blender/intern/cycles/kernel/geom/primitive.h
Sergey Sharybin 819d52f3d2 GSplat: Initial rendering support for Cycles
Based on the "Stochastic ray tracing of transparent 3D Gaussians" paper
by Xin Sun et. al. The basic idea: perform stochastic intersection with
the Gaussian splat based on its transparency.

Gaussian splats are implemented as a dedicated primitive type, but it
shares the same layout for position and radius as points, so a lot of
existing functions (positions, attributes, etc) work for both points
and splats.

For the Embree and hardware intersection it is implemented as a custom
primitive type.

The choice of using bounding spheres mainly comes from a balance between
performance and memory usage. More ideal would be to use OBB, but it is
not supported for custom primitive types in Embree and GPU HW-RT on all
backends.

There is a known limitation that comes from the fact that the datasets
are trained in sRGB space and Cycles work in Linear space: areas with
low opacity and high radiance render noticeably differently from the
ground-truth implementation.

Ref #159470

Pull Request: https://projects.blender.org/blender/blender/pulls/163103
2026-09-16 16:52:10 +02:00

356 lines
12 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
/* Primitive Utilities
*
* Generic functions to look up mesh, curve and volume primitive attributes for
* shading and render passes. */
#pragma once
#include "kernel/globals.h"
#include "kernel/camera/camera.h"
#include "kernel/geom/attribute.h"
#include "kernel/geom/curve.h"
#include "kernel/geom/object.h"
#include "kernel/geom/point.h"
#include "kernel/geom/triangle.h"
#include "kernel/geom/volume.h"
CCL_NAMESPACE_BEGIN
/* Surface Attributes
*
* Read geometry attributes for surface shading. This is distinct from volume
* attributes for performance, mainly for GPU performance to avoid bringing in
* heavy volume interpolation code. */
template<typename T>
ccl_device_forceinline T primitive_surface_attribute(KernelGlobals kg,
const ccl_private ShaderData *sd,
const AttributeDescriptor desc)
{
using BaseT = dual_base_t<T>;
if (desc.element & (ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) {
return T(attribute_data_fetch<BaseT>(kg, desc.element, desc.offset));
}
if (sd->type & PRIMITIVE_TRIANGLE) {
return triangle_attribute<T>(kg, sd, desc);
}
#ifdef __HAIR__
if (sd->type & PRIMITIVE_CURVE) {
return curve_attribute<T>(kg, sd, desc);
}
#endif
#ifdef __POINTCLOUD__
else if (sd->type & PRIMITIVE_ANY_POINT) {
return point_attribute<T>(kg, sd, desc);
}
#endif
else {
return make_zero<T>();
}
}
/* Set sd->N to the undisplaced normal. For smooth shading, use the stored undisplaced
* normal attribute. For flat shading, compute the geometric face normal from undisplaced
* triangle positions. */
ccl_device void primitive_normal_set_undisplaced(KernelGlobals kg,
ccl_private ShaderData *sd,
const int position_undisplaced_offset)
{
float3 N;
if (sd->shader & SHADER_SMOOTH_NORMAL) {
const AttributeDescriptor ndesc = find_attribute(kg, sd, ATTR_STD_NORMAL_UNDISPLACED);
if (!is_attribute_found(ndesc)) {
return;
}
N = safe_normalize(primitive_surface_attribute<float3>(kg, sd, ndesc));
}
else {
N = triangle_face_normal_undisplaced(kg, sd, position_undisplaced_offset);
}
object_normal_transform(kg, sd, &N);
sd->N = (sd->runtime_flag & SR_BACKFACING) ? -N : N;
}
#ifdef __VOLUME__
/* Volume Attributes
*
* Read geometry attributes for volume shading. This is distinct from surface
* attributes for performance, mainly for GPU performance to avoid bringing in
* heavy volume interpolation code. */
ccl_device_forceinline bool primitive_is_volume_attribute(const ccl_private ShaderData *sd)
{
return sd->type == PRIMITIVE_VOLUME;
}
template<typename T>
ccl_device_inline T primitive_volume_attribute(KernelGlobals kg,
ccl_private ShaderData *sd,
const AttributeDescriptor desc,
const bool stochastic)
{
if (primitive_is_volume_attribute(sd)) {
return volume_attribute_value<T>(volume_attribute_float4(kg, sd, desc, stochastic));
}
return make_zero<T>();
}
#endif
/* Default UV coordinate */
ccl_device_forceinline float3 primitive_uv(KernelGlobals kg, const ccl_private ShaderData *sd)
{
const AttributeDescriptor desc = find_attribute(kg, sd, ATTR_STD_UV);
if (!is_attribute_found(desc)) {
return make_float3(0.0f, 0.0f, 0.0f);
}
const float2 uv = primitive_surface_attribute<float2>(kg, sd, desc);
return make_float3(uv.x, uv.y, 1.0f);
}
/* PTEX coordinates. */
ccl_device bool primitive_ptex(KernelGlobals kg,
ccl_private ShaderData *sd,
ccl_private float2 *uv,
ccl_private int *face_id)
{
/* storing ptex data as attributes is not memory efficient but simple for tests */
const AttributeDescriptor desc_face_id = find_attribute(kg, sd, ATTR_STD_PTEX_FACE_ID);
const AttributeDescriptor desc_uv = find_attribute(kg, sd, ATTR_STD_PTEX_UV);
if (!is_attribute_found(desc_face_id) || !is_attribute_found(desc_uv)) {
return false;
}
const float3 uv3 = primitive_surface_attribute<float3>(kg, sd, desc_uv);
const float face_id_f = primitive_surface_attribute<float>(kg, sd, desc_face_id);
*uv = make_float2(uv3.x, uv3.y);
*face_id = (int)face_id_f;
return true;
}
/* Surface tangent */
template<typename Float3Type>
ccl_device Float3Type primitive_tangent(KernelGlobals kg, ccl_private ShaderData *sd)
{
#if defined(__HAIR__) || defined(__POINTCLOUD__)
if (sd->type & (PRIMITIVE_CURVE | PRIMITIVE_ANY_POINT)) {
# ifdef __DPDU__
return Float3Type(normalize(sd->dPdu));
}
# else
return make_zero<Float3Type>();
# endif
#endif
/* try to create spherical tangent from generated coordinates */
const AttributeDescriptor desc = find_attribute(kg, sd, ATTR_STD_GENERATED);
if (is_attribute_found(desc)) {
if constexpr (is_dual_v<Float3Type>) {
dual3 data = primitive_surface_attribute<dual3>(kg, sd, desc);
data = make_float3(-(data.y() - 0.5f), (data.x() - 0.5f), dual1());
object_normal_transform(kg, sd, &data);
return cross(sd->N, normalize(cross(data, sd->N)));
}
else {
float3 data = primitive_surface_attribute<float3>(kg, sd, desc);
data = make_float3(-(data.y - 0.5f), (data.x - 0.5f), 0.0f);
object_normal_transform(kg, sd, &data);
return cross(sd->N, normalize(cross(data, sd->N)));
}
}
/* otherwise use surface derivatives */
#ifdef __DPDU__
return Float3Type(normalize(sd->dPdu));
#else
return make_zero<Float3Type>();
#endif
}
/* Motion vector common */
ccl_device_inline float3 primitive_motion_position(KernelGlobals kg,
const ccl_private ShaderData *sd,
const int offset)
{
#if defined(__HAIR__)
if (sd->type & PRIMITIVE_CURVE) {
const KernelCurve curve = kernel_data_fetch(curves, sd->prim);
const int k0 = curve.first_key + PRIMITIVE_UNPACK_SEGMENT(sd->type);
const int k1 = k0 + 1;
const float4 f0 = kernel_data_fetch(curve_keys, offset + k0);
const float4 f1 = kernel_data_fetch(curve_keys, offset + k1);
return make_float3(mix(f0, f1, sd->u));
}
#endif
#if defined(__POINTCLOUD__)
if (sd->type & PRIMITIVE_ANY_POINT) {
return make_float3(kernel_data_fetch(points, offset + sd->prim));
}
#endif
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, sd->prim);
const float3 v0 = kernel_data_fetch(tri_verts, offset + tri_vindex.x);
const float3 v1 = kernel_data_fetch(tri_verts, offset + tri_vindex.y);
const float3 v2 = kernel_data_fetch(tri_verts, offset + tri_vindex.z);
return triangle_interpolate(sd->u, sd->v, v0, v1, v2);
}
ccl_device_forceinline void primitive_motion_data_without_camera(KernelGlobals kg,
const ccl_private ShaderData *sd,
ccl_private float3 *motion_center,
ccl_private float3 *motion_pre,
ccl_private float3 *motion_post)
{
#if defined(__HAIR__) || defined(__POINTCLOUD__)
const bool is_curve_or_point = sd->type & (PRIMITIVE_CURVE | PRIMITIVE_ANY_POINT);
if (is_curve_or_point) {
*motion_center = make_float3(0.0f, 0.0f, 0.0f);
if (sd->type & PRIMITIVE_CURVE) {
# if defined(__HAIR__)
*motion_center = curve_motion_center_location(kg, sd);
# endif
}
else if (sd->type & PRIMITIVE_ANY_POINT) {
# if defined(__POINTCLOUD__)
*motion_center = point_motion_center_location(kg, sd);
# endif
}
if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
object_position_transform(kg, sd, motion_center);
}
}
else
#endif
{
*motion_center = sd->P;
}
*motion_pre = *motion_center;
*motion_post = *motion_center;
/* deformation motion */
const ccl_global KernelObject &kobject = kernel_data_fetch(objects, sd->object);
const int pos_offset = kobject.position_offset;
const int numverts = kobject.numverts;
const int num_motion_steps = kobject.num_geom_steps;
if (sd->object_flag & SD_OBJECT_HAS_VERTEX_MOTION) {
/* Motion steps are stored after the center position in the dedicated position arrays. */
int offset = pos_offset + numverts;
*motion_pre = primitive_motion_position(kg, sd, offset);
if (num_motion_steps > 2) {
offset += numverts;
*motion_post = primitive_motion_position(kg, sd, offset);
}
else {
object_inverse_position_transform(kg, sd, motion_post);
}
}
/* object motion. note that depending on the mesh having motion vectors, this
* transformation was set match the world/object space of motion_pre/post */
Transform tfm;
tfm = object_fetch_motion_pass_transform(kg, sd->object, OBJECT_PASS_MOTION_PRE);
*motion_pre = transform_point(&tfm, *motion_pre);
tfm = object_fetch_motion_pass_transform(kg, sd->object, OBJECT_PASS_MOTION_POST);
*motion_post = transform_point(&tfm, *motion_post);
}
/* Motion vector for motion pass */
ccl_device_forceinline float4 primitive_motion_vector(KernelGlobals kg,
const ccl_private ShaderData *sd)
{
float3 motion_center, motion_pre, motion_post;
primitive_motion_data_without_camera(kg, sd, &motion_center, &motion_pre, &motion_post);
return camera_motion_vector(kg, motion_center, motion_pre, motion_post);
}
/* Motion vector for denoising backward motion pass */
ccl_device_forceinline float3
primitive_motion_vector_backward_depth_delta(KernelGlobals kg, const ccl_private ShaderData *sd)
{
Transform tfm;
float3 motion_center, motion_pre, motion_post;
primitive_motion_data_without_camera(kg, sd, &motion_center, &motion_pre, &motion_post);
/* Get camera-space vectors for linear depth delta. */
tfm = kernel_data.cam.worldtocamera;
float3 motion_center_cam = transform_point(&tfm, motion_center);
tfm = kernel_data.cam.motion_pass_pre;
float3 motion_pre_cam = transform_point(&tfm, motion_pre);
float4 motion = camera_motion_vector(kg, motion_center, motion_pre, motion_post);
float linear_depth_delta_pre = motion_pre_cam.z - motion_center_cam.z;
return make_float3(motion.x, motion.y, linear_depth_delta_pre);
}
/* Motion vector for reflections */
ccl_device_forceinline float3 project_reflection(const float3 reflector_P,
const float3 reflector_N,
const float3 P)
{
/* See Ray Tracing Gems chapter 32.4.3 Reflection Motion Vectors */
float3 reflector_to_o = P - reflector_P;
float3 N = dot(reflector_N, reflector_to_o) < 0.0f ? -reflector_N : reflector_N;
float3 T, B;
make_orthonormals(N, &T, &B);
float3 P_o = to_local(reflector_to_o, T, B, N);
float z_o = max(P_o.z, 1e-5f);
float x_o = P_o.x;
float y_o = P_o.y;
const float inverse_f = 0.0f;
float z_i = 1.0f / (inverse_f - 1.0f / z_o);
float x_i = -(z_i / z_o) * x_o;
float y_i = -(z_i / z_o) * y_o;
float3 P_i = reflector_P + to_global(make_float3(x_i, y_i, z_i), T, B, N);
return P_i;
}
ccl_device_forceinline float4 primitive_motion_vector_reflection(KernelGlobals kg,
const float3 reflector_P,
const float3 reflector_N,
const ccl_private ShaderData *sd)
{
float3 motion_center, motion_pre, motion_post;
primitive_motion_data_without_camera(kg, sd, &motion_center, &motion_pre, &motion_post);
/* TODO: This does not handle cases where the reflector is moving. */
motion_center = project_reflection(reflector_P, reflector_N, motion_center);
motion_pre = project_reflection(reflector_P, reflector_N, motion_pre);
motion_post = project_reflection(reflector_P, reflector_N, motion_post);
return camera_motion_vector(kg, motion_center, motion_pre, motion_post);
}
CCL_NAMESPACE_END