Blender V5.0
bsdf_ashikhmin_velvet.h
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1/* SPDX-FileCopyrightText: 2009-2010 Sony Pictures Imageworks Inc., et al. All Rights Reserved.
2 * SPDX-FileCopyrightText: 2011-2022 Blender Foundation
3 *
4 * SPDX-License-Identifier: BSD-3-Clause
5 *
6 * Adapted code from Open Shading Language. */
7
8#pragma once
9
10#include "kernel/types.h"
11
13
15
22
23static_assert(sizeof(ShaderClosure) >= sizeof(VelvetBsdf), "VelvetBsdf is too large!");
24
26{
27 const float sigma = fmaxf(bsdf->sigma, 0.01f);
28 bsdf->invsigma2 = 1.0f / (sigma * sigma);
29
31
33}
34
36 const float3 wi,
37 const float3 wo,
38 ccl_private float *pdf)
39{
40 const ccl_private VelvetBsdf *bsdf = (const ccl_private VelvetBsdf *)sc;
41 const float m_invsigma2 = bsdf->invsigma2;
42 const float3 N = bsdf->N;
43
44 const float cosNI = dot(N, wi);
45 const float cosNO = dot(N, wo);
46 if (!(cosNI > 0 && cosNO > 0)) {
47 *pdf = 0.0f;
48 return zero_spectrum();
49 }
50
51 const float3 H = normalize(wi + wo);
52
53 const float cosNH = dot(N, H);
54 const float cosHI = fabsf(dot(wi, H));
55
56 if (!(fabsf(cosNH) < 1.0f - 1e-5f && cosHI > 1e-5f)) {
57 *pdf = 0.0f;
58 return zero_spectrum();
59 }
60 float cosNHdivHI = cosNH / cosHI;
61 cosNHdivHI = fmaxf(cosNHdivHI, 1e-5f);
62
63 const float fac1 = 2 * fabsf(cosNHdivHI * cosNI);
64 const float fac2 = 2 * fabsf(cosNHdivHI * cosNO);
65
66 const float sinNH2 = 1 - cosNH * cosNH;
67 const float sinNH4 = sinNH2 * sinNH2;
68 const float cotangent2 = (cosNH * cosNH) / sinNH2;
69
70 const float D = expf(-cotangent2 * m_invsigma2) * m_invsigma2 * M_1_PI_F / sinNH4;
71 const float G = fminf(1.0f, fminf(fac1, fac2)); // TODO: derive G from D analytically
72
73 const float out = 0.25f * (D * G) / cosNI;
74
75 *pdf = 0.5f * M_1_PI_F;
76 return make_spectrum(out);
77}
78
80 const float3 Ng,
81 const float3 wi,
82 const float2 rand,
85 ccl_private float *pdf)
86{
87 const ccl_private VelvetBsdf *bsdf = (const ccl_private VelvetBsdf *)sc;
88 const float m_invsigma2 = bsdf->invsigma2;
89 const float3 N = bsdf->N;
90
91 // we are viewing the surface from above - send a ray out with uniform
92 // distribution over the hemisphere
93 sample_uniform_hemisphere(N, rand, wo, pdf);
94
95 if (!(dot(Ng, *wo) > 0)) {
96 *pdf = 0.0f;
97 *eval = zero_spectrum();
98 return LABEL_NONE;
99 }
100
101 const float3 H = normalize(wi + *wo);
102
103 const float cosNI = dot(N, wi);
104 const float cosNO = dot(N, *wo);
105 const float cosHI = fabsf(dot(wi, H));
106 const float cosNH = dot(N, H);
107
108 if (!(cosNI > 1e-5f && fabsf(cosNH) < 1.0f - 1e-5f && cosHI > 1e-5f)) {
109 *pdf = 0.0f;
110 *eval = zero_spectrum();
111 return LABEL_NONE;
112 }
113
114 float cosNHdivHI = cosNH / cosHI;
115 cosNHdivHI = fmaxf(cosNHdivHI, 1e-5f);
116
117 const float fac1 = 2 * fabsf(cosNHdivHI * cosNI);
118 const float fac2 = 2 * fabsf(cosNHdivHI * cosNO);
119
120 const float sinNH2 = 1 - cosNH * cosNH;
121 const float sinNH4 = sinNH2 * sinNH2;
122 const float cotangent2 = (cosNH * cosNH) / sinNH2;
123
124 const float D = expf(-cotangent2 * m_invsigma2) * m_invsigma2 * M_1_PI_F / sinNH4;
125 const float G = fminf(1.0f, fminf(fac1, fac2)); // TODO: derive G from D analytically
126
127 const float power = 0.25f * (D * G) / cosNI;
128
129 *eval = make_spectrum(power);
130
132}
133
#define D
ccl_device int bsdf_ashikhmin_velvet_setup(ccl_private VelvetBsdf *bsdf)
ccl_device Spectrum bsdf_ashikhmin_velvet_eval(const ccl_private ShaderClosure *sc, const float3 wi, const float3 wo, ccl_private float *pdf)
ccl_device int bsdf_ashikhmin_velvet_sample(const ccl_private ShaderClosure *sc, const float3 Ng, const float3 wi, const float2 rand, ccl_private Spectrum *eval, ccl_private float3 *wo, ccl_private float *pdf)
dot(value.rgb, luminance_coefficients)") DEFINE_VALUE("REDUCE(lhs
#define zero_spectrum
#define make_spectrum(f)
#define ccl_private
#define M_1_PI_F
#define expf(x)
#define CCL_NAMESPACE_END
#define out
VecBase< float, D > normalize(VecOp< float, D >) RET
@ CLOSURE_BSDF_ASHIKHMIN_VELVET_ID
@ SD_BSDF_HAS_EVAL
@ SD_BSDF
@ LABEL_DIFFUSE
@ LABEL_NONE
@ LABEL_REFLECT
ccl_device_inline float2 power(const float2 v, const float e)
#define N
#define G(x, y, z)
#define H(x, y, z)
#define fabsf
#define ccl_device
#define fmaxf
#define fminf
ccl_device_inline void sample_uniform_hemisphere(const float3 N, const float2 rand, ccl_private float3 *wo, ccl_private float *pdf)
float3 Spectrum