Cycles: perform clamping per light contribution instead of whole path

With upcoming light group passes, for them to sum up correctly to the combined
pass the clamping must be more fine grained.

This also has the advantage that if one light is particularly noisy, it does
not diminish the contribution from other lights which do not need as much
clamping.

Clamp values on existing scenes will need to be tweaked to get similar results,
there is no automatic conversion possible which would give the same results as
before.

Implemented by Lukas, with tweaks by Brecht.

Part of D4837
This commit is contained in:
Lukas Stockner 2019-12-08 21:19:37 +01:00 committed by Brecht Van Lommel
parent 85b7d397f7
commit 3437c9c3bf
15 changed files with 119 additions and 115 deletions

View File

@ -174,13 +174,13 @@ ccl_device_inline float3 bsdf_eval_sum(const BsdfEval *eval)
* visible as the first non-transparent hit, while indirectly visible are the
* bounces after that. */
ccl_device_inline void path_radiance_init(PathRadiance *L, int use_light_pass)
ccl_device_inline void path_radiance_init(KernelGlobals *kg, PathRadiance *L)
{
/* clear all */
#ifdef __PASSES__
L->use_light_pass = use_light_pass;
L->use_light_pass = kernel_data.film.use_light_pass;
if (use_light_pass) {
if (kernel_data.film.use_light_pass) {
L->indirect = make_float3(0.0f, 0.0f, 0.0f);
L->direct_emission = make_float3(0.0f, 0.0f, 0.0f);
@ -285,7 +285,37 @@ ccl_device_inline void path_radiance_bsdf_bounce(KernelGlobals *kg,
}
}
ccl_device_inline void path_radiance_accum_emission(PathRadiance *L,
#ifdef __CLAMP_SAMPLE__
ccl_device_forceinline void path_radiance_clamp(KernelGlobals *kg, float3 *L, int bounce)
{
float limit = (bounce > 0) ? kernel_data.integrator.sample_clamp_indirect :
kernel_data.integrator.sample_clamp_direct;
float sum = reduce_add(fabs(*L));
if (sum > limit) {
*L *= limit / sum;
}
}
ccl_device_forceinline void path_radiance_clamp_throughput(KernelGlobals *kg,
float3 *L,
float3 *throughput,
int bounce)
{
float limit = (bounce > 0) ? kernel_data.integrator.sample_clamp_indirect :
kernel_data.integrator.sample_clamp_direct;
float sum = reduce_add(fabs(*L));
if (sum > limit) {
float clamp_factor = limit / sum;
*L *= clamp_factor;
*throughput *= clamp_factor;
}
}
#endif
ccl_device_inline void path_radiance_accum_emission(KernelGlobals *kg,
PathRadiance *L,
ccl_addr_space PathState *state,
float3 throughput,
float3 value)
@ -296,23 +326,29 @@ ccl_device_inline void path_radiance_accum_emission(PathRadiance *L,
}
#endif
float3 contribution = throughput * value;
#ifdef __CLAMP_SAMPLE__
path_radiance_clamp(kg, &contribution, state->bounce - 1);
#endif
#ifdef __PASSES__
if (L->use_light_pass) {
if (state->bounce == 0)
L->emission += throughput * value;
L->emission += contribution;
else if (state->bounce == 1)
L->direct_emission += throughput * value;
L->direct_emission += contribution;
else
L->indirect += throughput * value;
L->indirect += contribution;
}
else
#endif
{
L->emission += throughput * value;
L->emission += contribution;
}
}
ccl_device_inline void path_radiance_accum_ao(PathRadiance *L,
ccl_device_inline void path_radiance_accum_ao(KernelGlobals *kg,
PathRadiance *L,
ccl_addr_space PathState *state,
float3 throughput,
float3 alpha,
@ -339,21 +375,23 @@ ccl_device_inline void path_radiance_accum_ao(PathRadiance *L,
}
#endif
float3 contribution = throughput * bsdf * ao;
#ifdef __PASSES__
if (L->use_light_pass) {
if (state->bounce == 0) {
/* Directly visible lighting. */
L->direct_diffuse += throughput * bsdf * ao;
L->direct_diffuse += contribution;
}
else {
/* Indirectly visible lighting after BSDF bounce. */
L->indirect += throughput * bsdf * ao;
L->indirect += contribution;
}
}
else
#endif
{
L->emission += throughput * bsdf * ao;
L->emission += contribution;
}
}
@ -374,7 +412,8 @@ ccl_device_inline void path_radiance_accum_total_ao(PathRadiance *L,
#endif
}
ccl_device_inline void path_radiance_accum_light(PathRadiance *L,
ccl_device_inline void path_radiance_accum_light(KernelGlobals *kg,
PathRadiance *L,
ccl_addr_space PathState *state,
float3 throughput,
BsdfEval *bsdf_eval,
@ -394,15 +433,24 @@ ccl_device_inline void path_radiance_accum_light(PathRadiance *L,
}
#endif
float3 shaded_throughput = throughput * shadow;
#ifdef __PASSES__
if (L->use_light_pass) {
/* Compute the clamping based on the total contribution.
* The resulting scale is then be applied to all individual components. */
float3 full_contribution = shaded_throughput * bsdf_eval_sum(bsdf_eval);
# ifdef __CLAMP_SAMPLE__
path_radiance_clamp_throughput(kg, &full_contribution, &shaded_throughput, state->bounce);
# endif
if (state->bounce == 0) {
/* directly visible lighting */
L->direct_diffuse += throughput * bsdf_eval->diffuse * shadow;
L->direct_glossy += throughput * bsdf_eval->glossy * shadow;
L->direct_transmission += throughput * bsdf_eval->transmission * shadow;
L->direct_subsurface += throughput * bsdf_eval->subsurface * shadow;
L->direct_scatter += throughput * bsdf_eval->scatter * shadow;
L->direct_diffuse += shaded_throughput * bsdf_eval->diffuse;
L->direct_glossy += shaded_throughput * bsdf_eval->glossy;
L->direct_transmission += shaded_throughput * bsdf_eval->transmission;
L->direct_subsurface += shaded_throughput * bsdf_eval->subsurface;
L->direct_scatter += shaded_throughput * bsdf_eval->scatter;
if (is_lamp) {
L->shadow.x += shadow.x * shadow_fac;
@ -412,13 +460,15 @@ ccl_device_inline void path_radiance_accum_light(PathRadiance *L,
}
else {
/* indirectly visible lighting after BSDF bounce */
L->indirect += throughput * bsdf_eval_sum(bsdf_eval) * shadow;
L->indirect += full_contribution;
}
}
else
#endif
{
L->emission += throughput * bsdf_eval->diffuse * shadow;
float3 contribution = shaded_throughput * bsdf_eval->diffuse;
path_radiance_clamp(kg, &contribution, state->bounce);
L->emission += contribution;
}
}
@ -439,7 +489,8 @@ ccl_device_inline void path_radiance_accum_total_light(PathRadiance *L,
#endif
}
ccl_device_inline void path_radiance_accum_background(PathRadiance *L,
ccl_device_inline void path_radiance_accum_background(KernelGlobals *kg,
PathRadiance *L,
ccl_addr_space PathState *state,
float3 throughput,
float3 value)
@ -456,19 +507,24 @@ ccl_device_inline void path_radiance_accum_background(PathRadiance *L,
}
#endif
float3 contribution = throughput * value;
#ifdef __CLAMP_SAMPLE__
path_radiance_clamp(kg, &contribution, state->bounce - 1);
#endif
#ifdef __PASSES__
if (L->use_light_pass) {
if (state->flag & PATH_RAY_TRANSPARENT_BACKGROUND)
L->background += throughput * value;
L->background += contribution;
else if (state->bounce == 1)
L->direct_emission += throughput * value;
L->direct_emission += contribution;
else
L->indirect += throughput * value;
L->indirect += contribution;
}
else
#endif
{
L->emission += throughput * value;
L->emission += contribution;
}
#ifdef __DENOISING_FEATURES__
@ -587,8 +643,6 @@ ccl_device_inline float3 path_radiance_clamp_and_sum(KernelGlobals *kg,
/* Light Passes are used */
#ifdef __PASSES__
float3 L_direct, L_indirect;
float clamp_direct = kernel_data.integrator.sample_clamp_direct;
float clamp_indirect = kernel_data.integrator.sample_clamp_indirect;
if (L->use_light_pass) {
path_radiance_sum_indirect(L);
@ -622,44 +676,6 @@ ccl_device_inline float3 path_radiance_clamp_and_sum(KernelGlobals *kg,
L->emission = make_float3(0.0f, 0.0f, 0.0f);
}
/* Clamp direct and indirect samples */
# ifdef __CLAMP_SAMPLE__
else if (sum > clamp_direct || sum > clamp_indirect) {
float scale;
/* Direct */
float sum_direct = fabsf(L_direct.x) + fabsf(L_direct.y) + fabsf(L_direct.z);
if (sum_direct > clamp_direct) {
scale = clamp_direct / sum_direct;
L_direct *= scale;
L->direct_diffuse *= scale;
L->direct_glossy *= scale;
L->direct_transmission *= scale;
L->direct_subsurface *= scale;
L->direct_scatter *= scale;
L->emission *= scale;
L->background *= scale;
}
/* Indirect */
float sum_indirect = fabsf(L_indirect.x) + fabsf(L_indirect.y) + fabsf(L_indirect.z);
if (sum_indirect > clamp_indirect) {
scale = clamp_indirect / sum_indirect;
L_indirect *= scale;
L->indirect_diffuse *= scale;
L->indirect_glossy *= scale;
L->indirect_transmission *= scale;
L->indirect_subsurface *= scale;
L->indirect_scatter *= scale;
}
/* Sum again, after clamping */
L_sum = L_direct + L_indirect;
}
# endif
}
/* No Light Passes */

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@ -39,7 +39,7 @@ ccl_device_inline void compute_light_pass(
# endif
/* init radiance */
path_radiance_init(&L_sample, kernel_data.film.use_light_pass);
path_radiance_init(kg, &L_sample);
/* init path state */
path_state_init(kg, &emission_sd, &state, rng_hash, sample, NULL);
@ -64,7 +64,7 @@ ccl_device_inline void compute_light_pass(
/* sample emission */
if ((pass_filter & BAKE_FILTER_EMISSION) && (sd->flag & SD_EMISSION)) {
float3 emission = indirect_primitive_emission(kg, sd, 0.0f, state.flag, state.ray_pdf);
path_radiance_accum_emission(&L_sample, &state, throughput, emission);
path_radiance_accum_emission(kg, &L_sample, &state, throughput, emission);
}
bool is_sss_sample = false;
@ -118,7 +118,7 @@ ccl_device_inline void compute_light_pass(
/* sample emission */
if ((pass_filter & BAKE_FILTER_EMISSION) && (sd->flag & SD_EMISSION)) {
float3 emission = indirect_primitive_emission(kg, sd, 0.0f, state.flag, state.ray_pdf);
path_radiance_accum_emission(&L_sample, &state, throughput, emission);
path_radiance_accum_emission(kg, &L_sample, &state, throughput, emission);
}
# ifdef __SUBSURFACE__
@ -287,7 +287,7 @@ ccl_device void kernel_bake_evaluate(KernelGlobals *kg,
/* light passes */
PathRadiance L;
path_radiance_init(&L, kernel_data.film.use_light_pass);
path_radiance_init(kg, &L);
shader_setup_from_sample(
kg,

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@ -234,14 +234,13 @@ ccl_device_noinline_cpu float3 indirect_primitive_emission(
/* Indirect Lamp Emission */
ccl_device_noinline_cpu bool indirect_lamp_emission(KernelGlobals *kg,
ccl_device_noinline_cpu void indirect_lamp_emission(KernelGlobals *kg,
ShaderData *emission_sd,
ccl_addr_space PathState *state,
PathRadiance *L,
Ray *ray,
float3 *emission)
float3 throughput)
{
bool hit_lamp = false;
for (int lamp = 0; lamp < kernel_data.integrator.num_all_lights; lamp++) {
LightSample ls ccl_optional_struct_init;
@ -261,7 +260,7 @@ ccl_device_noinline_cpu bool indirect_lamp_emission(KernelGlobals *kg,
}
#endif
float3 L = direct_emissive_eval(
float3 lamp_L = direct_emissive_eval(
kg, emission_sd, &ls, state, -ray->D, ray->dD, ls.t, ray->time);
#ifdef __VOLUME__
@ -271,7 +270,7 @@ ccl_device_noinline_cpu bool indirect_lamp_emission(KernelGlobals *kg,
volume_ray.t = ls.t;
float3 volume_tp = make_float3(1.0f, 1.0f, 1.0f);
kernel_volume_shadow(kg, emission_sd, state, &volume_ray, &volume_tp);
L *= volume_tp;
lamp_L *= volume_tp;
}
#endif
@ -279,14 +278,11 @@ ccl_device_noinline_cpu bool indirect_lamp_emission(KernelGlobals *kg,
/* multiple importance sampling, get regular light pdf,
* and compute weight with respect to BSDF pdf */
float mis_weight = power_heuristic(state->ray_pdf, ls.pdf);
L *= mis_weight;
lamp_L *= mis_weight;
}
*emission += L;
hit_lamp = true;
path_radiance_accum_emission(kg, L, state, throughput, lamp_L);
}
return hit_lamp;
}
/* Indirect Background */

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@ -104,10 +104,7 @@ ccl_device_forceinline void kernel_path_lamp_emission(KernelGlobals *kg,
light_ray.dP = ray->dP;
/* intersect with lamp */
float3 emission = make_float3(0.0f, 0.0f, 0.0f);
if (indirect_lamp_emission(kg, emission_sd, state, &light_ray, &emission))
path_radiance_accum_emission(L, state, throughput, emission);
indirect_lamp_emission(kg, emission_sd, state, L, &light_ray, throughput);
}
#endif /* __LAMP_MIS__ */
}
@ -139,7 +136,7 @@ ccl_device_forceinline void kernel_path_background(KernelGlobals *kg,
#ifdef __BACKGROUND__
/* sample background shader */
float3 L_background = indirect_background(kg, sd, state, buffer, ray);
path_radiance_accum_background(L, state, throughput, L_background);
path_radiance_accum_background(kg, L, state, throughput, L_background);
#endif /* __BACKGROUND__ */
}
@ -189,7 +186,7 @@ ccl_device_forceinline VolumeIntegrateResult kernel_path_volume(KernelGlobals *k
/* emission */
if (volume_segment.closure_flag & SD_EMISSION)
path_radiance_accum_emission(L, state, *throughput, volume_segment.accum_emission);
path_radiance_accum_emission(kg, L, state, *throughput, volume_segment.accum_emission);
/* scattering */
VolumeIntegrateResult result = VOLUME_PATH_ATTENUATED;
@ -321,7 +318,7 @@ ccl_device_forceinline bool kernel_path_shader_apply(KernelGlobals *kg,
if (sd->flag & SD_EMISSION) {
float3 emission = indirect_primitive_emission(
kg, sd, sd->ray_length, state->flag, state->ray_pdf);
path_radiance_accum_emission(L, state, throughput, emission);
path_radiance_accum_emission(kg, L, state, throughput, emission);
}
#endif /* __EMISSION__ */
@ -369,7 +366,7 @@ ccl_device_noinline
light_ray.dD = differential3_zero();
if (!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &ao_shadow)) {
path_radiance_accum_ao(L, state, throughput, ao_alpha, ao_bsdf, ao_shadow);
path_radiance_accum_ao(kg, L, state, throughput, ao_alpha, ao_bsdf, ao_shadow);
}
else {
path_radiance_accum_total_ao(L, state, throughput, ao_bsdf);
@ -675,7 +672,7 @@ ccl_device void kernel_path_trace(
float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
PathRadiance L;
path_radiance_init(&L, kernel_data.film.use_light_pass);
path_radiance_init(kg, &L);
ShaderDataTinyStorage emission_sd_storage;
ShaderData *emission_sd = AS_SHADER_DATA(&emission_sd_storage);

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@ -55,7 +55,7 @@ ccl_device_inline void kernel_branched_path_ao(KernelGlobals *kg,
if (!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &ao_shadow)) {
path_radiance_accum_ao(
L, state, throughput * num_samples_inv, ao_alpha, ao_bsdf, ao_shadow);
kg, L, state, throughput * num_samples_inv, ao_alpha, ao_bsdf, ao_shadow);
}
else {
path_radiance_accum_total_ao(L, state, throughput * num_samples_inv, ao_bsdf);
@ -146,7 +146,7 @@ ccl_device_forceinline void kernel_branched_path_volume(KernelGlobals *kg,
/* emission and transmittance */
if (volume_segment.closure_flag & SD_EMISSION)
path_radiance_accum_emission(L, state, *throughput, volume_segment.accum_emission);
path_radiance_accum_emission(kg, L, state, *throughput, volume_segment.accum_emission);
*throughput *= volume_segment.accum_transmittance;
/* free cached steps */
@ -376,7 +376,7 @@ ccl_device void kernel_branched_path_integrate(KernelGlobals *kg,
/* initialize */
float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
path_radiance_init(L, kernel_data.film.use_light_pass);
path_radiance_init(kg, L);
/* shader data memory used for both volumes and surfaces, saves stack space */
ShaderData sd;

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@ -121,8 +121,14 @@ ccl_device_noinline_cpu void kernel_branched_path_surface_connect_light(
if (has_emission) {
if (!blocked) {
/* accumulate */
path_radiance_accum_light(
L, state, throughput * num_samples_inv, &L_light, shadow, num_samples_inv, is_lamp);
path_radiance_accum_light(kg,
L,
state,
throughput * num_samples_inv,
&L_light,
shadow,
num_samples_inv,
is_lamp);
}
else {
path_radiance_accum_total_light(L, state, throughput * num_samples_inv, &L_light);
@ -250,7 +256,7 @@ ccl_device_inline void kernel_path_surface_connect_light(KernelGlobals *kg,
if (has_emission) {
if (!blocked) {
/* accumulate */
path_radiance_accum_light(L, state, throughput, &L_light, shadow, 1.0f, is_lamp);
path_radiance_accum_light(kg, L, state, throughput, &L_light, shadow, 1.0f, is_lamp);
}
else {
path_radiance_accum_total_light(L, state, throughput, &L_light);

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@ -57,7 +57,7 @@ ccl_device_inline void kernel_path_volume_connect_light(KernelGlobals *kg,
if (has_emission && !blocked) {
/* accumulate */
path_radiance_accum_light(L, state, throughput, &L_light, shadow, 1.0f, is_lamp);
path_radiance_accum_light(kg, L, state, throughput, &L_light, shadow, 1.0f, is_lamp);
}
# endif /* __EMISSION__ */
}
@ -247,7 +247,7 @@ ccl_device void kernel_branched_path_volume_connect_light(KernelGlobals *kg,
if (has_emission && !blocked) {
/* accumulate */
path_radiance_accum_light(
L, state, tp * num_samples_inv, &L_light, shadow, num_samples_inv, is_lamp);
kg, L, state, tp * num_samples_inv, &L_light, shadow, num_samples_inv, is_lamp);
}
}
}

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@ -504,7 +504,7 @@ kernel_volume_integrate_homogeneous(KernelGlobals *kg,
float3 transmittance = volume_color_transmittance(coeff.sigma_t, ray->t);
float3 emission = kernel_volume_emission_integrate(
&coeff, closure_flag, transmittance, ray->t);
path_radiance_accum_emission(L, state, *throughput, emission);
path_radiance_accum_emission(kg, L, state, *throughput, emission);
}
/* modify throughput */
@ -629,7 +629,7 @@ kernel_volume_integrate_heterogeneous_distance(KernelGlobals *kg,
if (L && (closure_flag & SD_EMISSION)) {
float3 emission = kernel_volume_emission_integrate(
&coeff, closure_flag, transmittance, dt);
path_radiance_accum_emission(L, state, tp, emission);
path_radiance_accum_emission(kg, L, state, tp, emission);
}
/* modify throughput */

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@ -106,7 +106,7 @@ ccl_device_inline bool kernel_split_branched_indirect_start_shared(KernelGlobals
PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
PathRadiance *inactive_L = &kernel_split_state.path_radiance[inactive_ray];
path_radiance_init(inactive_L, kernel_data.film.use_light_pass);
path_radiance_init(kg, inactive_L);
path_radiance_copy_indirect(inactive_L, L);
ray_state[inactive_ray] = RAY_REGENERATED;

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@ -135,7 +135,7 @@ ccl_device void kernel_buffer_update(KernelGlobals *kg,
* These rays proceed with path-iteration.
*/
*throughput = make_float3(1.0f, 1.0f, 1.0f);
path_radiance_init(L, kernel_data.film.use_light_pass);
path_radiance_init(kg, L);
path_state_init(kg,
AS_SHADER_DATA(&kernel_split_state.sd_DL_shadow[ray_index]),
state,

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@ -59,8 +59,7 @@ ccl_device void kernel_path_init(KernelGlobals *kg)
* These rays proceed with path-iteration.
*/
kernel_split_state.throughput[ray_index] = make_float3(1.0f, 1.0f, 1.0f);
path_radiance_init(&kernel_split_state.path_radiance[ray_index],
kernel_data.film.use_light_pass);
path_radiance_init(kg, &kernel_split_state.path_radiance[ray_index]);
path_state_init(kg,
AS_SHADER_DATA(&kernel_split_state.sd_DL_shadow[ray_index]),
&kernel_split_state.path_state[ray_index],

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@ -87,7 +87,7 @@ ccl_device void kernel_shadow_blocked_dl(KernelGlobals *kg)
if (!shadow_blocked(kg, sd, emission_sd, state, &ray, &shadow)) {
/* accumulate */
path_radiance_accum_light(L, state, throughput, &L_light, shadow, 1.0f, is_lamp);
path_radiance_accum_light(kg, L, state, throughput, &L_light, shadow, 1.0f, is_lamp);
}
else {
path_radiance_accum_total_light(L, state, throughput, &L_light);

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@ -287,8 +287,6 @@ NODE_DEFINE(Film)
SOCKET_FLOAT(mist_depth, "Mist Depth", 100.0f);
SOCKET_FLOAT(mist_falloff, "Mist Falloff", 1.0f);
SOCKET_BOOLEAN(use_sample_clamp, "Use Sample Clamp", false);
SOCKET_BOOLEAN(denoising_data_pass, "Generate Denoising Data Pass", false);
SOCKET_BOOLEAN(denoising_clean_pass, "Generate Denoising Clean Pass", false);
SOCKET_BOOLEAN(denoising_prefiltered_pass, "Generate Denoising Prefiltered Pass", false);
@ -331,7 +329,7 @@ void Film::device_update(Device *device, DeviceScene *dscene, Scene *scene)
kfilm->light_pass_flag = 0;
kfilm->pass_stride = 0;
kfilm->use_light_pass = use_light_visibility || use_sample_clamp;
kfilm->use_light_pass = use_light_visibility;
bool have_cryptomatte = false, have_aov_color = false, have_aov_value = false;

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@ -78,7 +78,6 @@ class Film : public Node {
float mist_falloff;
bool use_light_visibility;
bool use_sample_clamp;
CryptomatteType cryptomatte_passes;
int cryptomatte_depth;

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@ -209,13 +209,6 @@ void Integrator::device_update(Device *device, DeviceScene *dscene, Scene *scene
dscene->sobol_directions.copy_to_device();
/* Clamping. */
bool use_sample_clamp = (sample_clamp_direct != 0.0f || sample_clamp_indirect != 0.0f);
if (use_sample_clamp != scene->film->use_sample_clamp) {
scene->film->use_sample_clamp = use_sample_clamp;
scene->film->tag_update(scene);
}
need_update = false;
}