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/* |
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* Copyright (c) 2020-2022 NVIDIA CORPORATION & AFFILIATES. All rights reserved. |
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* |
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* NVIDIA CORPORATION, its affiliates and licensors retain all intellectual |
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* property and proprietary rights in and to this material, related |
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* documentation and any modifications thereto. Any use, reproduction, |
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* disclosure or distribution of this material and related documentation |
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* without an express license agreement from NVIDIA CORPORATION or |
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* its affiliates is strictly prohibited. |
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*/ |
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//------------------------------------------------------------------------ |
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// Perturb shading normal by tangent frame |
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__device__ vec3f fwdPerturbNormal(const vec3f perturbed_nrm, const vec3f smooth_nrm, const vec3f smooth_tng, bool opengl) |
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{ |
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vec3f _smooth_bitng = cross(smooth_tng, smooth_nrm); |
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vec3f smooth_bitng = safeNormalize(_smooth_bitng); |
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vec3f _shading_nrm = smooth_tng * perturbed_nrm.x + (opengl ? -1 : 1) * smooth_bitng * perturbed_nrm.y + smooth_nrm * max(perturbed_nrm.z, 0.0f); |
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return safeNormalize(_shading_nrm); |
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} |
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__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) |
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{ |
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//////////////////////////////////////////////////////////////////////// |
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// FWD |
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vec3f _smooth_bitng = cross(smooth_tng, smooth_nrm); |
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vec3f smooth_bitng = safeNormalize(_smooth_bitng); |
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vec3f _shading_nrm = smooth_tng * perturbed_nrm.x + (opengl ? -1 : 1) * smooth_bitng * perturbed_nrm.y + smooth_nrm * max(perturbed_nrm.z, 0.0f); |
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//////////////////////////////////////////////////////////////////////// |
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// BWD |
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vec3f d_shading_nrm(0); |
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bwdSafeNormalize(_shading_nrm, d_shading_nrm, d_out); |
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vec3f d_smooth_bitng(0); |
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if (perturbed_nrm.z > 0.0f) |
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{ |
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d_smooth_nrm += d_shading_nrm * perturbed_nrm.z; |
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d_perturbed_nrm.z += sum(d_shading_nrm * smooth_nrm); |
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} |
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d_smooth_bitng += (opengl ? -1 : 1) * d_shading_nrm * perturbed_nrm.y; |
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d_perturbed_nrm.y += (opengl ? -1 : 1) * sum(d_shading_nrm * smooth_bitng); |
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d_smooth_tng += d_shading_nrm * perturbed_nrm.x; |
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d_perturbed_nrm.x += sum(d_shading_nrm * smooth_tng); |
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vec3f d__smooth_bitng(0); |
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bwdSafeNormalize(_smooth_bitng, d__smooth_bitng, d_smooth_bitng); |
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bwdCross(smooth_tng, smooth_nrm, d_smooth_tng, d_smooth_nrm, d__smooth_bitng); |
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} |
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//------------------------------------------------------------------------ |
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__device__ vec3f fwdBendNormal(const vec3f view_vec, const vec3f smooth_nrm, const vec3f geom_nrm) |
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{ |
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float dp = dot(view_vec, smooth_nrm); |
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float t = clamp(dp / NORMAL_THRESHOLD, 0.0f, 1.0f); |
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return geom_nrm * (1.0f - t) + smooth_nrm * t; |
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} |
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__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) |
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{ |
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//////////////////////////////////////////////////////////////////////// |
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// FWD |
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float dp = dot(view_vec, smooth_nrm); |
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float t = clamp(dp / NORMAL_THRESHOLD, 0.0f, 1.0f); |
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//////////////////////////////////////////////////////////////////////// |
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// BWD |
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if (dp > NORMAL_THRESHOLD) |
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d_smooth_nrm += d_out; |
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else |
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{ |
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// geom_nrm * (1.0f - t) + smooth_nrm * t; |
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d_geom_nrm += d_out * (1.0f - t); |
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d_smooth_nrm += d_out * t; |
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float d_t = sum(d_out * (smooth_nrm - geom_nrm)); |
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float d_dp = dp < 0.0f || dp > NORMAL_THRESHOLD ? 0.0f : d_t / NORMAL_THRESHOLD; |
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bwdDot(view_vec, smooth_nrm, d_view_vec, d_smooth_nrm, d_dp); |
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} |
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} |
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//------------------------------------------------------------------------ |
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// Kernels |
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__global__ void PrepareShadingNormalFwdKernel(PrepareShadingNormalKernelParams p) |
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{ |
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// Calculate pixel position. |
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unsigned int px = blockIdx.x * blockDim.x + threadIdx.x; |
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unsigned int py = blockIdx.y * blockDim.y + threadIdx.y; |
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unsigned int pz = blockIdx.z; |
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if (px >= p.gridSize.x || py >= p.gridSize.y || pz >= p.gridSize.z) |
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return; |
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vec3f pos = p.pos.fetch3(px, py, pz); |
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vec3f view_pos = p.view_pos.fetch3(px, py, pz); |
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vec3f perturbed_nrm = p.perturbed_nrm.fetch3(px, py, pz); |
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vec3f _smooth_nrm = p.smooth_nrm.fetch3(px, py, pz); |
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vec3f _smooth_tng = p.smooth_tng.fetch3(px, py, pz); |
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vec3f geom_nrm = p.geom_nrm.fetch3(px, py, pz); |
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vec3f smooth_nrm = safeNormalize(_smooth_nrm); |
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vec3f smooth_tng = safeNormalize(_smooth_tng); |
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vec3f view_vec = safeNormalize(view_pos - pos); |
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vec3f shading_nrm = fwdPerturbNormal(perturbed_nrm, smooth_nrm, smooth_tng, p.opengl); |
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vec3f res; |
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if (p.two_sided_shading && dot(view_vec, geom_nrm) < 0.0f) |
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res = fwdBendNormal(view_vec, -shading_nrm, -geom_nrm); |
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else |
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res = fwdBendNormal(view_vec, shading_nrm, geom_nrm); |
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p.out.store(px, py, pz, res); |
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} |
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__global__ void PrepareShadingNormalBwdKernel(PrepareShadingNormalKernelParams p) |
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{ |
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// Calculate pixel position. |
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unsigned int px = blockIdx.x * blockDim.x + threadIdx.x; |
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unsigned int py = blockIdx.y * blockDim.y + threadIdx.y; |
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unsigned int pz = blockIdx.z; |
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if (px >= p.gridSize.x || py >= p.gridSize.y || pz >= p.gridSize.z) |
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return; |
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vec3f pos = p.pos.fetch3(px, py, pz); |
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vec3f view_pos = p.view_pos.fetch3(px, py, pz); |
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vec3f perturbed_nrm = p.perturbed_nrm.fetch3(px, py, pz); |
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vec3f _smooth_nrm = p.smooth_nrm.fetch3(px, py, pz); |
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vec3f _smooth_tng = p.smooth_tng.fetch3(px, py, pz); |
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vec3f geom_nrm = p.geom_nrm.fetch3(px, py, pz); |
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vec3f d_out = p.out.fetch3(px, py, pz); |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// FWD |
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vec3f smooth_nrm = safeNormalize(_smooth_nrm); |
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vec3f smooth_tng = safeNormalize(_smooth_tng); |
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vec3f _view_vec = view_pos - pos; |
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vec3f view_vec = safeNormalize(view_pos - pos); |
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vec3f shading_nrm = fwdPerturbNormal(perturbed_nrm, smooth_nrm, smooth_tng, p.opengl); |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// BWD |
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vec3f d_view_vec(0), d_shading_nrm(0), d_geom_nrm(0); |
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if (p.two_sided_shading && dot(view_vec, geom_nrm) < 0.0f) |
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{ |
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bwdBendNormal(view_vec, -shading_nrm, -geom_nrm, d_view_vec, d_shading_nrm, d_geom_nrm, d_out); |
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d_shading_nrm = -d_shading_nrm; |
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d_geom_nrm = -d_geom_nrm; |
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} |
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else |
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bwdBendNormal(view_vec, shading_nrm, geom_nrm, d_view_vec, d_shading_nrm, d_geom_nrm, d_out); |
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vec3f d_perturbed_nrm(0), d_smooth_nrm(0), d_smooth_tng(0); |
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bwdPerturbNormal(perturbed_nrm, smooth_nrm, smooth_tng, d_perturbed_nrm, d_smooth_nrm, d_smooth_tng, d_shading_nrm, p.opengl); |
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vec3f d__view_vec(0), d__smooth_nrm(0), d__smooth_tng(0); |
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bwdSafeNormalize(_view_vec, d__view_vec, d_view_vec); |
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bwdSafeNormalize(_smooth_nrm, d__smooth_nrm, d_smooth_nrm); |
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bwdSafeNormalize(_smooth_tng, d__smooth_tng, d_smooth_tng); |
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p.pos.store_grad(px, py, pz, -d__view_vec); |
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p.view_pos.store_grad(px, py, pz, d__view_vec); |
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p.perturbed_nrm.store_grad(px, py, pz, d_perturbed_nrm); |
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p.smooth_nrm.store_grad(px, py, pz, d__smooth_nrm); |
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p.smooth_tng.store_grad(px, py, pz, d__smooth_tng); |
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p.geom_nrm.store_grad(px, py, pz, d_geom_nrm); |
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} |