refactor ray tracing

This commit is contained in:
Dynamitos
2024-12-31 10:40:03 +01:00
parent 0fb5320a30
commit d3a2617d7f
4 changed files with 127 additions and 132 deletions
+101 -6
View File
@@ -12,6 +12,10 @@ import MATERIAL_FILE_NAME;
[shader("closesthit")] [shader("closesthit")]
void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttributes attr) void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttributes attr)
{ {
hitValue.hit = true;
// todo: replace with anyhit shader
if(hitValue.anyHit)
return;
const float3 barycentricCoords = float3(1.0f - attr.barycentrics.x - attr.barycentrics.y, attr.barycentrics.x, attr.barycentrics.y); const float3 barycentricCoords = float3(1.0f - attr.barycentrics.x - attr.barycentrics.y, attr.barycentrics.x, attr.barycentrics.y);
InstanceData inst = pScene.instances[InstanceID()]; InstanceData inst = pScene.instances[InstanceID()];
@@ -37,12 +41,103 @@ void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttribu
FragmentParameter params = FragmentParameter.interpolate(f0, f1, f2, barycentricCoords); FragmentParameter params = FragmentParameter.interpolate(f0, f1, f2, barycentricCoords);
MaterialParameter materialParams = params.getMaterialParameter(); MaterialParameter materialParams = params.getMaterialParameter();
LightingParameter lightingParams = params.getLightingParameter();
lightingParams.viewDir_WS = -WorldRayDirection();
let brdf = Material.prepare(materialParams); let brdf = Material.prepare(materialParams);
hitValue.material.color = float4(brdf.baseColor, 1); float3 normal_WS = mul(params.getTangentToWorld(), brdf.normal);
hitValue.material.emissive = float3(0, 0, 0); float3 normalLight_WS = dot(normal_WS,WorldRayOrigin())<0 ? normal_WS : -normal_WS;
hitValue.shading.position = WorldRayOrigin() + RayTCurrent() * WorldRayDirection();
hitValue.shading.normal = mul(params.getTangentToWorld(), brdf.normal); hitValue.depth++;
hitValue.shading.normalLight = dot(hitValue.shading.normal, WorldRayDirection()) < 0 ? hitValue.shading.normal : -hitValue.shading.normal; float3 localAccRad = float3(0);
float3 rnd = rand01(uint3(vertexIndex0, vertexIndex1, vertexIndex2));
//float kt = ka + ks;
//float s = -log(rnd.z) / kt;
//float3 xs = r.o + s * r.d;
//if (s < t) {
// float p = kt * rnd.z;
// if (depth > 5) {
// if (rnd.z >= p) break;
// else accmat /= p;
// }
// float3 ldirect = nextEventEstimation(accmat, r.d, xs, -r.d, kt, true, rnd);
// accrad += (fogEmm + ks * ldirect) / kt;
// accmat *= ks / kt;
// rayDesc.Origin = xs;
// rayDesc.Direction = float3(
// cos(2*PI*rnd.x)*sqrt(1-rnd.y*rnd.y),
// sin(2*PI*rnd.x)*sqrt(1-rnd.y*rnd.y),
// rnd.y
// );
// continue;
//}
//float p = max(max(brdf.baseColor.x, brdf.baseColor.color.y), brdf.baseColor.color.z);
//if(hitValue.depth > 5) {
// if (rnd.z >= p) return;
// else hitValue.accmat /= p;
//}
RayDesc rayDesc;
rayDesc.TMax = 10000.0f;
rayDesc.TMin = 0.001f;
//-- Ideal DIFFUSE reflection
//if(bool(useNEE)) {
// accrad += nextEventEstimation(accmat, r.d, params.x, params.nl, kt, false, rnd);
//}
for(uint i = 0; i < pLightEnv.numDirectionalLights; ++i) {
float3 x = params.position_WS;
float3 l = -pLightEnv.directionalLights[i].direction.xyz;
rayDesc.Origin = x;
rayDesc.Direction = l;
RayPayload payload;
payload.depth = hitValue.depth;
payload.emissive = 1;
payload.anyHit = true;
TraceRay(pRayTracingParams.scene, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
// we have missed all geometry, so directional light is affecting us
if(!payload.hit) {
localAccRad += pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
}
}
//for(uint i = 0; i < pLightEnv.numPointLights; ++i) {
// float3 x = payload.shading.position;
// float3 l = pLightEnv.pointLights[i].position_WS.xyz - payload.shading.position;
// float3 nl = -payload.shading.normal;
// rayDesc.Origin = x;
// rayDesc.Direction = l;
// TraceRay(pRayTracingParams.scene, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
//
// // hitting only after the light
// if(length(payload.shading.position - x) > length(pLightEnv.pointLights[i].position_WS.xyz - x))
// {
// float omega = 2 * PI;
// accrad += accmat / PI * max(dot(l,nl),0) * pLightEnv.pointLights[i].colorRange.xyz * omega;
// }
//}
// Indirect Illumination: cosine-weighted importance sampling
if(hitValue.depth < 12) {
float r1 = 2 * PI * rnd.x, r2 = rnd.y, r2s = sqrt(r2);
float3 w = normalLight_WS;
float3 u = normalize((cross(abs(w.x)>0.1 ? float3(0,1,0) : float3(1,0,0), w)));
float3 v = cross(w,u);
rayDesc.Origin = params.position_WS;
rayDesc.Direction = normalize(u*cos(r1)*r2s + v * sin(r1)*r2s + w * sqrt(1 - r2));
RayPayload payload;
payload.light = float3(0);
payload.emissive = 0; // in the next bounce, consider reflective part only!
payload.depth = hitValue.depth+1;
payload.anyHit = false;
TraceRay(pRayTracingParams.scene, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
if(payload.hit) {
DirectionalLight dir;
dir.color = float4(payload.light, 0);
dir.direction = float4(-rayDesc.Direction, 0);
localAccRad += dir.illuminate(lightingParams, brdf);
}
}
hitValue.light += localAccRad;
} }
+6 -5
View File
@@ -3,9 +3,10 @@ import RayTracingData;
[shader("miss")] [shader("miss")]
void miss(inout RayPayload p) void miss(inout RayPayload p)
{ {
p.shading.position = WorldRayDirection() * 1000.0f; // p.shading.position = WorldRayDirection() * 1000.0f;
p.shading.normal = -WorldRayDirection(); // p.shading.normal = -WorldRayDirection();
p.shading.normalLight = -WorldRayDirection(); // p.shading.normalLight = -WorldRayDirection();
p.material.color = float4(0, 0, 0, 0); // p.material.color = float4(0, 0, 0, 0);
p.material.emissive = float3(pRayTracingParams.skyBox.Sample(pRayTracingParams.skyBoxSampler, WorldRayDirection()).xyz); p.light = float3(pRayTracingParams.skyBox.Sample(pRayTracingParams.skyBoxSampler, WorldRayDirection()).xyz);
p.hit = false;
} }
+9 -105
View File
@@ -10,7 +10,7 @@ struct Ray
const static float S_O = 6.9; const static float S_O = 6.9;
const static float f = 0.035; const static float f = 0.035;
const static float A = 0.04; const static float A = 0.0;
const static float ka = 0; const static float ka = 0;
const static float ks = 0; const static float ks = 0;
const static float3 fogEmm = float3(0, 0.01, 0.01); const static float3 fogEmm = float3(0, 0.01, 0.01);
@@ -23,10 +23,6 @@ struct SampleParams
layout(push_constant) layout(push_constant)
ConstantBuffer<SampleParams> pSamps; ConstantBuffer<SampleParams> pSamps;
float3 rand01(uint3 x){ // pseudo-random number generator
for (int i=3; i-->0;) x = ((x>>8U)^x.yzx)*1103515245U;
return float3(x)*(1.0/float(0xffffffffU));
}
float3 nextEventEstimation(float3 accmat, float3 w, float3 x, float3 nl, float kt, bool useAtt, float3 rnd) { float3 nextEventEstimation(float3 accmat, float3 w, float3 x, float3 nl, float kt, bool useAtt, float3 rnd) {
float3 result = float3(0); float3 result = float3(0);
@@ -67,6 +63,7 @@ float3 nextEventEstimation(float3 accmat, float3 w, float3 x, float3 nl, float k
[shader("raygeneration")] [shader("raygeneration")]
void raygen() void raygen()
{ {
if(pSamps.pass == pSamps.samplesPerPixel) return;
uint2 pix = DispatchRaysIndex().xy; uint2 pix = DispatchRaysIndex().xy;
uint2 imgdim = DispatchRaysDimensions().xy; uint2 imgdim = DispatchRaysDimensions().xy;
@@ -82,7 +79,6 @@ void raygen()
float2 tent = float2(rnd2.x<1 ? sqrt(rnd2.x)-1 : 1-sqrt(2-rnd2.x), rnd2.y<1 ? sqrt(rnd2.y)-1 : 1-sqrt(2-rnd2.y)); float2 tent = float2(rnd2.x<1 ? sqrt(rnd2.x)-1 : 1-sqrt(2-rnd2.x), rnd2.y<1 ? sqrt(rnd2.y)-1 : 1-sqrt(2-rnd2.y));
float2 s = ((pix + 0.5 * (0.5 + float2((pSamps.pass/2)%2, pSamps.pass%2) + tent)) / float2(imgdim) - 0.5) * sdim; float2 s = ((pix + 0.5 * (0.5 + float2((pSamps.pass/2)%2, pSamps.pass%2) + tent)) / float2(imgdim) - 0.5) * sdim;
float3 spos = cam.o + cx*s.x + cy*s.y, lc = cam.o + cam.d * 0.035; // sample on 3d sensor plane float3 spos = cam.o + cx*s.x + cy*s.y, lc = cam.o + cam.d * 0.035; // sample on 3d sensor plane
float3 accrad=float3(0), accmat=float3(1); // initialize accumulated radiance and bxdf
Ray r = Ray(lc, normalize(lc - spos)); // construct ray Ray r = Ray(lc, normalize(lc - spos)); // construct ray
@@ -107,107 +103,15 @@ void raygen()
rayDesc.TMax = 10000.0; rayDesc.TMax = 10000.0;
const uint maxDepth = 12; const uint maxDepth = 12;
float emissive = 1;
RayPayload payload; RayPayload payload;
for(uint depth = 0; depth < maxDepth; ++depth) { // initialize accumulated radiance and bxdf
TraceRay(pRayTracingParams.scene, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload); payload.light=float3(0);
float3 rnd = rand01(uint3(pix, pSamps.pass*maxDepth + depth)); payload.emissive = 1;
//float kt = ka + ks; payload.depth = 1;
//float s = -log(rnd.z) / kt; payload.anyHit = false;
//float3 xs = r.o + s * r.d; TraceRay(pRayTracingParams.scene, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
//if (s < t) {
// float p = kt * rnd.z;
// if (depth > 5) {
// if (rnd.z >= p) break;
// else accmat /= p;
// }
// float3 ldirect = nextEventEstimation(accmat, r.d, xs, -r.d, kt, true, rnd);
// accrad += (fogEmm + ks * ldirect) / kt;
// accmat *= ks / kt;
// rayDesc.Origin = xs;
// rayDesc.Direction = float3(
// cos(2*PI*rnd.x)*sqrt(1-rnd.y*rnd.y),
// sin(2*PI*rnd.x)*sqrt(1-rnd.y*rnd.y),
// rnd.y
// );
// continue;
//}
float p = max(max(payload.material.color.x, payload.material.color.y), payload.material.color.z);
if(depth > 5) {
if (rnd.z >= p) break;
else accmat /= p;
}
accrad += accmat * payload.material.emissive * emissive;
accmat *= payload.material.color.xyz;
if (payload.material.color.w == 0) {
break;
}
//-- Ideal DIFFUSE reflection
else if (payload.material.color.w == 1) {
//if(bool(useNEE)) {
// accrad += nextEventEstimation(accmat, r.d, params.x, params.nl, kt, false, rnd);
//}
for(uint i = 0; i < pLightEnv.numDirectionalLights; ++i) {
float3 x = payload.shading.position;
float3 l = -pLightEnv.directionalLights[i].direction.xyz;
float3 nl = l;
rayDesc.Origin = x;
rayDesc.Direction = l;
TraceRay(pRayTracingParams.scene, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
// we have missed all geometry, so directional light is affecting us
if(payload.material.color.w == 0) {
float omega = 2 * PI;
accrad += accmat / PI * max(dot(l, nl), 0) * pLightEnv.directionalLights[i].color.xyz * omega;
}
}
//for(uint i = 0; i < pLightEnv.numPointLights; ++i) {
// float3 x = payload.shading.position;
// float3 l = pLightEnv.pointLights[i].position_WS.xyz - payload.shading.position;
// float3 nl = -payload.shading.normal;
// rayDesc.Origin = x;
// rayDesc.Direction = l;
// TraceRay(pRayTracingParams.scene, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
//
// // hitting only after the light
// if(length(payload.shading.position - x) > length(pLightEnv.pointLights[i].position_WS.xyz - x))
// {
// float omega = 2 * PI;
// accrad += accmat / PI * max(dot(l,nl),0) * pLightEnv.pointLights[i].colorRange.xyz * omega;
// }
//}
// Indirect Illumination: cosine-weighted importance sampling
float r1 = 2 * PI * rnd.x, r2 = rnd.y, r2s = sqrt(r2);
float3 w = payload.shading.normalLight, u = normalize((cross(abs(w.x)>0.1 ? float3(0,1,0) : float3(1,0,0), w))), v = cross(w,u);
rayDesc.Origin = payload.shading.position;
rayDesc.Direction = normalize(u*cos(r1)*r2s + v * sin(r1)*r2s + w * sqrt(1 - r2));
emissive = 0; // in the next bounce, consider reflective part only!
}
//-- Ideal SPECULAR reflection
else if (payload.material.color.w == 2) {
rayDesc.Origin = payload.shading.position;
rayDesc.Direction = reflect(r.d,payload.shading.normal);
emissive = 1;
}
//-- Ideal dielectric REFRACTION
else if (payload.material.color.w == 3) {
bool into = all(payload.shading.normal==payload.shading.normalLight);
float cos2t, nc=1, nt=1.5, nnt = into ? nc/nt : nt/nc, ddn = dot(r.d,payload.shading.normalLight);
if ((cos2t = 1 - nnt * nnt*(1 - ddn * ddn)) >= 0) { // Fresnel reflection/refraction
float3 tdir = normalize(r.d*nnt - payload.shading.normal * ((into ? 1 : -1)*(ddn*nnt + sqrt(cos2t))));
float a = nt - nc, b = nt + nc, R0 = a*a/(b*b), c = 1 - (into ? -ddn : dot(tdir,payload.shading.normal));
float Re = R0 + (1 - R0)*c*c*c*c*c, Tr = 1 - Re, P = 0.25 + 0.5*Re, RP = Re/P, TP = Tr/(1-P);
rayDesc.Origin = payload.shading.position;
rayDesc.Direction = rnd.x < P ? reflect(r.d,payload.shading.normal) : tdir; // pick reflection with probability P
accmat *= rnd.x < P ? RP : TP; // energy compensation
} else {
rayDesc.Origin = payload.shading.position;
rayDesc.Direction = reflect(r.d,payload.shading.normal); // Total internal reflection
}
emissive = 1;
}
}
if(pSamps.pass == 0) pRayTracingParams.radianceAccumulator[pix] = float4(0); if(pSamps.pass == 0) pRayTracingParams.radianceAccumulator[pix] = float4(0);
pRayTracingParams.radianceAccumulator[pix] += float4(accrad / pSamps.samplesPerPixel, 0); pRayTracingParams.radianceAccumulator[pix] += float4(payload.light / pSamps.samplesPerPixel, 0);
pRayTracingParams.image[pix] = float4(clamp(pRayTracingParams.radianceAccumulator[pix].xyz, 0, 1), 1); pRayTracingParams.image[pix] = float4(clamp(pRayTracingParams.radianceAccumulator[pix].xyz, 0, 1), 1);
} }
+11 -16
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@@ -18,21 +18,16 @@ struct CallablePayload
float3 color; float3 color;
}; };
struct ShadingParams
{
float3 position;
float3 normal;
float3 normalLight;
};
struct MaterialParams
{
float4 color;
float3 emissive;
}
struct RayPayload struct RayPayload
{ {
ShadingParams shading; float3 light;
MaterialParams material; float emissive;
}; uint depth;
bool hit;
bool anyHit;
};
float3 rand01(uint3 x){ // pseudo-random number generator
for (int i=3; i-->0;) x = ((x>>8U)^x.yzx)*1103515245U;
return float3(x)*(1.0/float(0xffffffffU));
}