Fix T97056: Cycles MNEE caustics treated as direct instead of indirect light
This fixes wrong render passs and bounce limits. Differential Revision: https://developer.blender.org/D14737
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Notes:
blender-bot
2023-02-14 03:59:42 +01:00
Referenced by issue #97056, MNEE caustics don't render with specific materials when Filter Glossy = 0 Referenced by issue #96992, MNEE caustics are treated as "direct light" when they should be "indirect light"
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@ -948,13 +948,13 @@ ccl_device_forceinline bool mnee_path_contribution(KernelGlobals kg,
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}
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/* Manifold next event estimation path sampling. */
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ccl_device_forceinline bool kernel_path_mnee_sample(KernelGlobals kg,
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IntegratorState state,
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ccl_private ShaderData *sd,
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ccl_private ShaderData *sd_mnee,
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ccl_private const RNGState *rng_state,
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ccl_private LightSample *ls,
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ccl_private BsdfEval *throughput)
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ccl_device_forceinline int kernel_path_mnee_sample(KernelGlobals kg,
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IntegratorState state,
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ccl_private ShaderData *sd,
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ccl_private ShaderData *sd_mnee,
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ccl_private const RNGState *rng_state,
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ccl_private LightSample *ls,
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ccl_private BsdfEval *throughput)
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{
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/*
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* 1. send seed ray from shading point to light sample position (or along sampled light
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@ -998,11 +998,11 @@ ccl_device_forceinline bool kernel_path_mnee_sample(KernelGlobals kg,
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/* Do we have enough slots. */
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if (vertex_count >= MNEE_MAX_CAUSTIC_CASTERS)
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return false;
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return 0;
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/* Reject caster if it is not a triangles mesh. */
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if (!(probe_isect.type & PRIMITIVE_TRIANGLE))
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return false;
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return 0;
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ccl_private ManifoldVertex &mv = vertices[vertex_count++];
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@ -1013,7 +1013,7 @@ ccl_device_forceinline bool kernel_path_mnee_sample(KernelGlobals kg,
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* differential geometry can be created at any point on the surface which is not possible if
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* normals are not smooth. */
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if (!(sd_mnee->shader & SHADER_SMOOTH_NORMAL))
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return false;
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return 0;
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/* Last bool argument is the MNEE flag (for TINY_MAX_CLOSURE cap in kernel_shader.h). */
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shader_eval_surface<KERNEL_FEATURE_NODE_MASK_SURFACE_SHADOW>(
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@ -1051,7 +1051,7 @@ ccl_device_forceinline bool kernel_path_mnee_sample(KernelGlobals kg,
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}
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}
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if (!found_transimissive_microfacet_bsdf)
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return false;
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return 0;
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}
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probe_ray.self.object = probe_isect.object;
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@ -1065,23 +1065,22 @@ ccl_device_forceinline bool kernel_path_mnee_sample(KernelGlobals kg,
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INTEGRATOR_STATE_WRITE(state, path, mnee) &= ~PATH_MNEE_VALID;
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if (vertex_count == 0)
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return false;
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return 0;
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/* Check whether the transmission depth limit is reached before continuing. */
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const int transmission_bounce = INTEGRATOR_STATE(state, path, transmission_bounce) +
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vertex_count;
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if (transmission_bounce >= kernel_data.integrator.max_transmission_bounce)
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return false;
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if (INTEGRATOR_STATE(state, path, transmission_bounce) + vertex_count >=
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kernel_data.integrator.max_transmission_bounce)
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return 0;
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/* Check whether the diffuse depth limit is reached before continuing. */
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const int diffuse_bounce = INTEGRATOR_STATE(state, path, diffuse_bounce) + 1;
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if (diffuse_bounce >= kernel_data.integrator.max_diffuse_bounce)
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return false;
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if (INTEGRATOR_STATE(state, path, diffuse_bounce) + 1 >=
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kernel_data.integrator.max_diffuse_bounce)
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return 0;
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/* Check whether the overall depth limit is reached before continuing. */
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const int bounce = INTEGRATOR_STATE(state, path, bounce) + diffuse_bounce + transmission_bounce;
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if (bounce >= kernel_data.integrator.max_bounce)
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return false;
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if (INTEGRATOR_STATE(state, path, bounce) + 1 + vertex_count >=
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kernel_data.integrator.max_bounce)
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return 0;
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/* Mark the manifold walk valid to turn off mollification regardless of how successful the walk
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* is: this is noticeable when another mnee is performed deeper in the path, for an internally
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@ -1095,12 +1094,12 @@ ccl_device_forceinline bool kernel_path_mnee_sample(KernelGlobals kg,
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if (mnee_newton_solver(kg, sd, sd_mnee, ls, vertex_count, vertices)) {
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/* 3. If a solution exists, calculate contribution of the corresponding path */
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if (!mnee_path_contribution(kg, state, sd, sd_mnee, ls, vertex_count, vertices, throughput))
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return false;
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return 0;
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return true;
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return vertex_count;
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}
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return false;
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return 0;
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}
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CCL_NAMESPACE_END
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@ -136,7 +136,7 @@ ccl_device_forceinline void integrate_surface_direct_light(KernelGlobals kg,
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const bool is_transmission = shader_bsdf_is_transmission(sd, ls.D);
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# ifdef __MNEE__
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bool skip_nee = false;
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int mnee_vertex_count = 0;
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IF_KERNEL_NODES_FEATURE(RAYTRACE)
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{
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if (ls.lamp != LAMP_NONE) {
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@ -149,12 +149,12 @@ ccl_device_forceinline void integrate_surface_direct_light(KernelGlobals kg,
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/* Are we on a caustic receiver? */
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if (!is_transmission && (sd->object_flag & SD_OBJECT_CAUSTICS_RECEIVER))
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skip_nee = kernel_path_mnee_sample(
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mnee_vertex_count = kernel_path_mnee_sample(
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kg, state, sd, emission_sd, rng_state, &ls, &bsdf_eval);
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}
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}
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}
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if (skip_nee) {
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if (mnee_vertex_count > 0) {
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/* Create shadow ray after successful manifold walk:
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* emission_sd contains the last interface intersection and
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* the light sample ls has been updated */
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@ -211,8 +211,6 @@ ccl_device_forceinline void integrate_surface_direct_light(KernelGlobals kg,
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INTEGRATOR_STATE_ARRAY_WRITE(shadow_state, shadow_isect, 1, prim) = ray.self.light_prim;
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/* Copy state from main path to shadow path. */
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const uint16_t bounce = INTEGRATOR_STATE(state, path, bounce);
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const uint16_t transparent_bounce = INTEGRATOR_STATE(state, path, transparent_bounce);
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uint32_t shadow_flag = INTEGRATOR_STATE(state, path, flag);
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shadow_flag |= (is_light) ? PATH_RAY_SHADOW_FOR_LIGHT : 0;
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const float3 throughput = INTEGRATOR_STATE(state, path, throughput) * bsdf_eval_sum(&bsdf_eval);
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@ -246,14 +244,34 @@ ccl_device_forceinline void integrate_surface_direct_light(KernelGlobals kg,
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INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, sample) = INTEGRATOR_STATE(
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state, path, sample);
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INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, flag) = shadow_flag;
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INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, bounce) = bounce;
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INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, transparent_bounce) = transparent_bounce;
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INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, diffuse_bounce) = INTEGRATOR_STATE(
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state, path, diffuse_bounce);
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INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, transparent_bounce) = INTEGRATOR_STATE(
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state, path, transparent_bounce);
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INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, glossy_bounce) = INTEGRATOR_STATE(
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state, path, glossy_bounce);
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INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, transmission_bounce) = INTEGRATOR_STATE(
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state, path, transmission_bounce);
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# ifdef __MNEE__
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if (mnee_vertex_count > 0) {
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INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, transmission_bounce) =
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INTEGRATOR_STATE(state, path, transmission_bounce) + mnee_vertex_count;
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INTEGRATOR_STATE_WRITE(shadow_state,
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shadow_path,
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diffuse_bounce) = INTEGRATOR_STATE(state, path, diffuse_bounce) + 1;
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INTEGRATOR_STATE_WRITE(shadow_state,
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shadow_path,
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bounce) = INTEGRATOR_STATE(state, path, bounce) + 1 + mnee_vertex_count;
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}
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else
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# endif
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{
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INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, transmission_bounce) = INTEGRATOR_STATE(
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state, path, transmission_bounce);
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INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, diffuse_bounce) = INTEGRATOR_STATE(
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state, path, diffuse_bounce);
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INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, bounce) = INTEGRATOR_STATE(
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state, path, bounce);
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}
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INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, throughput) = throughput;
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if (kernel_data.kernel_features & KERNEL_FEATURE_SHADOW_PASS) {
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