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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.
*/
#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);
}