Ejemplo n.º 1
0
void MetropolisRenderer::Render(const Scene *scene) {
    PBRT_MLT_STARTED_RENDERING();
    if (scene->lights.size() > 0) {
        int x0, x1, y0, y1;
        camera->film->GetPixelExtent(&x0, &x1, &y0, &y1);
        float t0 = camera->shutterOpen, t1 = camera->shutterClose;
        Distribution1D *lightDistribution = ComputeLightSamplingCDF(scene);

        if (directLighting != NULL) {
            PBRT_MLT_STARTED_DIRECTLIGHTING();
            // Compute direct lighting before Metropolis light transport
            if (nDirectPixelSamples > 0) {
                LDSampler sampler(x0, x1, y0, y1, nDirectPixelSamples, t0, t1);
                Sample *sample = new Sample(&sampler, directLighting, NULL, scene);
                vector<Task *> directTasks;
                int nDirectTasks = max(32 * NumSystemCores(),
                                 (camera->film->xResolution * camera->film->yResolution) / (16*16));
                nDirectTasks = RoundUpPow2(nDirectTasks);
                ProgressReporter directProgress(nDirectTasks, "Direct Lighting");
                for (int i = 0; i < nDirectTasks; ++i)
                    directTasks.push_back(new SamplerRendererTask(scene, this, camera, directProgress,
                                                                  &sampler, sample, false, i, nDirectTasks));
                std::reverse(directTasks.begin(), directTasks.end());
                EnqueueTasks(directTasks);
                WaitForAllTasks();
                for (uint32_t i = 0; i < directTasks.size(); ++i)
                    delete directTasks[i];
                delete sample;
                directProgress.Done();
            }
            camera->film->WriteImage();
            PBRT_MLT_FINISHED_DIRECTLIGHTING();
        }
        // Take initial set of samples to compute $b$
        PBRT_MLT_STARTED_BOOTSTRAPPING(nBootstrap);
        RNG rng(0);
        MemoryArena arena;
        vector<float> bootstrapI;
        vector<PathVertex> cameraPath(maxDepth, PathVertex());
        vector<PathVertex> lightPath(maxDepth, PathVertex());
        float sumI = 0.f;
        bootstrapI.reserve(nBootstrap);
        MLTSample sample(maxDepth);
        for (uint32_t i = 0; i < nBootstrap; ++i) {
            // Generate random sample and path radiance for MLT bootstrapping
            float x = Lerp(rng.RandomFloat(), x0, x1);
            float y = Lerp(rng.RandomFloat(), y0, y1);
            LargeStep(rng, &sample, maxDepth, x, y, t0, t1, bidirectional);
            Spectrum L = PathL(sample, scene, arena, camera, lightDistribution,
                               &cameraPath[0], &lightPath[0], rng);

            // Compute contribution for random sample for MLT bootstrapping
            float I = ::I(L);
            sumI += I;
            bootstrapI.push_back(I);
            arena.FreeAll();
        }
        float b = sumI / nBootstrap;
        PBRT_MLT_FINISHED_BOOTSTRAPPING(b);
        Info("MLT computed b = %f", b);

        // Select initial sample from bootstrap samples
        float contribOffset = rng.RandomFloat() * sumI;
        rng.Seed(0);
        sumI = 0.f;
        MLTSample initialSample(maxDepth);
        for (uint32_t i = 0; i < nBootstrap; ++i) {
            float x = Lerp(rng.RandomFloat(), x0, x1);
            float y = Lerp(rng.RandomFloat(), y0, y1);
            LargeStep(rng, &initialSample, maxDepth, x, y, t0, t1,
                      bidirectional);
            sumI += bootstrapI[i];
            if (sumI > contribOffset)
                break;
        }

        // Launch tasks to generate Metropolis samples
        uint32_t nTasks = largeStepsPerPixel;
        uint32_t largeStepRate = nPixelSamples / largeStepsPerPixel;
        Info("MLT running %d tasks, large step rate %d", nTasks, largeStepRate);
        ProgressReporter progress(nTasks * largeStepRate, "Metropolis");
        vector<Task *> tasks;
        Mutex *filmMutex = Mutex::Create();
        Assert(IsPowerOf2(nTasks));
        uint32_t scramble[2] = { rng.RandomUInt(), rng.RandomUInt() };
        uint32_t pfreq = (x1-x0) * (y1-y0);
        for (uint32_t i = 0; i < nTasks; ++i) {
            float d[2];
            Sample02(i, scramble, d);
            tasks.push_back(new MLTTask(progress, pfreq, i,
                d[0], d[1], x0, x1, y0, y1, t0, t1, b, initialSample,
                scene, camera, this, filmMutex, lightDistribution));
        }
        EnqueueTasks(tasks);
        WaitForAllTasks();
        for (uint32_t i = 0; i < tasks.size(); ++i)
            delete tasks[i];
        progress.Done();
        Mutex::Destroy(filmMutex);
        delete lightDistribution;
    }
    camera->film->WriteImage();
    PBRT_MLT_FINISHED_RENDERING();
}
Ejemplo n.º 2
0
void MetropolisRenderer::Render(const Scene *scene) {
    int x0, x1, y0, y1;
    camera->film->GetPixelExtent(&x0, &x1, &y0, &y1);
    int nPixels = (x1-x0) * (y1-y0);
    float t0 = camera->shutterOpen;
    float t1 = camera->shutterClose;

    if (doDirectSeparately) {
        // Compute direct lighting before Metropolis light transport
        LDSampler sampler(x0, x1, y0, y1, directPixelSamples, t0, t1);
        Sample *sample = new Sample(&sampler, directLighting, NULL, scene);
        vector<Task *> directTasks;
        int nDirectTasks = max(32 * NumSystemCores(),
                         (camera->film->xResolution * camera->film->yResolution) / (16*16));
        nDirectTasks = RoundUpPow2(nDirectTasks);
        ProgressReporter directProgress(nDirectTasks, "Direct Lighting");
        for (int i = 0; i < nDirectTasks; ++i)
            directTasks.push_back(new SamplerRendererTask(scene, this, camera,
                &sampler, directProgress, sample, i, nDirectTasks));
        std::reverse(directTasks.begin(), directTasks.end());
        EnqueueTasks(directTasks);
        WaitForAllTasks();
        for (uint32_t i = 0; i < directTasks.size(); ++i)
            delete directTasks[i];
        delete sample;
        directProgress.Done();
    }
    // Take initial set of samples to compute $b$
    RNG rng(0);
    MemoryArena arena;
    vector<float> bootstrapSamples;
    float sumContrib = 0.f;
    bootstrapSamples.reserve(nBootstrap);
    MLTSample sample(maxDepth);
    for (int i = 0; i < nBootstrap; ++i) {
        // Compute contribution for random sample for MLT bootstrapping
        LargeStep(rng, &sample, maxDepth, x0, x1, y0, y1, t0, t1);
        float contrib = I(L(scene, this, camera, arena, rng, maxDepth,
                            doDirectSeparately, sample), sample);
        sumContrib += contrib;
        bootstrapSamples.push_back(contrib);
        arena.FreeAll();
    }
    float b = sumContrib / nBootstrap;

    // Select initial sample from bootstrap samples
    rng.Seed(0);
    float contribOffset = rng.RandomFloat() * sumContrib;
    sumContrib = 0.f;
    MLTSample initialSample(maxDepth);
    for (int i = 0; i < nBootstrap; ++i) {
        LargeStep(rng, &initialSample, maxDepth, x0, x1, y0, y1, t0, t1);
        sumContrib += bootstrapSamples[i];
        if (contribOffset < sumContrib)
            break;
    }

    // Launch tasks to generate Metropolis samples
    if (scene->lights.size() > 0) {
        int nTasks = int(nSamples / 50000);
        nTasks = max(nTasks, 32 * NumSystemCores());
        nTasks = min(nTasks, 32768);
        nSamples = (nSamples / nTasks) * nTasks;
        ProgressReporter progress(nTasks, "Metropolis");
        vector<Task *> tasks;
        Mutex *filmMutex = Mutex::Create();
        for (int i = 0; i < nTasks; ++i)
            tasks.push_back(new MLTTask(progress, i, int(nSamples/nTasks), nSamples,
                nPixels, x0, x1, y0, y1, t0, t1, b, largeStepProbability, initialSample,
                doDirectSeparately, maxConsecutiveRejects, maxDepth, scene, camera, this,
                &nSamplesFinished, filmMutex));
        EnqueueTasks(tasks);
        WaitForAllTasks();
        for (uint32_t i = 0; i < tasks.size(); ++i)
            delete tasks[i];
        progress.Done();
    }
    camera->film->WriteImage();
}