Fix T48860: Cycles SSS artifacts with spatially split BVH

The issue was caused by SSS intersection code gathering all
intersections without check for duplicated ones. This caused
situations when same intersection will be recorded twice in
the case if triangle is shared by several BVH nodes.

Usually this is handled by checking intersection distance
after sorting intersections (in shadow_blocked for example)
but for SSS we don't do such sorting and using number of
intersections to calculate various things.

Didn't find anything smarter than to check intersection
distance in triangle_intersect_subsurface().

This solves render artifacts in the cost of 1.5% slowdown
of extreme case rendering (SSS object filling in whole
FullHD screen).

Reviewers: brecht

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D2105
This commit is contained in:
Sergey Sharybin 2016-07-15 14:55:37 +02:00
parent a2c82f5e5d
commit 9946cca146
Notes: blender-bot 2023-02-21 17:59:30 +01:00
Referenced by issue #48860, Christensen-Burley SSS glitch with Spatial Splits.
1 changed files with 8 additions and 1 deletions

View File

@ -255,6 +255,13 @@ ccl_device_inline void triangle_intersect_subsurface(
/* Normalize U, V, W, and T. */
const float inv_det = 1.0f / det;
const float t = T * inv_det;
for(int i = min(max_hits, ss_isect->num_hits); i >= 0; --i) {
if(ss_isect->hits[i].t == t) {
return;
}
}
ss_isect->num_hits++;
int hit;
@ -277,7 +284,7 @@ ccl_device_inline void triangle_intersect_subsurface(
isect->type = PRIMITIVE_TRIANGLE;
isect->u = U * inv_det;
isect->v = V * inv_det;
isect->t = T * inv_det;
isect->t = t;
/* Record geometric normal. */
/* TODO(sergey): Use float4_to_float3() on just an edges. */