17 #ifndef __KERNEL_BSSRDF_H__
18 #define __KERNEL_BSSRDF_H__
42 #define GAUSS_TRUNCATE 12.46f
48 const float v = radius * radius * (0.25f * 0.25f);
69 const float v = radius * radius * (0.25f * 0.25f);
76 const float r_squared = -2.0f *
v *
logf(1.0f - xi * area_truncated);
92 if (sharpness == 0.0f) {
93 const float Rm = radius;
99 const float Rm5 = (Rm * Rm) * (Rm * Rm) * Rm;
100 const float f = Rm -
r;
101 const float num = f * f * f;
103 return (10.0f * num) / (Rm5 *
M_PI_F);
106 float Rm = radius * (1.0f + sharpness);
112 const float y = 1.0f / (1.0f + sharpness);
113 float Rmy, ry, ryinv;
115 if (sharpness == 1.0f) {
118 ryinv = (ry > 0.0f) ? 1.0f / ry : 0.0f;
123 ryinv = (
r > 0.0f) ?
powf(
r,
y - 1.0f) : 0.0f;
126 const float Rmy5 = (Rmy * Rmy) * (Rmy * Rmy) * Rmy;
127 const float f = Rmy - ry;
128 const float num = f * (f * f) * (
y * ryinv);
130 return (10.0f * num) / (Rmy5 *
M_PI_F);
145 const float tolerance = 1e-6f;
146 const int max_iteration_count = 10;
150 for (i = 0; i < max_iteration_count; i++) {
153 float nx = (1.0f -
x);
155 float f = 10.0f *
x2 - 20.0f * x3 + 15.0f *
x2 *
x2 - 4.0f *
x2 * x3 - xi;
156 float f_ = 20.0f * (
x * nx) * (nx * nx);
158 if (
fabsf(f) < tolerance || f_ == 0.0f)
168 const float radius,
const float sharpness,
float xi,
float *
r,
float *h)
173 if (sharpness != 0.0f) {
174 r_ =
powf(r_, 1.0f + sharpness);
175 Rm *= (1.0f + sharpness);
193 #define BURLEY_TRUNCATE 16.0f
194 #define BURLEY_TRUNCATE_CDF 0.9963790093708328f
199 return 1.9f -
A + 3.5f * (
A - 0.8f) * (
A - 0.8f);
237 float exp_r_3_d =
expf(-
r / (3.0f * d));
238 float exp_r_d = exp_r_3_d * exp_r_3_d * exp_r_3_d;
239 return (exp_r_d + exp_r_3_d) / (4.0f * d);
253 const float tolerance = 1e-6f;
254 const int max_iteration_count = 10;
262 r =
expf(xi * xi * 2.4f) - 1.0f;
269 for (
int i = 0; i < max_iteration_count; i++) {
270 float exp_r_3 =
expf(-
r / 3.0f);
271 float exp_r = exp_r_3 * exp_r_3 * exp_r_3;
272 float f = 1.0f - 0.25f * exp_r - 0.75f * exp_r_3 - xi;
273 float f_ = 0.25f * exp_r + 0.25f * exp_r_3;
275 if (
fabsf(f) < tolerance || f_ == 0.0f) {
304 const float Rm = radius;
305 return (
r < Rm) ? 1.0f : 0.0f;
311 const float Rm = radius;
321 const float Rm = radius;
322 const float r_ =
sqrtf(xi) * Rm;
341 bssrdf->sample_weight = sample_weight;
348 int bssrdf_channels = 3;
353 diffuse_weight.
x =
bssrdf->weight.x;
359 diffuse_weight.
y =
bssrdf->weight.y;
365 diffuse_weight.
z =
bssrdf->weight.z;
371 if (bssrdf_channels < 3) {
373 #ifdef __PRINCIPLED__
402 if (bssrdf_channels > 0) {
404 bssrdf->channels = bssrdf_channels;
419 bssrdf->sample_weight = 0.0f;
435 radius = (
bssrdf->radius.x > 0.0f) ?
439 else if (xi < 2.0f) {
446 radius =
bssrdf->radius.z;
464 if (radius == 0.0f) {
493 return (pdf.
x + pdf.
y + pdf.
z) /
bssrdf->channels;
MINLINE float safe_sqrtf(float a)
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint GLsizei GLsizei GLenum type _GL_VOID_RET _GL_VOID GLsizei GLenum GLenum const void *pixels _GL_VOID_RET _GL_VOID const void *pointer _GL_VOID_RET _GL_VOID GLdouble v _GL_VOID_RET _GL_VOID GLfloat v _GL_VOID_RET _GL_VOID GLint GLint i2 _GL_VOID_RET _GL_VOID GLint j _GL_VOID_RET _GL_VOID GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble GLdouble GLdouble zFar _GL_VOID_RET _GL_UINT GLdouble *equation _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLenum GLfloat *v _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLfloat *values _GL_VOID_RET _GL_VOID GLushort *values _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLenum GLdouble *params _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_BOOL GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLushort pattern _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble u2 _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLdouble GLdouble v2 _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLdouble GLdouble nz _GL_VOID_RET _GL_VOID GLfloat GLfloat nz _GL_VOID_RET _GL_VOID GLint GLint nz _GL_VOID_RET _GL_VOID GLshort GLshort nz _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const GLfloat *values _GL_VOID_RET _GL_VOID GLsizei const GLushort *values _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID const GLuint const GLclampf *priorities _GL_VOID_RET _GL_VOID GLdouble y _GL_VOID_RET _GL_VOID GLfloat y _GL_VOID_RET _GL_VOID GLint y _GL_VOID_RET _GL_VOID GLshort y _GL_VOID_RET _GL_VOID GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLfloat GLfloat z _GL_VOID_RET _GL_VOID GLint GLint z _GL_VOID_RET _GL_VOID GLshort GLshort z _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble w _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat w _GL_VOID_RET _GL_VOID GLint GLint GLint w _GL_VOID_RET _GL_VOID GLshort GLshort GLshort w _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble y2 _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat y2 _GL_VOID_RET _GL_VOID GLint GLint GLint y2 _GL_VOID_RET _GL_VOID GLshort GLshort GLshort y2 _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLuint *buffer _GL_VOID_RET _GL_VOID GLdouble t _GL_VOID_RET _GL_VOID GLfloat t _GL_VOID_RET _GL_VOID GLint t _GL_VOID_RET _GL_VOID GLshort t _GL_VOID_RET _GL_VOID GLdouble GLdouble r _GL_VOID_RET _GL_VOID GLfloat GLfloat r _GL_VOID_RET _GL_VOID GLint GLint r _GL_VOID_RET _GL_VOID GLshort GLshort r _GL_VOID_RET _GL_VOID GLdouble GLdouble r
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint GLsizei GLsizei GLenum type _GL_VOID_RET _GL_VOID GLsizei GLenum GLenum const void *pixels _GL_VOID_RET _GL_VOID const void *pointer _GL_VOID_RET _GL_VOID GLdouble v _GL_VOID_RET _GL_VOID GLfloat v _GL_VOID_RET _GL_VOID GLint GLint i2 _GL_VOID_RET _GL_VOID GLint j _GL_VOID_RET _GL_VOID GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble GLdouble GLdouble zFar _GL_VOID_RET _GL_UINT GLdouble *equation _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLenum GLfloat *v _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLfloat *values _GL_VOID_RET _GL_VOID GLushort *values _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLenum GLdouble *params _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_BOOL GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLushort pattern _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble u2 _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLdouble GLdouble v2 _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLdouble GLdouble nz _GL_VOID_RET _GL_VOID GLfloat GLfloat nz _GL_VOID_RET _GL_VOID GLint GLint nz _GL_VOID_RET _GL_VOID GLshort GLshort nz _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const GLfloat *values _GL_VOID_RET _GL_VOID GLsizei const GLushort *values _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID const GLuint const GLclampf *priorities _GL_VOID_RET _GL_VOID GLdouble y _GL_VOID_RET _GL_VOID GLfloat y _GL_VOID_RET _GL_VOID GLint y _GL_VOID_RET _GL_VOID GLshort y _GL_VOID_RET _GL_VOID GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLfloat GLfloat z _GL_VOID_RET _GL_VOID GLint GLint z _GL_VOID_RET _GL_VOID GLshort GLshort z _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble w _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat w _GL_VOID_RET _GL_VOID GLint GLint GLint w _GL_VOID_RET _GL_VOID GLshort GLshort GLshort w _GL_VOID_RET _GL_VOID GLdouble GLdouble x2
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum type
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint y
ccl_device_inline ShaderClosure * bsdf_alloc(ShaderData *sd, int size, float3 weight)
CCL_NAMESPACE_BEGIN ccl_device ShaderClosure * closure_alloc(ShaderData *sd, int size, ClosureType type, float3 weight)
ATTR_WARN_UNUSED_RESULT const BMLoop * l
ATTR_WARN_UNUSED_RESULT const BMVert * v
ccl_device int bsdf_diffuse_setup(DiffuseBsdf *bsdf)
ccl_device int bsdf_principled_diffuse_setup(PrincipledDiffuseBsdf *bsdf)
ccl_device void bssrdf_gaussian_sample(const float radius, float xi, float *r, float *h)
ccl_device_forceinline float bssrdf_burley_root_find(float xi)
ccl_device_forceinline float bssrdf_cubic_quintic_root_find(float xi)
ccl_device float bssrdf_cubic_pdf(const float radius, const float sharpness, float r)
ccl_device float bssrdf_burley_pdf(const float d, float r)
ccl_device float bssrdf_gaussian_eval(const float radius, float r)
ccl_device void bssrdf_burley_sample(const float d, float xi, float *r, float *h)
ccl_device float bssrdf_gaussian_pdf(const float radius, float r)
ccl_device float bssrdf_none_pdf(const float radius, float r)
ccl_device_inline float bssrdf_burley_fitting(float A)
ccl_device_forceinline float bssrdf_pdf(const ShaderClosure *sc, float r)
ccl_device_forceinline float3 bssrdf_eval(const ShaderClosure *sc, float r)
#define BURLEY_TRUNCATE_CDF
ccl_device void bssrdf_sample(const ShaderClosure *sc, float xi, float *r, float *h)
ccl_device_inline float3 bssrdf_burley_compatible_mfp(float3 r)
ccl_device int bssrdf_setup(ShaderData *sd, Bssrdf *bssrdf, ClosureType type)
ccl_device void bssrdf_none_sample(const float radius, float xi, float *r, float *h)
ccl_device void bssrdf_burley_setup(Bssrdf *bssrdf)
ccl_device float bssrdf_channel_pdf(const Bssrdf *bssrdf, float radius, float r)
ccl_device_inline Bssrdf * bssrdf_alloc(ShaderData *sd, float3 weight)
ccl_device float bssrdf_cubic_eval(const float radius, const float sharpness, float r)
CCL_NAMESPACE_BEGIN typedef ccl_addr_space struct Bssrdf Bssrdf
ccl_device float bssrdf_none_eval(const float radius, float r)
ccl_device void bssrdf_cubic_sample(const float radius, const float sharpness, float xi, float *r, float *h)
ccl_device float bssrdf_burley_eval(const float d, float r)
#define ccl_device_forceinline
#define ccl_device_inline
#define CCL_NAMESPACE_END
#define make_float3(x, y, z)
#define BSSRDF_MIN_RADIUS
static void area(int d1, int d2, int e1, int e2, float weights[2])
static const pxr::TfToken roughness("roughness", pxr::TfToken::Immortal)
closure color bssrdf(string method, normal N, vector radius, color albedo) BUILTIN
@ CLOSURE_BSSRDF_CUBIC_ID
@ CLOSURE_BSSRDF_GAUSSIAN_ID
@ CLOSURE_BSSRDF_BURLEY_ID
@ CLOSURE_BSSRDF_RANDOM_WALK_ID
@ CLOSURE_BSDF_BSSRDF_PRINCIPLED_ID
@ CLOSURE_BSSRDF_PRINCIPLED_ID
@ CLOSURE_BSSRDF_PRINCIPLED_RANDOM_WALK_ID
#define CLOSURE_WEIGHT_CUTOFF
ccl_device_inline float saturate(float a)
ccl_device_inline float average(const float2 &a)