Blender V4.3
bsdf_util.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
11
12/* Compute fresnel reflectance for perpendicular (aka S-) and parallel (aka P-) polarized light.
13 * If requested by the caller, r_phi is set to the phase shift on reflection.
14 * Also returns the dot product of the refracted ray and the normal as `cos_theta_t`, as it is
15 * used when computing the direction of the refracted ray. */
17 float eta,
18 ccl_private float *r_cos_theta_t,
19 ccl_private float2 *r_phi)
20{
21 kernel_assert(!isnan_safe(cos_theta_i));
22
23 /* Using Snell's law, calculate the squared cosine of the angle between the surface normal and
24 * the transmitted ray. */
25 const float eta_cos_theta_t_sq = sqr(eta) - (1.0f - sqr(cos_theta_i));
26 if (eta_cos_theta_t_sq <= 0) {
27 /* Total internal reflection. */
28 if (r_phi) {
29 /* The following code would compute the proper phase shift on TIR.
30 * However, for the current user of this computation (the iridescence code),
31 * this doesn't actually affect the result, so don't bother with the computation for now.
32 *
33 * `const float fac = sqrtf(1.0f - sqr(cosThetaI) - sqr(eta));`
34 * `r_phi->x = -2.0f * atanf(fac / cosThetaI);`
35 * `r_phi->y = -2.0f * atanf(fac / (cosThetaI * sqr(eta)));`
36 */
37 *r_phi = zero_float2();
38 }
39 return one_float2();
40 }
41
42 cos_theta_i = fabsf(cos_theta_i);
43 /* Relative to the surface normal. */
44 const float cos_theta_t = -safe_sqrtf(eta_cos_theta_t_sq) / eta;
45
46 if (r_cos_theta_t) {
47 *r_cos_theta_t = cos_theta_t;
48 }
49
50 /* Amplitudes of reflected waves. */
51 const float r_s = (cos_theta_i + eta * cos_theta_t) / (cos_theta_i - eta * cos_theta_t);
52 const float r_p = (cos_theta_t + eta * cos_theta_i) / (eta * cos_theta_i - cos_theta_t);
53
54 if (r_phi) {
55 *r_phi = make_float2(r_s < 0.0f, r_p < 0.0f) * M_PI_F;
56 }
57
58 /* Return squared amplitude to get the fraction of reflected energy. */
59 return make_float2(sqr(r_s), sqr(r_p));
60}
61
62/* Compute fresnel reflectance for unpolarized light. */
64 float eta,
65 ccl_private float *r_cos_theta_t)
66{
67 return average(fresnel_dielectric_polarized(cos_theta_i, eta, r_cos_theta_t, nullptr));
68}
69
70/* Refract the incident ray, given the cosine of the refraction angle and the relative refractive
71 * index of the incoming medium w.r.t. the outgoing medium. */
73 const float3 normal,
74 const float cos_theta_t,
75 const float inv_eta)
76{
77 return (inv_eta * dot(normal, incident) + cos_theta_t) * normal - inv_eta * incident;
78}
79
80ccl_device float fresnel_dielectric_cos(float cosi, float eta)
81{
82 // compute fresnel reflectance without explicitly computing
83 // the refracted direction
84 float c = fabsf(cosi);
85 float g = eta * eta - 1 + c * c;
86 if (g > 0) {
87 g = sqrtf(g);
88 float A = (g - c) / (g + c);
89 float B = (c * (g + c) - 1) / (c * (g - c) + 1);
90 return 0.5f * A * A * (1 + B * B);
91 }
92 return 1.0f; // TIR(no refracted component)
93}
94
95ccl_device Spectrum fresnel_conductor(float cosi, const Spectrum eta, const Spectrum k)
96{
97 Spectrum cosi2 = make_spectrum(cosi * cosi);
98 Spectrum one = make_spectrum(1.0f);
99 Spectrum tmp_f = eta * eta + k * k;
100 Spectrum tmp = tmp_f * cosi2;
101 Spectrum Rparl2 = (tmp - (2.0f * eta * cosi) + one) / (tmp + (2.0f * eta * cosi) + one);
102 Spectrum Rperp2 = (tmp_f - (2.0f * eta * cosi) + cosi2) / (tmp_f + (2.0f * eta * cosi) + cosi2);
103 return (Rparl2 + Rperp2) * 0.5f;
104}
105
106ccl_device float ior_from_F0(float f0)
107{
108 const float sqrt_f0 = sqrtf(clamp(f0, 0.0f, 0.99f));
109 return (1.0f + sqrt_f0) / (1.0f - sqrt_f0);
110}
111
112ccl_device float F0_from_ior(float ior)
113{
114 return sqr((ior - 1.0f) / (ior + 1.0f));
115}
116
118{
119 float m = clamp(1.0f - u, 0.0f, 1.0f);
120 float m2 = m * m;
121 return m2 * m2 * m; // pow(m, 5)
122}
123
124/* Calculate the fresnel color, which is a blend between white and the F0 color */
126 float3 H,
127 float ior,
128 Spectrum F0)
129{
130 /* Compute the real Fresnel term and remap it from real_F0..1 to F0..1.
131 * The reason why we use this remapping instead of directly doing the
132 * Schlick approximation mix(F0, 1.0, (1.0-cosLH)^5) is that for cases
133 * with similar IORs (e.g. ice in water), the relative IOR can be close
134 * enough to 1.0 that the Schlick approximation becomes inaccurate. */
135 float real_F = fresnel_dielectric_cos(dot(L, H), ior);
136 float real_F0 = fresnel_dielectric_cos(1.0f, ior);
137
138 return mix(F0, one_spectrum(), inverse_lerp(real_F0, 1.0f, real_F));
139}
140
141/* If the shading normal results in specular reflection in the lower hemisphere, raise the shading
142 * normal towards the geometry normal so that the specular reflection is just above the surface.
143 * Only used for glossy materials. */
145{
146 const float3 R = 2 * dot(N, I) * N - I;
147
148 const float Iz = dot(I, Ng);
149 kernel_assert(Iz >= 0);
150
151 /* Reflection rays may always be at least as shallow as the incoming ray. */
152 const float threshold = min(0.9f * Iz, 0.01f);
153 if (dot(Ng, R) >= threshold) {
154 return N;
155 }
156
157 /* Form coordinate system with Ng as the Z axis and N inside the X-Z-plane.
158 * The X axis is found by normalizing the component of N that's orthogonal to Ng.
159 * The Y axis isn't actually needed.
160 */
161 const float3 X = safe_normalize_fallback(N - dot(N, Ng) * Ng, N);
162
163 /* Calculate N.z and N.x in the local coordinate system.
164 *
165 * The goal of this computation is to find a N' that is rotated towards Ng just enough
166 * to lift R' above the threshold (here called t), therefore dot(R', Ng) = t.
167 *
168 * According to the standard reflection equation,
169 * this means that we want dot(2*dot(N', I)*N' - I, Ng) = t.
170 *
171 * Since the Z axis of our local coordinate system is Ng, dot(x, Ng) is just x.z, so we get
172 * 2*dot(N', I)*N'.z - I.z = t.
173 *
174 * The rotation is simple to express in the coordinate system we formed -
175 * since N lies in the X-Z-plane, we know that N' will also lie in the X-Z-plane,
176 * so N'.y = 0 and therefore dot(N', I) = N'.x*I.x + N'.z*I.z .
177 *
178 * Furthermore, we want N' to be normalized, so N'.x = sqrt(1 - N'.z^2).
179 *
180 * With these simplifications, we get the equation
181 * 2*(sqrt(1 - N'.z^2)*I.x + N'.z*I.z)*N'.z - I.z = t,
182 * or
183 * 2*sqrt(1 - N'.z^2)*I.x*N'.z = t + I.z * (1 - 2*N'.z^2),
184 * after rearranging terms.
185 * Raise both sides to the power of two and substitute terms with
186 * a = I.x^2 + I.z^2,
187 * b = 2*(a + Iz*t),
188 * c = (Iz + t)^2,
189 * we obtain
190 * 4*a*N'.z^4 - 2*b*N'.z^2 + c = 0.
191 *
192 * The only unknown here is N'.z, so we can solve for that.
193 *
194 * The equation has four solutions in general, two can immediately be discarded because they're
195 * negative so N' would lie in the lower hemisphere; one solves
196 * 2*sqrt(1 - N'.z^2)*I.x*N'.z = -(t + I.z * (1 - 2*N'.z^2))
197 * instead of the original equation (before squaring both sides).
198 * Therefore only one root is valid.
199 */
200
201 const float Ix = dot(I, X);
202
203 const float a = sqr(Ix) + sqr(Iz);
204 const float b = 2.0f * (a + Iz * threshold);
205 const float c = sqr(threshold + Iz);
206
207 /* In order that the root formula solves 2*sqrt(1 - N'.z^2)*I.x*N'.z = t + I.z - 2*I.z*N'.z^2,
208 * Ix and (t + I.z * (1 - 2*N'.z^2)) must have the same sign (the rest terms are non-negative by
209 * definition). */
210 const float Nz2 = (Ix < 0) ? 0.25f * (b + safe_sqrtf(sqr(b) - 4.0f * a * c)) / a :
211 0.25f * (b - safe_sqrtf(sqr(b) - 4.0f * a * c)) / a;
212
213 const float Nx = safe_sqrtf(1.0f - Nz2);
214 const float Nz = safe_sqrtf(Nz2);
215
216 return Nx * X + Nz * Ng;
217}
218
219/* Do not call #ensure_valid_specular_reflection if the primitive type is curve or if the geometry
220 * normal and the shading normal is the same. */
222{
223 if ((sd->flag & SD_USE_BUMP_MAP_CORRECTION) == 0) {
224 return N;
225 }
226 if ((sd->type & PRIMITIVE_CURVE) || isequal(sd->Ng, N)) {
227 return N;
228 }
229 return ensure_valid_specular_reflection(sd->Ng, sd->wi, N);
230}
231
232/* Principled Hair albedo and absorption coefficients. */
234 const float azimuthal_roughness)
235{
236 const float x = azimuthal_roughness;
237 return (((((0.245f * x) + 5.574f) * x - 10.73f) * x + 2.532f) * x - 0.215f) * x + 5.969f;
238}
239
241bsdf_principled_hair_sigma_from_reflectance(const Spectrum color, const float azimuthal_roughness)
242{
243 const Spectrum sigma = log(color) /
245 return sigma * sigma;
246}
247
249 const float pheomelanin)
250{
251 const float3 eumelanin_color = make_float3(0.506f, 0.841f, 1.653f);
252 const float3 pheomelanin_color = make_float3(0.343f, 0.733f, 1.924f);
253
254 return eumelanin * rgb_to_spectrum(eumelanin_color) +
255 pheomelanin * rgb_to_spectrum(pheomelanin_color);
256}
257
258/* Computes the weight for base closure(s) which are layered under another closure.
259 * layer_albedo is an estimate of the top layer's reflectivity, while weight is the closure weight
260 * of the entire base+top combination. */
262 const Spectrum weight)
263{
264 return weight * saturatef(1.0f - reduce_max(safe_divide_color(layer_albedo, weight)));
265}
266
267/* ******** Thin-film iridescence implementation ********
268 *
269 * Based on "A Practical Extension to Microfacet Theory for the Modeling of Varying Iridescence"
270 * by Laurent Belcour and Pascal Barla.
271 * https://belcour.github.io/blog/research/publication/2017/05/01/brdf-thin-film.html.
272 */
273
285{
286 float phase = M_2PI_F * OPD * 1e-9f;
287 float3 val = make_float3(5.4856e-13f, 4.4201e-13f, 5.2481e-13f);
288 float3 pos = make_float3(1.6810e+06f, 1.7953e+06f, 2.2084e+06f);
289 float3 var = make_float3(4.3278e+09f, 9.3046e+09f, 6.6121e+09f);
290
291 float3 xyz = val * sqrt(M_2PI_F * var) * cos(pos * phase + shift) * exp(-sqr(phase) * var);
292 xyz.x += 1.64408e-8f * cosf(2.2399e+06f * phase + shift) * expf(-4.5282e+09f * sqr(phase));
293 return xyz / 1.0685e-7f;
294}
295
297iridescence_airy_summation(float T121, float R12, float R23, float OPD, float phi)
298{
299 if (R23 == 1.0f) {
300 /* Shortcut for TIR on the bottom interface. */
301 return one_float3();
302 }
303
304 float R123 = R12 * R23;
305 float r123 = sqrtf(R123);
306 float Rs = sqr(T121) * R23 / (1.0f - R123);
307
308 /* Perform summation over path order differences (equation 10). */
309 float3 R = make_float3(R12 + Rs); /* C0 */
310 float Cm = (Rs - T121);
311 /* Truncate after m=3, higher differences have barely any impact. */
312 for (int m = 1; m < 4; m++) {
313 Cm *= r123;
314 R += Cm * 2.0f * iridescence_lookup_sensitivity(m * OPD, m * phi);
315 }
316 return R;
317}
318
320 float eta1,
321 float eta2,
322 float eta3,
323 float cos_theta_1,
324 float thickness,
325 ccl_private float *r_cos_theta_3)
326{
327 /* For films below 30nm, the wave-optic-based Airy summation approach no longer applies,
328 * so blend towards the case without coating. */
329 if (thickness < 30.0f) {
330 eta2 = mix(eta1, eta2, smoothstep(0.0f, 30.0f, thickness));
331 }
332
333 float cos_theta_2;
334 float2 phi12, phi23;
335
336 /* Compute reflection at the top interface (ambient to film). */
337 float2 R12 = fresnel_dielectric_polarized(cos_theta_1, eta2 / eta1, &cos_theta_2, &phi12);
338 if (isequal(R12, one_float2())) {
339 /* TIR at the top interface. */
340 return one_spectrum();
341 }
342
343 /* Compute optical path difference inside the thin film. */
344 float OPD = -2.0f * eta2 * thickness * cos_theta_2;
345
346 /* Compute reflection at the bottom interface (film to medium). */
347 float2 R23 = fresnel_dielectric_polarized(-cos_theta_2, eta3 / eta2, r_cos_theta_3, &phi23);
348 if (isequal(R23, one_float2())) {
349 /* TIR at the bottom interface.
350 * All the Airy summation math still simplifies to 1.0 in this case. */
351 return one_spectrum();
352 }
353
354 /* Compute helper parameters. */
355 float2 T121 = one_float2() - R12;
356 float2 phi = make_float2(M_PI_F, M_PI_F) - phi12 + phi23;
357
358 /* Perform Airy summation and average the polarizations. */
359 float3 R = mix(iridescence_airy_summation(T121.x, R12.x, R23.x, OPD, phi.x),
360 iridescence_airy_summation(T121.y, R12.y, R23.y, OPD, phi.y),
361 0.5f);
362
363 /* Color space conversion here is tricky.
364 * In theory, the correct thing would be to compute the spectral color matching functions
365 * for the RGB channels, take their Fourier transform in wavelength parametrization, and
366 * then use that in iridescence_lookup_sensitivity().
367 * To avoid this complexity, the code here instead uses the reference implementation's
368 * Gaussian fit of the CIE XYZ curves. However, this means that at this point, R is in
369 * XYZ values, not RGB.
370 * Additionally, since I is a reflectivity, not a luminance, the spectral color matching
371 * functions should be multiplied by the reference illuminant. Since the fit is based on
372 * the "raw" CIE XYZ curves, the reference illuminant implicitly is a constant spectrum,
373 * meaning Illuminant E.
374 * Therefore, we can't just use the regular XYZ->RGB conversion here, we need to include
375 * a chromatic adaption from E to whatever the white point of the working color space is.
376 * The proper way to do this would be a Von Kries-style transform, but to keep it simple,
377 * we just multiply by the white point here.
378 *
379 * NOTE: The reference implementation sidesteps all this by just hard-coding a XYZ->CIE RGB
380 * matrix. Since CIE RGB uses E as its white point, this sidesteps the chromatic adaption
381 * topic, but the primary colors don't match (unless you happen to actually work in CIE RGB.)
382 */
383 R *= float4_to_float3(kernel_data.film.white_xyz);
384 return saturate(xyz_to_rgb(kg, R));
385}
386
sqrt(x)+1/max(0
MINLINE float safe_sqrtf(float a)
#define saturate(a)
#define X
ccl_device_forceinline Spectrum interpolate_fresnel_color(float3 L, float3 H, float ior, Spectrum F0)
Definition bsdf_util.h:125
ccl_device float fresnel_dielectric_cos(float cosi, float eta)
Definition bsdf_util.h:80
ccl_device float F0_from_ior(float ior)
Definition bsdf_util.h:112
ccl_device_inline Spectrum bsdf_principled_hair_sigma_from_reflectance(const Spectrum color, const float azimuthal_roughness)
Definition bsdf_util.h:241
ccl_device_inline float bsdf_principled_hair_albedo_roughness_scale(const float azimuthal_roughness)
Definition bsdf_util.h:233
ccl_device Spectrum fresnel_conductor(float cosi, const Spectrum eta, const Spectrum k)
Definition bsdf_util.h:95
ccl_device Spectrum fresnel_iridescence(KernelGlobals kg, float eta1, float eta2, float eta3, float cos_theta_1, float thickness, ccl_private float *r_cos_theta_3)
Definition bsdf_util.h:319
ccl_device_forceinline float fresnel_dielectric(float cos_theta_i, float eta, ccl_private float *r_cos_theta_t)
Definition bsdf_util.h:63
ccl_device float3 maybe_ensure_valid_specular_reflection(ccl_private ShaderData *sd, float3 N)
Definition bsdf_util.h:221
ccl_device_inline Spectrum bsdf_principled_hair_sigma_from_concentration(const float eumelanin, const float pheomelanin)
Definition bsdf_util.h:248
ccl_device_inline float3 refract_angle(const float3 incident, const float3 normal, const float cos_theta_t, const float inv_eta)
Definition bsdf_util.h:72
CCL_NAMESPACE_BEGIN ccl_device float2 fresnel_dielectric_polarized(float cos_theta_i, float eta, ccl_private float *r_cos_theta_t, ccl_private float2 *r_phi)
Definition bsdf_util.h:16
ccl_device_inline Spectrum closure_layering_weight(const Spectrum layer_albedo, const Spectrum weight)
Definition bsdf_util.h:261
ccl_device float ior_from_F0(float f0)
Definition bsdf_util.h:106
ccl_device_inline Spectrum iridescence_lookup_sensitivity(float OPD, float shift)
Definition bsdf_util.h:284
ccl_device_inline float3 iridescence_airy_summation(float T121, float R12, float R23, float OPD, float phi)
Definition bsdf_util.h:297
ccl_device float3 ensure_valid_specular_reflection(float3 Ng, float3 I, float3 N)
Definition bsdf_util.h:144
ccl_device float schlick_fresnel(float u)
Definition bsdf_util.h:117
local_group_size(16, 16) .push_constant(Type b
additional_info("compositor_sum_squared_difference_float_shared") .push_constant(Type output_img float dot(value.rgb, luminance_coefficients)") .define("LOAD(value)"
#define kernel_assert(cond)
#define kernel_data
const KernelGlobalsCPU *ccl_restrict KernelGlobals
#define ccl_device_forceinline
#define cosf(x)
#define ccl_device
#define expf(x)
#define ccl_private
#define ccl_device_inline
#define CCL_NAMESPACE_END
#define saturatef(x)
ccl_device_forceinline float3 make_float3(const float x, const float y, const float z)
ccl_device_forceinline float2 make_float2(const float x, const float y)
#define fabsf(x)
#define sqrtf(x)
#define mix(a, b, c)
Definition hash.h:36
@ SD_USE_BUMP_MAP_CORRECTION
@ PRIMITIVE_CURVE
ShaderData
ccl_device_inline Spectrum rgb_to_spectrum(float3 rgb)
MINLINE float smoothstep(float edge0, float edge1, float x)
ccl_device_inline float2 one_float2()
Definition math_float2.h:19
CCL_NAMESPACE_BEGIN ccl_device_inline float2 zero_float2()
Definition math_float2.h:14
ccl_device_inline float average(const float2 a)
ccl_device_inline float reduce_max(const float2 a)
ccl_device_inline bool isequal(const float2 a, const float2 b)
ccl_device_inline float3 safe_normalize_fallback(const float3 a, const float3 fallback)
ccl_device_inline float3 one_float3()
Definition math_float3.h:24
ccl_device_inline float3 exp(float3 v)
ccl_device_inline float3 cos(float3 v)
ccl_device_inline float3 log(float3 v)
#define N
#define B
#define R
#define L
#define H(x, y, z)
#define M_PI_F
Definition mikk_util.hh:15
color xyz_to_rgb(float x, float y, float z)
Definition node_color.h:73
#define I
#define M_2PI_F
Definition sky_float3.h:23
#define min(a, b)
Definition sort.c:32
float x
float y
float x
Definition sky_float3.h:27
#define one_spectrum
#define make_spectrum(f)
SPECTRUM_DATA_TYPE Spectrum
ccl_device_inline float inverse_lerp(float a, float b, float x)
Definition util/math.h:550
ccl_device_inline float sqr(float a)
Definition util/math.h:782
ccl_device_inline bool isnan_safe(float f)
Definition util/math.h:359
ccl_device_inline float3 float4_to_float3(const float4 a)
Definition util/math.h:535
ccl_device_inline Spectrum safe_divide_color(Spectrum a, Spectrum b)
Definition util/math.h:632
ccl_device_inline int clamp(int a, int mn, int mx)
Definition util/math.h:379