Example #1
0
Spectrum G(const Scene &scene, Sampler &sampler, const Vertex &v0,
           const Vertex &v1) {
    Vector3f d = v0.p() - v1.p();
    Float g = 1 / d.LengthSquared();
    d *= std::sqrt(g);
    if (v0.IsOnSurface()) g *= AbsDot(v0.ns(), d);
    if (v1.IsOnSurface()) g *= AbsDot(v1.ns(), d);
    VisibilityTester vis(v0.GetInteraction(), v1.GetInteraction());
    return g * vis.Tr(scene, sampler);
}
Example #2
0
Spectrum GeometryTerm(const Scene &scene, Sampler &sampler, const Vertex &v0,
                      const Vertex &v1) {
    Vector3f d = v0.GetPosition() - v1.GetPosition();
    Float G = 1.f / d.LengthSquared();
    d *= std::sqrt(G);
    if (v0.IsOnSurface()) G *= Dot(v0.GetShadingNormal(), d);
    if (v1.IsOnSurface()) G *= Dot(v1.GetShadingNormal(), d);
    VisibilityTester vis(v0.GetInteraction(), v1.GetInteraction());
    return std::abs(G) * vis.T(scene, sampler);
}
Example #3
0
Float ConvertDensity(const Vertex &cur, Float pdf, const Vertex &next) {
    // Return solid angle density if _next_ is an infinite area light
    if (next.IsInfiniteLight()) return pdf;
    Vector3f d = next.GetPosition() - cur.GetPosition();
    Float invL2 = 1.f / d.LengthSquared();
    if (next.IsOnSurface())
        pdf *= AbsDot(next.GetGeoNormal(), d * std::sqrt(invL2));
    return pdf * invL2;
}