blender/intern/cycles/kernel/geom/shader_data.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

497 lines
15 KiB
C

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
/* Functions to initialize ShaderData given.
*
* Could be from an incoming ray, intersection or sampled position. */
#pragma once
#include "kernel/globals.h"
#include "kernel/geom/curve_intersect.h"
#include "kernel/geom/motion_triangle_shader.h"
#include "kernel/geom/object.h"
#include "kernel/geom/point_intersect.h"
#include "kernel/geom/triangle_intersect.h"
#include "kernel/sample/pattern.h"
#include "kernel/util/differential.h"
CCL_NAMESPACE_BEGIN
/* ShaderData setup from incoming ray */
ccl_device void shader_setup_object_transforms(KernelGlobals kg,
ccl_private ShaderData *ccl_restrict sd,
const float time)
{
#ifdef __OBJECT_MOTION__
if (sd->object_flag & SD_OBJECT_MOTION) {
sd->ob_tfm_motion = object_fetch_transform_motion(kg, sd->object, time);
sd->ob_itfm_motion = transform_inverse(sd->ob_tfm_motion);
}
#endif
}
/* TODO: break this up if it helps reduce register pressure to load data from
* global memory as we write it to shader-data.
*
* HIP on Linux currently needs noinline to sidestep a probable compiler bug. */
#ifdef __KERNEL_HIP__
ccl_device_noinline
#else
ccl_device_inline
#endif
void
shader_setup_from_ray(KernelGlobals kg,
ccl_private ShaderData *ccl_restrict sd,
const ccl_private Ray *ccl_restrict ray,
const ccl_private Intersection *ccl_restrict isect)
{
/* Read intersection data into shader globals.
*
* TODO: this is redundant, could potentially remove some of this from
* ShaderData but would need to ensure that it also works for shadow
* shader evaluation. */
sd->u = isect->u;
sd->v = isect->v;
sd->ray_length = isect->t;
sd->type = isect->type;
sd->object = isect->object;
sd->object_flag = kernel_data_fetch(object_flag, sd->object);
sd->prim = isect->prim;
sd->runtime_flag = 0;
sd->shader_flag = 0;
/* Read matrices and time. */
sd->time = ray->time;
#ifdef __OBJECT_MOTION__
shader_setup_object_transforms(kg, sd, ray->time);
#endif
/* Read ray data into shader globals. */
sd->wi = -ray->D;
#ifdef __HAIR__
if (sd->type & PRIMITIVE_CURVE) {
/* curve */
curve_shader_setup(kg, sd, ray->P, ray->D, isect->t, isect->prim);
}
else
#endif
#ifdef __POINTCLOUD__
if (sd->type & PRIMITIVE_ANY_POINT)
{
/* point */
point_shader_setup(kg, sd, isect, ray);
}
else
#endif
{
if (sd->type == PRIMITIVE_TRIANGLE) {
/* static triangle */
triangle_shader_setup(kg, sd);
}
else {
kernel_assert(sd->type == PRIMITIVE_MOTION_TRIANGLE);
/* motion triangle */
motion_triangle_shader_setup(kg, sd);
}
if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
/* instance transform */
object_normal_transform(kg, sd, &sd->N);
object_normal_transform(kg, sd, &sd->Ng);
#ifdef __DPDU__
object_dir_transform(kg, sd, &sd->dPdu);
object_dir_transform(kg, sd, &sd->dPdv);
#endif
}
}
sd->shader_flag = kernel_data_fetch(shaders, (sd->shader & SHADER_MASK)).flags;
/* backfacing test */
const bool backfacing = (dot(sd->Ng, sd->wi) < 0.0f);
if (backfacing) {
sd->runtime_flag |= SR_BACKFACING;
sd->Ng = -sd->Ng;
sd->N = -sd->N;
#ifdef __DPDU__
sd->dPdu = -sd->dPdu;
sd->dPdv = -sd->dPdv;
#endif
}
#ifdef __RAY_DIFFERENTIALS__
/* differentials */
sd->dP = differential_transfer_compact(ray->dP, ray->D, ray->dD, sd->ray_length);
sd->dI = differential_incoming_compact(ray->dD);
differential_dudv_compact(&sd->du, &sd->dv, sd->dPdu, sd->dPdv, sd->dP, sd->Ng);
#endif
}
/* ShaderData setup from position sampled on mesh */
ccl_device_inline void shader_setup_from_sample(KernelGlobals kg,
ccl_private ShaderData *ccl_restrict sd,
const float3 P,
const float3 Ng,
const float3 I,
const int shader,
const int object,
const int prim,
const float u,
const float v,
const float t,
const float time,
const bool object_space,
const bool is_lamp)
{
/* vectors */
sd->P = P;
sd->N = Ng;
sd->Ng = Ng;
sd->wi = I;
sd->shader = shader;
if (is_lamp) {
sd->type = PRIMITIVE_LAMP;
}
else if (prim != PRIM_NONE) {
sd->type = PRIMITIVE_TRIANGLE;
}
else {
sd->type = PRIMITIVE_NONE;
}
/* primitive */
sd->object = object;
/* Currently no access to bvh prim index for strand sd->prim. */
sd->prim = prim;
sd->u = u;
sd->v = v;
sd->time = time;
sd->ray_length = t;
sd->runtime_flag = 0;
sd->shader_flag = kernel_data_fetch(shaders, (sd->shader & SHADER_MASK)).flags;
sd->object_flag = 0;
if (sd->object != OBJECT_NONE) {
sd->object_flag |= kernel_data_fetch(object_flag, sd->object);
#ifdef __OBJECT_MOTION__
shader_setup_object_transforms(kg, sd, time);
#endif
/* transform into world space */
if (object_space) {
object_position_transform(kg, sd, &sd->P);
object_normal_transform(kg, sd, &sd->Ng);
sd->N = sd->Ng;
object_dir_transform(kg, sd, &sd->wi);
}
if (sd->type == PRIMITIVE_TRIANGLE) {
/* smooth normal */
if (sd->shader & SHADER_SMOOTH_NORMAL) {
sd->N = triangle_smooth_normal(
kg, Ng, sd->object, sd->object_flag, sd->prim, sd->u, sd->v);
if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
object_normal_transform(kg, sd, &sd->N);
}
}
/* dPdu/dPdv */
#ifdef __DPDU__
triangle_dPdudv(kg, sd->object, sd->prim, &sd->dPdu, &sd->dPdv);
if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
object_dir_transform(kg, sd, &sd->dPdu);
object_dir_transform(kg, sd, &sd->dPdv);
}
#endif
}
else {
#ifdef __DPDU__
sd->dPdu = zero_float3();
sd->dPdv = zero_float3();
#endif
}
}
else {
#ifdef __DPDU__
sd->dPdu = zero_float3();
sd->dPdv = zero_float3();
#endif
}
/* backfacing test */
if (sd->prim != PRIM_NONE) {
const bool backfacing = (dot(sd->Ng, sd->wi) < 0.0f);
if (backfacing) {
sd->runtime_flag |= SR_BACKFACING;
sd->Ng = -sd->Ng;
sd->N = -sd->N;
#ifdef __DPDU__
sd->dPdu = -sd->dPdu;
sd->dPdv = -sd->dPdv;
#endif
}
}
#ifdef __RAY_DIFFERENTIALS__
/* no ray differentials here yet */
sd->dP = differential_zero_compact();
sd->dI = differential_zero_compact();
sd->du = differential_zero();
sd->dv = differential_zero();
#endif
}
/* ShaderData setup for displacement */
ccl_device void shader_setup_from_displace(KernelGlobals kg,
ccl_private ShaderData *ccl_restrict sd,
const int object,
const int prim,
const float u,
const float v)
{
float3 P;
float3 Ng;
const float3 I = zero_float3();
int shader;
triangle_point_normal(kg, object, prim, u, v, &P, &Ng, &shader);
/* force smooth shading for displacement */
shader |= SHADER_SMOOTH_NORMAL;
shader_setup_from_sample(kg,
sd,
P,
Ng,
I,
shader,
object,
prim,
u,
v,
0.0f,
0.5f,
!(kernel_data_fetch(object_flag, object) & SD_OBJECT_TRANSFORM_APPLIED),
false);
/* Assign some incoming direction to avoid division by zero. */
sd->wi = sd->N;
#ifdef __RAY_DIFFERENTIALS__
/* Set ray differentials based on triangle size for texture filtering.
* The parametric step across the triangle is 1.0, giving dPdx = dPdu
* and dPdy = dPdv.
* TODO: consider computing this based on all triangles adjacent to the vertex. */
sd->du.dx = 1.0f;
sd->du.dy = 0.0f;
sd->dv.dx = 0.0f;
sd->dv.dy = 1.0f;
sd->dP = 0.5f * (len(sd->dPdu) + len(sd->dPdv));
#endif
}
/* ShaderData setup for point on curve. */
#ifdef __HAIR__
ccl_device void shader_setup_from_curve(KernelGlobals kg,
ccl_private ShaderData *ccl_restrict sd,
const int object,
const int prim,
const int segment,
const float u)
{
/* Primitive */
sd->type = PRIMITIVE_PACK_SEGMENT(PRIMITIVE_CURVE_THICK, segment);
sd->prim = prim;
sd->u = u;
sd->v = 0.0f;
sd->time = 0.5f;
sd->ray_length = 0.0f;
/* Shader */
sd->shader = kernel_data_fetch(curves, prim).shader_id;
sd->runtime_flag = 0;
sd->shader_flag = kernel_data_fetch(shaders, (sd->shader & SHADER_MASK)).flags;
/* Object */
sd->object = object;
sd->object_flag = kernel_data_fetch(object_flag, sd->object);
# ifdef __OBJECT_MOTION__
shader_setup_object_transforms(kg, sd, sd->time);
# endif
/* Get control points. */
const KernelCurve kcurve = kernel_data_fetch(curves, prim);
const int k0 = kcurve.first_key + PRIMITIVE_UNPACK_SEGMENT(sd->type);
const int k1 = k0 + 1;
const int ka = max(k0 - 1, kcurve.first_key);
const int kb = min(k1 + 1, kcurve.first_key + kcurve.num_keys - 1);
float4 P_curve[4];
const int position_offset = kernel_data_fetch(objects, object).position_offset;
P_curve[0] = kernel_data_fetch(curve_keys, position_offset + ka);
P_curve[1] = kernel_data_fetch(curve_keys, position_offset + k0);
P_curve[2] = kernel_data_fetch(curve_keys, position_offset + k1);
P_curve[3] = kernel_data_fetch(curve_keys, position_offset + kb);
/* Interpolate position and tangent. */
sd->P = (sd->type & PRIMITIVE_CURVE) == PRIMITIVE_CURVE_THICK_LINEAR ?
make_float3(linear_basis_eval(P_curve, sd->u)) :
make_float3(catmull_rom_basis_eval(P_curve, sd->u));
# ifdef __DPDU__
sd->dPdu = (sd->type & PRIMITIVE_CURVE) == PRIMITIVE_CURVE_THICK_LINEAR ?
make_float3(linear_basis_derivative(P_curve, sd->u)) :
make_float3(catmull_rom_basis_derivative(P_curve, sd->u));
# endif
/* Transform into world space */
if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
object_position_transform(kg, sd, &sd->P);
# ifdef __DPDU__
object_dir_transform(kg, sd, &sd->dPdu);
# endif
}
/* Pick arbitrary view direction, normals and bitangent to avoid NaNs elsewhere. */
sd->wi = normalize(cross(make_float3(0, 1, 0), sd->dPdu));
sd->N = sd->wi;
sd->Ng = sd->wi;
# ifdef __DPDU__
sd->dPdv = cross(sd->dPdu, sd->Ng);
# endif
/* No ray differentials currently. */
# ifdef __RAY_DIFFERENTIALS__
sd->dP = differential_zero_compact();
sd->dI = differential_zero_compact();
sd->du = differential_zero();
sd->dv = differential_zero();
# endif
}
#endif /* __HAIR__ */
/* ShaderData setup from ray into background */
ccl_device_inline void shader_setup_from_background(KernelGlobals kg,
ccl_private ShaderData *ccl_restrict sd,
const float3 ray_P,
const float3 ray_D,
const float ray_dD,
const float ray_time)
{
/* for NDC coordinates */
sd->ray_P = ray_P;
/* vectors */
sd->P = ray_D;
sd->N = -ray_D;
sd->Ng = -ray_D;
sd->wi = -ray_D;
sd->shader = kernel_data.background.surface_shader;
sd->runtime_flag = 0;
sd->shader_flag = kernel_data_fetch(shaders, (sd->shader & SHADER_MASK)).flags;
sd->object_flag = 0;
sd->time = ray_time;
sd->ray_length = FLT_MAX;
sd->object = OBJECT_NONE;
sd->prim = PRIM_NONE;
sd->type = PRIMITIVE_NONE;
sd->u = 0.0f;
sd->v = 0.0f;
#ifdef __DPDU__
/* dPdu/dPdv */
/* Construct arbitrary local coordinate system. */
make_orthonormals(sd->Ng, &sd->dPdu, &sd->dPdv);
#endif
#ifdef __RAY_DIFFERENTIALS__
/* differentials */
sd->dP = ray_dD;
sd->dI = differential_incoming_compact(ray_dD);
/* Make the uv coordinate system match the constructed local coordinate system. */
sd->du.dx = sd->dv.dy = sd->dP;
sd->du.dy = sd->dv.dx = 0.0f;
#endif
}
/* ShaderData setup from point inside volume */
#ifdef __VOLUME__
ccl_device_inline void shader_setup_from_volume(ccl_private ShaderData *ccl_restrict sd,
const ccl_private Ray *ccl_restrict ray,
const int object)
{
/* vectors */
sd->P = ray->P + ray->D * ray->tmin;
sd->N = -ray->D;
sd->Ng = -ray->D;
sd->wi = -ray->D;
sd->shader = SHADER_NONE;
sd->runtime_flag = 0;
sd->shader_flag = 0;
sd->object_flag = 0;
sd->time = ray->time;
sd->ray_length = 0.0f; /* todo: can we set this to some useful value? */
/* TODO: fill relevant fields for texture coordinates. */
sd->object = object;
sd->prim = PRIM_NONE;
sd->type = PRIMITIVE_VOLUME;
sd->u = 0.0f;
sd->v = 0.0f;
# ifdef __DPDU__
/* dPdu/dPdv */
sd->dPdu = zero_float3();
sd->dPdv = zero_float3();
# endif
# ifdef __RAY_DIFFERENTIALS__
/* differentials */
sd->dP = differential_zero_compact(); /* TODO ray->dD */
sd->dI = differential_zero_compact();
sd->du = differential_zero();
sd->dv = differential_zero();
# endif
/* for NDC coordinates */
sd->ray_P = ray->P;
}
#endif /* __VOLUME__ */
#ifdef __SPECTRAL__
/* If shader requires, draw a random number for sampling a wavelength. */
ccl_device_inline void shader_setup_wavelength(KernelGlobals kg,
ccl_private ShaderData *ccl_restrict sd,
ConstIntegratorState state)
{
if (sd->shader_flag & SD_REQUIRES_WAVELENGTH) {
const uint pixel = INTEGRATOR_STATE(state, path, rng_pixel);
const uint sample = INTEGRATOR_STATE(state, path, sample);
/* Same random number per path, irrelevant of the bounce. */
sd->rand_wavelength = path_rng_1D(kg, pixel, sample, PRNG_BOUNCE_NUM + PRNG_WAVELENGTH);
}
}
#endif
CCL_NAMESPACE_END