1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270
|
// Copyright 2009 Intel Corporation
// SPDX-License-Identifier: Apache-2.0
#include "PathSampler.ih"
#include "PathStructs.ih"
#include "PathTracerDefines.ih"
#include "PathTracerUtil.ih"
#include "common/DeviceRT.ih"
#include "common/FeatureFlagsEnum.h"
#include "render/Renderer.ih"
#include "render/bsdfs/BSDF.ih"
#include "render/bsdfs/MicrofacetAlbedoTables.ih"
#include "render/materials/Medium.ih"
#include "render/util.ih"
#include "volumes/VolumeSampler.ih"
#include "camera/Camera.ih"
#include "camera/CameraDispatch.ih"
#include "common/World.ih"
#include "fb/FrameBuffer.ih"
#include "fb/FrameBufferDispatch.ih"
#include "fb/RenderTaskDesc.ih"
#include "math/Distribution1D.ih"
#include "math/random.ih"
#include "pf/PixelFilterDispatch.ih"
// c++ shared
#include "PathTracerDataShared.h"
#include "PathTracerShared.h"
#include "common/RayCone.ih"
#include "render/MaterialShared.h"
OSPRAY_BEGIN_ISPC_NAMESPACE
#define MAX_LIGHT_SAMPLES 1024u
static ScreenSample PathTraceIntegrator_Li(PathContext &pathContext,
PathState &pathState,
Ray &ray,
RayCone &rayCone,
const uniform FeatureFlagsHandler &ffh)
{
ScreenSample sample;
sample.rgb = make_vec3f(0.f);
sample.alpha = 1.f;
sample.normal = make_vec3f(0.0f);
sample.albedo = make_vec3f(0.0f);
sample.primID = RTC_INVALID_GEOMETRY_ID;
sample.geomID = RTC_INVALID_GEOMETRY_ID;
sample.instID = RTC_INVALID_GEOMETRY_ID;
pathState.straightPath = true; // path from camera did not change direction,
// for alpha and backplate
pathState.specularTransmissionPath =
true; // path from camera only has specular transmissions, for alpha and
// backplate
pathState.depth = 0;
pathState.scatteringEvents = 0;
pathState.firstBounceLight = true;
pathState.throughput = make_vec3f(1.f);
pathState.contribution = make_vec3f(0.f);
pathState.time = ray.time;
pathState.currentMedium = make_Medium_vacuum();
pathState.shadowCatcherDist = -(float)inf;
samplePath(pathContext, pathState, ray, rayCone, sample, ffh);
return sample;
}
static inline uniform uint32 clz(uniform uint32 x)
{
#ifdef OSPRAY_TARGET_SYCL
return sycl::clz(x);
#else
return count_leading_zeros(x);
#endif
}
static ScreenSample PathTracer_renderPixel(PathTracer *uniform self,
FrameBuffer *uniform fb,
Camera *uniform camera,
World *uniform world,
const uint32 ix,
const uint32 iy,
const uniform uint32 accumID,
const uniform FeatureFlagsHandler &ffh)
{
ScreenSample screenSample;
screenSample.rgb = make_vec3f(0.f);
screenSample.alpha = 0.f;
screenSample.z = inf;
screenSample.normal = make_vec3f(0.f);
screenSample.albedo = make_vec3f(0.f);
screenSample.sampleID.x = ix;
screenSample.sampleID.y = iy;
screenSample.primID = RTC_INVALID_GEOMETRY_ID;
screenSample.geomID = RTC_INVALID_GEOMETRY_ID;
screenSample.instID = RTC_INVALID_GEOMETRY_ID;
PathContext pathContext;
pathContext.context = self;
pathContext.world = world;
uniform PathTracerData *uniform ptData = world->pathtracerData;
const uniform uint32 numLights = ptData->lights ? ptData->numLights : 0;
const uniform uint32 numFirstBounceLightSamples =
self->numLightSamples >= 0 && numLights > 0
? self->numLightSamples
: min(MAX_LIGHT_SAMPLES, numLights);
const uniform uint32 numIndirectBounceLightSamples =
self->limitIndirectLightSamples && numFirstBounceLightSamples >= 1
? 1
: numFirstBounceLightSamples;
pathContext.numLights = numLights;
pathContext.numGeoLights = ptData->numGeoLights;
pathContext.numFirstBounceLightSamples = numFirstBounceLightSamples;
pathContext.numIndirectBounceLightSamples = numIndirectBounceLightSamples;
pathContext.lights = ptData->lights;
pathContext.lightsCDF = ptData->lightsCDF;
#ifdef OSPRAY_PATHTRACER_DEBUG
pathContext.disableNEE =
numFirstBounceLightSamples == 0 && numIndirectBounceLightSamples == 0;
pathContext.disableFWD = false;
pathContext.debug = false;
#endif
PathState pathState;
const uniform int spp = self->super.spp;
uint32 sampleOffs;
uint32 sampleOffsLight;
uniform uint32 sampleBits;
uniform uint32 sampleBitsLight;
uint32 seed = 0x49c5f37e; // fixed seed with random bits
if (fb->targetFrames) {
// blue noise: negatively correlate pixels by
// - using a single sequence (identical seed for all pixels)
// - split across the frame (2D-shuffled space-filling curve to select
// adjacent sub-sequences for neighboring pixels)
const uniform uint32 targetSpp = fb->targetFrames * spp;
// limit to 256x256 tiles, to have 16bits for 64k samples without overflow
sampleOffs = OwenScramble4(interleaveZOrder16(ix, iy), seed) * targetSpp;
// NEE splitting: further space sequence by max light samples
sampleOffsLight = sampleOffs * numFirstBounceLightSamples;
sampleBits = 16 + 32 - clz(targetSpp - 1);
sampleBitsLight = 48 - clz(targetSpp * numFirstBounceLightSamples - 1);
} else {
// decorrelate pixels via different seed, whole sequence used for each pixel
seed ^= fb->size.x * iy + ix; // avoid a zero for initializing the scramble
sampleOffs = 0;
sampleOffsLight = 0;
sampleBits = 16;
sampleBitsLight = 16;
}
for (uniform int s = 0; s < spp; s++) {
const uint32 sampleID = accumID * spp + s;
LDSampler_init(pathState.ldSampler,
seed,
sampleOffs + sampleID,
sampleOffsLight + sampleID * numFirstBounceLightSamples,
sampleBits,
sampleBitsLight);
RandomSampler_init(&pathState.randomSampler, seed, sampleOffs + sampleID);
CameraSample cameraSample;
cameraSample.pixel_center = (make_vec2f(ix, iy) + 0.5f) * fb->rcpSize;
vec3ui ss234;
const vec2f pixelSample =
LDSampler_getNext5Samples(pathState.ldSampler, ss234);
const PixelFilter *uniform pf = self->super.pixelFilter;
const vec2f pfSample = pf ? PixelFilter_dispatch_sample(pf, pixelSample)
: pixelSample - make_vec2f(0.5f);
cameraSample.screen = cameraSample.pixel_center + pfSample * fb->rcpSize;
if (camera->needLensSample)
cameraSample.lens = LDSampler_finalizeDim23(pathState.ldSampler, ss234);
else
cameraSample.lens = make_vec2f(0.5f);
if (camera->needTimeSample)
cameraSample.time = LDSampler_finalizeDim4(pathState.ldSampler, ss234);
else
cameraSample.time = 0.5f;
Camera_dispatch_initRay(
camera, screenSample.ray, screenSample.rayCone, cameraSample, ffh);
// take screen resolution (unnormalized coordinates), i.e., pixel size into
// account
screenSample.rayCone.dwdt *= fb->rcpSize.y;
screenSample.rayCone.width *= fb->rcpSize.y;
const float tMax =
Renderer_getMaxDepth(&self->super, cameraSample.screen, ffh);
screenSample.ray.t = min(screenSample.ray.t, tMax);
pathContext.screen = cameraSample.pixel_center;
ScreenSample sample = PathTraceIntegrator_Li(
pathContext, pathState, screenSample.ray, screenSample.rayCone, ffh);
screenSample.rgb =
screenSample.rgb + min(sample.rgb, make_vec3f(self->maxRadiance));
screenSample.alpha = screenSample.alpha + sample.alpha;
screenSample.normal = screenSample.normal + sample.normal;
screenSample.albedo = screenSample.albedo + sample.albedo;
if (sample.z < screenSample.z) {
screenSample.z = sample.z;
screenSample.primID = sample.primID;
screenSample.geomID = sample.geomID;
screenSample.instID = sample.instID;
}
}
const float rspp = rcpf(spp);
screenSample.rgb = screenSample.rgb * rspp;
screenSample.alpha = screenSample.alpha * rspp;
screenSample.normal = screenSample.normal * rspp;
screenSample.albedo = screenSample.albedo * rspp;
return screenSample;
}
inline void PathTracer_renderTask(const uniform vec3ui itemIndex,
Renderer *uniform _self,
FrameBuffer *uniform fb,
Camera *uniform camera,
World *uniform world,
const uint32 *uniform taskIDs,
const uniform FeatureFlagsHandler &ffh)
{
PathTracer *uniform self = (PathTracer * uniform) _self;
uniform RenderTaskDesc taskDesc =
FrameBuffer_dispatch_getRenderTaskDesc(fb, taskIDs[itemIndex.z], ffh);
if (fb->cancelRender || isEmpty(taskDesc.region)) {
return;
}
#ifndef ISPC
{
int32 y = taskDesc.region.lower.y + itemIndex.y;
int32 x = taskDesc.region.lower.x + itemIndex.x;
#else
foreach_tiled (y = taskDesc.region.lower.y... taskDesc.region.upper.y,
x = taskDesc.region.lower.x... taskDesc.region.upper.x) {
#endif
ScreenSample screenSample =
PathTracer_renderPixel(self, fb, camera, world, x, y, fb->frameID, ffh);
FrameBuffer_dispatch_accumulateSample(fb, screenSample, taskDesc, ffh);
}
FrameBuffer_dispatch_completeTask(fb, taskDesc, ffh);
}
// Exports (called from C++) //////////////////////////////////////////////////
DEFINE_RENDERER_KERNEL_LAUNCHER(PathTracer_renderTask);
OSPRAY_END_ISPC_NAMESPACE
|