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
This commit is contained in:
Christophe Hery 2022-04-28 17:52:32 +02:00 committed by Brecht Van Lommel
parent 4296c1fe25
commit 110eb23005
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"
2 changed files with 53 additions and 36 deletions

View File

@ -948,13 +948,13 @@ ccl_device_forceinline bool mnee_path_contribution(KernelGlobals kg,
}
/* Manifold next event estimation path sampling. */
ccl_device_forceinline bool kernel_path_mnee_sample(KernelGlobals kg,
IntegratorState state,
ccl_private ShaderData *sd,
ccl_private ShaderData *sd_mnee,
ccl_private const RNGState *rng_state,
ccl_private LightSample *ls,
ccl_private BsdfEval *throughput)
ccl_device_forceinline int kernel_path_mnee_sample(KernelGlobals kg,
IntegratorState state,
ccl_private ShaderData *sd,
ccl_private ShaderData *sd_mnee,
ccl_private const RNGState *rng_state,
ccl_private LightSample *ls,
ccl_private BsdfEval *throughput)
{
/*
* 1. send seed ray from shading point to light sample position (or along sampled light
@ -998,11 +998,11 @@ ccl_device_forceinline bool kernel_path_mnee_sample(KernelGlobals kg,
/* Do we have enough slots. */
if (vertex_count >= MNEE_MAX_CAUSTIC_CASTERS)
return false;
return 0;
/* Reject caster if it is not a triangles mesh. */
if (!(probe_isect.type & PRIMITIVE_TRIANGLE))
return false;
return 0;
ccl_private ManifoldVertex &mv = vertices[vertex_count++];
@ -1013,7 +1013,7 @@ ccl_device_forceinline bool kernel_path_mnee_sample(KernelGlobals kg,
* differential geometry can be created at any point on the surface which is not possible if
* normals are not smooth. */
if (!(sd_mnee->shader & SHADER_SMOOTH_NORMAL))
return false;
return 0;
/* Last bool argument is the MNEE flag (for TINY_MAX_CLOSURE cap in kernel_shader.h). */
shader_eval_surface<KERNEL_FEATURE_NODE_MASK_SURFACE_SHADOW>(
@ -1051,7 +1051,7 @@ ccl_device_forceinline bool kernel_path_mnee_sample(KernelGlobals kg,
}
}
if (!found_transimissive_microfacet_bsdf)
return false;
return 0;
}
probe_ray.self.object = probe_isect.object;
@ -1065,23 +1065,22 @@ ccl_device_forceinline bool kernel_path_mnee_sample(KernelGlobals kg,
INTEGRATOR_STATE_WRITE(state, path, mnee) &= ~PATH_MNEE_VALID;
if (vertex_count == 0)
return false;
return 0;
/* Check whether the transmission depth limit is reached before continuing. */
const int transmission_bounce = INTEGRATOR_STATE(state, path, transmission_bounce) +
vertex_count;
if (transmission_bounce >= kernel_data.integrator.max_transmission_bounce)
return false;
if (INTEGRATOR_STATE(state, path, transmission_bounce) + vertex_count >=
kernel_data.integrator.max_transmission_bounce)
return 0;
/* Check whether the diffuse depth limit is reached before continuing. */
const int diffuse_bounce = INTEGRATOR_STATE(state, path, diffuse_bounce) + 1;
if (diffuse_bounce >= kernel_data.integrator.max_diffuse_bounce)
return false;
if (INTEGRATOR_STATE(state, path, diffuse_bounce) + 1 >=
kernel_data.integrator.max_diffuse_bounce)
return 0;
/* Check whether the overall depth limit is reached before continuing. */
const int bounce = INTEGRATOR_STATE(state, path, bounce) + diffuse_bounce + transmission_bounce;
if (bounce >= kernel_data.integrator.max_bounce)
return false;
if (INTEGRATOR_STATE(state, path, bounce) + 1 + vertex_count >=
kernel_data.integrator.max_bounce)
return 0;
/* Mark the manifold walk valid to turn off mollification regardless of how successful the walk
* is: this is noticeable when another mnee is performed deeper in the path, for an internally
@ -1095,12 +1094,12 @@ ccl_device_forceinline bool kernel_path_mnee_sample(KernelGlobals kg,
if (mnee_newton_solver(kg, sd, sd_mnee, ls, vertex_count, vertices)) {
/* 3. If a solution exists, calculate contribution of the corresponding path */
if (!mnee_path_contribution(kg, state, sd, sd_mnee, ls, vertex_count, vertices, throughput))
return false;
return 0;
return true;
return vertex_count;
}
return false;
return 0;
}
CCL_NAMESPACE_END

View File

@ -136,7 +136,7 @@ ccl_device_forceinline void integrate_surface_direct_light(KernelGlobals kg,
const bool is_transmission = shader_bsdf_is_transmission(sd, ls.D);
# ifdef __MNEE__
bool skip_nee = false;
int mnee_vertex_count = 0;
IF_KERNEL_NODES_FEATURE(RAYTRACE)
{
if (ls.lamp != LAMP_NONE) {
@ -149,12 +149,12 @@ ccl_device_forceinline void integrate_surface_direct_light(KernelGlobals kg,
/* Are we on a caustic receiver? */
if (!is_transmission && (sd->object_flag & SD_OBJECT_CAUSTICS_RECEIVER))
skip_nee = kernel_path_mnee_sample(
mnee_vertex_count = kernel_path_mnee_sample(
kg, state, sd, emission_sd, rng_state, &ls, &bsdf_eval);
}
}
}
if (skip_nee) {
if (mnee_vertex_count > 0) {
/* Create shadow ray after successful manifold walk:
* emission_sd contains the last interface intersection and
* the light sample ls has been updated */
@ -211,8 +211,6 @@ ccl_device_forceinline void integrate_surface_direct_light(KernelGlobals kg,
INTEGRATOR_STATE_ARRAY_WRITE(shadow_state, shadow_isect, 1, prim) = ray.self.light_prim;
/* Copy state from main path to shadow path. */
const uint16_t bounce = INTEGRATOR_STATE(state, path, bounce);
const uint16_t transparent_bounce = INTEGRATOR_STATE(state, path, transparent_bounce);
uint32_t shadow_flag = INTEGRATOR_STATE(state, path, flag);
shadow_flag |= (is_light) ? PATH_RAY_SHADOW_FOR_LIGHT : 0;
const float3 throughput = INTEGRATOR_STATE(state, path, throughput) * bsdf_eval_sum(&bsdf_eval);
@ -246,14 +244,34 @@ ccl_device_forceinline void integrate_surface_direct_light(KernelGlobals kg,
INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, sample) = INTEGRATOR_STATE(
state, path, sample);
INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, flag) = shadow_flag;
INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, bounce) = bounce;
INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, transparent_bounce) = transparent_bounce;
INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, diffuse_bounce) = INTEGRATOR_STATE(
state, path, diffuse_bounce);
INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, transparent_bounce) = INTEGRATOR_STATE(
state, path, transparent_bounce);
INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, glossy_bounce) = INTEGRATOR_STATE(
state, path, glossy_bounce);
INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, transmission_bounce) = INTEGRATOR_STATE(
state, path, transmission_bounce);
# ifdef __MNEE__
if (mnee_vertex_count > 0) {
INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, transmission_bounce) =
INTEGRATOR_STATE(state, path, transmission_bounce) + mnee_vertex_count;
INTEGRATOR_STATE_WRITE(shadow_state,
shadow_path,
diffuse_bounce) = INTEGRATOR_STATE(state, path, diffuse_bounce) + 1;
INTEGRATOR_STATE_WRITE(shadow_state,
shadow_path,
bounce) = INTEGRATOR_STATE(state, path, bounce) + 1 + mnee_vertex_count;
}
else
# endif
{
INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, transmission_bounce) = INTEGRATOR_STATE(
state, path, transmission_bounce);
INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, diffuse_bounce) = INTEGRATOR_STATE(
state, path, diffuse_bounce);
INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, bounce) = INTEGRATOR_STATE(
state, path, bounce);
}
INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, throughput) = throughput;
if (kernel_data.kernel_features & KERNEL_FEATURE_SHADOW_PASS) {