Cycles: Avoid using lookup table for Beckmann slopes on GPU

This patch is based on some work done in D788 and re-formulation from Beckmann
implementation in OpenShadingLanguage.

Skipping texture lookup helps a lot on GPUs where it's more expensive to access
texture memory than to do some extra calculation in threads.

CPU code still uses lookup-table based approach since this seems to be still
faster (at least on computers i've got access to).

This change gives about 2% speedup on BMW scene with GTX560TI.
This commit is contained in:
Sergey Sharybin 2015-04-05 18:40:46 +05:00
parent 252b36ce77
commit b06962fcfe
1 changed files with 53 additions and 9 deletions

View File

@ -104,10 +104,7 @@ ccl_device_inline float approx_erfinvf(float x)
}
}
/* Beckmann and GGX microfacet importance sampling from:
*
* Importance Sampling Microfacet-Based BSDFs using the Distribution of Visible Normals.
* E. Heitz and E. d'Eon, EGSR 2014 */
/* Beckmann and GGX microfacet importance sampling. */
ccl_device_inline void microfacet_beckmann_sample_slopes(
KernelGlobals *kg,
@ -128,24 +125,71 @@ ccl_device_inline void microfacet_beckmann_sample_slopes(
/* precomputations */
const float tan_theta_i = sin_theta_i/cos_theta_i;
const float inv_a = tan_theta_i;
const float a = 1.0f/inv_a;
const float erf_a = approx_erff(a);
const float exp_a2 = expf(-a*a);
const float cot_theta_i = 1.0f/tan_theta_i;
const float erf_a = approx_erff(cot_theta_i);
const float exp_a2 = expf(-cot_theta_i*cot_theta_i);
const float SQRT_PI_INV = 0.56418958354f;
const float Lambda = 0.5f*(erf_a - 1.0f) + (0.5f*SQRT_PI_INV)*(exp_a2*inv_a);
const float G1 = 1.0f/(1.0f + Lambda); /* masking */
*G1i = G1;
/* use precomputed table, because it better preserves stratification
* of the random number pattern */
#if defined(__KERNEL_GPU__)
/* Based on paper from Wenzel Jakob
* An Improved Visible Normal Sampling Routine for the Beckmann Distribution
*
* http://www.mitsuba-renderer.org/~wenzel/files/visnormal.pdf
*
* Reformulation from OpenShadingLanguage which avoids using inverse
* trigonometric functions.
*/
/* Sample slope X.
*
* Compute a coarse approximation using the approximation:
* exp(-ierf(x)^2) ~= 1 - x * x
* solve y = 1 + b + K * (1 - b * b)
*/
float K = tan_theta_i * SQRT_PI_INV;
float y_approx = randu * (1.0f + erf_a + K * (1 - erf_a * erf_a));
float y_exact = randu * (1.0f + erf_a + K * exp_a2);
float b = K > 0 ? (0.5f - sqrtf(K * (K - y_approx + 1.0f) + 0.25f)) / K : y_approx - 1.0f;
/* Perform newton step to refine toward the true root. */
float inv_erf = approx_erfinvf(b);
float value = 1.0f + b + K * expf(-inv_erf * inv_erf) - y_exact;
/* Check if we are close enough already,
* this also avoids NaNs as we get close to the root.
*/
if(fabsf(value) > 1e-6f) {
b -= value / (1.0f - inv_erf * tan_theta_i); /* newton step 1. */
inv_erf = approx_erfinvf(b);
value = 1.0f + b + K * expf(-inv_erf * inv_erf) - y_exact;
b -= value / (1.0f - inv_erf * tan_theta_i); /* newton step 2. */
/* Compute the slope from the refined value. */
*slope_x = approx_erfinvf(b);
}
else {
/* We are close enough already. */
*slope_x = inv_erf;
}
*slope_y = approx_erfinvf(2.0f*randv - 1.0f);
#else
/* Use precomputed table on CPU, it gives better perfomance. */
int beckmann_table_offset = kernel_data.tables.beckmann_offset;
*slope_x = lookup_table_read_2D(kg, randu, cos_theta_i,
beckmann_table_offset, BECKMANN_TABLE_SIZE, BECKMANN_TABLE_SIZE);
*slope_y = approx_erfinvf(2.0f*randv - 1.0f);
#endif
}
/* GGX microfacet importance sampling from:
*
* Importance Sampling Microfacet-Based BSDFs using the Distribution of Visible Normals.
* E. Heitz and E. d'Eon, EGSR 2014
*/
ccl_device_inline void microfacet_ggx_sample_slopes(
const float cos_theta_i, const float sin_theta_i,
float randu, float randv, float *slope_x, float *slope_y,