Improved triangle sampling for mesh lights

This implements Arvo's "Stratified sampling of spherical triangles". Similar to how we sample rectangular area lights, this is sampling triangles over their solid angle. It does significantly improve sampling close to the triangle, but doesn't do much for more distant triangles. So I added a simple heuristic to switch between the two methods. Unfortunately, I expect this to add render time in any case, even when it does not make any difference whatsoever. It'll take some benchmarking with various scenes and hardware to estimate how severe the impact is and if it is worth the change.

Reviewers: #cycles, brecht

Reviewed By: #cycles, brecht

Subscribers: Vega-core, brecht, SteffenD

Tags: #cycles

Differential Revision: https://developer.blender.org/D2730
This commit is contained in:
Stefan Werner 2017-08-17 12:44:09 +02:00
parent 5492d2cb67
commit 8141eac2f8
Notes: blender-bot 2023-02-14 06:54:28 +01:00
Referenced by issue #52477,  Clipped/sharp borders lighting by objects with cycles emission textured shader
4 changed files with 245 additions and 53 deletions

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@ -216,7 +216,7 @@ ccl_device_noinline float3 indirect_primitive_emission(KernelGlobals *kg, Shader
{
/* multiple importance sampling, get triangle light pdf,
* and compute weight with respect to BSDF pdf */
float pdf = triangle_light_pdf(kg, sd->Ng, sd->I, t);
float pdf = triangle_light_pdf(kg, sd, t);
float mis_weight = power_heuristic(bsdf_pdf, pdf);
return L*mis_weight;

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@ -763,62 +763,261 @@ ccl_device bool lamp_light_eval(KernelGlobals *kg, int lamp, float3 P, float3 D,
/* Triangle Light */
ccl_device void object_transform_light_sample(KernelGlobals *kg, LightSample *ls, int object, float time)
/* returns true if the triangle is has motion blur or an instancing transform applied */
ccl_device_inline bool triangle_world_space_vertices(KernelGlobals *kg, int object, int prim, float time, float3 V[3])
{
bool has_motion = false;
const int object_flag = kernel_tex_fetch(__object_flag, object);
if(object_flag & SD_OBJECT_HAS_VERTEX_MOTION && time >= 0.0f) {
motion_triangle_vertices(kg, object, prim, time, V);
has_motion = true;
} else {
triangle_vertices(kg, prim, V);
}
#ifdef __INSTANCING__
/* instance transform */
if(!(kernel_tex_fetch(__object_flag, object) & SD_OBJECT_TRANSFORM_APPLIED)) {
if(!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
# ifdef __OBJECT_MOTION__
Transform itfm;
Transform tfm = object_fetch_transform_motion_test(kg, object, time, &itfm);
Transform tfm = object_fetch_transform_motion_test(kg, object, time, NULL);
# else
Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
# endif
ls->P = transform_point(&tfm, ls->P);
ls->Ng = normalize(transform_direction(&tfm, ls->Ng));
V[0] = transform_point(&tfm, V[0]);
V[1] = transform_point(&tfm, V[1]);
V[2] = transform_point(&tfm, V[2]);
has_motion = true;
}
#endif
return has_motion;
}
ccl_device void triangle_light_sample(KernelGlobals *kg, int prim, int object,
float randu, float randv, float time, LightSample *ls)
{
float u, v;
/* compute random point in triangle */
randu = sqrtf(randu);
u = 1.0f - randu;
v = randv*randu;
/* triangle, so get position, normal, shader */
triangle_point_normal(kg, object, prim, u, v, &ls->P, &ls->Ng, &ls->shader);
ls->object = object;
ls->prim = prim;
ls->lamp = LAMP_NONE;
ls->shader |= SHADER_USE_MIS;
ls->t = 0.0f;
ls->u = u;
ls->v = v;
ls->type = LIGHT_TRIANGLE;
ls->eval_fac = 1.0f;
object_transform_light_sample(kg, ls, object, time);
}
ccl_device float triangle_light_pdf(KernelGlobals *kg,
const float3 Ng, const float3 I, float t)
ccl_device_inline float triangle_light_pdf_area(KernelGlobals *kg, const float3 Ng, const float3 I, float t)
{
float pdf = kernel_data.integrator.pdf_triangles;
float cos_pi = fabsf(dot(Ng, I));
if(cos_pi == 0.0f)
return 0.0f;
return t*t*pdf/cos_pi;
}
ccl_device_forceinline float triangle_light_pdf(KernelGlobals *kg, ShaderData *sd, float t)
{
/* A naive heuristic to decide between costly solid angle sampling
* and simple area sampling, comparing the distance to the triangle plane
* to the length of the edtes of the triangle.
* Looking at two edge of the triangle should be a sufficient heuristic,
* the third edge can't possibly be longer than the sum of the other two. */
float3 V[3];
bool has_motion = triangle_world_space_vertices(kg, sd->object, sd->prim, sd->time, V);
const float3 e0 = V[1] - V[0];
const float3 e1 = V[2] - V[0];
const float3 e2 = V[2] - V[1];
const float longest_edge_squared = max(len_squared(e0), max(len_squared(e1), len_squared(e2)));
const float3 N = cross(e0, e1);
const float distance_to_plane = fabsf(dot(N, sd->I * t))/dot(N, N);
if(longest_edge_squared > distance_to_plane*distance_to_plane) {
/* sd contains the point on the light source
* calculate Px, the point that we're shading */
const float3 Px = sd->P + sd->I * t;
const float3 v0_p = V[0] - Px;
const float3 v1_p = V[1] - Px;
const float3 v2_p = V[2] - Px;
const float3 u01 = safe_normalize(cross(v0_p, v1_p));
const float3 u02 = safe_normalize(cross(v0_p, v2_p));
const float3 u12 = safe_normalize(cross(v1_p, v2_p));
const float alpha = fast_acosf(dot(u02, u01));
const float beta = fast_acosf(-dot(u01, u12));
const float gamma = fast_acosf(dot(u02, u12));
const float solid_angle = alpha + beta + gamma - M_PI_F;
/* pdf_triangles is calculated over triangle area, but we're not sampling over its area */
if(UNLIKELY(solid_angle == 0.0f)) {
return 0.0f;
} else {
float area = 1.0f;
if(has_motion) {
/* get the center frame vertices, this is what the PDF was calculated from */
triangle_world_space_vertices(kg, sd->object, sd->prim, -1.0f, V);
area = triangle_area(V[0], V[1], V[2]);
} else {
area = 0.5f * len(N);
}
const float pdf = area * kernel_data.integrator.pdf_triangles;
return pdf / solid_angle;
}
}
else {
float pdf = triangle_light_pdf_area(kg, sd->Ng, sd->I, t);
if(has_motion) {
const float area = 0.5f * len(N);
if(UNLIKELY(area == 0.0f)) {
return 0.0f;
}
/* scale the PDF.
* area = the area the sample was taken from
* area_pre = the are from which pdf_triangles was calculated from */
triangle_world_space_vertices(kg, sd->object, sd->prim, -1.0f, V);
const float area_pre = triangle_area(V[0], V[1], V[2]);
pdf = pdf * area_pre / area;
}
return pdf;
}
}
ccl_device_forceinline void triangle_light_sample(KernelGlobals *kg, int prim, int object,
float randu, float randv, float time, LightSample *ls, const float3 P)
{
/* A naive heuristic to decide between costly solid angle sampling
* and simple area sampling, comparing the distance to the triangle plane
* to the length of the edtes of the triangle.
* Looking at two edge of the triangle should be a sufficient heuristic,
* the third edge can't possibly be longer than the sum of the other two. */
float3 V[3];
bool has_motion = triangle_world_space_vertices(kg, object, prim, time, V);
const float3 e0 = V[1] - V[0];
const float3 e1 = V[2] - V[0];
const float3 e2 = V[2] - V[1];
const float longest_edge_squared = max(len_squared(e0), max(len_squared(e1), len_squared(e2)));
const float3 N0 = cross(e0, e1);
float Nl = 0.0f;
ls->Ng = safe_normalize_len(N0, &Nl);
float area = 0.5f * Nl;
/* flip normal if necessary */
const int object_flag = kernel_tex_fetch(__object_flag, object);
if(!(object_flag & SD_OBJECT_NEGATIVE_SCALE_APPLIED)) {
ls->Ng = -ls->Ng;
}
ls->eval_fac = 1.0f;
ls->shader = kernel_tex_fetch(__tri_shader, prim);
ls->object = object;
ls->prim = prim;
ls->lamp = LAMP_NONE;
ls->shader |= SHADER_USE_MIS;
ls->type = LIGHT_TRIANGLE;
float distance_to_plane = fabsf(dot(N0, V[0] - P)/dot(N0, N0));
if(longest_edge_squared > distance_to_plane*distance_to_plane) {
/* see James Arvo, "Stratified Sampling of Spherical Triangles"
* http://www.graphics.cornell.edu/pubs/1995/Arv95c.pdf */
/* project the triangle to the unit sphere
* and calculate its edges and angles */
const float3 v0_p = V[0] - P;
const float3 v1_p = V[1] - P;
const float3 v2_p = V[2] - P;
const float3 u01 = safe_normalize(cross(v0_p, v1_p));
const float3 u02 = safe_normalize(cross(v0_p, v2_p));
const float3 u12 = safe_normalize(cross(v1_p, v2_p));
const float3 A = safe_normalize(v0_p);
const float3 B = safe_normalize(v1_p);
const float3 C = safe_normalize(v2_p);
const float cos_alpha = dot(u02, u01);
const float cos_beta = -dot(u01, u12);
const float cos_gamma = dot(u02, u12);
/* calculate dihedral angles */
const float alpha = fast_acosf(cos_alpha);
const float beta = fast_acosf(cos_beta);
const float gamma = fast_acosf(cos_gamma);
/* the area of the unit spherical triangle = solid angle */
const float solid_angle = alpha + beta + gamma - M_PI_F;
/* precompute a few things
* these could be re-used to take several samples
* as they are independent of randu/randv */
const float cos_c = dot(A, B);
const float sin_alpha = fast_sinf(alpha);
const float product = sin_alpha * cos_c;
/* Select a random sub-area of the spherical triangle
* and calculate the third vertex C_ of that new triangle */
const float phi = randu * solid_angle - alpha;
float s, t;
fast_sincosf(phi, &s, &t);
const float u = t - cos_alpha;
const float v = s + product;
const float3 U = safe_normalize(C - dot(C, A) * A);
const float q = ((v * t - u * s) * cos_alpha - v) / ((v * s + u * t) * sin_alpha);
const float temp = max(1.0f - q*q, 0.0f);
const float3 C_ = safe_normalize(q * A + sqrtf(temp) * U);
/* Finally, select a random point along the edge of the new triangle
* That point on the spherical triangle is the sampled ray direction */
const float z = 1.0f - randv * (1.0f - dot(C_, B));
ls->D = z * B + safe_sqrtf(1.0f - z*z) * safe_normalize(C_ - dot(C_, B) * B);
/* calculate intersection with the planar triangle
* mostly standard ray/tri intersection, with u/v clamped */
const float3 s1 = cross(ls->D, e1);
const float divisor = dot(s1, e0);
if(UNLIKELY(divisor == 0.0f)) {
ls->pdf = 0.0f;
return;
}
const float inv_divisor = 1.0f/divisor;
const float3 d = P - V[0];
ls->u = clamp(dot(d, s1)*inv_divisor, 0.0f, 1.0f);
const float3 s2 = cross(d, e0);
ls->v = clamp(dot(ls->D, s2)*inv_divisor, 0.0f, 1.0f);
ls->t = dot(e1, s2)*inv_divisor;
ls->P = P + ls->D * ls->t;
/* pdf_triangles is calculated over triangle area, but we're sampling over solid angle */
if(UNLIKELY(solid_angle == 0.0f)) {
ls->pdf = 0.0f;
} else {
if(has_motion) {
/* get the center frame vertices, this is what the PDF was calculated from */
triangle_world_space_vertices(kg, object, prim, -1.0f, V);
area = triangle_area(V[0], V[1], V[2]);
}
const float pdf = area * kernel_data.integrator.pdf_triangles;
ls->pdf = pdf / solid_angle;
}
}
else {
/* compute random point in triangle */
randu = sqrtf(randu);
const float u = 1.0f - randu;
const float v = randv*randu;
const float t = 1.0f - u - v;
ls->P = u * V[0] + v * V[1] + t * V[2];
/* compute incoming direction, distance and pdf */
ls->D = normalize_len(ls->P - P, &ls->t);
ls->pdf = triangle_light_pdf_area(kg, ls->Ng, -ls->D, ls->t);
if(has_motion && area != 0.0f) {
/* scale the PDF.
* area = the area the sample was taken from
* area_pre = the are from which pdf_triangles was calculated from */
triangle_world_space_vertices(kg, object, prim, -1.0f, V);
const float area_pre = triangle_area(V[0], V[1], V[2]);
ls->pdf = ls->pdf * area_pre / area;
}
ls->u = u;
ls->v = v;
}
}
/* Light Distribution */
ccl_device int light_distribution_sample(KernelGlobals *kg, float randt)
@ -876,10 +1075,7 @@ ccl_device_noinline bool light_sample(KernelGlobals *kg,
int object = __float_as_int(l.w);
int shader_flag = __float_as_int(l.z);
triangle_light_sample(kg, prim, object, randu, randv, time, ls);
/* compute incoming direction, distance and pdf */
ls->D = normalize_len(ls->P - P, &ls->t);
ls->pdf = triangle_light_pdf(kg, ls->Ng, -ls->D, ls->t);
triangle_light_sample(kg, prim, object, randu, randv, time, ls, P);
ls->shader |= shader_flag;
return (ls->pdf > 0.0f);
}

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@ -232,10 +232,6 @@ bool LightManager::object_usable_as_light(Object *object) {
if(!(object->visibility & (PATH_RAY_DIFFUSE|PATH_RAY_GLOSSY|PATH_RAY_TRANSMIT))) {
return false;
}
/* Skip motion blurred deforming meshes, not supported yet. */
if(mesh->has_motion_blur()) {
return false;
}
/* Skip if we have no emission shaders. */
/* TODO(sergey): Ideally we want to avoid such duplicated loop, since it'll
* iterate all mesh shaders twice (when counting and when calculating

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@ -367,6 +367,13 @@ void ObjectManager::device_update_object_transform(UpdateObejctTransformState *s
/* OBJECT_PROPERTIES */
objects[offset+8] = make_float4(surface_area, pass_id, random_number, __int_as_float(particle_index));
if(mesh->use_motion_blur) {
state->have_motion = true;
}
if(mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION)) {
flag |= SD_OBJECT_HAS_VERTEX_MOTION;
}
if(state->need_motion == Scene::MOTION_PASS) {
/* Motion transformations, is world/object space depending if mesh
* comes with deformed position in object space, or if we transform
@ -387,9 +394,6 @@ void ObjectManager::device_update_object_transform(UpdateObejctTransformState *s
mtfm.pre = mtfm.pre * itfm;
mtfm.post = mtfm.post * itfm;
}
else {
flag |= SD_OBJECT_HAS_VERTEX_MOTION;
}
memcpy(&objects_vector[object_index*OBJECT_VECTOR_SIZE+0], &mtfm.pre, sizeof(float4)*3);
memcpy(&objects_vector[object_index*OBJECT_VECTOR_SIZE+3], &mtfm.post, sizeof(float4)*3);
@ -408,10 +412,6 @@ void ObjectManager::device_update_object_transform(UpdateObejctTransformState *s
}
#endif
if(mesh->use_motion_blur) {
state->have_motion = true;
}
/* Dupli object coords and motion info. */
int totalsteps = mesh->motion_steps;
int numsteps = (totalsteps - 1)/2;