Commit Graph

331 Commits

Author SHA1 Message Date
c5965ec874 Replace some custom math functions with stdlib functions.
Some of these didn't exist in stable Rust before, and some of them
used to be slower than the custom ones.
2022-05-15 23:00:49 -07:00
e0ee0d6dff Change to using a dedicated affine transform type.
This lets certain operations, especially matrix inversion, be
quite a bit faster.  And we don't need anything beyond affine
transformations anyway.
2021-05-14 13:30:28 -07:00
e6f9af9336 Update to latest glam. 2021-05-14 12:22:46 -07:00
89fc80b99b Update to the latest version of sobol_burley. 2021-05-14 11:30:48 -07:00
63d661f8ce Update sobol_burley dependency. 2021-05-11 20:17:51 -07:00
706902dc8e Move sobol crate outside of Psychopath into its own repo. 2021-05-11 13:35:17 -07:00
3d85ce8005 Consolidate all of the compact value storage formats into one crate. 2020-12-30 20:41:56 +09:00
6586b38dc9 Use an external crate for fast approximate math functions. 2020-12-26 10:03:35 +09:00
8c738b2f39 Use FloatLuv32 in Psychopath for encoding XYZ colors. 2020-09-20 11:04:37 +09:00
45241784fb Code tidying on the Sobol sampler.
Also swapped the sample index and dimension paramater in the function
signature.  This feels more intuitive.
2020-04-30 22:46:47 +09:00
0dfe916523 Preparing for SIMD accelerated Sobol sampling.
This implements the 4-wide API, and moves the renderer over to it.
But the actual implementation is still scalar.
2020-04-24 21:05:29 +09:00
2c68e18bd6 Use golden ratio sampling for wavelength again.
Now that the Sobol sequence can be decorrelated, this doesn't
introduce sampling correlation problems anymore, so it's mostly
just a win.
2020-04-23 14:46:21 +09:00
29fcc69ae1 Move seed hashing into the lk_scramble function. 2020-04-23 13:36:04 +09:00
c0a8c955c4 Make LightPath::new() harder to mis-use. 2020-04-23 08:32:44 +09:00
22b7151919 Use independent Sobol sequences for different sets of dimensions.
This reduces correlation artifacts, while preserving good convergence
for the most part.
2020-04-22 18:48:12 +09:00
085d1d655e A single unified Sobol implementation.
This version of Sobol implements both Owen scrambling and index
permutation, allowing for multiple statistically independent
Sobol sequences.
2020-04-19 01:11:43 +09:00
b74a58cb72 Improvement for sampling at low sample counts. 2020-04-17 11:04:33 +09:00
8deb305850 Use a much better approximation of the probit function.
For 32-bit floating point, it can essentially be considered exact.
2020-03-27 21:19:24 +09:00
3916043f33 Removed golden ratio sampling.
Turns out it causes interference with the Sobol sampler.

Also tweaked some other things about sampling after removing
golden ratio sampling, to make things better.
2020-03-19 19:49:45 +09:00
9e14e164e7 More improvements to Sobol sampling.
- Added an additional scramble round to the Owen scrambling, with
  new optimized constants.
- Reordered the dimensions of the direction numbers to improve 2d
  projections between adjecent dimensions.  Only did this for
  dimensions under ~40.
2020-03-18 12:05:42 +09:00
de5a643a2a Implement Sobol sampler that does both Owen and Cranley-Patterson.
This seems to work well in practice, and only takes one more addition
operation.
2020-03-17 20:00:09 +09:00
e3152e6f9c Add alternative Sobol direction numbers to the repo.
Also switching to one of the alternates, as it seems to give
better results than the one I was using before.
2020-03-17 16:49:19 +09:00
04a5dbff43 Generate sobol direction numbers from text file.
This way the numbers aren't cluttering up the source file, and
this also makes it easier to play with other direction numbers.
2020-03-17 15:21:15 +09:00
d49a1c4921 Clean up the sampling code a little.
All of the samplers were using the same scramble value, so I
factored it out and documented its intent.
2020-03-16 10:14:09 +09:00
5114d428da Use the seed value in random value generation.
I forgot to add this in.  It wasn't noticable, since the QMC
sequences did use the seed, and we probably don't ever get to
the random values for 15+ light bounces.  But it seems worth
fixing anyway!
2020-03-16 09:57:01 +09:00
deaacd73fb Reuse same hash function for ints and floats.
The code was simply duplicated before, for no real reason.
2020-03-16 09:50:10 +09:00
047e66d9aa Reworked Sobol sampler implementation.
This produces identical results, but generates the direction
vectors from the original sources at build time.  This makes
the source code quite a bit leaner, and will also make it easier
to play with other direction vectors in the future if the
opportunity arises.
2020-03-15 22:01:06 +09:00
42a6c1e9cd Use proper wrapping arithmetic in the golden ratio sampler. 2020-03-15 18:10:03 +09:00
9b4781c81d Multiple improvements to sampling.
1. Use better constants for the hash-based Owen scrambling.
2. Use golden ratio sampling for the wavelength dimension.

On the use of golden ratio sampling:
Since hero wavelength sampling uses multiple equally-spaced
wavelengths, and most samplers only consider the spacing of
individual samples, those samplers weren't actually doing a
good job of distributing all the wavelengths evenly.  Golden
ratio sampling, on the other hand, does this effortlessly by
its nature, and the resulting reduction of color noise is huge.
2020-03-15 14:47:40 +09:00
e0cb436209 Minor sampling refactoring. 2020-03-13 14:51:14 +09:00
a3ea90afdc Fixed broken Owen scrambling.
The previous implementation was fundamentally broken because it
was mixing the bits in the wrong direction.  This fixes that.

The constants have also been updated.  I created a (temporary)
implementation of slow but full owen scrambling to test against,
and these constants appear to give results consistent with that
on all the test scenes I rendered on.  It is still, of course,
possible that my full implementation was flawed, so more validation
in the future would be a good idea.
2020-03-12 20:20:56 +09:00
b081424ba6 Implemented Owen scrambling for the Sobol sampler.
This gives better variance than random digit scrambling, at a
very tiny runtime cost (so tiny it's lost in the noise of the
rest of the rendering process).
2020-03-11 18:29:46 +09:00
8d16719cd2 Use a different function for giving pixels unique ids. 2020-02-22 11:59:08 +09:00
4a6284be40 Switch to sobol sampler.
The important thing here is that I figured out how to use the
scrambling parameter properly to decorrelate pixels.  Using the
same approach as with halton (just adding an offset into the sequence)
is very slow with sobol, since moving into the higher samples is
more computationally expensive.  So using the scrambling parameter
instead was important.
2020-02-22 09:18:45 +09:00
3d9eb23e1c Run rustfmt. 2020-02-22 07:36:44 +09:00
0b493b09ca Handle LDS permutation a little differently.
This produces identical results, but makes it easier to play
with other types of sequences.
2020-02-22 07:34:51 +09:00
022c913757 Split out memory arena into an external crate. 2019-12-27 10:43:03 +09:00
df6aaeb527 Added parser for signed integers.
Not used at the moment, but was simple to add while I was in the
headspace for it, and it will likely be useful in the future.
2019-11-23 10:41:19 +09:00
e23fe4bb36 Fix deprecation warnings from rustc. 2019-11-23 10:21:16 +09:00
6e555456ba Updated Nom to 5.x
This makes the code a lot simpler and cleaner, among other things.
2019-11-23 10:13:29 +09:00
e586442a0a Cleaned up floating point ulp code.
The logic is much clearer now, and the code is more compact.
2019-10-30 21:05:01 +09:00
c753890bb0 Fix/silence various clippy warnings. 2019-08-01 14:18:26 +09:00
ecbdf5d609 Make bilinear patch splitting a little smarter.
This way it doesn't just keep splitting on the same axis
repeatedly, creating narrow, long patches..
2019-08-01 13:49:44 +09:00
0c99ce8227 Playing around with surface patch implementation. Trying out ideas. 2019-07-31 22:46:06 +09:00
4999b31bf5 Bare beginnings of adding bilinear patches.
Mainly as a simple test-case for split-and-dice.
2019-07-31 06:45:45 +09:00
f42eedfd08 Make better use of the types in the glam crate.
Appears to give a tiny performance boost.
2019-07-25 11:36:52 +09:00
e3179d5b2e Fix stupid bug with sphere lights introduced in the traversal rewrite. 2019-07-23 08:52:53 +09:00
88e7365bc4 Switched from in-tree float4 lib to glam. 2019-07-22 22:30:37 +09:00
5c5a01ecee Implemented basic SurfaceClosure compression for storing per-vertex.
This is really simple, and doesn't account for things like constant
parameters yet.  It's just to get things rolling.
2019-07-13 11:15:04 +09:00
41c2174d59 Updated MicropolyBatch for new traversal code etc. 2019-07-09 17:05:42 +09:00