/* * 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 "bsdf.h" #define SPECULAR_EPSILON 1e-4f //------------------------------------------------------------------------ // Lambert functions __device__ inline float fwdLambert(const vec3f nrm, const vec3f wi) { return max(dot(nrm, wi) / M_PI, 0.0f); } __device__ inline void bwdLambert(const vec3f nrm, const vec3f wi, vec3f& d_nrm, vec3f& d_wi, const float d_out) { if (dot(nrm, wi) > 0.0f) bwdDot(nrm, wi, d_nrm, d_wi, d_out / M_PI); } //------------------------------------------------------------------------ // Fresnel Schlick __device__ inline float fwdFresnelSchlick(const float f0, const float f90, const float cosTheta) { float _cosTheta = clamp(cosTheta, SPECULAR_EPSILON, 1.0f - SPECULAR_EPSILON); float scale = powf(1.0f - _cosTheta, 5.0f); return f0 * (1.0f - scale) + f90 * scale; } __device__ inline void bwdFresnelSchlick(const float f0, const float f90, const float cosTheta, float& d_f0, float& d_f90, float& d_cosTheta, const float d_out) { float _cosTheta = clamp(cosTheta, SPECULAR_EPSILON, 1.0f - SPECULAR_EPSILON); float scale = pow(max(1.0f - _cosTheta, 0.0f), 5.0f); d_f0 += d_out * (1.0 - scale); d_f90 += d_out * scale; if (cosTheta >= SPECULAR_EPSILON && cosTheta < 1.0f - SPECULAR_EPSILON) { d_cosTheta += d_out * (f90 - f0) * -5.0f * powf(1.0f - cosTheta, 4.0f); } } __device__ inline vec3f fwdFresnelSchlick(const vec3f f0, const vec3f f90, const float cosTheta) { float _cosTheta = clamp(cosTheta, SPECULAR_EPSILON, 1.0f - SPECULAR_EPSILON); float scale = powf(1.0f - _cosTheta, 5.0f); return f0 * (1.0f - scale) + f90 * scale; } __device__ inline void bwdFresnelSchlick(const vec3f f0, const vec3f f90, const float cosTheta, vec3f& d_f0, vec3f& d_f90, float& d_cosTheta, const vec3f d_out) { float _cosTheta = clamp(cosTheta, SPECULAR_EPSILON, 1.0f - SPECULAR_EPSILON); float scale = pow(max(1.0f - _cosTheta, 0.0f), 5.0f); d_f0 += d_out * (1.0 - scale); d_f90 += d_out * scale; if (cosTheta >= SPECULAR_EPSILON && cosTheta < 1.0f - SPECULAR_EPSILON) { d_cosTheta += sum(d_out * (f90 - f0) * -5.0f * powf(1.0f - cosTheta, 4.0f)); } } //------------------------------------------------------------------------ // Frostbite diffuse __device__ inline float fwdFrostbiteDiffuse(const vec3f nrm, const vec3f wi, const vec3f wo, float linearRoughness) { float wiDotN = dot(wi, nrm); float woDotN = dot(wo, nrm); if (wiDotN > 0.0f && woDotN > 0.0f) { vec3f h = safeNormalize(wo + wi); float wiDotH = dot(wi, h); float energyBias = 0.5f * linearRoughness; float energyFactor = 1.0f - (0.51f / 1.51f) * linearRoughness; float f90 = energyBias + 2.f * wiDotH * wiDotH * linearRoughness; float f0 = 1.f; float wiScatter = fwdFresnelSchlick(f0, f90, wiDotN); float woScatter = fwdFresnelSchlick(f0, f90, woDotN); return wiScatter * woScatter * energyFactor; } else return 0.0f; } __device__ inline void bwdFrostbiteDiffuse(const vec3f nrm, const vec3f wi, const vec3f wo, float linearRoughness, vec3f& d_nrm, vec3f& d_wi, vec3f& d_wo, float &d_linearRoughness, const float d_out) { float wiDotN = dot(wi, nrm); float woDotN = dot(wo, nrm); if (wiDotN > 0.0f && woDotN > 0.0f) { vec3f h = safeNormalize(wo + wi); float wiDotH = dot(wi, h); float energyBias = 0.5f * linearRoughness; float energyFactor = 1.0f - (0.51f / 1.51f) * linearRoughness; float f90 = energyBias + 2.f * wiDotH * wiDotH * linearRoughness; float f0 = 1.f; float wiScatter = fwdFresnelSchlick(f0, f90, wiDotN); float woScatter = fwdFresnelSchlick(f0, f90, woDotN); // -------------- BWD -------------- // Backprop: return wiScatter * woScatter * energyFactor; float d_wiScatter = d_out * woScatter * energyFactor; float d_woScatter = d_out * wiScatter * energyFactor; float d_energyFactor = d_out * wiScatter * woScatter; // Backprop: float woScatter = fwdFresnelSchlick(f0, f90, woDotN); float d_woDotN = 0.0f, d_f0 = 0.0, d_f90 = 0.0f; bwdFresnelSchlick(f0, f90, woDotN, d_f0, d_f90, d_woDotN, d_woScatter); // Backprop: float wiScatter = fwdFresnelSchlick(fd0, fd90, wiDotN); float d_wiDotN = 0.0f; bwdFresnelSchlick(f0, f90, wiDotN, d_f0, d_f90, d_wiDotN, d_wiScatter); // Backprop: float f90 = energyBias + 2.f * wiDotH * wiDotH * linearRoughness; float d_energyBias = d_f90; float d_wiDotH = d_f90 * 4 * wiDotH * linearRoughness; d_linearRoughness += d_f90 * 2 * wiDotH * wiDotH; // Backprop: float energyFactor = 1.0f - (0.51f / 1.51f) * linearRoughness; d_linearRoughness -= (0.51f / 1.51f) * d_energyFactor; // Backprop: float energyBias = 0.5f * linearRoughness; d_linearRoughness += 0.5 * d_energyBias; // Backprop: float wiDotH = dot(wi, h); vec3f d_h(0); bwdDot(wi, h, d_wi, d_h, d_wiDotH); // Backprop: vec3f h = safeNormalize(wo + wi); vec3f d_wo_wi(0); bwdSafeNormalize(wo + wi, d_wo_wi, d_h); d_wi += d_wo_wi; d_wo += d_wo_wi; bwdDot(wo, nrm, d_wo, d_nrm, d_woDotN); bwdDot(wi, nrm, d_wi, d_nrm, d_wiDotN); } } //------------------------------------------------------------------------ // Ndf GGX __device__ inline float fwdNdfGGX(const float alphaSqr, const float cosTheta) { float _cosTheta = clamp(cosTheta, SPECULAR_EPSILON, 1.0f - SPECULAR_EPSILON); float d = (_cosTheta * alphaSqr - _cosTheta) * _cosTheta + 1.0f; return alphaSqr / (d * d * M_PI); } __device__ inline void bwdNdfGGX(const float alphaSqr, const float cosTheta, float& d_alphaSqr, float& d_cosTheta, const float d_out) { // Torch only back propagates if clamp doesn't trigger float _cosTheta = clamp(cosTheta, SPECULAR_EPSILON, 1.0f - SPECULAR_EPSILON); float cosThetaSqr = _cosTheta * _cosTheta; d_alphaSqr += d_out * (1.0f - (alphaSqr + 1.0f) * cosThetaSqr) / (M_PI * powf((alphaSqr - 1.0) * cosThetaSqr + 1.0f, 3.0f)); if (cosTheta > SPECULAR_EPSILON && cosTheta < 1.0f - SPECULAR_EPSILON) { d_cosTheta += d_out * -(4.0f * (alphaSqr - 1.0f) * alphaSqr * cosTheta) / (M_PI * powf((alphaSqr - 1.0) * cosThetaSqr + 1.0f, 3.0f)); } } //------------------------------------------------------------------------ // Lambda GGX __device__ inline float fwdLambdaGGX(const float alphaSqr, const float cosTheta) { float _cosTheta = clamp(cosTheta, SPECULAR_EPSILON, 1.0f - SPECULAR_EPSILON); float cosThetaSqr = _cosTheta * _cosTheta; float tanThetaSqr = (1.0 - cosThetaSqr) / cosThetaSqr; float res = 0.5f * (sqrtf(1.0f + alphaSqr * tanThetaSqr) - 1.0f); return res; } __device__ inline void bwdLambdaGGX(const float alphaSqr, const float cosTheta, float& d_alphaSqr, float& d_cosTheta, const float d_out) { float _cosTheta = clamp(cosTheta, SPECULAR_EPSILON, 1.0f - SPECULAR_EPSILON); float cosThetaSqr = _cosTheta * _cosTheta; float tanThetaSqr = (1.0 - cosThetaSqr) / cosThetaSqr; float res = 0.5f * (sqrtf(1.0f + alphaSqr * tanThetaSqr) - 1.0f); d_alphaSqr += d_out * (0.25 * tanThetaSqr) / sqrtf(alphaSqr * tanThetaSqr + 1.0f); if (cosTheta > SPECULAR_EPSILON && cosTheta < 1.0f - SPECULAR_EPSILON) d_cosTheta += d_out * -(0.5 * alphaSqr) / (powf(_cosTheta, 3.0f) * sqrtf(alphaSqr / cosThetaSqr - alphaSqr + 1.0f)); } //------------------------------------------------------------------------ // Masking GGX __device__ inline float fwdMaskingSmithGGXCorrelated(const float alphaSqr, const float cosThetaI, const float cosThetaO) { float lambdaI = fwdLambdaGGX(alphaSqr, cosThetaI); float lambdaO = fwdLambdaGGX(alphaSqr, cosThetaO); return 1.0f / (1.0f + lambdaI + lambdaO); } __device__ inline void bwdMaskingSmithGGXCorrelated(const float alphaSqr, const float cosThetaI, const float cosThetaO, float& d_alphaSqr, float& d_cosThetaI, float& d_cosThetaO, const float d_out) { // FWD eval float lambdaI = fwdLambdaGGX(alphaSqr, cosThetaI); float lambdaO = fwdLambdaGGX(alphaSqr, cosThetaO); // BWD eval float d_lambdaIO = -d_out / powf(1.0f + lambdaI + lambdaO, 2.0f); bwdLambdaGGX(alphaSqr, cosThetaI, d_alphaSqr, d_cosThetaI, d_lambdaIO); bwdLambdaGGX(alphaSqr, cosThetaO, d_alphaSqr, d_cosThetaO, d_lambdaIO); } //------------------------------------------------------------------------ // GGX specular __device__ vec3f fwdPbrSpecular(const vec3f col, const vec3f nrm, const vec3f wo, const vec3f wi, const float alpha, const float min_roughness) { float _alpha = clamp(alpha, min_roughness * min_roughness, 1.0f); float alphaSqr = _alpha * _alpha; vec3f h = safeNormalize(wo + wi); float woDotN = dot(wo, nrm); float wiDotN = dot(wi, nrm); float woDotH = dot(wo, h); float nDotH = dot(nrm, h); float D = fwdNdfGGX(alphaSqr, nDotH); float G = fwdMaskingSmithGGXCorrelated(alphaSqr, woDotN, wiDotN); vec3f F = fwdFresnelSchlick(col, 1.0f, woDotH); vec3f w = F * D * G * 0.25 / woDotN; bool frontfacing = (woDotN > SPECULAR_EPSILON) & (wiDotN > SPECULAR_EPSILON); return frontfacing ? w : 0.0f; } __device__ void bwdPbrSpecular( const vec3f col, const vec3f nrm, const vec3f wo, const vec3f wi, const float alpha, const float min_roughness, vec3f& d_col, vec3f& d_nrm, vec3f& d_wo, vec3f& d_wi, float& d_alpha, const vec3f d_out) { /////////////////////////////////////////////////////////////////////// // FWD eval float _alpha = clamp(alpha, min_roughness * min_roughness, 1.0f); float alphaSqr = _alpha * _alpha; vec3f h = safeNormalize(wo + wi); float woDotN = dot(wo, nrm); float wiDotN = dot(wi, nrm); float woDotH = dot(wo, h); float nDotH = dot(nrm, h); float D = fwdNdfGGX(alphaSqr, nDotH); float G = fwdMaskingSmithGGXCorrelated(alphaSqr, woDotN, wiDotN); vec3f F = fwdFresnelSchlick(col, 1.0f, woDotH); vec3f w = F * D * G * 0.25 / woDotN; bool frontfacing = (woDotN > SPECULAR_EPSILON) & (wiDotN > SPECULAR_EPSILON); if (frontfacing) { /////////////////////////////////////////////////////////////////////// // BWD eval vec3f d_F = d_out * D * G * 0.25f / woDotN; float d_D = sum(d_out * F * G * 0.25f / woDotN); float d_G = sum(d_out * F * D * 0.25f / woDotN); float d_woDotN = -sum(d_out * F * D * G * 0.25f / (woDotN * woDotN)); vec3f d_f90(0); float d_woDotH(0), d_wiDotN(0), d_nDotH(0), d_alphaSqr(0); bwdFresnelSchlick(col, 1.0f, woDotH, d_col, d_f90, d_woDotH, d_F); bwdMaskingSmithGGXCorrelated(alphaSqr, woDotN, wiDotN, d_alphaSqr, d_woDotN, d_wiDotN, d_G); bwdNdfGGX(alphaSqr, nDotH, d_alphaSqr, d_nDotH, d_D); vec3f d_h(0); bwdDot(nrm, h, d_nrm, d_h, d_nDotH); bwdDot(wo, h, d_wo, d_h, d_woDotH); bwdDot(wi, nrm, d_wi, d_nrm, d_wiDotN); bwdDot(wo, nrm, d_wo, d_nrm, d_woDotN); vec3f d_h_unnorm(0); bwdSafeNormalize(wo + wi, d_h_unnorm, d_h); d_wo += d_h_unnorm; d_wi += d_h_unnorm; if (alpha > min_roughness * min_roughness) d_alpha += d_alphaSqr * 2 * alpha; } } //------------------------------------------------------------------------ // Full PBR BSDF __device__ vec3f fwdPbrBSDF(const vec3f kd, const vec3f arm, const vec3f pos, const vec3f nrm, const vec3f view_pos, const vec3f light_pos, const float min_roughness, int BSDF) { vec3f wo = safeNormalize(view_pos - pos); vec3f wi = safeNormalize(light_pos - pos); float alpha = arm.y * arm.y; vec3f spec_col = (0.04f * (1.0f - arm.z) + kd * arm.z) * (1.0 - arm.x); vec3f diff_col = kd * (1.0f - arm.z); float diff = 0.0f; if (BSDF == 0) diff = fwdLambert(nrm, wi); else diff = fwdFrostbiteDiffuse(nrm, wi, wo, arm.y); vec3f diffuse = diff_col * diff; vec3f specular = fwdPbrSpecular(spec_col, nrm, wo, wi, alpha, min_roughness); return diffuse + specular; } __device__ void bwdPbrBSDF( const vec3f kd, const vec3f arm, const vec3f pos, const vec3f nrm, const vec3f view_pos, const vec3f light_pos, const float min_roughness, int BSDF, vec3f& d_kd, vec3f& d_arm, vec3f& d_pos, vec3f& d_nrm, vec3f& d_view_pos, vec3f& d_light_pos, const vec3f d_out) { //////////////////////////////////////////////////////////////////////// // FWD vec3f _wi = light_pos - pos; vec3f _wo = view_pos - pos; vec3f wi = safeNormalize(_wi); vec3f wo = safeNormalize(_wo); float alpha = arm.y * arm.y; vec3f spec_col = (0.04f * (1.0f - arm.z) + kd * arm.z) * (1.0 - arm.x); vec3f diff_col = kd * (1.0f - arm.z); float diff = 0.0f; if (BSDF == 0) diff = fwdLambert(nrm, wi); else diff = fwdFrostbiteDiffuse(nrm, wi, wo, arm.y); //////////////////////////////////////////////////////////////////////// // BWD float d_alpha(0); vec3f d_spec_col(0), d_wi(0), d_wo(0); bwdPbrSpecular(spec_col, nrm, wo, wi, alpha, min_roughness, d_spec_col, d_nrm, d_wo, d_wi, d_alpha, d_out); float d_diff = sum(diff_col * d_out); if (BSDF == 0) bwdLambert(nrm, wi, d_nrm, d_wi, d_diff); else bwdFrostbiteDiffuse(nrm, wi, wo, arm.y, d_nrm, d_wi, d_wo, d_arm.y, d_diff); // Backprop: diff_col = kd * (1.0f - arm.z) vec3f d_diff_col = d_out * diff; d_kd += d_diff_col * (1.0f - arm.z); d_arm.z -= sum(d_diff_col * kd); // Backprop: spec_col = (0.04f * (1.0f - arm.z) + kd * arm.z) * (1.0 - arm.x) d_kd -= d_spec_col * (arm.x - 1.0f) * arm.z; d_arm.x += sum(d_spec_col * (arm.z * (0.04f - kd) - 0.04f)); d_arm.z -= sum(d_spec_col * (kd - 0.04f) * (arm.x - 1.0f)); // Backprop: alpha = arm.y * arm.y d_arm.y += d_alpha * 2 * arm.y; // Backprop: vec3f wi = safeNormalize(light_pos - pos); vec3f d__wi(0); bwdSafeNormalize(_wi, d__wi, d_wi); d_light_pos += d__wi; d_pos -= d__wi; // Backprop: vec3f wo = safeNormalize(view_pos - pos); vec3f d__wo(0); bwdSafeNormalize(_wo, d__wo, d_wo); d_view_pos += d__wo; d_pos -= d__wo; } //------------------------------------------------------------------------ // Kernels __global__ void LambertFwdKernel(LambertKernelParams 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 nrm = p.nrm.fetch3(px, py, pz); vec3f wi = p.wi.fetch3(px, py, pz); float res = fwdLambert(nrm, wi); p.out.store(px, py, pz, res); } __global__ void LambertBwdKernel(LambertKernelParams 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 nrm = p.nrm.fetch3(px, py, pz); vec3f wi = p.wi.fetch3(px, py, pz); float d_out = p.out.fetch1(px, py, pz); vec3f d_nrm(0), d_wi(0); bwdLambert(nrm, wi, d_nrm, d_wi, d_out); p.nrm.store_grad(px, py, pz, d_nrm); p.wi.store_grad(px, py, pz, d_wi); } __global__ void FrostbiteDiffuseFwdKernel(FrostbiteDiffuseKernelParams 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 nrm = p.nrm.fetch3(px, py, pz); vec3f wi = p.wi.fetch3(px, py, pz); vec3f wo = p.wo.fetch3(px, py, pz); float linearRoughness = p.linearRoughness.fetch1(px, py, pz); float res = fwdFrostbiteDiffuse(nrm, wi, wo, linearRoughness); p.out.store(px, py, pz, res); } __global__ void FrostbiteDiffuseBwdKernel(FrostbiteDiffuseKernelParams 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 nrm = p.nrm.fetch3(px, py, pz); vec3f wi = p.wi.fetch3(px, py, pz); vec3f wo = p.wo.fetch3(px, py, pz); float linearRoughness = p.linearRoughness.fetch1(px, py, pz); float d_out = p.out.fetch1(px, py, pz); float d_linearRoughness = 0.0f; vec3f d_nrm(0), d_wi(0), d_wo(0); bwdFrostbiteDiffuse(nrm, wi, wo, linearRoughness, d_nrm, d_wi, d_wo, d_linearRoughness, d_out); p.nrm.store_grad(px, py, pz, d_nrm); p.wi.store_grad(px, py, pz, d_wi); p.wo.store_grad(px, py, pz, d_wo); p.linearRoughness.store_grad(px, py, pz, d_linearRoughness); } __global__ void FresnelShlickFwdKernel(FresnelShlickKernelParams 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 f0 = p.f0.fetch3(px, py, pz); vec3f f90 = p.f90.fetch3(px, py, pz); float cosTheta = p.cosTheta.fetch1(px, py, pz); vec3f res = fwdFresnelSchlick(f0, f90, cosTheta); p.out.store(px, py, pz, res); } __global__ void FresnelShlickBwdKernel(FresnelShlickKernelParams 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 f0 = p.f0.fetch3(px, py, pz); vec3f f90 = p.f90.fetch3(px, py, pz); float cosTheta = p.cosTheta.fetch1(px, py, pz); vec3f d_out = p.out.fetch3(px, py, pz); vec3f d_f0(0), d_f90(0); float d_cosTheta(0); bwdFresnelSchlick(f0, f90, cosTheta, d_f0, d_f90, d_cosTheta, d_out); p.f0.store_grad(px, py, pz, d_f0); p.f90.store_grad(px, py, pz, d_f90); p.cosTheta.store_grad(px, py, pz, d_cosTheta); } __global__ void ndfGGXFwdKernel(NdfGGXParams 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; float alphaSqr = p.alphaSqr.fetch1(px, py, pz); float cosTheta = p.cosTheta.fetch1(px, py, pz); float res = fwdNdfGGX(alphaSqr, cosTheta); p.out.store(px, py, pz, res); } __global__ void ndfGGXBwdKernel(NdfGGXParams 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; float alphaSqr = p.alphaSqr.fetch1(px, py, pz); float cosTheta = p.cosTheta.fetch1(px, py, pz); float d_out = p.out.fetch1(px, py, pz); float d_alphaSqr(0), d_cosTheta(0); bwdNdfGGX(alphaSqr, cosTheta, d_alphaSqr, d_cosTheta, d_out); p.alphaSqr.store_grad(px, py, pz, d_alphaSqr); p.cosTheta.store_grad(px, py, pz, d_cosTheta); } __global__ void lambdaGGXFwdKernel(NdfGGXParams 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; float alphaSqr = p.alphaSqr.fetch1(px, py, pz); float cosTheta = p.cosTheta.fetch1(px, py, pz); float res = fwdLambdaGGX(alphaSqr, cosTheta); p.out.store(px, py, pz, res); } __global__ void lambdaGGXBwdKernel(NdfGGXParams 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; float alphaSqr = p.alphaSqr.fetch1(px, py, pz); float cosTheta = p.cosTheta.fetch1(px, py, pz); float d_out = p.out.fetch1(px, py, pz); float d_alphaSqr(0), d_cosTheta(0); bwdLambdaGGX(alphaSqr, cosTheta, d_alphaSqr, d_cosTheta, d_out); p.alphaSqr.store_grad(px, py, pz, d_alphaSqr); p.cosTheta.store_grad(px, py, pz, d_cosTheta); } __global__ void maskingSmithFwdKernel(MaskingSmithParams 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; float alphaSqr = p.alphaSqr.fetch1(px, py, pz); float cosThetaI = p.cosThetaI.fetch1(px, py, pz); float cosThetaO = p.cosThetaO.fetch1(px, py, pz); float res = fwdMaskingSmithGGXCorrelated(alphaSqr, cosThetaI, cosThetaO); p.out.store(px, py, pz, res); } __global__ void maskingSmithBwdKernel(MaskingSmithParams 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; float alphaSqr = p.alphaSqr.fetch1(px, py, pz); float cosThetaI = p.cosThetaI.fetch1(px, py, pz); float cosThetaO = p.cosThetaO.fetch1(px, py, pz); float d_out = p.out.fetch1(px, py, pz); float d_alphaSqr(0), d_cosThetaI(0), d_cosThetaO(0); bwdMaskingSmithGGXCorrelated(alphaSqr, cosThetaI, cosThetaO, d_alphaSqr, d_cosThetaI, d_cosThetaO, d_out); p.alphaSqr.store_grad(px, py, pz, d_alphaSqr); p.cosThetaI.store_grad(px, py, pz, d_cosThetaI); p.cosThetaO.store_grad(px, py, pz, d_cosThetaO); } __global__ void pbrSpecularFwdKernel(PbrSpecular 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 col = p.col.fetch3(px, py, pz); vec3f nrm = p.nrm.fetch3(px, py, pz); vec3f wo = p.wo.fetch3(px, py, pz); vec3f wi = p.wi.fetch3(px, py, pz); float alpha = p.alpha.fetch1(px, py, pz); vec3f res = fwdPbrSpecular(col, nrm, wo, wi, alpha, p.min_roughness); p.out.store(px, py, pz, res); } __global__ void pbrSpecularBwdKernel(PbrSpecular 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 col = p.col.fetch3(px, py, pz); vec3f nrm = p.nrm.fetch3(px, py, pz); vec3f wo = p.wo.fetch3(px, py, pz); vec3f wi = p.wi.fetch3(px, py, pz); float alpha = p.alpha.fetch1(px, py, pz); vec3f d_out = p.out.fetch3(px, py, pz); float d_alpha(0); vec3f d_col(0), d_nrm(0), d_wo(0), d_wi(0); bwdPbrSpecular(col, nrm, wo, wi, alpha, p.min_roughness, d_col, d_nrm, d_wo, d_wi, d_alpha, d_out); p.col.store_grad(px, py, pz, d_col); p.nrm.store_grad(px, py, pz, d_nrm); p.wo.store_grad(px, py, pz, d_wo); p.wi.store_grad(px, py, pz, d_wi); p.alpha.store_grad(px, py, pz, d_alpha); } __global__ void pbrBSDFFwdKernel(PbrBSDF 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 kd = p.kd.fetch3(px, py, pz); vec3f arm = p.arm.fetch3(px, py, pz); vec3f pos = p.pos.fetch3(px, py, pz); vec3f nrm = p.nrm.fetch3(px, py, pz); vec3f view_pos = p.view_pos.fetch3(px, py, pz); vec3f light_pos = p.light_pos.fetch3(px, py, pz); vec3f res = fwdPbrBSDF(kd, arm, pos, nrm, view_pos, light_pos, p.min_roughness, p.BSDF); p.out.store(px, py, pz, res); } __global__ void pbrBSDFBwdKernel(PbrBSDF 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 kd = p.kd.fetch3(px, py, pz); vec3f arm = p.arm.fetch3(px, py, pz); vec3f pos = p.pos.fetch3(px, py, pz); vec3f nrm = p.nrm.fetch3(px, py, pz); vec3f view_pos = p.view_pos.fetch3(px, py, pz); vec3f light_pos = p.light_pos.fetch3(px, py, pz); vec3f d_out = p.out.fetch3(px, py, pz); vec3f d_kd(0), d_arm(0), d_pos(0), d_nrm(0), d_view_pos(0), d_light_pos(0); bwdPbrBSDF(kd, arm, pos, nrm, view_pos, light_pos, p.min_roughness, p.BSDF, d_kd, d_arm, d_pos, d_nrm, d_view_pos, d_light_pos, d_out); p.kd.store_grad(px, py, pz, d_kd); p.arm.store_grad(px, py, pz, d_arm); p.pos.store_grad(px, py, pz, d_pos); p.nrm.store_grad(px, py, pz, d_nrm); p.view_pos.store_grad(px, py, pz, d_view_pos); p.light_pos.store_grad(px, py, pz, d_light_pos); }