Fixed genergy conservation problem in specular lobe
This commit is contained in:
@@ -1,6 +1,8 @@
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#include "Rendering/Renderer.h"
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#include "Algorithm/PathTracing.h"
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#include <string.h>
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static inline void create_target_if_required(aov_flags_t aov_flags, aov_flags_t target_flag, render_target_t** render_target, uint32_t width, uint32_t height)
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{
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render_target_t* temp = NULL;
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@@ -65,6 +67,47 @@ static inline bool aov_needs_lighting_samples(aov_flags_t flags)
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return has_flag(flags, AOV_BEAUTY) || has_flag(flags, AOV_DIRECT) || has_flag(flags, AOV_INDIRECT);
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}
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static inline vec4s running_average_vec4(vec4s prev_avg, vec4s sample, uint32_t prev_count)
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{
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float n = (float)prev_count;
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float inv = 1.0f / (n + 1.0f);
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vec4s out;
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out.x = (prev_avg.x * n + sample.x) * inv;
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out.y = (prev_avg.y * n + sample.y) * inv;
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out.z = (prev_avg.z * n + sample.z) * inv;
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out.w = 1.0f;
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return out;
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}
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static inline void clear_render_target(render_target_t* target)
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{
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if (target == NULL || target->buffer == NULL)
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{
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return;
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}
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size_t pixel_count = (size_t)target->width * target->height;
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memset(target->buffer, 0, pixel_count * sizeof(vec4s));
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for (size_t i = 0; i < pixel_count; ++i)
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{
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target->buffer[i].w = 1.0f;
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}
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}
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static inline void clear_aov_targets(render_job_t* job)
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{
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if (job == NULL || job->aov_target == NULL)
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{
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return;
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}
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for (uint8_t i = 0; i < MAX_AOV_TARGET; ++i)
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{
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clear_render_target(job->aov_target[i]);
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}
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}
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static void render_pixel(const rendering_config_t* config, scene_t* scene, vec3s coord, uint32_t x, uint32_t y, aov_flags_t aov_flags, aov_output_t* pixel_output)
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{
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aov_output_t accumulated_color = {0};
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@@ -83,8 +126,8 @@ static void render_pixel(const rendering_config_t* config, scene_t* scene, vec3s
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uint32_t pos_hash = hash_uint32(pixel_id);
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// Apply AA
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float du = sobol_sample_scrambled(sobol_idx, PRNG_LENS_U, pos_hash);
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float dv = sobol_sample_scrambled(sobol_idx, PRNG_LENS_V, pos_hash);
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float du = sobol_sample_scrambled(sobol_idx, PRNG_FILTER_U, pos_hash);
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float dv = sobol_sample_scrambled(sobol_idx, PRNG_FILTER_V, pos_hash);
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vec2s position_ndc = compute_ndc((float)x + du, (float)y + dv, config->width, config->height);
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float screen_x = position_ndc.x * 2.0f - 1.0f;
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@@ -111,6 +154,48 @@ static void render_pixel(const rendering_config_t* config, scene_t* scene, vec3s
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*pixel_output = accumulated_color;
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}
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static void render_pixel_one_sample(const rendering_config_t* config,
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scene_t* scene,
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vec3s coord,
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uint32_t x,
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uint32_t y,
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uint32_t sample_index,
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aov_flags_t aov_flags,
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aov_output_t* pixel_output)
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{
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uint32_t pixel_id = y * config->width + x;
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uint32_t sobol_idx = pixel_id * config->sample_count + (sample_index + 1);
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uint32_t pos_hash = hash_uint32(pixel_id);
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vec3s camera_right = quat_get_right(scene->camera.rotation);
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vec3s camera_up = quat_get_up(scene->camera.rotation);
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float du = sobol_sample_scrambled(sobol_idx, PRNG_FILTER_U, pos_hash);
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float dv = sobol_sample_scrambled(sobol_idx, PRNG_FILTER_V, pos_hash);
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vec2s position_ndc = compute_ndc((float)x + du, (float)y + dv, config->width, config->height);
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float screen_x = position_ndc.x * 2.0f - 1.0f;
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float screen_y = position_ndc.y * 2.0f - 1.0f;
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float sensor_offset_x = screen_x * scene->camera.size_x * 0.5f;
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float sensor_offset_y = screen_y * scene->camera.size_y * 0.5f;
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vec3s image_plane_point = coord;
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image_plane_point = glms_vec3_add(image_plane_point, glms_vec3_scale(camera_right, sensor_offset_x));
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image_plane_point = glms_vec3_add(image_plane_point, glms_vec3_scale(camera_up, sensor_offset_y));
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float pixel_height = scene->camera.size_y / (float)config->height;
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float spread_angle = atanf(pixel_height / scene->camera.focal_length);
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ray_t ray = ray_create(scene->camera.position,
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glms_vec3_normalize(glms_vec3_sub(image_plane_point, scene->camera.position)),
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0.0f,
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spread_angle);
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aov_output_t out = {0};
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path_trace_aov(scene, ray, sobol_idx, config->max_depth, aov_flags, &out);
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*pixel_output = out;
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}
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static inline void update_aov_pixel_if_exist(render_target_t** target, vec4s color, uint32_t x, uint32_t y)
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{
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if (*target == NULL || (*target)->buffer == NULL)
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@@ -133,48 +218,123 @@ static inline void update_aov(render_target_t** target, const aov_output_t* aov,
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update_aov_pixel_if_exist(&target[AOV_INDIRECT_INDEX], aov->indirect, x, y);
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}
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// TODO: Progressive rendering
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void renderer_start(render_job_t* job)
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{
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ensure_camera_aspect_ratio(&job->scene->camera, job->config);
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uint32_t tile_count_x = (job->config->width + job->config->bucket_size - 1) / job->config->bucket_size;
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uint32_t tile_count_y = (job->config->height + job->config->bucket_size - 1) / job->config->bucket_size;
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uint32_t tile_count = tile_count_x * tile_count_y;
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// Reset progressive state whenever we (re)start.
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job->progressive_sample_index = 0;
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vec3s coord = glms_vec3_add(job->scene->camera.position, glms_vec3_scale(quat_get_forward(job->scene->camera.rotation), job->scene->camera.focal_length));
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int64_t x, y, tile_index; // OpenMP requires these to be declared outside the parallel region.
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#pragma omp parallel for schedule(dynamic, 1) default(none) \
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shared(tile_count_x, tile_count_y, tile_count, coord, job) \
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private(x, y, tile_index)
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for (tile_index = 0; tile_index < tile_count; tile_index++)
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if (job->rendering_mode == RENDER_PROGRESSIVE)
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{
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uint32_t tile_x_0 = (uint32_t)tile_index % tile_count_x * job->config->bucket_size;
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uint32_t tile_y_0 = (uint32_t)tile_index / tile_count_x * job->config->bucket_size;
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uint32_t tile_x_1 = (uint32_t)fmin(tile_x_0 + job->config->bucket_size, job->config->width);
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uint32_t tile_y_1 = (uint32_t)fmin(tile_y_0 + job->config->bucket_size, job->config->height);
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// Progressive mode: accumulate 1 spp per pass until sample_count or stop requested.
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clear_aov_targets(job);
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job->is_done = false;
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for (y = tile_y_0; y < tile_y_1; y++)
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uint32_t width = job->config->width;
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uint32_t height = job->config->height;
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for (uint32_t s = 0; s < job->config->sample_count; ++s)
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{
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for (x = tile_x_0; x < tile_x_1; x++)
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if (job->is_done)
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{
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if (job->is_done)
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{
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goto tile_done;
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}
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aov_output_t pixel_output = {0};
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render_pixel(job->config, job->scene, coord, (uint32_t)x, (uint32_t)y, job->aov_flags, &pixel_output);
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update_aov(job->aov_target, &pixel_output, (uint32_t)x, (uint32_t)y);
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break;
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}
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int64_t x, y;
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#pragma omp parallel for schedule(dynamic, 1) default(none) \
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shared(job, coord, width, height, s) \
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private(x, y)
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for (y = 0; y < (int64_t)height; ++y)
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{
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for (x = 0; x < (int64_t)width; ++x)
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{
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if (job->is_done)
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{
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continue;
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}
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aov_output_t pixel = {0};
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render_pixel_one_sample(job->config, job->scene, coord, (uint32_t)x, (uint32_t)y, s, job->aov_flags, &pixel);
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// Accumulate lighting AOVs; write non-stochastic AOVs once.
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if (has_flag(job->aov_flags, AOV_BEAUTY))
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{
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vec4s prev = render_target_get_pixel(job->aov_target[AOV_BEAUTY_INDEX], (uint32_t)x, (uint32_t)y);
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vec4s avg = running_average_vec4(prev, pixel.beauty, s);
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render_target_set_pixel(job->aov_target[AOV_BEAUTY_INDEX], (uint32_t)x, (uint32_t)y, avg);
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}
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if (s == 0)
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{
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update_aov_pixel_if_exist(&job->aov_target[AOV_AlBEDO_INDEX], pixel.albedo, (uint32_t)x, (uint32_t)y);
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update_aov_pixel_if_exist(&job->aov_target[AOV_NORMAL_INDEX], pixel.normal, (uint32_t)x, (uint32_t)y);
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update_aov_pixel_if_exist(&job->aov_target[AOV_DEPTH_INDEX], (vec4s){pixel.depth, pixel.depth, pixel.depth, 1.0f}, (uint32_t)x, (uint32_t)y);
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update_aov_pixel_if_exist(&job->aov_target[AOV_POSITION_INDEX], pixel.position, (uint32_t)x, (uint32_t)y);
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}
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if (has_flag(job->aov_flags, AOV_DIRECT))
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{
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vec4s prev = render_target_get_pixel(job->aov_target[AOV_DIRECT_INDEX], (uint32_t)x, (uint32_t)y);
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vec4s avg = running_average_vec4(prev, pixel.direct, s);
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render_target_set_pixel(job->aov_target[AOV_DIRECT_INDEX], (uint32_t)x, (uint32_t)y, avg);
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}
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if (has_flag(job->aov_flags, AOV_INDIRECT))
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{
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vec4s prev = render_target_get_pixel(job->aov_target[AOV_INDIRECT_INDEX], (uint32_t)x, (uint32_t)y);
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vec4s avg = running_average_vec4(prev, pixel.indirect, s);
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render_target_set_pixel(job->aov_target[AOV_INDIRECT_INDEX], (uint32_t)x, (uint32_t)y, avg);
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}
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}
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}
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job->progressive_sample_index = s + 1;
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}
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tile_done:;
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job->is_done = true;
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return;
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}
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else
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{
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uint32_t tile_count_x = (job->config->width + job->config->bucket_size - 1) / job->config->bucket_size;
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uint32_t tile_count_y = (job->config->height + job->config->bucket_size - 1) / job->config->bucket_size;
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uint32_t tile_count = tile_count_x * tile_count_y;
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int64_t x, y, tile_index; // OpenMP requires these to be declared outside the parallel region.
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#pragma omp parallel for schedule(dynamic, 1) default(none) \
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shared(tile_count_x, tile_count_y, tile_count, coord, job) \
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private(x, y, tile_index)
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for (tile_index = 0; tile_index < tile_count; tile_index++)
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{
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uint32_t tile_x_0 = (uint32_t)tile_index % tile_count_x * job->config->bucket_size;
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uint32_t tile_y_0 = (uint32_t)tile_index / tile_count_x * job->config->bucket_size;
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uint32_t tile_x_1 = (uint32_t)fmin(tile_x_0 + job->config->bucket_size, job->config->width);
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uint32_t tile_y_1 = (uint32_t)fmin(tile_y_0 + job->config->bucket_size, job->config->height);
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for (y = tile_y_0; y < tile_y_1; y++)
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{
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for (x = tile_x_0; x < tile_x_1; x++)
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{
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if (job->is_done)
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{
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goto tile_done;
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}
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aov_output_t pixel_output = {0};
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render_pixel(job->config, job->scene, coord, (uint32_t)x, (uint32_t)y, job->aov_flags, &pixel_output);
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update_aov(job->aov_target, &pixel_output, (uint32_t)x, (uint32_t)y);
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}
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}
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tile_done:;
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}
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job->is_done = true;
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}
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// TODO: A-Trous denoising
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job->is_done = true;
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}
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void render_job_free(render_job_t* job)
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