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| // Copyright (c) 2020-2021, NVIDIA CORPORATION. All rights reserved. | |
| // | |
| // NVIDIA CORPORATION and its licensors retain all intellectual property | |
| // and proprietary rights in and to this software, related documentation | |
| // and any modifications thereto. Any use, reproduction, disclosure or | |
| // distribution of this software and related documentation without an express | |
| // license agreement from NVIDIA CORPORATION is strictly prohibited. | |
| #include "common.h" | |
| #include "normal.h" | |
| #define NORMAL_THRESHOLD 0.1f | |
| //------------------------------------------------------------------------ | |
| // Perturb shading normal by tangent frame | |
| __device__ vec3f fwdPerturbNormal(const vec3f perturbed_nrm, const vec3f smooth_nrm, const vec3f smooth_tng, bool opengl) | |
| { | |
| vec3f _smooth_bitng = cross(smooth_tng, smooth_nrm); | |
| vec3f smooth_bitng = safeNormalize(_smooth_bitng); | |
| vec3f _shading_nrm = smooth_tng * perturbed_nrm.x + (opengl ? -1 : 1) * smooth_bitng * perturbed_nrm.y + smooth_nrm * max(perturbed_nrm.z, 0.0f); | |
| return safeNormalize(_shading_nrm); | |
| } | |
| __device__ void bwdPerturbNormal(const vec3f perturbed_nrm, const vec3f smooth_nrm, const vec3f smooth_tng, vec3f &d_perturbed_nrm, vec3f &d_smooth_nrm, vec3f &d_smooth_tng, const vec3f d_out, bool opengl) | |
| { | |
| //////////////////////////////////////////////////////////////////////// | |
| // FWD | |
| vec3f _smooth_bitng = cross(smooth_tng, smooth_nrm); | |
| vec3f smooth_bitng = safeNormalize(_smooth_bitng); | |
| vec3f _shading_nrm = smooth_tng * perturbed_nrm.x + (opengl ? -1 : 1) * smooth_bitng * perturbed_nrm.y + smooth_nrm * max(perturbed_nrm.z, 0.0f); | |
| //////////////////////////////////////////////////////////////////////// | |
| // BWD | |
| vec3f d_shading_nrm(0); | |
| bwdSafeNormalize(_shading_nrm, d_shading_nrm, d_out); | |
| vec3f d_smooth_bitng(0); | |
| if (perturbed_nrm.z > 0.0f) | |
| { | |
| d_smooth_nrm += d_shading_nrm * perturbed_nrm.z; | |
| d_perturbed_nrm.z += sum(d_shading_nrm * smooth_nrm); | |
| } | |
| d_smooth_bitng += (opengl ? -1 : 1) * d_shading_nrm * perturbed_nrm.y; | |
| d_perturbed_nrm.y += (opengl ? -1 : 1) * sum(d_shading_nrm * smooth_bitng); | |
| d_smooth_tng += d_shading_nrm * perturbed_nrm.x; | |
| d_perturbed_nrm.x += sum(d_shading_nrm * smooth_tng); | |
| vec3f d__smooth_bitng(0); | |
| bwdSafeNormalize(_smooth_bitng, d__smooth_bitng, d_smooth_bitng); | |
| bwdCross(smooth_tng, smooth_nrm, d_smooth_tng, d_smooth_nrm, d__smooth_bitng); | |
| } | |
| //------------------------------------------------------------------------ | |
| #define bent_nrm_eps 0.001f | |
| __device__ vec3f fwdBendNormal(const vec3f view_vec, const vec3f smooth_nrm, const vec3f geom_nrm) | |
| { | |
| float dp = dot(view_vec, smooth_nrm); | |
| float t = clamp(dp / NORMAL_THRESHOLD, 0.0f, 1.0f); | |
| return geom_nrm * (1.0f - t) + smooth_nrm * t; | |
| } | |
| __device__ void bwdBendNormal(const vec3f view_vec, const vec3f smooth_nrm, const vec3f geom_nrm, vec3f& d_view_vec, vec3f& d_smooth_nrm, vec3f& d_geom_nrm, const vec3f d_out) | |
| { | |
| //////////////////////////////////////////////////////////////////////// | |
| // FWD | |
| float dp = dot(view_vec, smooth_nrm); | |
| float t = clamp(dp / NORMAL_THRESHOLD, 0.0f, 1.0f); | |
| //////////////////////////////////////////////////////////////////////// | |
| // BWD | |
| if (dp > NORMAL_THRESHOLD) | |
| d_smooth_nrm += d_out; | |
| else | |
| { | |
| // geom_nrm * (1.0f - t) + smooth_nrm * t; | |
| d_geom_nrm += d_out * (1.0f - t); | |
| d_smooth_nrm += d_out * t; | |
| float d_t = sum(d_out * (smooth_nrm - geom_nrm)); | |
| float d_dp = dp < 0.0f || dp > NORMAL_THRESHOLD ? 0.0f : d_t / NORMAL_THRESHOLD; | |
| bwdDot(view_vec, smooth_nrm, d_view_vec, d_smooth_nrm, d_dp); | |
| } | |
| } | |
| //------------------------------------------------------------------------ | |
| // Kernels | |
| __global__ void PrepareShadingNormalFwdKernel(PrepareShadingNormalKernelParams p) | |
| { | |
| // Calculate pixel position. | |
| unsigned int px = blockIdx.x * blockDim.x + threadIdx.x; | |
| unsigned int py = blockIdx.y * blockDim.y + threadIdx.y; | |
| unsigned int pz = blockIdx.z; | |
| if (px >= p.gridSize.x || py >= p.gridSize.y || pz >= p.gridSize.z) | |
| return; | |
| vec3f pos = p.pos.fetch3(px, py, pz); | |
| vec3f view_pos = p.view_pos.fetch3(px, py, pz); | |
| vec3f perturbed_nrm = p.perturbed_nrm.fetch3(px, py, pz); | |
| vec3f _smooth_nrm = p.smooth_nrm.fetch3(px, py, pz); | |
| vec3f _smooth_tng = p.smooth_tng.fetch3(px, py, pz); | |
| vec3f geom_nrm = p.geom_nrm.fetch3(px, py, pz); | |
| vec3f smooth_nrm = safeNormalize(_smooth_nrm); | |
| vec3f smooth_tng = safeNormalize(_smooth_tng); | |
| vec3f view_vec = safeNormalize(view_pos - pos); | |
| vec3f shading_nrm = fwdPerturbNormal(perturbed_nrm, smooth_nrm, smooth_tng, p.opengl); | |
| vec3f res; | |
| if (p.two_sided_shading && dot(view_vec, geom_nrm) < 0.0f) | |
| res = fwdBendNormal(view_vec, -shading_nrm, -geom_nrm); | |
| else | |
| res = fwdBendNormal(view_vec, shading_nrm, geom_nrm); | |
| p.out.store(px, py, pz, res); | |
| } | |
| __global__ void PrepareShadingNormalBwdKernel(PrepareShadingNormalKernelParams p) | |
| { | |
| // Calculate pixel position. | |
| unsigned int px = blockIdx.x * blockDim.x + threadIdx.x; | |
| unsigned int py = blockIdx.y * blockDim.y + threadIdx.y; | |
| unsigned int pz = blockIdx.z; | |
| if (px >= p.gridSize.x || py >= p.gridSize.y || pz >= p.gridSize.z) | |
| return; | |
| vec3f pos = p.pos.fetch3(px, py, pz); | |
| vec3f view_pos = p.view_pos.fetch3(px, py, pz); | |
| vec3f perturbed_nrm = p.perturbed_nrm.fetch3(px, py, pz); | |
| vec3f _smooth_nrm = p.smooth_nrm.fetch3(px, py, pz); | |
| vec3f _smooth_tng = p.smooth_tng.fetch3(px, py, pz); | |
| vec3f geom_nrm = p.geom_nrm.fetch3(px, py, pz); | |
| vec3f d_out = p.out.fetch3(px, py, pz); | |
| /////////////////////////////////////////////////////////////////////////////////////////////////// | |
| // FWD | |
| vec3f smooth_nrm = safeNormalize(_smooth_nrm); | |
| vec3f smooth_tng = safeNormalize(_smooth_tng); | |
| vec3f _view_vec = view_pos - pos; | |
| vec3f view_vec = safeNormalize(view_pos - pos); | |
| vec3f shading_nrm = fwdPerturbNormal(perturbed_nrm, smooth_nrm, smooth_tng, p.opengl); | |
| /////////////////////////////////////////////////////////////////////////////////////////////////// | |
| // BWD | |
| vec3f d_view_vec(0), d_shading_nrm(0), d_geom_nrm(0); | |
| if (p.two_sided_shading && dot(view_vec, geom_nrm) < 0.0f) | |
| { | |
| bwdBendNormal(view_vec, -shading_nrm, -geom_nrm, d_view_vec, d_shading_nrm, d_geom_nrm, d_out); | |
| d_shading_nrm = -d_shading_nrm; | |
| d_geom_nrm = -d_geom_nrm; | |
| } | |
| else | |
| bwdBendNormal(view_vec, shading_nrm, geom_nrm, d_view_vec, d_shading_nrm, d_geom_nrm, d_out); | |
| vec3f d_perturbed_nrm(0), d_smooth_nrm(0), d_smooth_tng(0); | |
| bwdPerturbNormal(perturbed_nrm, smooth_nrm, smooth_tng, d_perturbed_nrm, d_smooth_nrm, d_smooth_tng, d_shading_nrm, p.opengl); | |
| vec3f d__view_vec(0), d__smooth_nrm(0), d__smooth_tng(0); | |
| bwdSafeNormalize(_view_vec, d__view_vec, d_view_vec); | |
| bwdSafeNormalize(_smooth_nrm, d__smooth_nrm, d_smooth_nrm); | |
| bwdSafeNormalize(_smooth_tng, d__smooth_tng, d_smooth_tng); | |
| p.pos.store_grad(px, py, pz, -d__view_vec); | |
| p.view_pos.store_grad(px, py, pz, d__view_vec); | |
| p.perturbed_nrm.store_grad(px, py, pz, d_perturbed_nrm); | |
| p.smooth_nrm.store_grad(px, py, pz, d__smooth_nrm); | |
| p.smooth_tng.store_grad(px, py, pz, d__smooth_tng); | |
| p.geom_nrm.store_grad(px, py, pz, d_geom_nrm); | |
| } |