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RixBxdfFactory is a subclass of RixShadingPlugin, and therefore shares the same initializationsynchronization, and parameter table logic as other shading plugins. Therefore to start developing your own Bxdf, you can #include "RixBxdf.h" and make sure your bxdf factory class implements the required methods inherited from the RixShadingPlugin interface: Init()Finalize()Synchronize()GetParamTable(), and CreateInstanceData(). Generally, there is one shading plugin instance of a RixBxdfFactory per bound RiBxdf (RIB) request. This instance may be active in multiple threads simultaneously.

Integrators (RixIntegrator) use RixBxdfFactory objects by invoking RixBxdfFactory::BeginScatter()  to obtain a  RixBxdf. Because a RixBxdf is expected to be a lightweight object that may be created many times over the course of the render, RixBxdfFactory is expected to take advantage of the lightweight instancing services provided by RixShadingPlugin. In particular, BeginScatter() is provided a pointer to an instance data that is created by RixBxdfFactory::CreateInstanceData(), which is called once per shading plugin instance, as defined by the unique set of parameters supplied to the material description. It is expected that the instance data will point to a private cached representation of any expensive setup which depends on the parameters, and BeginScatter() will reuse this cached representation many times over the course of the render to create RixBxdf objects. 

The RIX_BXDFPLUGINCREATE() macro defines the CreateRixBxdfFactory() method, which is called by the renderer to create an instance of the bxdf plugin. Generally, the implementation of this method should simply return a new allocated copy of your bxdf factory class. Similarly, the RIX_BXDFPLUGINDESTROY() macro defines the DestroyRixBxdfFactory()  method called by the renderer to delete an instance of the bxdf plugin; a typical implementation of this method is to delete the passed in bxdf pointer:

Code Block
languagecpp
    RIX_BXDFPLUGINCREATE
    {
        return new MyBxdfFactory();
    }
    RIX_BXDFPLUGINDESTROY
    {
        delete ((MyBxdfFactory*)bxdf);
    }

RixBxdfFactory::BeginScatter()

As mentioned above, integrators invoke RixBxdfFactory::BeginScatter() to obtain a RixBxdf. The renderer's operating model is that the Bxdf that is obtained this way is a closure, with the closure functions being GenerateSampleEvaluateSample, and EmitLocal. The RixBxdfFactory should stash state in the RixBxdf object and consider that the RixBxdf lifetime is under control of the integrator. Generally integrators will attempt to minimize the number of live  RixBxdf  objects but may nonetheless require a large number. For this reason, the RixBxdf  instances should attempt to minimize  memory consumption and construction / deconstruction costs.

Any  Any computations that the Bxdf need in order to efficient evaluate its closure functions should be computed once inside RixBxdfFactory::BeginScatter(), and then saved in the overridden RixBxdf class. Critically, these computations include upstream evaluation of any pattern networks. Therefore, it is typical for BeginScatter() to invoke  RixShadingContext::EvalParam() in order to evaluate the relevant bxdf input parameters, and then pass the pointers returned from EvalParam to the Bxdf constructor. Since Bxdfs also generally require geometric data, or built-in variables, such as the shading normal, geometric normal, and viewing direction, either BeginScatter() or the Bxdf constructor itself will need to call RixShadingContext::GetBuiltinVar() function for each such built-in variable.

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BeginScatter() is also passed two parameters that can be used as hints to optimize the calculation. RixBXLobeTraits const &lobesWanted is a description of the Bxdf lobes that the renderer expects to generate or evaluate; this parameter can be used to avoid any computations not necessary for the requested lobes. RixSCShadingMode will take either the value k_RixSCScatterQuery, indicating that the factory should construct a Bxdf for scattering on the surface, or k_RixSCVolumeScatterQuery, indicating that a Bxdf should be constructed for scattering on the inside of a volume. 

RixBxdf

Once a RixBxdf object  object is obtained, the integrator may invoke the following methods:

  • RixBxdf::GenerateSample()

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  •  to generate samples of the bxdf functionone sample for each point of the shading context.
  • RixBxdf::EvaluateSample()

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  •  to evaluate the bxdf function

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  • one direction for each point of the shading context
  • RixBxdf::EvaluateSamplesAtIndex()

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  • to evaluate the bxdf function

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  • , one-or-many directions

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RixOpacity

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  •  for a given point of the shading context
  • RixBxdf::

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  • EmitLocal() to

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  • retrieve the bxdf's local emission.

The primary  RixBxdf  entry

Execution Model

There is one instance of a RixBxdfFactory per bound RiBxdf (RIB) request. This instance may be active in multiple threads simultaneously.

The context for a per-thread execution is signaled by the various methods Begin___() and End___(). As a consequence, RixBxdf objects can be assumed as being used used in a single-threaded context.

The RixBxdfFactory should stash state in the RixBxdf object and consider that the RixBxdf lifetime is under control of the integrator. Generally integrators will attempt to minimize the number of live  RixBxdf  objects but may nonetheless require a large number. For this reason, the  RixBxdf  instances should attempt to minimize  memory consumption and construction / deconstruction costs.

The primary  RixBxdf  entry points operate on a collection of shading points (RixShadingContext) in order to reasonably maximize shading coherency and support SIMD computation. Integrators rely on the  the  RixBxdf's ability to generate and evaluate samples across the entire collection of points.  Sample evaluation may be performed in an an all-points-one-sample variant using   variant using  EvaluateSample(), and a 1-point-n-samples variant via   variant via  EvaluateSamplesAtIndex(). Generation, however, is constrained to to all-points-one-sample. Evaluation typically has different requirements (e.g. for making connections in a bidirectional integrator), whereas generation typically benefits from being performed all points at once.

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The RixBxdf methods above are expected to return quantities for each point of the shading

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context originally given to RixBxdfFactor::

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BeginScatter()

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, excepting RixBxdf::EvaluateSamplesAtIndex()

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, that operates on a single point of the shading context

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Bxdf parameters and correctness

A bxdf should always provide the three methods RixBxdf::GenerateSample()RixBxdf::EvaluateSample() and RixBxdf::EvaluateSamplesAtIndex(), evaluating the bxdf function for one or many directions.

The GenerateSample() function has the following input parameters: transportTrait, lobesWanted, and random number generator. The transportTrait tells the Bxdf the subset of light transport to consider: direct illumination, indirect illumination, or both. lobesWanted specifies what lobes are requested, for example specular reflection, diffuse transmission, etc. The  The random number generator should be called to generate well-stratified samples; such samples typically reduce noise and improve convergence compared to using uniform random samples.

The GenerateSample() function has the following output parameters (results): lobeSampled, direction, weight, forward pdf, reverse pdf, and compTrans.  lobeSampled is similar to the input lobesWanted, and specifies which lobe was actually sampled. direction (Ln) is the generated ray direction vectors; these directions must have unit length. weight is a color per sample indicating that sample's weight. The forward pdf should account for light moving from the L to V direction where as the reverse pdf account for the opposite (from V to L). Bxdfs should always provide both pdf values for the integrators to use. compTrans is an optional result which can be used to indicate transmission color; this will be used as alpha in compositing. A bxdf should check that compTrans is not NULL before assigning to it.  All results are arrays with one value per sample point.

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RixOpacity

In certain cases, integrators may also call RixBxdfFactory::BeginOpacity() to retrieve a RixOpacity object. BeginOpacity should be implemented in a similar fashion to BeginScatter(), except that will be only be invoked by the renderer in narrower constraints: either for presence and opacity. As such, any inputs to the factory that do not affect presence nor opacity need not be evaluated. Furthermore, the RixSCShadingMode can be examined to further narrow down the inputs; it will take either the value k_RixSCPresenceQuery or k_RixSCOpacityQuery.

The renderer will invoke the following methods on RixOpacity:

  • RixBxdf::GetPresence() to evaluate the geometry presence.
  • RixBxdf::GetOpacity() to evaluate the opacity color.


Additional Considerations

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