Ejemplo n.º 1
0
void preparation(){
    cn2=midPosition-eye;
    cn2.Normalize();
    cn0=cn00.GetNormalized();
    cn1=cn0.Cross(cn2); // left hand coordinate
    iniPosition=midPosition-Sx/2*cn0-Sy/2*cn1;
}
Ejemplo n.º 2
0
void PopulateImageParams()
{
    _f = camera.dir;
    _f.Normalize();
    _s = _f.Cross(camera.up);
    _s.Normalize();
    _u = _s.Cross(_f);
    
    cout<<"Populating ImageParams..."<<endl;
    float alpha = camera.fov;
    float l = camera.focaldist;
    float h = l * tan(alpha/2.0 *(M_PI/180.0));
    
    float aspectRatio = (float)camera.imgWidth/camera.imgHeight;
    float s = aspectRatio * abs(h);
    float dx = (2 * abs(s))/camera.imgWidth;
    float dy = -(2 * abs(h))/camera.imgHeight;
    float dxx = dx/2.0 , dyy=dy/2.0;
    Point3 K(-s,h,-l);
    K.x += (dxx );
    K.y += (dyy );
    
    for(int i = 0; i< camera.imgHeight ; i++){
        for(int j = 0; j< camera.imgWidth; j++){
            K.x += dx;
            Matrix3 RotMat;
            const float pts[9]={_s.x,_u.x,-_f.x,_s.y,_u.y,-_f.y,_s.z,_u.z,-_f.z};
            RotMat.Set(pts);
//            K = RotMat*K;
            Cone r = Cone(camera.pos, K);
            r.dir = r.dir * RotMat;
            r.dir.Normalize();
            r.radius = 0.0;
            r.tanAngle = tan(abs(dyy)/(float)l);
            /* Populating the Struct */
            Point2 pixLoc = Point2(j,i);
            
            imageParams.K.push_back(K);
            imageParams.rendered.push_back(false);
            imageParams.PixLocation.push_back(pixLoc);
            imageParams.PixIndex.push_back( i * camera.imgWidth + j);
            imageParams.Ray.push_back(r);
            Point2 pixDimensions = Point2(dx,dy);
            imageParams.PixParams.push_back(pixDimensions);
            vector<Point3> ConfCirclePts;
           
            float randAng = rand()/ (float) RAND_MAX;
            randAng *= M_PI * 2.0;
            for(int i = 1; i<=MAX_N_SAMPLES; i++){
                float hx = camera.dof * Halton(i, H_BASE_1);
                float hy = Halton(i, H_BASE_2);
                
                float r =  sqrtf(hx);
                float theta = hy * M_PI * 2.0 + randAng;
                
                float x =  r * cosf(theta);
                float y =  r * sinf(theta);
                Point3 newCamPos(x, y, 0);
                newCamPos = newCamPos * RotMat;
                newCamPos += camera.pos;
                ConfCirclePts.push_back(newCamPos);
            }
            
            imageParams.ConfusionCirclePoints.push_back(ConfCirclePts);
        }
        K.x = -s;
        K.x += dxx;
        K.y += dy;
    }
    
   

}
Ejemplo n.º 3
0
void saveLights(){
    nl.Normalize();
    light area(1, nl, pl, cl, lsx, lsy, ln0, ln1);
    alllights.push_back(area);

}
Ejemplo n.º 4
0
void doRender(void* arg){
    
    RenderParams rarg = *((RenderParams *)arg);
    //cout<<"Do render...."<<endl;
            bool pixelHit=false;

    
            HitInfo hitInfo;
            hitInfo.Init();
            
            Point2 pixLoc = rarg.pixLocation;
            Cone r = rarg.ray;
            int PixIndex = rarg.pixIndex;
            Color shade(0,0,0);
    
    vector<Point2> haltonXY;
    float dx = rarg.PixParams.x;
    float dy = rarg.PixParams.y;
    float x=0;
    float y=0;
    _f.Normalize();
    _s.Normalize();
    const float pts[9]={_s.x,_u.x,-_f.x,_s.y,_u.y,-_f.y,_s.z,_u.z,-_f.z};

    Matrix3 RotMat;
    RotMat.Set(pts);
    for(int i=0; i < MIN_N_SAMPLES; i++){
        
        x = dx * Halton(i+1, H_BASE_1);
        y = dy * Halton(i+1, H_BASE_2);
        
        if(x > dx * 0.5) { x -= dx; }
        if(y < dy * 0.5) { y -= dy; }
       
        x += rarg.K.x;
        y += rarg.K.y;
        
        Point2 sampleLoc = Point2(x,y);
        haltonXY.push_back(sampleLoc);
    }
    
    vector<Color> shades;
            if(rootNode.GetNumChild()>0){
                for(int i=0; i< MIN_N_SAMPLES;i++){
                    
                    Point3 sampleDir = Point3(haltonXY.at(i).x, haltonXY.at(i).y, rarg.K.z);
                    
                    int rindex = rand() % MAX_N_SAMPLES; //rindex = i;
                    Point3 randPos = rarg.ConfCirclePts.at(rindex);
                    Cone sampleRay = Cone(randPos, sampleDir);
                    sampleRay.dir = sampleRay.dir * RotMat;
                    sampleRay.dir -= randPos - camera.pos;
                    sampleRay.dir.Normalize();
                    sampleRay.radius = r.radius;
                    sampleRay.tanAngle = r.tanAngle;
                    r = sampleRay;
                    
                    if(RayTrace_2(r, hitInfo)) {
                        pixelHit=true;
                        shade = hitInfo.node->GetMaterial()->Shade(r, hitInfo, lights, 8);
                        shades.push_back(shade);
                    }
                    hitInfo.Init();
                }

                if(VarianceOverThreshold(shades)){
                    renderImage.SetSampleCountPixel(PixIndex, 255);
                    
                    hitInfo.Init();
                    
                    for(int i=MIN_N_SAMPLES; i < MAX_N_SAMPLES; i++){
                        
                        x = dx * Halton(i+1, H_BASE_1);
                        y = dy * Halton(i+1, H_BASE_2);
    
                        if(x > dx * 0.5) { x -= dx;}
                        if(y < dy * 0.5) { y -= dy;}
                        
                        x += rarg.K.x;
                        y += rarg.K.y;
                        
                        Point2 sampleLoc = Point2(x,y);
                        haltonXY.push_back(sampleLoc);
                        
                        Point3 sampleDir = Point3(haltonXY.at(i).x, haltonXY.at(i).y, rarg.K.z);
                        
                        int rindex = rand() %  MAX_N_SAMPLES; //rindex = i;
                        Point3 randPos = rarg.ConfCirclePts.at(rindex);
                        Cone sampleRay = Cone(randPos, sampleDir);
                        sampleRay.dir = sampleRay.dir * RotMat;
                        sampleRay.dir -= randPos - camera.pos;
                        
                        sampleRay.dir.Normalize();
                        sampleRay.radius = r.radius;
                        sampleRay.tanAngle = r.tanAngle;
                        r = sampleRay;
                        
                        if(RayTrace_2(r, hitInfo)) {
                            pixelHit=true;
                            shade = hitInfo.node->GetMaterial()->Shade(r, hitInfo, lights, 5);
                            shades.push_back(shade);
                        }
                        hitInfo.Init();
                    }
                    shade = AverageShades(shades, (int)shades.size());
                }
                else{
                    shade = AverageShades(shades, (int)shades.size());
                    renderImage.SetSampleCountPixel(PixIndex, 0);
                }
                renderImage.PutPixel(PixIndex, shade, hitInfo.z);
            }
            
            if(!pixelHit){
                Point3 uvw(pixLoc.x/ camera.imgWidth,pixLoc.y/camera.imgHeight,0);
                shade = background.Sample(uvw);
                renderImage.PutPixel(PixIndex, shade, BIGFLOAT);
            
            }
    pthread_mutex_lock(&setPix_mutex);
    renderImage.IncrementNumRenderPixel(1);
    pthread_mutex_unlock(&setPix_mutex);

}