Code cleanup: remove hack to avoid seeing transparent objects in noise.

Previously the Sobol pattern suffered from some correlation issues that
made the outline of objects like a smoke domain visible. This helps
simplify the code and also makes some other optimizations possible.
This commit is contained in:
Brecht Van Lommel 2017-09-14 21:53:00 +02:00
parent 8289b47e3a
commit d750d182e5
Notes: blender-bot 2023-02-14 11:28:39 +01:00
Referenced by commit 8a2d09eb9f, Fix T53854: branched path tracing correlation bug with transparency.
Referenced by issue #53854, Overlapping volumes render incorrectly with branched path tracing
8 changed files with 32 additions and 67 deletions

View File

@ -210,8 +210,8 @@ ccl_device_forceinline VolumeIntegrateResult kernel_path_volume(
/* indirect sample. if we use distance sampling and take just
* one sample for direct and indirect light, we could share
* this computation, but makes code a bit complex */
float rphase = path_state_rng_1D_for_decision(kg, state, PRNG_PHASE);
float rscatter = path_state_rng_1D_for_decision(kg, state, PRNG_SCATTER_DISTANCE);
float rphase = path_state_rng_1D(kg, state, PRNG_PHASE);
float rscatter = path_state_rng_1D(kg, state, PRNG_SCATTER_DISTANCE);
result = kernel_volume_decoupled_scatter(kg,
state, &volume_ray, sd, throughput,
@ -434,7 +434,7 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
sd,
&isect,
ray);
float rbsdf = path_state_rng_1D_for_decision(kg, state, PRNG_BSDF);
float rbsdf = path_state_rng_1D(kg, state, PRNG_BSDF);
shader_eval_surface(kg, sd, state, rbsdf, state->flag);
#ifdef __BRANCHED_PATH__
shader_merge_closures(sd);
@ -462,7 +462,7 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
break;
}
else if(probability != 1.0f) {
float terminate = path_state_rng_1D_for_decision(kg, state, PRNG_TERMINATE);
float terminate = path_state_rng_1D(kg, state, PRNG_TERMINATE);
if(terminate >= probability)
break;
@ -591,7 +591,7 @@ ccl_device_forceinline void kernel_path_integrate(
/* Setup and evaluate shader. */
shader_setup_from_ray(kg, &sd, &isect, ray);
float rbsdf = path_state_rng_1D_for_decision(kg, state, PRNG_BSDF);
float rbsdf = path_state_rng_1D(kg, state, PRNG_BSDF);
shader_eval_surface(kg, &sd, state, rbsdf, state->flag);
/* Apply shadow catcher, holdout, emission. */
@ -616,7 +616,7 @@ ccl_device_forceinline void kernel_path_integrate(
break;
}
else if(probability != 1.0f) {
float terminate = path_state_rng_1D_for_decision(kg, state, PRNG_TERMINATE);
float terminate = path_state_rng_1D(kg, state, PRNG_TERMINATE);
if(terminate >= probability)
break;

View File

@ -339,8 +339,8 @@ ccl_device void kernel_branched_path_integrate(KernelGlobals *kg,
/* scatter sample. if we use distance sampling and take just one
* sample for direct and indirect light, we could share this
* computation, but makes code a bit complex */
float rphase = path_state_rng_1D_for_decision(kg, &ps, PRNG_PHASE);
float rscatter = path_state_rng_1D_for_decision(kg, &ps, PRNG_SCATTER_DISTANCE);
float rphase = path_state_rng_1D(kg, &ps, PRNG_PHASE);
float rscatter = path_state_rng_1D(kg, &ps, PRNG_SCATTER_DISTANCE);
VolumeIntegrateResult result = kernel_volume_decoupled_scatter(kg,
&ps, &pray, &sd, &tp, rphase, rscatter, &volume_segment, NULL, false);
@ -466,7 +466,7 @@ ccl_device void kernel_branched_path_integrate(KernelGlobals *kg,
break;
}
else if(probability != 1.0f) {
float terminate = path_state_rng_1D_for_decision(kg, &state, PRNG_TERMINATE);
float terminate = path_state_rng_1D(kg, &state, PRNG_TERMINATE);
if(terminate >= probability)
break;

View File

@ -76,12 +76,12 @@ ccl_device_inline void path_state_next(KernelGlobals *kg, ccl_addr_space PathSta
state->flag |= PATH_RAY_TRANSPARENT;
state->transparent_bounce++;
/* don't increase random number generator offset here, to avoid some
* unwanted patterns, see path_state_rng_1D_for_decision */
if(!kernel_data.integrator.transparent_shadows)
state->flag |= PATH_RAY_MIS_SKIP;
/* random number generator next bounce */
state->rng_offset += PRNG_BOUNCE_NUM;
return;
}

View File

@ -155,8 +155,8 @@ ccl_device void kernel_branched_path_volume_connect_light(
float3 tp = throughput;
/* sample position on volume segment */
float rphase = path_branched_rng_1D_for_decision(kg, state->rng_hash, state, j, num_samples, PRNG_PHASE);
float rscatter = path_branched_rng_1D_for_decision(kg, state->rng_hash, state, j, num_samples, PRNG_SCATTER_DISTANCE);
float rphase = path_branched_rng_1D(kg, state->rng_hash, state, j, num_samples, PRNG_PHASE);
float rscatter = path_branched_rng_1D(kg, state->rng_hash, state, j, num_samples, PRNG_SCATTER_DISTANCE);
VolumeIntegrateResult result = kernel_volume_decoupled_scatter(kg,
state, ray, sd, &tp, rphase, rscatter, segment, (ls.t != FLT_MAX)? &ls.P: NULL, false);
@ -201,8 +201,8 @@ ccl_device void kernel_branched_path_volume_connect_light(
float3 tp = throughput;
/* sample position on volume segment */
float rphase = path_branched_rng_1D_for_decision(kg, state->rng_hash, state, j, num_samples, PRNG_PHASE);
float rscatter = path_branched_rng_1D_for_decision(kg, state->rng_hash, state, j, num_samples, PRNG_SCATTER_DISTANCE);
float rphase = path_branched_rng_1D(kg, state->rng_hash, state, j, num_samples, PRNG_PHASE);
float rscatter = path_branched_rng_1D(kg, state->rng_hash, state, j, num_samples, PRNG_SCATTER_DISTANCE);
VolumeIntegrateResult result = kernel_volume_decoupled_scatter(kg,
state, ray, sd, &tp, rphase, rscatter, segment, (ls.t != FLT_MAX)? &ls.P: NULL, false);
@ -238,8 +238,8 @@ ccl_device void kernel_branched_path_volume_connect_light(
float3 tp = throughput;
/* sample position on volume segment */
float rphase = path_state_rng_1D_for_decision(kg, state, PRNG_PHASE);
float rscatter = path_state_rng_1D_for_decision(kg, state, PRNG_SCATTER_DISTANCE);
float rphase = path_state_rng_1D(kg, state, PRNG_PHASE);
float rscatter = path_state_rng_1D(kg, state, PRNG_SCATTER_DISTANCE);
VolumeIntegrateResult result = kernel_volume_decoupled_scatter(kg,
state, ray, sd, &tp, rphase, rscatter, segment, (ls.t != FLT_MAX)? &ls.P: NULL, false);

View File

@ -186,25 +186,6 @@ ccl_device_inline float path_state_rng_1D(KernelGlobals *kg,
state->rng_offset + dimension);
}
ccl_device_inline float path_state_rng_1D_for_decision(
KernelGlobals *kg,
const ccl_addr_space PathState *state,
int dimension)
{
/* The rng_offset is not increased for transparent bounces. if we do then
* fully transparent objects can become subtly visible by the different
* sampling patterns used where the transparent object is.
*
* however for some random numbers that will determine if we next bounce
* is transparent we do need to increase the offset to avoid always making
* the same decision. */
const int rng_offset = state->rng_offset + state->transparent_bounce * PRNG_BOUNCE_NUM;
return path_rng_1D(kg,
state->rng_hash,
state->sample, state->num_samples,
rng_offset + dimension);
}
ccl_device_inline void path_state_rng_2D(KernelGlobals *kg,
const ccl_addr_space PathState *state,
int dimension,
@ -232,22 +213,6 @@ ccl_device_inline float path_branched_rng_1D(
state->rng_offset + dimension);
}
ccl_device_inline float path_branched_rng_1D_for_decision(
KernelGlobals *kg,
uint rng_hash,
const ccl_addr_space PathState *state,
int branch,
int num_branches,
int dimension)
{
const int rng_offset = state->rng_offset + state->transparent_bounce * PRNG_BOUNCE_NUM;
return path_rng_1D(kg,
rng_hash,
state->sample * num_branches + branch,
state->num_samples * num_branches,
rng_offset + dimension);
}
ccl_device_inline void path_branched_rng_2D(
KernelGlobals *kg,
uint rng_hash,
@ -273,7 +238,7 @@ ccl_device_inline float path_state_rng_light_termination(
const ccl_addr_space PathState *state)
{
if(kernel_data.integrator.light_inv_rr_threshold > 0.0f) {
return path_state_rng_1D_for_decision(kg, state, PRNG_LIGHT_TERMINATE);
return path_state_rng_1D(kg, state, PRNG_LIGHT_TERMINATE);
}
return 0.0f;
}
@ -286,12 +251,12 @@ ccl_device_inline float path_branched_rng_light_termination(
int num_branches)
{
if(kernel_data.integrator.light_inv_rr_threshold > 0.0f) {
return path_branched_rng_1D_for_decision(kg,
rng_hash,
state,
branch,
num_branches,
PRNG_LIGHT_TERMINATE);
return path_branched_rng_1D(kg,
rng_hash,
state,
branch,
num_branches,
PRNG_LIGHT_TERMINATE);
}
return 0.0f;
}

View File

@ -379,13 +379,13 @@ ccl_device VolumeIntegrateResult kernel_volume_integrate_homogeneous(
/* pick random color channel, we use the Veach one-sample
* model with balance heuristic for the channels */
float rphase = path_state_rng_1D_for_decision(kg, state, PRNG_PHASE);
float rphase = path_state_rng_1D(kg, state, PRNG_PHASE);
int channel = (int)(rphase*3.0f);
sd->randb_closure = rphase*3.0f - channel;
/* decide if we will hit or miss */
bool scatter = true;
float xi = path_state_rng_1D_for_decision(kg, state, PRNG_SCATTER_DISTANCE);
float xi = path_state_rng_1D(kg, state, PRNG_SCATTER_DISTANCE);
if(probalistic_scatter) {
float sample_sigma_t = kernel_volume_channel_get(sigma_t, channel);
@ -483,8 +483,8 @@ ccl_device VolumeIntegrateResult kernel_volume_integrate_heterogeneous_distance(
/* pick random color channel, we use the Veach one-sample
* model with balance heuristic for the channels */
float xi = path_state_rng_1D_for_decision(kg, state, PRNG_SCATTER_DISTANCE);
float rphase = path_state_rng_1D_for_decision(kg, state, PRNG_PHASE);
float xi = path_state_rng_1D(kg, state, PRNG_SCATTER_DISTANCE);
float rphase = path_state_rng_1D(kg, state, PRNG_PHASE);
int channel = (int)(rphase*3.0f);
sd->randb_closure = rphase*3.0f - channel;
bool has_scatter = false;

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@ -140,7 +140,7 @@ ccl_device void kernel_holdout_emission_blurring_pathtermination_ao(
kernel_split_path_end(kg, ray_index);
}
else if(probability < 1.0f) {
float terminate = path_state_rng_1D_for_decision(kg, state, PRNG_TERMINATE);
float terminate = path_state_rng_1D(kg, state, PRNG_TERMINATE);
if(terminate >= probability) {
kernel_split_path_end(kg, ray_index);
}

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@ -51,13 +51,13 @@ ccl_device void kernel_shader_eval(KernelGlobals *kg)
ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
#ifndef __BRANCHED_PATH__
float rbsdf = path_state_rng_1D_for_decision(kg, state, PRNG_BSDF);
float rbsdf = path_state_rng_1D(kg, state, PRNG_BSDF);
shader_eval_surface(kg, &kernel_split_state.sd[ray_index], state, rbsdf, state->flag);
#else
float rbsdf = 0.0f;
if(!kernel_data.integrator.branched || IS_FLAG(ray_state, ray_index, RAY_BRANCHED_INDIRECT)) {
rbsdf = path_state_rng_1D_for_decision(kg, state, PRNG_BSDF);
rbsdf = path_state_rng_1D(kg, state, PRNG_BSDF);
}