Beispiel #1
0
void Light::SHProject(const PbrtPoint &p, float pEpsilon, int lmax,
        const Scene *scene, bool computeLightVisibility, float time,
        RNG &rng, Spectrum *coeffs) const {
    for (int i = 0; i < SHTerms(lmax); ++i)
        coeffs[i] = 0.f;
    uint32_t ns = RoundUpPow2(nSamples);
    uint32_t scramble1D = rng.RandomUInt();
    uint32_t scramble2D[2] = { rng.RandomUInt(), rng.RandomUInt() };
    float *Ylm = ALLOCA(float, SHTerms(lmax));
    for (uint32_t i = 0; i < ns; ++i) {
        // Compute incident radiance sample from _light_, update SH _coeffs_
        float u[2], pdf;
        Sample02(i, scramble2D, u);
        LightSample lightSample(u[0], u[1], VanDerCorput(i, scramble1D));
        Vector wi;
        VisibilityTester vis;
        Spectrum Li = Sample_L(p, pEpsilon, lightSample, time, &wi, &pdf, &vis);
        if (!Li.IsBlack() && pdf > 0.f &&
            (!computeLightVisibility || vis.Unoccluded(scene))) {
            // Add light sample contribution to MC estimate of SH coefficients
            SHEvaluate(wi, lmax, Ylm);
            for (int j = 0; j < SHTerms(lmax); ++j)
                coeffs[j] += Li * Ylm[j] / (pdf * ns);
        }
    }
}
Beispiel #2
0
void PointLight::SHProject(const pbrt::Point &p, float pEpsilon, int lmax,
        const Scene *scene, bool computeLightVisibility, float time,
        RNG &rng, Spectrum *coeffs) const {
    for (int i = 0; i < SHTerms(lmax); ++i)
        coeffs[i] = 0.f;
    if (computeLightVisibility &&
        scene->IntersectP(Ray(p, Normalize(lightPos - p), pEpsilon,
                              Distance(lightPos, p), time)))
        return;
    // Project point light source to SH
    float *Ylm = ALLOCA(float, SHTerms(lmax));
    Vector wi = Normalize(lightPos - p);
    SHEvaluate(wi, lmax, Ylm);
    Spectrum Li = Intensity / DistanceSquared(lightPos, p);
    for (int i = 0; i < SHTerms(lmax); ++i)
        coeffs[i] = Li * Ylm[i];
}
Spectrum UseRadianceProbes::Li(const Scene *scene, const Renderer *renderer,
            const RayDifferential &ray, const Intersection &isect,
            const Sample *sample, RNG &rng, MemoryArena &arena, int wavelength) const {
    Spectrum L(0.);
    Vector wo = -ray.d;
    // Compute emitted light if ray hit an area light source
    L += isect.Le(wo);

    // Evaluate BSDF at hit point
    BSDF *bsdf = isect.GetBSDF(ray, arena, wavelength);
    const Point &p = bsdf->dgShading.p;
    const Normal &n = bsdf->dgShading.nn;
    // Compute reflection for radiance probes integrator
    if (!includeDirectInProbes)
        L += UniformSampleAllLights(scene, renderer, arena, p, n,
                wo, isect.rayEpsilon, ray.time, bsdf, sample, rng,
                lightSampleOffsets, bsdfSampleOffsets);

    // Compute reflected lighting using radiance probes

    // Compute probe coordinates and offsets for lookup point
    Vector offset = bbox.Offset(p);
    float voxx = (offset.x * nProbes[0]) - 0.5f;
    float voxy = (offset.y * nProbes[1]) - 0.5f;
    float voxz = (offset.z * nProbes[2]) - 0.5f;
    int vx = Floor2Int(voxx), vy = Floor2Int(voxy), vz = Floor2Int(voxz);
    float dx = voxx - vx, dy = voxy - vy, dz = voxz - vz;

    // Get radiance probe coefficients around lookup point
    const Spectrum *b000 = c_inXYZ(lmax, vx,   vy,   vz);
    const Spectrum *b100 = c_inXYZ(lmax, vx+1, vy,   vz);
    const Spectrum *b010 = c_inXYZ(lmax, vx,   vy+1, vz);
    const Spectrum *b110 = c_inXYZ(lmax, vx+1, vy+1, vz);
    const Spectrum *b001 = c_inXYZ(lmax, vx,   vy,   vz+1);
    const Spectrum *b101 = c_inXYZ(lmax, vx+1, vy,   vz+1);
    const Spectrum *b011 = c_inXYZ(lmax, vx,   vy+1, vz+1);
    const Spectrum *b111 = c_inXYZ(lmax, vx+1, vy+1, vz+1);

    // Compute incident radiance from radiance probe coefficients
    Spectrum *c_inp = arena.Alloc<Spectrum>(SHTerms(lmax));
    for (int i = 0; i < SHTerms(lmax); ++i) {
        // Do trilinear interpolation to compute SH coefficients at point
        Spectrum c00 = Lerp(dx, b000[i], b100[i]);
        Spectrum c10 = Lerp(dx, b010[i], b110[i]);
        Spectrum c01 = Lerp(dx, b001[i], b101[i]);
        Spectrum c11 = Lerp(dx, b011[i], b111[i]);
        Spectrum c0 = Lerp(dy, c00, c10);
        Spectrum c1 = Lerp(dy, c01, c11);
        c_inp[i] = Lerp(dz, c0, c1);
    }

    // Convolve incident radiance to compute irradiance function
    Spectrum *c_E = arena.Alloc<Spectrum>(SHTerms(lmax));
    SHConvolveCosTheta(lmax, c_inp, c_E);

    // Evaluate irradiance function and accumulate reflection
    Spectrum rho = bsdf->rho(wo, rng, BSDF_ALL_REFLECTION);
    float *Ylm = ALLOCA(float, SHTerms(lmax));
    SHEvaluate(Vector(Faceforward(n, wo)), lmax, Ylm);
    Spectrum E = 0.f;
    for (int i = 0; i < SHTerms(lmax); ++i)
        E += c_E[i] * Ylm[i];
    L += rho * INV_PI * E.Clamp();
    return L;
}
Beispiel #4
0
Spectrum GlossyPRTIntegrator::Li(const Scene *scene, const Renderer *,
        const RayDifferential &ray, const Intersection &isect,
        const Sample *sample, RNG &rng, MemoryArena &arena) const {
    Spectrum L = 0.f;
    Vector wo = -ray.d;
    // Compute emitted light if ray hit an area light source
    L += isect.Le(wo);

    // Evaluate BSDF at hit point
    BSDF *bsdf = isect.GetBSDF(ray, arena);
    const Point &p = bsdf->dgShading.p;
    // Compute reflected radiance with glossy PRT at point

    // Compute SH radiance transfer matrix at point and SH coefficients
    Spectrum *c_t = arena.Alloc<Spectrum>(SHTerms(lmax));
    Spectrum *T = arena.Alloc<Spectrum>(SHTerms(lmax)*SHTerms(lmax));
    SHComputeTransferMatrix(p, isect.rayEpsilon, scene, rng, nSamples,
                            lmax, T);
    SHMatrixVectorMultiply(T, c_in, c_t, lmax);

    // Rotate incident SH lighting to local coordinate frame
    Vector r1 = bsdf->LocalToWorld(Vector(1,0,0));
    Vector r2 = bsdf->LocalToWorld(Vector(0,1,0));
    Normal nl = Normal(bsdf->LocalToWorld(Vector(0,0,1)));
    Matrix4x4 rot(r1.x, r2.x, nl.x, 0,
                  r1.y, r2.y, nl.y, 0,
                  r1.z, r2.z, nl.z, 0,
                     0,    0,    0, 1);
    Spectrum *c_l = arena.Alloc<Spectrum>(SHTerms(lmax));
    SHRotate(c_t, c_l, rot, lmax, arena);
    #if 0

    // Sample BSDF and integrate against direct SH coefficients
    float *Ylm = ALLOCA(float, SHTerms(lmax));
    int ns = 1024;
    for (int i = 0; i < ns; ++i) {
        Vector wi;
        float pdf;
        Spectrum f = bsdf->Sample_f(wo, &wi, BSDFSample(rng), &pdf);
        if (pdf > 0.f && !f.IsBlack() && !scene->IntersectP(Ray(p, wi))) {
            f *= fabsf(Dot(wi, n)) / (pdf * ns);
            SHEvaluate(bsdf->WorldToLocal(wi), lmax, Ylm);
    
            Spectrum Li = 0.f;
            for (int j = 0; j < SHTerms(lmax); ++j)
                Li += Ylm[j] * c_l[j] * f;
            L += Li.Clamp();
        }
    }
    #else

    // Compute final coefficients _c\_o_ using BSDF matrix
    Spectrum *c_o = arena.Alloc<Spectrum>(SHTerms(lmax));
    SHMatrixVectorMultiply(B, c_l, c_o, lmax);

    // Evaluate outgoing radiance function for $\wo$ and add to _L_
    Vector woLocal = bsdf->WorldToLocal(wo);
    float *Ylm = ALLOCA(float, SHTerms(lmax));
    SHEvaluate(woLocal, lmax, Ylm);
    Spectrum Li = 0.f;
    for (int i = 0; i < SHTerms(lmax); ++i)
        Li += Ylm[i] * c_o[i];
    L += Li.Clamp();
    #endif
    return L;
}