - ray->tmin;
1784
- const Spectrum transmittance = volume_color_transmittance(coeff.sigma_t, dt);
1785
- result.direct_throughput *= coeff.sigma_s * transmittance / vstate.equiangular_pdf;
1786
- if (vstate.use_mis) {
1787
- vstate.distance_pdf = dot(pdf_exponential_distribution(dt, coeff.sigma_t, t_range),
1788
- channel_pdf);
1789
- }
1790
- }
1791
- }
1792
-
1793
- /* heterogeneous volume distance sampling: integrate stepping through the
1794
- * volume until we reach the end, get absorbed entirely, or run out of
1795
- * iterations. this does probabilistically scatter or get transmitted through
1796
- * for path tracing where we don't want to branch. */
1797
- ccl_device_forceinline void volume_integrate_heterogeneous(
1798
- KernelGlobals kg,
1799
- const IntegratorState state,
1800
- const ccl_private Ray *ccl_restrict ray,
1801
- ccl_private ShaderData *ccl_restrict sd,
1802
- RNGState rng_state,
1803
- ccl_global float *ccl_restrict render_buffer,
1804
- ccl_private VolumeIntegrateState &vstate,
1805
- ccl_private VolumeIntegrateResult &result)
1806
- {
1807
- OctreeTracing octree(ray->tmin);
1808
- const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
1809
- if (!volume_octree_setup<false>(kg, ray, sd, state, &rng_state, path_flag, octree)) {
1810
- return;
1811
- }
1812
-
1813
- /* Prepare struct for guiding. */
1814
- vstate.optical_depth = octree.sigma.max * octree.t.length();
1815
- volume_scatter_probability_heterogeneous(kg, state, render_buffer, vstate);
1816
-
1817
- /* Initialize reservoir for sampling scatter position. */
1818
- VolumeSampleReservoir reservoir = path_state_rng_1D(kg, &rng_state, PRNG_VOLUME_RESERVOIR);
1819
-
1820
- /* Scramble for stepping through volume. */
1821
- path_state_rng_scramble(&rng_state, 0xe35fad82);
1822
-
1823
- volume_equiangular_transmittance(
1824
- kg, state, ray, octree.sigma, octree.t, sd, &rng_state, vstate, result);
1825
-
1826
- while (
1827
- volume_integrate_advance(kg, ray, sd, state, &rng_state, path_flag, octree, vstate, result))
1828
- {
1829
- const float sigma_max = octree.sigma.max * vstate.majorant_scale;
1830
- volume_integrate_step_scattering(kg, state, ray, sigma_max, sd, vstate, result, reservoir);
1831
-
1832
- if (volume_integrate_should_stop(result)) {
1833
- break;
1834
- }
1835
- }
1836
-
1837
- volume_distance_sampling_finalize(kg, state, ray, sd, vstate, result, reservoir);
1838
- volume_equiangular_direct_scatter(kg, state, ray, sd, vstate, result);
1839
- }
1840
-
1841
- /* Path tracing: sample point on light using equiangular sampling. */
1842
- ccl_device_forceinline bool integrate_volume_sample_direct_light(
1843
- KernelGlobals kg,
1844
- const IntegratorState state,
1845
- const ccl_private Ray *ccl_restrict ray,
1846
- const ccl_private ShaderData *ccl_restrict sd,
1847
- const ccl_private RNGState *ccl_restrict rng_state,
1848
- ccl_private EquiangularCoefficients *ccl_restrict equiangular_coeffs,
1849
- ccl_private LightSample *ccl_restrict ls)
1850
- {
1851
- /* Test if there is a light or BSDF that needs direct light. */
1852
- if (!kernel_data.integrator.use_direct_light) {
1853
- return false;
1854
- }
1855
-
1856
- /* Sample position on a light. */
1857
- const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
1858
- const uint bounce = INTEGRATOR_STATE(state, path, bounce);
1859
- const float3 rand_light = path_state_rng_3D(kg, rng_state, PRNG_LIGHT);
1860
-
1861
- if (!light_sample_from_volume_segment(kg,
1862
- rand_light,
1863
- sd->time,
1864
- sd->P,
1865
- ray->D,
1866
- ray->tmax - ray->tmin,
1867
- light_link_receiver_nee(kg, sd),
1868
- bounce,
1869
- path_flag,
1870
- ls))
1871
- {
1872
- ls->emitter_id = EMITTER_NONE;
1873
- return false;
1874
- }
1875
-
1876
- if (ls->shader & SHADER_EXCLUDE_SCATTER) {
1877
- ls->emitter_id = EMITTER_NONE;
1878
- return false;
1879
- }
1880
-
1881
- equiangular_coeffs->P = ls->P;
1882
-
1883
- return volume_valid_direct_ray_segment(kg, ray->P, ray->D, &equiangular_coeffs->t_range, ls);
1884
- }
1885
-
1886
- /* Determine the method to sample direct light, based on the volume property and settings. */
1887
- ccl_device_forceinline VolumeSampleMethod
1888
- volume_direct_sample_method(KernelGlobals kg,
1889
- const IntegratorState state,
1890
- const ccl_private Ray *ccl_restrict ray,
1891
- const ccl_private ShaderData *ccl_restrict sd,
1892
- const ccl_private RNGState *ccl_restrict rng_state,
1893
- ccl_private EquiangularCoefficients *coeffs,
1894
- ccl_private LightSample *ccl_restrict ls)
1895
- {
1896
- if (INTEGRATOR_STATE(state, path, flag) & PATH_RAY_TERMINATE) {
1897
- return VOLUME_SAMPLE_NONE;
1898
- }
1899
-
1900
- if (!integrate_volume_sample_direct_light(kg, state, ray, sd, rng_state, coeffs, ls)) {
1901
- return VOLUME_SAMPLE_NONE;
1902
- }
1903
-
1904
- /* Sample the scatter position with distance sampling for distant/background light. */
1905
- const bool has_equiangular_sample = (ls->t != FLT_MAX);
1906
- return has_equiangular_sample ? volume_stack_sample_method(kg, state) : VOLUME_SAMPLE_DISTANCE;
1907
- }
1908
-
1909
- /* Shared function of integrating homogeneous and heterogeneous volume. */
1910
- ccl_device void volume_integrate_null_scattering(KernelGlobals kg,
1911
- const IntegratorState state,
1912
- const ccl_private Ray *ccl_restrict ray,
1913
- ccl_private ShaderData *ccl_restrict sd,
1914
- const ccl_private RNGState *rng_state,
1915
- ccl_global float *ccl_restrict render_buffer,
1916
- ccl_private LightSample *ls,
1917
- ccl_private VolumeIntegrateResult &result)
1918
- {
1919
- PROFILING_INIT(kg, PROFILING_SHADE_VOLUME_INTEGRATE);
1920
-
1921
- EquiangularCoefficients equiangular_coeffs = {zero_float3(), {ray->tmin, ray->tmax}};
1922
- const VolumeSampleMethod direct_sample_method = volume_direct_sample_method(
1923
- kg, state, ray, sd, rng_state, &equiangular_coeffs, ls);
1924
-
1925
- /* Initialize volume integration state. */
1926
- VolumeIntegrateState vstate ccl_optional_struct_init;
1927
- volume_integrate_state_init(kg, state, direct_sample_method, rng_state, ray->tmin, vstate);
1928
-
1929
- /* Initialize volume integration result. */
1930
- volume_integrate_result_init(state, ray, vstate, equiangular_coeffs, result);
1931
-
1932
- if (volume_is_homogeneous<false>(kg, state)) {
1933
- volume_integrate_homogeneous(
1934
- kg, state, ray, sd, rng_state, render_buffer, vstate, equiangular_coeffs.t_range, result);
1935
- }
1936
- else {
1937
- volume_integrate_heterogeneous(kg, state, ray, sd, *rng_state, render_buffer, vstate, result);
1938
- }
1939
-
1940
- volume_direct_scatter_mis(ray, vstate, equiangular_coeffs, result);
1941
-
1942
- /* Write accumulated emission. */
1943
- if (!is_zero(vstate.emission)) {
1944
- if (light_link_object_match(kg, light_link_receiver_forward(kg, state), sd->object)) {
1945
- film_write_volume_emission(
1946
- kg, state, vstate.emission, render_buffer, object_lightgroup(kg, sd->object));
1947
- }
1948
- }
1949
-
1950
- # ifdef __DENOISING_FEATURES__
1951
- /* Write denoising features. */
1952
- if (INTEGRATOR_STATE(state, path, flag) & PATH_RAY_DENOISING_FEATURES) {
1953
- film_write_denoising_features_volume(
1954
- kg, state, vstate.albedo, result.indirect_scatter, render_buffer);
1955
- }
1956
- # endif /* __DENOISING_FEATURES__ */
1957
-
1958
- if (INTEGRATOR_STATE(state, path, bounce) == 0) {
1959
- INTEGRATOR_STATE_WRITE(state, path, optical_depth) += vstate.optical_depth;
1960
- }
1961
- }
1962
-
1963
- /* -------------------------------------------------------------------- */
1964
- /** \name Ray Marching
1965
- * \{ */
1966
-
1967
- /* Determines the next shading position. */
1968
- struct VolumeStep {
1969
- /* Shift starting point of all segments by a random amount to avoid banding artifacts due to
1970
- * biased ray marching with insufficient step size. */
1971
- float offset;
1972
-
1973
- /* Step size taken at each marching step. */
1974
- float size;
1975
-
1976
- /* Perform shading at this offset within a step, to integrate over the entire step segment. */
1977
- float shade_offset;
1978
-
1979
- /* Maximal steps allowed between `ray->tmin` and `ray->tmax`. */
1980
- int max_steps;
1981
-
1982
- /* Current active segment. */
1983
- Interval<float> t;
1984
- };
1985
-
1986
- template<const bool shadow>
1987
- ccl_device_forceinline void volume_step_init(KernelGlobals kg,
1988
- const ccl_private RNGState *rng_state,
1989
- const float object_step_size,
1990
- const float tmin,
1991
- const float tmax,
1992
- ccl_private VolumeStep *vstep)
1993
- {
1994
- vstep->t.min = vstep->t.max = tmin;
1995
-
1996
- if (object_step_size == FLT_MAX) {
1997
- /* Homogeneous volume. */
1998
- vstep->size = tmax - tmin;
1999
- vstep->shade_offset = 0.0f;
2000
- vstep->offset = 1.0f;
2001
- vstep->max_steps = 1;
2002
- }
2003
- else {
2004
- /* Heterogeneous volume. */
2005
- vstep->max_steps = kernel_data.integrator.volume_max_steps;
2006
- const float t = tmax - tmin;
2007
- float step_size = min(object_step_size, t);
2008
-
2009
- if (t > vstep->max_steps * step_size) {
2010
- /* Increase step size to cover the whole ray segment. */
2011
- step_size = t / (float)vstep->max_steps;
2012
- }
2013
-
2014
- vstep->size = step_size;
2015
- vstep->shade_offset = path_state_rng_1D(kg, rng_state, PRNG_VOLUME_SHADE_OFFSET);
2016
-
2017
- if (shadow) {
2018
- /* For shadows we do not offset all segments, since the starting point is already a random
2019
- * distance inside the volume. It also appears to create banding artifacts for unknown
2020
- * reasons. */
2021
- vstep->offset = 1.0f;
2022
- }
2023
- else {
2024
- vstep->offset = path_state_rng_1D(kg, rng_state, PRNG_VOLUME_OFFSET);
2025
- }
2026
- }
2027
- }
2028
-
2029
- ccl_device_inline bool volume_ray_marching_advance(const int step,
2030
- const ccl_private Ray *ccl_restrict ray,
2031
- ccl_private float3 *shade_P,
2032
- ccl_private VolumeStep &vstep)
2033
- {
2034
- if (vstep.t.max == ray->tmax) {
2035
- /* Reached the last segment. */
2036
- return false;
2037
- }
2038
-
2039
- /* Advance to new position. */
2040
- vstep.t.min = vstep.t.max;
2041
- vstep.t.max = min(ray->tmax, ray->tmin + (step + vstep.offset) * vstep.size);
2042
- const float shade_t = mix(vstep.t.min, vstep.t.max, vstep.shade_offset);
2043
- *shade_P = ray->P + ray->D * shade_t;
2044
-
2045
- return step < vstep.max_steps;
2046
- }
2047
-
2048
- ccl_device void volume_shadow_ray_marching(KernelGlobals kg,
2049
- IntegratorShadowState state,
2050
- ccl_private Ray *ccl_restrict ray,
2051
- ccl_private ShaderData *ccl_restrict sd,
2052
- ccl_private Spectrum *ccl_restrict throughput,
2053
- const float object_step_size)
2054
- {
2055
- /* Load random number state. */
2056
- RNGState rng_state;
2057
- shadow_path_state_rng_load(state, &rng_state);
2058
-
2059
- /* For stochastic texture sampling. */
2060
- sd->lcg_state = lcg_state_init(
2061
- rng_state.rng_pixel, rng_state.rng_offset, rng_state.sample, 0xd9111870);
2062
-
2063
- Spectrum tp = *throughput;
2064
-
2065
- /* Prepare for stepping. */
2066
- VolumeStep vstep;
2067
- volume_step_init<true>(kg, &rng_state, object_step_size, ray->tmin, ray->tmax, &vstep);
2068
-
2069
- /* compute extinction at the start */
2070
- Spectrum sum = zero_spectrum();
2071
- for (int step = 0; volume_ray_marching_advance(step, ray, &sd->P, vstep); step++) {
2072
- /* compute attenuation over segment */
2073
- const Spectrum sigma_t = volume_shader_eval_extinction<true>(kg, state, sd, PATH_RAY_SHADOW);
2074
- /* Compute `expf()` only for every Nth step, to save some calculations
2075
- * because `exp(a)*exp(b) = exp(a+b)`, also do a quick #VOLUME_THROUGHPUT_EPSILON
2076
- * check then. */
2077
- sum += (-sigma_t * vstep.t.length());
2078
- if ((step & 0x07) == 0) { /* TODO: Other interval? */
2079
- tp = *throughput * exp(sum);
2080
-
2081
- /* stop if nearly all light is blocked */
2082
- if (reduce_max(tp) < VOLUME_THROUGHPUT_EPSILON) {
2083
- break;
2084
- }
2085
- }
2086
- }
2087
-
2088
- if (vstep.t.max == ray->tmax) {
2089
- /* Update throughput in case we haven't done it above. */
2090
- tp = *throughput * exp(sum);
2091
- }
2092
-
2093
- *throughput = tp;
2094
- }
2095
-
2096
- struct VolumeRayMarchingState {
2097
- /* Random numbers for scattering. */
2098
- float rscatter;
2099
- float rchannel;
2100
-
2101
- /* Multiple importance sampling. */
2102
- VolumeSampleMethod direct_sample_method;
2103
- bool use_mis;
2104
- float distance_pdf;
2105
- float equiangular_pdf;
2106
- };
2107
-
2108
- ccl_device_inline void volume_ray_marching_state_init(
2109
- KernelGlobals kg,
2110
- const ccl_private RNGState *rng_state,
2111
- const VolumeSampleMethod direct_sample_method,
2112
- ccl_private VolumeRayMarchingState &vstate)
2113
- {
2114
- vstate.rscatter = path_state_rng_1D(kg, rng_state, PRNG_VOLUME_SCATTER_DISTANCE);
2115
- vstate.rchannel = path_state_rng_1D(kg, rng_state, PRNG_VOLUME_COLOR_CHANNEL);
2116
-
2117
- /* Multiple importance sampling: pick between equiangular and distance sampling strategy. */
2118
- vstate.direct_sample_method = direct_sample_method;
2119
- vstate.use_mis = (direct_sample_method == VOLUME_SAMPLE_MIS);
2120
- if (vstate.use_mis) {
2121
- if (vstate.rscatter < 0.5f) {
2122
- vstate.rscatter *= 2.0f;
2123
- vstate.direct_sample_method = VOLUME_SAMPLE_DISTANCE;
2124
- }
2125
- else {
2126
- vstate.rscatter = (vstate.rscatter - 0.5f) * 2.0f;
2127
- vstate.direct_sample_method = VOLUME_SAMPLE_EQUIANGULAR;
2128
- }
2129
- }
2130
- vstate.equiangular_pdf = 0.0f;
2131
- vstate.distance_pdf = 1.0f;
2132
- }
2133
-
2134
- /* Returns true if we found the indirect scatter position within the current active ray segment. */
2135
- ccl_device bool volume_sample_indirect_scatter_ray_marching(
2136
- const Spectrum transmittance,
2137
- const Spectrum channel_pdf,
2138
- const int channel,
2139
- const ccl_private ShaderData *ccl_restrict sd,
2140
- const ccl_private VolumeShaderCoefficients &ccl_restrict coeff,
2141
- const ccl_private Interval<float> &t,
2142
- ccl_private VolumeRayMarchingState &ccl_restrict vstate,
2143
- ccl_private VolumeIntegrateResult &ccl_restrict result)
2144
- {
2145
- if (result.indirect_scatter) {
2146
- /* Already sampled indirect scatter position. */
2147
- return false;
2148
- }
2149
-
2150
- /* If sampled distance does not go beyond the current segment, we have found the scatter
2151
- * position. Otherwise continue searching and accumulate the transmittance along the ray. */
2152
- const float sample_transmittance = volume_channel_get(transmittance, channel);
2153
- if (1.0f - vstate.rscatter >= sample_transmittance) {
2154
- /* Pick `sigma_t` from a random channel. */
2155
- const float sample_sigma_t = volume_channel_get(coeff.sigma_t, channel);
2156
-
2157
- /* Generate the next distance using random walk, following exponential distribution
2158
- * p(dt) = sigma_t * exp(-sigma_t * dt). */
2159
- const float new_dt = -logf(1.0f - vstate.rscatter) / sample_sigma_t;
2160
- const float new_t = t.min + new_dt;
2161
-
2162
- const Spectrum new_transmittance = volume_color_transmittance(coeff.sigma_t, new_dt);
2163
- /* PDF for density-based distance sampling is handled implicitly via
2164
- * transmittance / pdf = exp(-sigma_t * dt) / (sigma_t * exp(-sigma_t * dt)) = 1 / sigma_t. */
2165
- const float distance_pdf = dot(channel_pdf, coeff.sigma_t * new_transmittance);
2166
-
2167
- if (vstate.distance_pdf * distance_pdf > VOLUME_SAMPLE_PDF_CUTOFF) {
2168
- /* Update throughput. */
2169
- result.indirect_scatter = true;
2170
- result.indirect_t = new_t;
2171
- result.indirect_throughput *= coeff.sigma_s * new_transmittance / distance_pdf;
2172
- if (vstate.direct_sample_method == VOLUME_SAMPLE_DISTANCE) {
2173
- vstate.distance_pdf *= distance_pdf;
2174
- }
2175
-
2176
- volume_shader_copy_phases(&result.indirect_phases, sd);
2177
-
2178
- return true;
2179
- }
2180
- }
2181
- else {
2182
- /* Update throughput. */
2183
- const float distance_pdf = dot(channel_pdf, transmittance);
2184
- result.indirect_throughput *= transmittance / distance_pdf;
2185
- if (vstate.direct_sample_method == VOLUME_SAMPLE_DISTANCE) {
2186
- vstate.distance_pdf *= distance_pdf;
2187
- }
2188
-
2189
- /* Remap rscatter so we can reuse it and keep thing stratified. */
2190
- vstate.rscatter = 1.0f - (1.0f - vstate.rscatter) / sample_transmittance;
2191
- }
2192
-
2193
- return false;
2194
- }
2195
-
2196
- /* Find direct and indirect scatter positions. */
2197
- ccl_device_forceinline void volume_ray_marching_step_scattering(
2198
- const ccl_private ShaderData *sd,
2199
- const ccl_private Ray *ray,
2200
- const ccl_private EquiangularCoefficients &equiangular_coeffs,
2201
- const ccl_private VolumeShaderCoefficients &ccl_restrict coeff,
2202
- const Spectrum transmittance,
2203
- const ccl_private Interval<float> &t,
2204
- ccl_private VolumeRayMarchingState &ccl_restrict vstate,
2205
- ccl_private VolumeIntegrateResult &ccl_restrict result)
2206
- {
2207
- /* Pick random color channel for sampling the scatter distance. We use the Veach one-sample model
2208
- * with balance heuristic for the channels.
2209
- * Set `albedo` to 1 for the channel where extinction coefficient `sigma_t` is zero, to make sure
2210
- * that we sample a distance outside the current segment when that channel is picked, meaning
2211
- * light passes through without attenuation. */
2212
- const Spectrum albedo = safe_divide_color(coeff.sigma_s, coeff.sigma_t, 1.0f);
2213
- Spectrum channel_pdf;
2214
- const int channel = volume_sample_channel(
2215
- albedo, result.indirect_throughput, &vstate.rchannel, &channel_pdf);
2216
-
2217
- /* Equiangular sampling for direct lighting. */
2218
- if (vstate.direct_sample_method == VOLUME_SAMPLE_EQUIANGULAR && !result.direct_scatter) {
2219
- if (t.contains(result.direct_t) && vstate.equiangular_pdf > VOLUME_SAMPLE_PDF_CUTOFF) {
2220
- const float new_dt = result.direct_t - t.min;
2221
- const Spectrum new_transmittance = volume_color_transmittance(coeff.sigma_t, new_dt);
2222
-
2223
- result.direct_scatter = true;
2224
- result.direct_throughput *= coeff.sigma_s * new_transmittance / vstate.equiangular_pdf;
2225
- volume_shader_copy_phases(&result.direct_phases, sd);
2226
-
2227
- /* Multiple importance sampling. */
2228
- if (vstate.use_mis) {
2229
- const float distance_pdf = vstate.distance_pdf *
2230
- dot(channel_pdf, coeff.sigma_t * new_transmittance);
2231
- const float mis_weight = 2.0f * power_heuristic(vstate.equiangular_pdf, distance_pdf);
2232
- result.direct_throughput *= mis_weight;
2233
- }
2234
- }
2235
- else {
2236
- result.direct_throughput *= transmittance;
2237
- vstate.distance_pdf *= dot(channel_pdf, transmittance);
2238
- }
2239
- }
2240
-
2241
- /* Distance sampling for indirect and optional direct lighting. */
2242
- if (volume_sample_indirect_scatter_ray_marching(
2243
- transmittance, channel_pdf, channel, sd, coeff, t, vstate, result))
2244
- {
2245
- if (vstate.direct_sample_method == VOLUME_SAMPLE_DISTANCE) {
2246
- /* If using distance sampling for direct light, just copy parameters of indirect light
2247
- * since we scatter at the same point. */
2248
- result.direct_scatter = true;
2249
- result.direct_t = result.indirect_t;
2250
- result.direct_throughput = result.indirect_throughput;
2251
- volume_shader_copy_phases(&result.direct_phases, sd);
2252
-
2253
- /* Multiple importance sampling. */
2254
- if (vstate.use_mis) {
2255
- const float equiangular_pdf = volume_equiangular_pdf(
2256
- ray, equiangular_coeffs, result.indirect_t);
2257
- const float mis_weight = power_heuristic(vstate.distance_pdf, equiangular_pdf);
2258
- result.direct_throughput *= 2.0f * mis_weight;
2259
- }
2260
- }
2261
- }
2262
- }
2263
-
2264
- /* heterogeneous volume distance sampling: integrate stepping through the
2265
- * volume until we reach the end, get absorbed entirely, or run out of
2266
- * iterations. this does probabilistically scatter or get transmitted through
2267
- * for path tracing where we don't want to branch. */
2268
- ccl_device_forceinline void volume_integrate_ray_marching(
2269
- KernelGlobals kg,
2270
- const IntegratorState state,
2271
- const ccl_private Ray *ccl_restrict ray,
2272
- ccl_private ShaderData *ccl_restrict sd,
2273
- const ccl_private RNGState *ccl_restrict rng_state,
2274
- ccl_global float *ccl_restrict render_buffer,
2275
- const float object_step_size,
2276
- ccl_private LightSample *ls,
2277
- ccl_private VolumeIntegrateResult &result)
2278
- {
2279
- PROFILING_INIT(kg, PROFILING_SHADE_VOLUME_INTEGRATE);
2280
-
2281
- EquiangularCoefficients equiangular_coeffs = {zero_float3(), {ray->tmin, ray->tmax}};
2282
- const VolumeSampleMethod direct_sample_method = volume_direct_sample_method(
2283
- kg, state, ray, sd, rng_state, &equiangular_coeffs, ls);
2284
-
2285
- /* Prepare for stepping. */
2286
- VolumeStep vstep;
2287
- volume_step_init<false>(kg, rng_state, object_step_size, ray->tmin, ray->tmax, &vstep);
2288
-
2289
- /* Initialize volume integration state. */
2290
- VolumeRayMarchingState vstate ccl_optional_struct_init;
2291
- volume_ray_marching_state_init(kg, rng_state, direct_sample_method, vstate);
2292
-
2293
- /* Initialize volume integration result. */
2294
- const Spectrum throughput = INTEGRATOR_STATE(state, path, throughput);
2295
- result.direct_throughput = (vstate.direct_sample_method == VOLUME_SAMPLE_NONE) ?
2296
- zero_spectrum() :
2297
- throughput;
2298
- result.indirect_throughput = throughput;
2299
-
2300
- /* Equiangular sampling: compute distance and PDF in advance. */
2301
- if (vstate.direct_sample_method == VOLUME_SAMPLE_EQUIANGULAR) {
2302
- result.direct_t = volume_equiangular_sample(
2303
- ray, equiangular_coeffs, vstate.rscatter, &vstate.equiangular_pdf);
2304
- }
2305
- # if defined(__PATH_GUIDING__)
2306
- result.direct_sample_method = vstate.direct_sample_method;
2307
- # endif
2308
-
2309
- # ifdef __DENOISING_FEATURES__
2310
- const bool write_denoising_features = (INTEGRATOR_STATE(state, path, flag) &
2311
- PATH_RAY_DENOISING_FEATURES);
2312
- Spectrum accum_albedo = zero_spectrum();
2313
- # endif
2314
- Spectrum accum_emission = zero_spectrum();
2315
-
2316
- for (int step = 0; volume_ray_marching_advance(step, ray, &sd->P, vstep); step++) {
2317
- /* compute segment */
2318
- VolumeShaderCoefficients coeff ccl_optional_struct_init;
2319
- if (volume_shader_sample(kg, state, sd, &coeff)) {
2320
- const int closure_flag = sd->flag;
2321
-
2322
- /* Evaluate transmittance over segment. */
2323
- const float dt = vstep.t.length();
2324
- const Spectrum transmittance = (closure_flag & SD_EXTINCTION) ?
2325
- volume_color_transmittance(coeff.sigma_t, dt) :
2326
- one_spectrum();
2327
-
2328
- /* Emission. */
2329
- if (closure_flag & SD_EMISSION) {
2330
- /* Only write emission before indirect light scatter position, since we terminate
2331
- * stepping at that point if we have already found a direct light scatter position. */
2332
- if (!result.indirect_scatter) {
2333
- const Spectrum emission = volume_emission_integrate(&coeff, closure_flag, dt);
2334
- accum_emission += result.indirect_throughput * emission;
2335
- guiding_record_volume_emission(kg, state, emission);
2336
- }
2337
- }
2338
-
2339
- if (closure_flag & SD_SCATTER) {
2340
- # ifdef __DENOISING_FEATURES__
2341
- /* Accumulate albedo for denoising features. */
2342
- if (write_denoising_features && (closure_flag & SD_SCATTER)) {
2343
- const Spectrum albedo = safe_divide_color(coeff.sigma_s, coeff.sigma_t);
2344
- accum_albedo += result.indirect_throughput * albedo * (one_spectrum() - transmittance);
2345
- }
2346
- # endif
2347
-
2348
- /* Scattering and absorption. */
2349
- volume_ray_marching_step_scattering(
2350
- sd, ray, equiangular_coeffs, coeff, transmittance, vstep.t, vstate, result);
2351
- }
2352
- else if (closure_flag & SD_EXTINCTION) {
2353
- /* Absorption only. */
2354
- result.indirect_throughput *= transmittance;
2355
- result.direct_throughput *= transmittance;
2356
- }
2357
-
2358
- if (volume_integrate_should_stop(result)) {
2359
- break;
2360
- }
2361
- }
2362
- }
2363
-
2364
- /* Write accumulated emission. */
2365
- if (!is_zero(accum_emission)) {
2366
- if (light_link_object_match(kg, light_link_receiver_forward(kg, state), sd->object)) {
2367
- film_write_volume_emission(
2368
- kg, state, accum_emission, render_buffer, object_lightgroup(kg, sd->object));
2369
- }
2370
- }
2371
-
2372
- # ifdef __DENOISING_FEATURES__
2373
- /* Write denoising features. */
2374
- if (write_denoising_features) {
2375
- film_write_denoising_features_volume(
2376
- kg, state, accum_albedo, result.indirect_scatter, render_buffer);
2377
- }
2378
- # endif /* __DENOISING_FEATURES__ */
2379
- }
2380
-
2381
- /** \} */
2382
-
2383
- /* Path tracing: sample point on light and evaluate light shader, then
2384
- * queue shadow ray to be traced. */
2385
- ccl_device_forceinline void integrate_volume_direct_light(
2386
- KernelGlobals kg,
2387
- IntegratorState state,
2388
- const ccl_private ShaderData *ccl_restrict sd,
2389
- const ccl_private RNGState *ccl_restrict rng_state,
2390
- const float3 P,
2391
- const ccl_private ShaderVolumePhases *ccl_restrict phases,
2392
- # if defined(__PATH_GUIDING__)
2393
- const ccl_private Spectrum unlit_throughput,
2394
- # endif
2395
- const ccl_private Spectrum throughput,
2396
- ccl_private LightSample &ccl_restrict ls)
2397
- {
2398
- PROFILING_INIT(kg, PROFILING_SHADE_VOLUME_DIRECT_LIGHT);
2399
-
2400
- if (!kernel_data.integrator.use_direct_light || ls.emitter_id == EMITTER_NONE) {
2401
- return;
2402
- }
2403
-
2404
- /* Sample position on the same light again, now from the shading point where we scattered. */
2405
- {
2406
- const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
2407
- const uint bounce = INTEGRATOR_STATE(state, path, bounce);
2408
- const float3 rand_light = path_state_rng_3D(kg, rng_state, PRNG_LIGHT);
2409
- const float3 N = zero_float3();
2410
- const int object_receiver = light_link_receiver_nee(kg, sd);
2411
- const int shader_flags = SD_BSDF_HAS_TRANSMISSION;
2412
-
2413
- if (!light_sample<false>(
2414
- kg, rand_light, sd->time, P, N, object_receiver, shader_flags, bounce, path_flag, &ls))
2415
- {
2416
- return;
2417
- }
2418
- }
2419
-
2420
- if (ls.shader & SHADER_EXCLUDE_SCATTER) {
2421
- return;
2422
- }
2423
-
2424
- /* Evaluate light shader.
2425
- *
2426
- * TODO: can we reuse sd memory? In theory we can move this after
2427
- * integrate_surface_bounce, evaluate the BSDF, and only then evaluate
2428
- * the light shader. This could also move to its own kernel, for
2429
- * non-constant light sources. */
2430
- ShaderDataTinyStorage emission_sd_storage;
2431
- ccl_private ShaderData *emission_sd = AS_SHADER_DATA(&emission_sd_storage);
2432
- const Spectrum light_eval = light_sample_shader_eval(kg, state, emission_sd, &ls, sd->time);
2433
- if (is_zero(light_eval)) {
2434
- return;
2435
- }
2436
-
2437
- /* Evaluate BSDF. */
2438
- BsdfEval phase_eval ccl_optional_struct_init;
2439
- const float phase_pdf = volume_shader_phase_eval(
2440
- kg, state, sd, phases, ls.D, &phase_eval, ls.shader);
2441
- const float mis_weight = light_sample_mis_weight_nee(kg, ls.pdf, phase_pdf);
2442
- bsdf_eval_mul(&phase_eval, light_eval / ls.pdf * mis_weight);
2443
-
2444
- /* Path termination. */
2445
- const float terminate = path_state_rng_light_termination(kg, rng_state);
2446
- if (light_sample_terminate(kg, &phase_eval, terminate)) {
2447
- return;
2448
- }
2449
-
2450
- /* Create shadow ray. */
2451
- Ray ray ccl_optional_struct_init;
2452
- light_sample_to_volume_shadow_ray(sd, &ls, P, &ray);
2453
-
2454
- /* Branch off shadow kernel. */
2455
- IntegratorShadowState shadow_state = integrator_shadow_path_init(
2456
- kg, state, DEVICE_KERNEL_INTEGRATOR_INTERSECT_SHADOW, false);
2457
-
2458
- /* Write shadow ray and associated state to global memory. */
2459
- integrator_state_write_shadow_ray(shadow_state, &ray);
2460
- integrator_state_write_shadow_ray_self(shadow_state, &ray);
2461
-
2462
- /* Copy state from main path to shadow path. */
2463
- const uint16_t bounce = INTEGRATOR_STATE(state, path, bounce);
2464
- const uint16_t transparent_bounce = INTEGRATOR_STATE(state, path, transparent_bounce);
2465
- uint32_t shadow_flag = INTEGRATOR_STATE(state, path, flag);
2466
- const Spectrum throughput_phase = throughput * bsdf_eval_sum(&phase_eval);
2467
-
2468
- if (kernel_data.kernel_features & KERNEL_FEATURE_LIGHT_PASSES) {
2469
- PackedSpectrum pass_diffuse_weight;
2470
- PackedSpectrum pass_glossy_weight;
2471
-
2472
- if (shadow_flag & PATH_RAY_ANY_PASS) {
2473
- /* Indirect bounce, use weights from earlier surface or volume bounce. */
2474
- pass_diffuse_weight = INTEGRATOR_STATE(state, path, pass_diffuse_weight);
2475
- pass_glossy_weight = INTEGRATOR_STATE(state, path, pass_glossy_weight);
2476
- }
2477
- else {
2478
- /* Direct light, no diffuse/glossy distinction needed for volumes. */
2479
- shadow_flag |= PATH_RAY_VOLUME_PASS;
2480
- pass_diffuse_weight = one_spectrum();
2481
- pass_glossy_weight = zero_spectrum();
2482
- }
2483
-
2484
- INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, pass_diffuse_weight) = pass_diffuse_weight;
2485
- INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, pass_glossy_weight) = pass_glossy_weight;
2486
- }
2487
-
2488
- if (bounce == 0) {
2489
- shadow_flag |= PATH_RAY_VOLUME_SCATTER;
2490
- shadow_flag &= ~PATH_RAY_VOLUME_PRIMARY_TRANSMIT;
2491
- }
2492
-
2493
- INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, render_pixel_index) = INTEGRATOR_STATE(
2494
- state, path, render_pixel_index);
2495
- INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, rng_offset) = INTEGRATOR_STATE(
2496
- state, path, rng_offset);
2497
- INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, rng_pixel) = INTEGRATOR_STATE(
2498
- state, path, rng_pixel);
2499
- INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, sample) = INTEGRATOR_STATE(
2500
- state, path, sample);
2501
- INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, flag) = shadow_flag;
2502
- INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, bounce) = bounce;
2503
- INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, transparent_bounce) = transparent_bounce;
2504
- INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, diffuse_bounce) = INTEGRATOR_STATE(
2505
- state, path, diffuse_bounce);
2506
- INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, glossy_bounce) = INTEGRATOR_STATE(
2507
- state, path, glossy_bounce);
2508
- INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, transmission_bounce) = INTEGRATOR_STATE(
2509
- state, path, transmission_bounce);
2510
- INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, volume_bounds_bounce) = INTEGRATOR_STATE(
2511
- state, path, volume_bounds_bounce);
2512
- INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, throughput) = throughput_phase;
2513
-
2514
- /* Write Light-group, +1 as light-group is int but we need to encode into a uint8_t. */
2515
- INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, lightgroup) = ls.group + 1;
2516
-
2517
- # if defined(__PATH_GUIDING__)
2518
- if ((kernel_data.kernel_features & KERNEL_FEATURE_PATH_GUIDING)) {
2519
- INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, unlit_throughput) = unlit_throughput;
2520
- INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, path_segment) = INTEGRATOR_STATE(
2521
- state, guiding, path_segment);
2522
- INTEGRATOR_STATE(shadow_state, shadow_path, guiding_mis_weight) = 0.0f;
2523
- }
2524
- # endif
2525
-
2526
- integrator_state_copy_volume_stack_to_shadow(kg, shadow_state, state);
2527
- }
2528
-
2529
- /* Path tracing: scatter in new direction using phase function */
2530
- ccl_device_forceinline bool integrate_volume_phase_scatter(
2531
- KernelGlobals kg,
2532
- IntegratorState state,
2533
- ccl_private ShaderData *sd,
2534
- const ccl_private Ray *ray,
2535
- const ccl_private RNGState *rng_state,
2536
- const ccl_private ShaderVolumePhases *phases)
2537
- {
2538
- PROFILING_INIT(kg, PROFILING_SHADE_VOLUME_INDIRECT_LIGHT);
2539
-
2540
- float2 rand_phase = path_state_rng_2D(kg, rng_state, PRNG_VOLUME_PHASE);
2541
-
2542
- const ccl_private ShaderVolumeClosure *svc = volume_shader_phase_pick(phases, &rand_phase);
2543
-
2544
- /* Phase closure, sample direction. */
2545
- float phase_pdf = 0.0f;
2546
- float unguided_phase_pdf = 0.0f;
2547
- BsdfEval phase_eval ccl_optional_struct_init;
2548
- float3 phase_wo ccl_optional_struct_init;
2549
- float sampled_roughness = 1.0f;
2550
- int label;
2551
-
2552
- # if defined(__PATH_GUIDING__) && PATH_GUIDING_LEVEL >= 4
2553
- if (kernel_data.integrator.use_guiding &&
2554
- (kernel_data.kernel_features & KERNEL_FEATURE_PATH_GUIDING))
2555
- {
2556
- label = volume_shader_phase_guided_sample(kg,
2557
- state,
2558
- sd,
2559
- svc,
2560
- rand_phase,
2561
- &phase_eval,
2562
- &phase_wo,
2563
- &phase_pdf,
2564
- &unguided_phase_pdf,
2565
- &sampled_roughness);
2566
-
2567
- if (phase_pdf == 0.0f || bsdf_eval_is_zero(&phase_eval)) {
2568
- return false;
2569
- }
2570
-
2571
- INTEGRATOR_STATE_WRITE(state, path, unguided_throughput) *= phase_pdf / unguided_phase_pdf;
2572
- }
2573
- else
2574
- # endif
2575
- {
2576
- label = volume_shader_phase_sample(
2577
- sd, svc, rand_phase, &phase_eval, &phase_wo, &phase_pdf, &sampled_roughness);
2578
-
2579
- if (phase_pdf == 0.0f || bsdf_eval_is_zero(&phase_eval)) {
2580
- return false;
2581
- }
2582
-
2583
- unguided_phase_pdf = phase_pdf;
2584
- }
2585
-
2586
- /* Setup ray. */
2587
- INTEGRATOR_STATE_WRITE(state, ray, P) = sd->P;
2588
- INTEGRATOR_STATE_WRITE(state, ray, D) = normalize(phase_wo);
2589
- INTEGRATOR_STATE_WRITE(state, ray, tmin) = 0.0f;
2590
- # ifdef __LIGHT_TREE__
2591
- if (kernel_data.integrator.use_light_tree) {
2592
- INTEGRATOR_STATE_WRITE(state, ray, previous_dt) = ray->tmax - ray->tmin;
2593
- }
2594
- # endif
2595
- INTEGRATOR_STATE_WRITE(state, ray, tmax) = FLT_MAX;
2596
- # ifdef __RAY_DIFFERENTIALS__
2597
- INTEGRATOR_STATE_WRITE(state, ray, dP) = differential_make_compact(sd->dP);
2598
- # endif
2599
- // Save memory by storing last hit prim and object in isect
2600
- INTEGRATOR_STATE_WRITE(state, isect, prim) = sd->prim;
2601
- INTEGRATOR_STATE_WRITE(state, isect, object) = sd->object;
2602
-
2603
- const Spectrum phase_weight = bsdf_eval_sum(&phase_eval) / phase_pdf;
2604
-
2605
- /* Add phase function sampling data to the path segment. */
2606
- guiding_record_volume_bounce(
2607
- kg, state, phase_weight, phase_pdf, normalize(phase_wo), sampled_roughness);
2608
-
2609
- /* Update throughput. */
2610
- const Spectrum throughput = INTEGRATOR_STATE(state, path, throughput);
2611
- const Spectrum throughput_phase = throughput * phase_weight;
2612
- INTEGRATOR_STATE_WRITE(state, path, throughput) = throughput_phase;
2613
-
2614
- if (kernel_data.kernel_features & KERNEL_FEATURE_LIGHT_PASSES) {
2615
- if (INTEGRATOR_STATE(state, path, bounce) == 0) {
2616
- INTEGRATOR_STATE_WRITE(state, path, pass_diffuse_weight) = one_spectrum();
2617
- INTEGRATOR_STATE_WRITE(state, path, pass_glossy_weight) = zero_spectrum();
2618
- }
2619
- }
2620
-
2621
- /* Update path state */
2622
- INTEGRATOR_STATE_WRITE(state, path, mis_ray_pdf) = phase_pdf;
2623
- const float3 previous_P = ray->P + ray->D * ray->tmin;
2624
- INTEGRATOR_STATE_WRITE(state, path, mis_origin_n) = sd->P - previous_P;
2625
- INTEGRATOR_STATE_WRITE(state, path, min_ray_pdf) = fminf(
2626
- unguided_phase_pdf, INTEGRATOR_STATE(state, path, min_ray_pdf));
2627
-
2628
- # ifdef __LIGHT_LINKING__
2629
- if (kernel_data.kernel_features & KERNEL_FEATURE_LIGHT_LINKING) {
2630
- INTEGRATOR_STATE_WRITE(state, path, mis_ray_object) = sd->object;
2631
- }
2632
- # endif
2633
-
2634
- path_state_next(kg, state, label, sd->flag);
2635
- return true;
2636
- }
2637
-
2638
- ccl_device_inline VolumeIntegrateEvent
2639
- volume_integrate_event(KernelGlobals kg,
2640
- IntegratorState state,
2641
- const ccl_private Ray *ccl_restrict ray,
2642
- ccl_private ShaderData *sd,
2643
- const ccl_private RNGState *rng_state,
2644
- ccl_private LightSample &ls,
2645
- ccl_private VolumeIntegrateResult &result)
2646
- {
2647
- # if defined(__PATH_GUIDING__) && PATH_GUIDING_LEVEL >= 1
2648
- /* The current path throughput which is used later to calculate per-segment throughput. */
2649
- const float3 initial_throughput = INTEGRATOR_STATE(state, path, throughput);
2650
- /* The path throughput used to calculate the throughput for direct light. */
2651
- float3 unlit_throughput = initial_throughput;
2652
- /* If a new path segment is generated at the direct scatter position. */
2653
- bool guiding_generated_new_segment = false;
2654
- float rand_phase_guiding = 0.5f;
2655
- # endif
2656
-
2657
- /* Perform path termination. The intersect_closest will have already marked this path
2658
- * to be terminated. That will shading evaluating to leave out any scattering closures,
2659
- * but emission and absorption are still handled for multiple importance sampling. */
2660
- const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
2661
- const float continuation_probability = (path_flag & PATH_RAY_TERMINATE_IN_NEXT_VOLUME) ?
2662
- 0.0f :
2663
- INTEGRATOR_STATE(
2664
- state, path, continuation_probability);
2665
- if (continuation_probability == 0.0f) {
2666
- return VOLUME_PATH_MISSED;
2667
- }
2668
-
2669
- /* Direct light. */
2670
- if (result.direct_scatter) {
2671
- const float3 direct_P = ray->P + result.direct_t * ray->D;
2672
-
2673
- # if defined(__PATH_GUIDING__)
2674
- if (kernel_data.integrator.use_guiding) {
2675
- # if PATH_GUIDING_LEVEL >= 1
2676
- if (result.direct_sample_method == VOLUME_SAMPLE_DISTANCE) {
2677
- /* If the direct scatter event is generated using VOLUME_SAMPLE_DISTANCE the direct event
2678
- * will happen at the same position as the indirect event and the direct light contribution
2679
- * will contribute to the position of the next path segment. */
2680
- const float3 transmittance_weight = spectrum_to_rgb(
2681
- safe_divide_color(result.indirect_throughput, initial_throughput));
2682
- guiding_record_volume_transmission(kg, state, transmittance_weight);
2683
- guiding_record_volume_segment(kg, state, direct_P, sd->wi);
2684
- guiding_generated_new_segment = true;
2685
- unlit_throughput = result.indirect_throughput / continuation_probability;
2686
- rand_phase_guiding = path_state_rng_1D(kg, rng_state, PRNG_VOLUME_PHASE_GUIDING_DISTANCE);
2687
- }
2688
- else if (result.direct_sample_method == VOLUME_SAMPLE_EQUIANGULAR) {
2689
- /* If the direct scatter event is generated using VOLUME_SAMPLE_EQUIANGULAR the direct
2690
- * event will happen at a separate position as the indirect event and the direct light
2691
- * contribution will contribute to the position of the current/previous path segment. The
2692
- * unlit_throughput has to be adjusted to include the scattering at the previous segment.
2693
- */
2694
- float3 scatterEval = one_float3();
2695
- if (INTEGRATOR_STATE(state, guiding, path_segment)) {
2696
- const pgl_vec3f scatteringWeight =
2697
- INTEGRATOR_STATE(state, guiding, path_segment)->scatteringWeight;
2698
- scatterEval = make_float3(scatteringWeight.x, scatteringWeight.y, scatteringWeight.z);
2699
- }
2700
- unlit_throughput /= scatterEval;
2701
- unlit_throughput *= continuation_probability;
2702
- rand_phase_guiding = path_state_rng_1D(
2703
- kg, rng_state, PRNG_VOLUME_PHASE_GUIDING_EQUIANGULAR);
2704
- }
2705
- # endif
2706
- # if PATH_GUIDING_LEVEL >= 4
2707
- if ((kernel_data.kernel_features & KERNEL_FEATURE_PATH_GUIDING)) {
2708
- volume_shader_prepare_guiding(
2709
- kg, state, rand_phase_guiding, direct_P, ray->D, &result.direct_phases);
2710
- }
2711
- # endif
2712
- }
2713
- # endif
2714
-
2715
- result.direct_throughput /= continuation_probability;
2716
- integrate_volume_direct_light(kg,
2717
- state,
2718
- sd,
2719
- rng_state,
2720
- direct_P,
2721
- &result.direct_phases,
2722
- # if defined(__PATH_GUIDING__)
2723
- unlit_throughput,
2724
- # endif
2725
- result.direct_throughput,
2726
- ls);
2727
- }
2728
-
2729
- /* Indirect light.
2730
- *
2731
- * Only divide throughput by continuation_probability if we scatter. For the attenuation
2732
- * case the next surface will already do this division. */
2733
- if (result.indirect_scatter) {
2734
- # if defined(__PATH_GUIDING__) && PATH_GUIDING_LEVEL >= 1
2735
- if (!guiding_generated_new_segment) {
2736
- const float3 transmittance_weight = spectrum_to_rgb(
2737
- safe_divide_color(result.indirect_throughput, initial_throughput));
2738
- guiding_record_volume_transmission(kg, state, transmittance_weight);
2739
- }
2740
- # endif
2741
- result.indirect_throughput /= continuation_probability;
2742
- }
2743
- INTEGRATOR_STATE_WRITE(state, path, throughput) = result.indirect_throughput;
2744
-
2745
- if (result.indirect_scatter) {
2746
- sd->P = ray->P + result.indirect_t * ray->D;
2747
-
2748
- # if defined(__PATH_GUIDING__)
2749
- if ((kernel_data.kernel_features & KERNEL_FEATURE_PATH_GUIDING)) {
2750
- # if PATH_GUIDING_LEVEL >= 1
2751
- if (!guiding_generated_new_segment) {
2752
- guiding_record_volume_segment(kg, state, sd->P, sd->wi);
2753
- }
2754
- # endif
2755
- # if PATH_GUIDING_LEVEL >= 4
2756
- /* If the direct scatter event was generated using VOLUME_SAMPLE_EQUIANGULAR we need to
2757
- * initialize the guiding distribution at the indirect scatter position. */
2758
- if (result.direct_sample_method == VOLUME_SAMPLE_EQUIANGULAR) {
2759
- rand_phase_guiding = path_state_rng_1D(kg, rng_state, PRNG_VOLUME_PHASE_GUIDING_DISTANCE);
2760
- volume_shader_prepare_guiding(
2761
- kg, state, rand_phase_guiding, sd->P, ray->D, &result.indirect_phases);
2762
- }
2763
- # endif
2764
- }
2765
- # endif
2766
-
2767
- if (integrate_volume_phase_scatter(kg, state, sd, ray, rng_state, &result.indirect_phases)) {
2768
- return VOLUME_PATH_SCATTERED;
2769
- }
2770
- return VOLUME_PATH_MISSED;
2771
- }
2772
- # if defined(__PATH_GUIDING__)
2773
- /* No guiding if we don't scatter. */
2774
- if ((kernel_data.kernel_features & KERNEL_FEATURE_PATH_GUIDING)) {
2775
- INTEGRATOR_STATE_WRITE(state, guiding, use_volume_guiding) = false;
2776
- }
2777
- # endif
2778
- return VOLUME_PATH_ATTENUATED;
2779
- }
2780
-
2781
- /* get the volume attenuation and emission over line segment defined by
2782
- * ray, with the assumption that there are no surfaces blocking light
2783
- * between the endpoints. distance sampling is used to decide if we will
2784
- * scatter or not. */
2785
- ccl_device VolumeIntegrateEvent volume_integrate(KernelGlobals kg,
2786
- IntegratorState state,
2787
- ccl_private Ray *ccl_restrict ray,
2788
- ccl_global float *ccl_restrict render_buffer)
2789
- {
2790
- kernel_assert(!kernel_data.integrator.volume_ray_marching);
2791
-
2792
- if (integrator_state_volume_stack_is_empty(kg, state)) {
2793
- return VOLUME_PATH_ATTENUATED;
2794
- }
2795
-
2796
- ShaderData sd;
2797
- /* FIXME: `object` is used for light linking. We read the bottom of the stack for simplicity, but
2798
- * this does not work for overlapping volumes. */
2799
- shader_setup_from_volume(&sd, ray, INTEGRATOR_STATE_ARRAY(state, volume_stack, 0, object));
2800
-
2801
- /* Load random number state. */
2802
- RNGState rng_state;
2803
- path_state_rng_load(state, &rng_state);
2804
-
2805
- /* For stochastic texture sampling. */
2806
- sd.lcg_state = lcg_state_init(
2807
- rng_state.rng_pixel, rng_state.rng_offset, rng_state.sample, 0x15b4f88d);
2808
-
2809
- LightSample ls ccl_optional_struct_init;
2810
-
2811
- /* TODO: expensive to zero closures? */
2812
- VolumeIntegrateResult result = {};
2813
- volume_integrate_null_scattering(kg, state, ray, &sd, &rng_state, render_buffer, &ls, result);
2814
-
2815
- return volume_integrate_event(kg, state, ray, &sd, &rng_state, ls, result);
2816
- }
2817
-
2818
- ccl_device VolumeIntegrateEvent
2819
- volume_integrate_ray_marching(KernelGlobals kg,
2820
- IntegratorState state,
2821
- ccl_private Ray *ccl_restrict ray,
2822
- ccl_global float *ccl_restrict render_buffer)
2823
- {
2824
- kernel_assert(kernel_data.integrator.volume_ray_marching);
2825
-
2826
- if (integrator_state_volume_stack_is_empty(kg, state)) {
2827
- return VOLUME_PATH_ATTENUATED;
2828
- }
2829
-
2830
- ShaderData sd;
2831
- /* FIXME: `object` is used for light linking. We read the bottom of the stack for simplicity, but
2832
- * this does not work for overlapping volumes. */
2833
- shader_setup_from_volume(&sd, ray, INTEGRATOR_STATE_ARRAY(state, volume_stack, 0, object));
2834
-
2835
- /* Load random number state. */
2836
- RNGState rng_state;
2837
- path_state_rng_load(state, &rng_state);
2838
-
2839
- /* For stochastic texture sampling. */
2840
- sd.lcg_state = lcg_state_init(
2841
- rng_state.rng_pixel, rng_state.rng_offset, rng_state.sample, 0x15b4f88d);
2842
-
2843
- LightSample ls ccl_optional_struct_init;
2844
-
2845
- /* TODO: expensive to zero closures? */
2846
- VolumeIntegrateResult result = {};
2847
-
2848
- const float step_size = volume_stack_step_size<false>(kg, state);
2849
- volume_integrate_ray_marching(
2850
- kg, state, ray, &sd, &rng_state, render_buffer, step_size, &ls, result);
2851
-
2852
- return volume_integrate_event(kg, state, ray, &sd, &rng_state, ls, result);
2853
- }
2854
-
2855
- #endif
2856
-
2857
- #ifdef __VOLUME__
2858
- ccl_device_inline void integrator_shade_volume_setup(KernelGlobals kg,
2859
- IntegratorState state,
2860
- ccl_private Ray *ccl_restrict ray,
2861
- ccl_private Intersection *ccl_restrict isect)
2862
- {
2863
- PROFILING_INIT(kg, PROFILING_SHADE_VOLUME_SETUP);
2864
-
2865
- /* Setup shader data. */
2866
- integrator_state_read_ray(state, ray);
2867
- integrator_state_read_isect(state, isect);
2868
-
2869
- /* Set ray length to current segment. */
2870
- ray->tmax = (isect->prim != PRIM_NONE) ? isect->t : FLT_MAX;
2871
-
2872
- /* Clean volume stack for background rays. */
2873
- if (isect->prim == PRIM_NONE) {
2874
- volume_stack_clean(kg, state);
2875
- }
2876
-
2877
- /* Assign flag to transmitted volume rays for scattering probability guiding. */
2878
- if (INTEGRATOR_STATE(state, path, bounce) == 0) {
2879
- INTEGRATOR_STATE_WRITE(state, path, flag) |= PATH_RAY_VOLUME_PRIMARY_TRANSMIT;
2880
- }
2881
- }
2882
- #endif
2883
-
2884
- template<DeviceKernel volume_kernel>
2885
- ccl_device_inline void integrator_next_kernel_after_shade_volume(
2886
- KernelGlobals kg,
2887
- const IntegratorState state,
2888
- ccl_global float *ccl_restrict render_buffer,
2889
- const ccl_private Intersection *ccl_restrict isect,
2890
- const VolumeIntegrateEvent event)
2891
- {
2892
- if (event == VOLUME_PATH_MISSED) {
2893
- /* End path. */
2894
- integrator_path_terminate(kg, state, render_buffer, volume_kernel);
2895
- return;
2896
- }
2897
-
2898
- if (event == VOLUME_PATH_ATTENUATED) {
2899
- /* Continue to background, light or surface. */
2900
- integrator_intersect_next_kernel_after_volume<volume_kernel>(kg, state, isect, render_buffer);
2901
- return;
2902
- }
2903
-
2904
- #ifdef __SHADOW_LINKING__
2905
- if (shadow_linking_schedule_intersection_kernel<volume_kernel>(kg, state)) {
2906
- return;
2907
- }
2908
- #endif /* __SHADOW_LINKING__ */
2909
-
2910
- kernel_assert(event == VOLUME_PATH_SCATTERED);
2911
-
2912
- /* Queue intersect_closest kernel. */
2913
- integrator_path_next(state, volume_kernel, DEVICE_KERNEL_INTEGRATOR_INTERSECT_CLOSEST);
2914
- }
2915
-
2916
- ccl_device void integrator_shade_volume(KernelGlobals kg,
2917
- IntegratorState state,
2918
- ccl_global float *ccl_restrict render_buffer)
2919
- {
2920
- #ifdef __VOLUME__
2921
- Ray ray ccl_optional_struct_init;
2922
- Intersection isect ccl_optional_struct_init;
2923
- integrator_shade_volume_setup(kg, state, &ray, &isect);
2924
-
2925
- const VolumeIntegrateEvent event = volume_integrate(kg, state, &ray, render_buffer);
2926
- integrator_next_kernel_after_shade_volume<DEVICE_KERNEL_INTEGRATOR_SHADE_VOLUME>(
2927
- kg, state, render_buffer, &isect, event);
2928
-
2929
- #endif /* __VOLUME__ */
2930
- }
2931
-
2932
- ccl_device void integrator_shade_volume_ray_marching(KernelGlobals kg,
2933
- IntegratorState state,
2934
- ccl_global float *ccl_restrict render_buffer)
2935
- {
2936
- #ifdef __VOLUME__
2937
- Ray ray ccl_optional_struct_init;
2938
- Intersection isect ccl_optional_struct_init;
2939
- integrator_shade_volume_setup(kg, state, &ray, &isect);
2940
-
2941
- const VolumeIntegrateEvent event = volume_integrate_ray_marching(kg, state, &ray, render_buffer);
2942
- integrator_next_kernel_after_shade_volume<DEVICE_KERNEL_INTEGRATOR_SHADE_VOLUME_RAY_MARCHING>(
2943
- kg, state, render_buffer, &isect, event);
2944
-
2945
- #endif /* __VOLUME__ */
2946
- }
2947
- CCL_NAMESPACE_END