/* SPDX-FileCopyrightText: 2018-2022 Blender Foundation * * SPDX-License-Identifier: Apache-2.0 * * This code implements the paper [A practical and controllable hair and fur model for production * path tracing](https://doi.org/10.1145/2775280.2792559) by Chiang, Matt Jen-Yuan, et al. */ #pragma once #ifndef __KERNEL_GPU__ # include #endif #include "kernel/types.h" #include "kernel/closure/bsdf_util.h" #include "kernel/util/colorspace.h" CCL_NAMESPACE_BEGIN struct ChiangHairBSDF { SHADER_CLOSURE_BASE; /* Absorption coefficient. */ Spectrum sigma; /* Variance of the underlying logistic distribution. */ float v; /* Scale factor of the underlying logistic distribution. */ float s; /* Cuticle tilt angle. */ float alpha; /* IOR. */ float eta; /* Effective variance for the diffuse bounce only. */ float m0_roughness; /* Azimuthal offset. */ float h; }; static_assert(sizeof(ShaderClosure) >= sizeof(ChiangHairBSDF), "ChiangHairBSDF is too large!"); /* Gives the change in direction in the normal plane for the given angles and p-th-order * scattering. */ ccl_device_inline float delta_phi(const int p, const float gamma_o, const float gamma_t) { return 2.0f * p * gamma_t - 2.0f * gamma_o + p * M_PI_F; } /* Remaps the given angle to [-pi, pi]. */ ccl_device_inline float wrap_angle(const float a) { return (a + M_PI_F) - M_2PI_F * floorf((a + M_PI_F) / M_2PI_F) - M_PI_F; } /* Logistic distribution function. */ ccl_device_inline float logistic(const float x, const float s) { const float v = expf(-fabsf(x) / s); return v / (s * sqr(1.0f + v)); } /* Logistic cumulative density function. */ ccl_device_inline float logistic_cdf(const float x, const float s) { const float arg = -x / s; /* expf() overflows if arg >= 89.0. */ if (arg > 88.0f) { return 0.0f; } return 1.0f / (1.0f + expf(arg)); } /* Numerical approximation to the Bessel function of the first kind. */ ccl_device_inline float bessel_I0(float x) { x = sqr(x); float val = 1.0f + 0.25f * x; float pow_x_2i = sqr(x); uint64_t i_fac_2 = 1; int pow_4_i = 16; for (int i = 2; i < 10; i++) { i_fac_2 *= i * i; const float newval = val + pow_x_2i / (pow_4_i * i_fac_2); if (val == newval) { return val; } val = newval; pow_x_2i *= x; pow_4_i *= 4; } return val; } /* Logarithm of the Bessel function of the first kind. */ ccl_device_inline float log_bessel_I0(const float x) { if (x > 12.0f) { /* log(1/x) == -log(x) if x > 0. * This is only used with positive cosines. */ return x + 0.5f * (1.f / (8.0f * x) - M_LN_2PI_F - logf(x)); } return logf(bessel_I0(x)); } /* Logistic distribution limited to the interval [-pi, pi]. */ ccl_device_inline float trimmed_logistic(const float x, const float s) { /* The logistic distribution is symmetric and centered around zero, * so logistic_cdf(x, s) = 1 - logistic_cdf(-x, s). * Therefore, logistic_cdf(x, s)-logistic_cdf(-x, s) = 1 - 2*logistic_cdf(-x, s) */ const float scaling_fac = 1.0f - 2.0f * logistic_cdf(-M_PI_F, s); const float val = logistic(x, s); return safe_divide(val, scaling_fac); } /* Sampling function for the trimmed logistic function. */ ccl_device_inline float sample_trimmed_logistic(const float u, const float s) { const float cdf_minuspi = logistic_cdf(-M_PI_F, s); const float x = -s * logf(1.0f / (u * (1.0f - 2.0f * cdf_minuspi) + cdf_minuspi) - 1.0f); return clamp(x, -M_PI_F, M_PI_F); } /* Azimuthal scattering function Np. */ ccl_device_inline float azimuthal_scattering( float phi, const int p, const float s, float gamma_o, const float gamma_t) { const float phi_o = wrap_angle(phi - delta_phi(p, gamma_o, gamma_t)); const float val = trimmed_logistic(phi_o, s); return val; } /* Longitudinal scattering function Mp. */ ccl_device_inline float longitudinal_scattering(float sin_theta_i, const float cos_theta_i, const float sin_theta_o, const float cos_theta_o, const float v) { const float inv_v = 1.0f / v; const float cos_arg = cos_theta_i * cos_theta_o * inv_v; const float sin_arg = sin_theta_i * sin_theta_o * inv_v; if (v <= 0.1f) { const float i0 = log_bessel_I0(cos_arg); const float val = expf(i0 - sin_arg - inv_v + 0.6931f + logf(0.5f * inv_v)); kernel_assert(isfinite_safe(val)); return val; } const float i0 = bessel_I0(cos_arg); const float val = (expf(-sin_arg) * i0) / (sinhf(inv_v) * 2.0f * v); kernel_assert(isfinite_safe(val)); return val; } #ifdef __HAIR__ /* Set up the hair closure. */ ccl_device int bsdf_hair_chiang_setup(ccl_private ShaderData *sd, ccl_private ChiangHairBSDF *bsdf) { bsdf->type = CLOSURE_BSDF_HAIR_CHIANG_ID; bsdf->v = clamp(bsdf->v, 0.001f, 1.0f); bsdf->s = clamp(bsdf->s, 0.001f, 1.0f); /* Apply Primary Reflection Roughness modifier. */ bsdf->m0_roughness = clamp(bsdf->m0_roughness * bsdf->v, 0.001f, 1.0f); /* Map from roughness_u and roughness_v to variance and scale factor. */ bsdf->v = sqr(0.726f * bsdf->v + 0.812f * sqr(bsdf->v) + 3.700f * pow20(bsdf->v)); bsdf->s = (0.265f * bsdf->s + 1.194f * sqr(bsdf->s) + 5.372f * pow22(bsdf->s)) * M_SQRT_PI_8_F; bsdf->m0_roughness = sqr(0.726f * bsdf->m0_roughness + 0.812f * sqr(bsdf->m0_roughness) + 3.700f * pow20(bsdf->m0_roughness)); /* Compute local frame, aligned to curve tangent and ray direction. */ const float3 X = safe_normalize(sd->dPdu); const float3 Y = safe_normalize(cross(X, sd->wi)); const float3 Z = safe_normalize(cross(X, Y)); /* h -1..0..1 means the rays goes from grazing the hair, to hitting it at * the center, to grazing the other edge. This is the sine of the angle * between sd->Ng and Z, as seen from the tangent X. */ /* TODO: we convert this value to a cosine later and discard the sign, so * we could probably save some operations. */ bsdf->h = ((sd->type & PRIMITIVE_CURVE) == PRIMITIVE_CURVE_RIBBON) ? -sd->v : dot(cross(sd->Ng, X), Z); kernel_assert(fabsf(bsdf->h) < 1.0f + 1e-4f); kernel_assert(isfinite_safe(Y)); kernel_assert(isfinite_safe(bsdf->h)); bsdf->N = Y; bsdf->alpha = -bsdf->alpha; return SR_BSDF | SR_BSDF_HAS_EVAL | SR_BSDF_HAS_TRANSMISSION; } #endif /* __HAIR__ */ /* Given the Fresnel term and transmittance, generate the attenuation terms for each bounce. */ ccl_device_inline void hair_attenuation(KernelGlobals kg, const float f, Spectrum T, ccl_private Spectrum *Ap, ccl_private float *Ap_energy) { /* Primary specular (R). */ Ap[0] = make_spectrum(f); Ap_energy[0] = f; /* Transmission (TT). */ Spectrum col = sqr(1.0f - f) * T; Ap[1] = col; Ap_energy[1] = spectrum_to_gray(kg, col); /* Secondary specular (TRT). */ col *= T * f; Ap[2] = col; Ap_energy[2] = spectrum_to_gray(kg, col); /* Residual component (TRRT+). */ col *= safe_divide(T * f, one_spectrum() - T * f); Ap[3] = col; Ap_energy[3] = spectrum_to_gray(kg, col); /* Normalize sampling weights. */ const float totweight = Ap_energy[0] + Ap_energy[1] + Ap_energy[2] + Ap_energy[3]; const float fac = safe_divide(1.0f, totweight); Ap_energy[0] *= fac; Ap_energy[1] *= fac; Ap_energy[2] *= fac; Ap_energy[3] *= fac; } /* Update sin_theta_o and cos_theta_o to account for scale tilt for each bounce. */ ccl_device_inline void hair_alpha_angles(const float sin_theta_o, const float cos_theta_o, const float alpha, ccl_private float *angles) { const float sin_1alpha = sinf(alpha); const float cos_1alpha = cos_from_sin(sin_1alpha); const float sin_2alpha = 2.0f * sin_1alpha * cos_1alpha; const float cos_2alpha = sqr(cos_1alpha) - sqr(sin_1alpha); const float sin_4alpha = 2.0f * sin_2alpha * cos_2alpha; const float cos_4alpha = sqr(cos_2alpha) - sqr(sin_2alpha); angles[0] = sin_theta_o * cos_2alpha - cos_theta_o * sin_2alpha; angles[1] = fabsf(cos_theta_o * cos_2alpha + sin_theta_o * sin_2alpha); angles[2] = sin_theta_o * cos_1alpha + cos_theta_o * sin_1alpha; angles[3] = fabsf(cos_theta_o * cos_1alpha - sin_theta_o * sin_1alpha); angles[4] = sin_theta_o * cos_4alpha + cos_theta_o * sin_4alpha; angles[5] = fabsf(cos_theta_o * cos_4alpha - sin_theta_o * sin_4alpha); } /* Evaluation function for our shader. */ ccl_device Spectrum bsdf_hair_chiang_eval(KernelGlobals kg, const ccl_private ShaderData *sd, const ccl_private ShaderClosure *sc, const float3 wo, ccl_private float *pdf) { kernel_assert(isfinite_safe(sd->P) && isfinite_safe(sd->ray_length)); const ccl_private ChiangHairBSDF *bsdf = (const ccl_private ChiangHairBSDF *)sc; const float3 Y = bsdf->N; const float3 X = safe_normalize(sd->dPdu); kernel_assert(fabsf(dot(X, Y)) < 1e-3f); const float3 Z = safe_normalize(cross(X, Y)); /* local_I is the illumination direction. */ const float3 local_O = to_local(sd->wi, X, Y, Z); const float3 local_I = to_local(wo, X, Y, Z); const float sin_theta_o = local_O.x; const float cos_theta_o = cos_from_sin(sin_theta_o); const float phi_o = atan2f(local_O.z, local_O.y); const float sin_theta_t = sin_theta_o / bsdf->eta; const float cos_theta_t = cos_from_sin(sin_theta_t); const float sin_gamma_o = bsdf->h; const float cos_gamma_o = cos_from_sin(sin_gamma_o); const float gamma_o = safe_asinf(sin_gamma_o); const float sin_gamma_t = sin_gamma_o * cos_theta_o / sqrtf(sqr(bsdf->eta) - sqr(sin_theta_o)); const float cos_gamma_t = cos_from_sin(sin_gamma_t); const float gamma_t = safe_asinf(sin_gamma_t); const Spectrum T = exp(-bsdf->sigma * (2.0f * cos_gamma_t / cos_theta_t)); Spectrum Ap[4]; float Ap_energy[4]; hair_attenuation( kg, fresnel_dielectric_cos(cos_theta_o * cos_gamma_o, bsdf->eta), T, Ap, Ap_energy); const float sin_theta_i = local_I.x; const float cos_theta_i = cos_from_sin(sin_theta_i); const float phi_i = atan2f(local_I.z, local_I.y); const float phi = phi_i - phi_o; float angles[6]; hair_alpha_angles(sin_theta_o, cos_theta_o, bsdf->alpha, angles); Spectrum F = zero_spectrum(); float F_energy = 0.0f; /* Primary specular (R), Transmission (TT) and Secondary Specular (TRT). */ for (int i = 0; i < 3; i++) { const float Mp = longitudinal_scattering(sin_theta_i, cos_theta_i, angles[2 * i], angles[2 * i + 1], (i == 0) ? bsdf->m0_roughness : (i == 1) ? 0.25f * bsdf->v : 4.0f * bsdf->v); const float Np = azimuthal_scattering(phi, i, bsdf->s, gamma_o, gamma_t); F += Ap[i] * Mp * Np; F_energy += Ap_energy[i] * Mp * Np; kernel_assert(isfinite_safe(F) && isfinite_safe(F_energy)); } /* Residual component (TRRT+). */ { const float Mp = longitudinal_scattering( sin_theta_i, cos_theta_i, sin_theta_o, cos_theta_o, 4.0f * bsdf->v); const float Np = M_1_2PI_F; F += Ap[3] * Mp * Np; F_energy += Ap_energy[3] * Mp * Np; kernel_assert(isfinite_safe(F) && isfinite_safe(F_energy)); } *pdf = F_energy; return F; } /* Sampling function for the hair shader. */ ccl_device int bsdf_hair_chiang_sample(KernelGlobals kg, const ccl_private ShaderClosure *sc, ccl_private ShaderData *sd, float3 rand, ccl_private Spectrum *eval, ccl_private float3 *wo, ccl_private float *pdf, ccl_private float2 *sampled_roughness) { ccl_private ChiangHairBSDF *bsdf = (ccl_private ChiangHairBSDF *)sc; *sampled_roughness = make_float2(bsdf->m0_roughness, bsdf->m0_roughness); const float3 Y = bsdf->N; const float3 X = safe_normalize(sd->dPdu); kernel_assert(fabsf(dot(X, Y)) < 1e-3f); const float3 Z = safe_normalize(cross(X, Y)); /* `wo` in PBRT. */ const float3 local_O = to_local(sd->wi, X, Y, Z); const float sin_theta_o = local_O.x; const float cos_theta_o = cos_from_sin(sin_theta_o); const float phi_o = atan2f(local_O.z, local_O.y); const float sin_theta_t = sin_theta_o / bsdf->eta; const float cos_theta_t = cos_from_sin(sin_theta_t); const float sin_gamma_o = bsdf->h; const float cos_gamma_o = cos_from_sin(sin_gamma_o); const float gamma_o = safe_asinf(sin_gamma_o); const float sin_gamma_t = sin_gamma_o * cos_theta_o / sqrtf(sqr(bsdf->eta) - sqr(sin_theta_o)); const float cos_gamma_t = cos_from_sin(sin_gamma_t); const float gamma_t = safe_asinf(sin_gamma_t); const Spectrum T = exp(-bsdf->sigma * (2.0f * cos_gamma_t / cos_theta_t)); Spectrum Ap[4]; float Ap_energy[4]; hair_attenuation( kg, fresnel_dielectric_cos(cos_theta_o * cos_gamma_o, bsdf->eta), T, Ap, Ap_energy); int p = 0; for (; p < 3; p++) { if (rand.z < Ap_energy[p]) { break; } rand.z -= Ap_energy[p]; } rand.z /= Ap_energy[p]; float v = bsdf->v; if (p == 1) { v *= 0.25f; } if (p >= 2) { v *= 4.0f; } float angles[6]; hair_alpha_angles(sin_theta_o, cos_theta_o, bsdf->alpha, angles); float sin_theta_o_tilted = sin_theta_o; float cos_theta_o_tilted = cos_theta_o; if (p < 3) { sin_theta_o_tilted = angles[2 * p]; cos_theta_o_tilted = angles[2 * p + 1]; } rand.z = max(rand.z, 1e-5f); const float fac = 1.0f + v * logf(rand.z + (1.0f - rand.z) * expf(-2.0f / v)); const float sin_theta_i = -fac * sin_theta_o_tilted + sin_from_cos(fac) * cosf(M_2PI_F * rand.y) * cos_theta_o_tilted; const float cos_theta_i = cos_from_sin(sin_theta_i); float phi; if (p < 3) { phi = delta_phi(p, gamma_o, gamma_t) + sample_trimmed_logistic(rand.x, bsdf->s); } else { phi = M_2PI_F * rand.x; } const float phi_i = phi_o + phi; Spectrum F = zero_spectrum(); float F_energy = 0.0f; /* Primary specular (R), Transmission (TT) and Secondary Specular (TRT). */ for (int i = 0; i < 3; i++) { const float Mp = longitudinal_scattering(sin_theta_i, cos_theta_i, angles[2 * i], angles[2 * i + 1], (i == 0) ? bsdf->m0_roughness : (i == 1) ? 0.25f * bsdf->v : 4.0f * bsdf->v); const float Np = azimuthal_scattering(phi, i, bsdf->s, gamma_o, gamma_t); F += Ap[i] * Mp * Np; F_energy += Ap_energy[i] * Mp * Np; kernel_assert(isfinite_safe(F) && isfinite_safe(F_energy)); } /* Residual component (TRRT+). */ { const float Mp = longitudinal_scattering( sin_theta_i, cos_theta_i, sin_theta_o, cos_theta_o, 4.0f * bsdf->v); const float Np = M_1_2PI_F; F += Ap[3] * Mp * Np; F_energy += Ap_energy[3] * Mp * Np; kernel_assert(isfinite_safe(F) && isfinite_safe(F_energy)); } *eval = F; *pdf = F_energy; *wo = to_global(spherical_cos_to_direction(sin_theta_i, phi_i), Y, Z, X); return LABEL_GLOSSY | ((p == 0) ? LABEL_REFLECT : LABEL_TRANSMIT); } /* Implements Filter Glossy by capping the effective roughness. */ ccl_device void bsdf_hair_chiang_blur(ccl_private ShaderClosure *sc, const float roughness) { ccl_private ChiangHairBSDF *bsdf = (ccl_private ChiangHairBSDF *)sc; bsdf->v = fmaxf(roughness, bsdf->v); bsdf->s = fmaxf(roughness, bsdf->s); bsdf->m0_roughness = fmaxf(roughness, bsdf->m0_roughness); } /* Hair Albedo. */ ccl_device Spectrum bsdf_hair_chiang_albedo(const ccl_private ShaderData *sd, const ccl_private ShaderClosure *sc) { ccl_private ChiangHairBSDF *bsdf = (ccl_private ChiangHairBSDF *)sc; const float cos_theta_o = cos_from_sin(dot(sd->wi, safe_normalize(sd->dPdu))); const float cos_gamma_o = cos_from_sin(bsdf->h); const float f = fresnel_dielectric_cos(cos_theta_o * cos_gamma_o, bsdf->eta); const float roughness_scale = bsdf_principled_hair_albedo_roughness_scale(bsdf->v); /* TODO(lukas): Adding the Fresnel term here as a workaround until the proper refactor. */ return exp(-sqrt(bsdf->sigma) * roughness_scale) + make_spectrum(f); } CCL_NAMESPACE_END