Cycles: Fix three numerical issues in the fresnel, normal map and Beckmann code
- In fresnel_dielectric, the differentials calculation sometimes divided by zero. - When the normal map was (0.5, 0.5, 0.5), the code would try to normalize a zero vector. Now, it just uses the regular normal as a fallback. - The approximate error function used in Beckmann sampling sometimes overflowed to inf while calculating r^16. The final value is 1 - 1/r^16, however, so now it just returns 1 if the computation would overflow otherwise.
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@ -80,7 +80,7 @@ ccl_device float fresnel_dielectric(
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return 1; // total internal reflection
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}
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else {
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float dnp = sqrtf(arg);
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float dnp = max(sqrtf(arg), 1e-7f);
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float nK = (neta * cos)- dnp;
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*T = -(neta * I)+(nK * Nn);
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#ifdef __RAY_DIFFERENTIALS__
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@ -312,7 +312,7 @@ ccl_device void svm_node_normal_map(KernelGlobals *kg, ShaderData *sd, float *st
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/* apply normal map */
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float3 B = sign * cross(normal, tangent);
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N = normalize(color.x * tangent + color.y * B + color.z * normal);
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N = safe_normalize(color.x * tangent + color.y * B + color.z * normal);
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/* transform to world space */
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object_normal_transform(kg, sd, &N);
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@ -330,14 +330,18 @@ ccl_device void svm_node_normal_map(KernelGlobals *kg, ShaderData *sd, float *st
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if(space == NODE_NORMAL_MAP_OBJECT || space == NODE_NORMAL_MAP_BLENDER_OBJECT)
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object_normal_transform(kg, sd, &N);
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else
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N = normalize(N);
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N = safe_normalize(N);
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}
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float strength = stack_load_float(stack, strength_offset);
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if(strength != 1.0f) {
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strength = max(strength, 0.0f);
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N = normalize(ccl_fetch(sd, N) + (N - ccl_fetch(sd, N))*strength);
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N = safe_normalize(ccl_fetch(sd, N) + (N - ccl_fetch(sd, N))*strength);
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}
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if(N == make_float3(0.0f, 0.0f, 0.0f)) {
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N = ccl_fetch(sd, N);
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}
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stack_store_float3(stack, normal_offset, N);
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@ -547,6 +547,9 @@ ccl_device_inline float fast_erff(float x)
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const float a5 = 0.0002765672f;
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const float a6 = 0.0000430638f;
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const float a = fabsf(x);
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if(a >= 12.3f) {
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return copysignf(1.0f, x);
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}
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const float b = 1.0f - (1.0f - a); /* Crush denormals. */
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const float r = madd(madd(madd(madd(madd(madd(a6, b, a5), b, a4), b, a3), b, a2), b, a1), b, 1.0f);
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const float s = r * r; /* ^2 */
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