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# 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. | |
import math | |
import torch | |
NORMAL_THRESHOLD = 0.1 | |
################################################################################ | |
# Vector utility functions | |
################################################################################ | |
def _dot(x, y): | |
return torch.sum(x*y, -1, keepdim=True) | |
def _reflect(x, n): | |
return 2*_dot(x, n)*n - x | |
def _safe_normalize(x): | |
return torch.nn.functional.normalize(x, dim = -1) | |
def _bend_normal(view_vec, smooth_nrm, geom_nrm, two_sided_shading): | |
# Swap normal direction for backfacing surfaces | |
if two_sided_shading: | |
smooth_nrm = torch.where(_dot(geom_nrm, view_vec) > 0, smooth_nrm, -smooth_nrm) | |
geom_nrm = torch.where(_dot(geom_nrm, view_vec) > 0, geom_nrm, -geom_nrm) | |
t = torch.clamp(_dot(view_vec, smooth_nrm) / NORMAL_THRESHOLD, min=0, max=1) | |
return torch.lerp(geom_nrm, smooth_nrm, t) | |
def _perturb_normal(perturbed_nrm, smooth_nrm, smooth_tng, opengl): | |
smooth_bitang = _safe_normalize(torch.cross(smooth_tng, smooth_nrm, dim=-1)) | |
if opengl: | |
shading_nrm = smooth_tng * perturbed_nrm[..., 0:1] - smooth_bitang * perturbed_nrm[..., 1:2] + smooth_nrm * torch.clamp(perturbed_nrm[..., 2:3], min=0.0) | |
else: | |
shading_nrm = smooth_tng * perturbed_nrm[..., 0:1] + smooth_bitang * perturbed_nrm[..., 1:2] + smooth_nrm * torch.clamp(perturbed_nrm[..., 2:3], min=0.0) | |
return _safe_normalize(shading_nrm) | |
def bsdf_prepare_shading_normal(pos, view_pos, perturbed_nrm, smooth_nrm, smooth_tng, geom_nrm, two_sided_shading, opengl): | |
smooth_nrm = _safe_normalize(smooth_nrm) | |
smooth_tng = _safe_normalize(smooth_tng) | |
view_vec = _safe_normalize(view_pos - pos) | |
shading_nrm = _perturb_normal(perturbed_nrm, smooth_nrm, smooth_tng, opengl) | |
return _bend_normal(view_vec, shading_nrm, geom_nrm, two_sided_shading) | |
################################################################################ | |
# Simple lambertian diffuse BSDF | |
################################################################################ | |
def bsdf_lambert(nrm, wi): | |
return torch.clamp(_dot(nrm, wi), min=0.0) / math.pi | |
################################################################################ | |
# Frostbite diffuse | |
################################################################################ | |
def bsdf_frostbite(nrm, wi, wo, linearRoughness): | |
wiDotN = _dot(wi, nrm) | |
woDotN = _dot(wo, nrm) | |
h = _safe_normalize(wo + wi) | |
wiDotH = _dot(wi, h) | |
energyBias = 0.5 * linearRoughness | |
energyFactor = 1.0 - (0.51 / 1.51) * linearRoughness | |
f90 = energyBias + 2.0 * wiDotH * wiDotH * linearRoughness | |
f0 = 1.0 | |
wiScatter = bsdf_fresnel_shlick(f0, f90, wiDotN) | |
woScatter = bsdf_fresnel_shlick(f0, f90, woDotN) | |
res = wiScatter * woScatter * energyFactor | |
return torch.where((wiDotN > 0.0) & (woDotN > 0.0), res, torch.zeros_like(res)) | |
################################################################################ | |
# Phong specular, loosely based on mitsuba implementation | |
################################################################################ | |
def bsdf_phong(nrm, wo, wi, N): | |
dp_r = torch.clamp(_dot(_reflect(wo, nrm), wi), min=0.0, max=1.0) | |
dp_l = torch.clamp(_dot(nrm, wi), min=0.0, max=1.0) | |
return (dp_r ** N) * dp_l * (N + 2) / (2 * math.pi) | |
################################################################################ | |
# PBR's implementation of GGX specular | |
################################################################################ | |
specular_epsilon = 1e-4 | |
def bsdf_fresnel_shlick(f0, f90, cosTheta): | |
_cosTheta = torch.clamp(cosTheta, min=specular_epsilon, max=1.0 - specular_epsilon) | |
return f0 + (f90 - f0) * (1.0 - _cosTheta) ** 5.0 | |
def bsdf_ndf_ggx(alphaSqr, cosTheta): | |
_cosTheta = torch.clamp(cosTheta, min=specular_epsilon, max=1.0 - specular_epsilon) | |
d = (_cosTheta * alphaSqr - _cosTheta) * _cosTheta + 1 | |
return alphaSqr / (d * d * math.pi) | |
def bsdf_lambda_ggx(alphaSqr, cosTheta): | |
_cosTheta = torch.clamp(cosTheta, min=specular_epsilon, max=1.0 - specular_epsilon) | |
cosThetaSqr = _cosTheta * _cosTheta | |
tanThetaSqr = (1.0 - cosThetaSqr) / cosThetaSqr | |
res = 0.5 * (torch.sqrt(1 + alphaSqr * tanThetaSqr) - 1.0) | |
return res | |
def bsdf_masking_smith_ggx_correlated(alphaSqr, cosThetaI, cosThetaO): | |
lambdaI = bsdf_lambda_ggx(alphaSqr, cosThetaI) | |
lambdaO = bsdf_lambda_ggx(alphaSqr, cosThetaO) | |
return 1 / (1 + lambdaI + lambdaO) | |
def bsdf_pbr_specular(col, nrm, wo, wi, alpha, min_roughness=0.08): | |
_alpha = torch.clamp(alpha, min=min_roughness*min_roughness, max=1.0) | |
alphaSqr = _alpha * _alpha | |
h = _safe_normalize(wo + wi) | |
woDotN = _dot(wo, nrm) | |
wiDotN = _dot(wi, nrm) | |
woDotH = _dot(wo, h) | |
nDotH = _dot(nrm, h) | |
D = bsdf_ndf_ggx(alphaSqr, nDotH) | |
G = bsdf_masking_smith_ggx_correlated(alphaSqr, woDotN, wiDotN) | |
F = bsdf_fresnel_shlick(col, 1, woDotH) | |
w = F * D * G * 0.25 / torch.clamp(woDotN, min=specular_epsilon) | |
frontfacing = (woDotN > specular_epsilon) & (wiDotN > specular_epsilon) | |
return torch.where(frontfacing, w, torch.zeros_like(w)) | |
def bsdf_pbr(kd, arm, pos, nrm, view_pos, light_pos, min_roughness, BSDF): | |
wo = _safe_normalize(view_pos - pos) | |
wi = _safe_normalize(light_pos - pos) | |
spec_str = arm[..., 0:1] # x component | |
roughness = arm[..., 1:2] # y component | |
metallic = arm[..., 2:3] # z component | |
ks = (0.04 * (1.0 - metallic) + kd * metallic) * (1 - spec_str) | |
kd = kd * (1.0 - metallic) | |
if BSDF == 0: | |
diffuse = kd * bsdf_lambert(nrm, wi) | |
else: | |
diffuse = kd * bsdf_frostbite(nrm, wi, wo, roughness) | |
specular = bsdf_pbr_specular(ks, nrm, wo, wi, roughness*roughness, min_roughness=min_roughness) | |
return diffuse + specular | |