/* * Copyright (c) 2020-2022 NVIDIA CORPORATION & AFFILIATES. All rights reserved. * * NVIDIA CORPORATION, its affiliates and licensors retain all intellectual * property and proprietary rights in and to this material, related * documentation and any modifications thereto. Any use, reproduction, * disclosure or distribution of this material and related documentation * without an express license agreement from NVIDIA CORPORATION or * its affiliates 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); }