Commit: 4443bb89228098a7b7eecdf4899a46aee5061bce
Author: Brecht Van Lommel
Date:   Thu Feb 4 23:35:08 2016 +0100
Branches: master
https://developer.blender.org/rB4443bb89228098a7b7eecdf4899a46aee5061bce

Fix Burley BSSRDF NaNs and fireflies.

Explicitly truncate to Rm same way as the Gaussian BSSRDF, and use safe_sqrtf()
to be sure in case of float precision issues.

===================================================================

M       intern/cycles/kernel/closure/bssrdf.h
M       intern/cycles/kernel/kernel_subsurface.h

===================================================================

diff --git a/intern/cycles/kernel/closure/bssrdf.h 
b/intern/cycles/kernel/closure/bssrdf.h
index c2fde6f..a53fedb 100644
--- a/intern/cycles/kernel/closure/bssrdf.h
+++ b/intern/cycles/kernel/closure/bssrdf.h
@@ -65,7 +65,7 @@ ccl_device void bssrdf_gaussian_sample(ShaderClosure *sc, 
float xi, float *r, fl
        *r = sqrtf(r_squared);
 
        /* h^2 + r^2 = Rm^2 */
-       *h = sqrtf(Rm*Rm - r_squared);
+       *h = safe_sqrtf(Rm*Rm - r_squared);
 }
 
 /* Planar Cubic BSSRDF falloff
@@ -170,13 +170,20 @@ ccl_device void bssrdf_cubic_sample(ShaderClosure *sc, 
float xi, float *r, float
        *r = r_;
 
        /* h^2 + r^2 = Rm^2 */
-       *h = sqrtf(Rm*Rm - r_*r_);
+       *h = safe_sqrtf(Rm*Rm - r_*r_);
 }
 
 /* Approximate Reflectance Profiles
  * http://graphics.pixar.com/library/ApproxBSSRDF/paper.pdf
  */
 
+/* This is a bit arbitrary, just need big enough radius so it matches
+ * the mean free length, but still not too big so sampling is still
+ * effective. Might need some further tweaks.
+ */
+#define BURLEY_TRUNCATE     10.0f
+#define BURLEY_TRUNCATE_CDF 0.973233f // cdf(BURLEY_TRUNCATE)
+
 ccl_device_inline float bssrdf_burley_fitting(float A)
 {
        /* Diffuse surface transmission, equation (6). */
@@ -200,28 +207,33 @@ ccl_device void bssrdf_burley_setup(ShaderClosure *sc)
        const float s = bssrdf_burley_fitting(A);
        const float d = l / s;
 
-       sc->custom1 = l;
-       sc->custom2 = s;
-       sc->custom3 = d;
+       sc->custom1 = d;
 }
 
 ccl_device float bssrdf_burley_eval(ShaderClosure *sc, float r)
 {
-       const float l = sc->custom1,
-                   s = sc->custom2;
+       const float d = sc->custom1;
+       const float Rm = BURLEY_TRUNCATE * d;
+
+       if (r >= Rm)
+               return 0.0f;
+
+       /* Clamp to avoid precision issues computing expf(-x)/x */
+       r = fmaxf(r, 1e-2f * d);
+
        /* Burley refletance profile, equation (3).
         *
         * Note that surface albedo is already included into sc->weight, no 
need to
         * multiply by this term here.
         */
-       float exp_r_3_d = expf(-s*r / (3.0f * l));
+       float exp_r_3_d = expf(-r / (3.0f * d));
        float exp_r_d = exp_r_3_d * exp_r_3_d * exp_r_3_d;
-       return s * (exp_r_d + exp_r_3_d) / (8*M_PI_F*l*r);
+       return (exp_r_d + exp_r_3_d) / (8*M_PI_F*d*r);
 }
 
 ccl_device float bssrdf_burley_pdf(ShaderClosure *sc, float r)
 {
-       return bssrdf_burley_eval(sc, r);
+       return bssrdf_burley_eval(sc, r) * (1.0f/BURLEY_TRUNCATE_CDF);
 }
 
 /* Find the radius for desired CDF value.
@@ -269,18 +281,14 @@ ccl_device void bssrdf_burley_sample(ShaderClosure *sc,
                                      float *r,
                                      float *h)
 {
-       const float d = sc->custom3;
-       /* This is a bit arbitrary, just need big enough radius so it matches
-        * the mean free length, but still not too big so sampling is still
-        * effective. Might need some further tweaks.
-        */
-       const float Rm = 10.0f*d;
-       const float r_ = bssrdf_burley_root_find(xi) * d;
+       const float d = sc->custom1;
+       const float Rm = BURLEY_TRUNCATE * d;
+       const float r_ = bssrdf_burley_root_find(xi * BURLEY_TRUNCATE_CDF) * d;
 
        *r = r_;
 
        /* h^2 + r^2 = Rm^2 */
-       *h = sqrtf(Rm*Rm - r_*r_);
+       *h = safe_sqrtf(Rm*Rm - r_*r_);
 }
 
 /* None BSSRDF falloff
@@ -312,7 +320,7 @@ ccl_device void bssrdf_none_sample(ShaderClosure *sc, float 
xi, float *r, float
        *r = r_;
 
        /* h^2 + r^2 = Rm^2 */
-       *h = sqrtf(Rm*Rm - r_*r_);
+       *h = safe_sqrtf(Rm*Rm - r_*r_);
 }
 
 /* Generic */
diff --git a/intern/cycles/kernel/kernel_subsurface.h 
b/intern/cycles/kernel/kernel_subsurface.h
index 836ba64..705b57b 100644
--- a/intern/cycles/kernel/kernel_subsurface.h
+++ b/intern/cycles/kernel/kernel_subsurface.h
@@ -106,8 +106,6 @@ ccl_device float3 subsurface_scatter_eval(ShaderData *sd, 
ShaderClosure *sc, flo
 
        float sample_weight_inv = 1.0f/sample_weight_sum;
 
-       //printf("num closures %d\n", sd->num_closure);
-
        for(int i = 0; i < sd->num_closure; i++) {
                sc = &sd->closure[i];

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