Exemple #1
0
Spectrum DirectLightingIntegrator::Li(const RayDifferential &ray,
                                      const Scene &scene, Sampler &sampler,
                                      MemoryArena &arena, int depth) const {
    ProfilePhase p(Prof::SamplerIntegratorLi);
    Spectrum L(0.f);
    // Find closest ray intersection or return background radiance
    SurfaceInteraction isect;
    if (!scene.Intersect(ray, &isect)) {
        for (const auto &light : scene.lights) L += light->Le(ray);
        return L;
    }

    // Compute scattering functions for surface interaction
    isect.ComputeScatteringFunctions(ray, arena);
    if (!isect.bsdf)
        return Li(isect.SpawnRay(ray.d), scene, sampler, arena, depth);
    Vector3f wo = isect.wo;
    // Compute emitted light if ray hit an area light source
    L += isect.Le(wo);
    if (scene.lights.size() > 0) {
        // Compute direct lighting for _DirectLightingIntegrator_ integrator
        if (strategy == LightStrategy::UniformSampleAll)
            L += UniformSampleAllLights(isect, scene, arena, sampler,
                                        nLightSamples);
        else
            L += UniformSampleOneLight(isect, scene, arena, sampler);
    }
    if (depth + 1 < maxDepth) {
        Vector3f wi;
        // Trace rays for specular reflection and refraction
        L += SpecularReflect(ray, isect, scene, sampler, arena, depth);
        L += SpecularTransmit(ray, isect, scene, sampler, arena, depth);
    }
    return L;
}
Exemple #2
0
COREDLL Spectrum WeightedSampleOneLight(const Scene *scene,
		const Point &p, const Normal &n,
		const Vector &wo, BSDF *bsdf,
		const Sample *sample, int lightSampleOffset,
		int lightNumOffset, int bsdfSampleOffset,
		int bsdfComponentOffset, float *&avgY,
		float *&avgYsample, float *&cdf,
		float &overallAvgY) {
	int nLights = int(scene->lights.size());
	// Initialize _avgY_ array if necessary
	if (!avgY) {
		avgY = new float[nLights];
		avgYsample = new float[nLights];
		cdf = new float[nLights+1];
		for (int i = 0; i < nLights; ++i)
			avgY[i] = avgYsample[i] = 0.;
	}
	Spectrum L(0.);
	if (overallAvgY == 0.) {
		// Sample one light uniformly and initialize luminance arrays
		L = UniformSampleOneLight(scene, p, n,
		    wo, bsdf, sample, lightSampleOffset,
			lightNumOffset, bsdfSampleOffset,
			bsdfComponentOffset);
		float luminance = L.y();
		overallAvgY = luminance;
		for (int i = 0; i < nLights; ++i)
			avgY[i] = luminance;
	}
	else {
		// Choose _light_ according to average reflected luminance
		float c, lightSampleWeight;
		for (int i = 0; i < nLights; ++i)
			avgYsample[i] = max(avgY[i], .1f * overallAvgY);
		ComputeStep1dCDF(avgYsample, nLights, &c, cdf);
		float t = SampleStep1d(avgYsample, cdf, c, nLights,
			sample->oneD[lightNumOffset][0], &lightSampleWeight);
		int lightNum = min(Float2Int(nLights * t), nLights-1);
		Light *light = scene->lights[lightNum];
		L = EstimateDirect(scene, light, p, n, wo, bsdf,
			sample, lightSampleOffset, bsdfSampleOffset,
			bsdfComponentOffset, 0);
		// Update _avgY_ array with reflected radiance due to light
		float luminance = L.y();
		avgY[lightNum] =
			ExponentialAverage(avgY[lightNum], luminance, .99f);
		overallAvgY =
			ExponentialAverage(overallAvgY, luminance, .999f);
		L /= lightSampleWeight;
	}
	return L;
}
Spectrum BidirIntegrator::Li(const Scene *scene,
		const RayDifferential &ray,
		const Sample *sample, float *alpha) const {
	Spectrum L(0.);
	// Generate eye and light sub-paths
	BidirVertex eyePath[MAX_VERTS], lightPath[MAX_VERTS];
	int nEye = generatePath(scene, ray, sample, eyeBSDFOffset,
		eyeBSDFCompOffset, eyePath, MAX_VERTS);
	if (nEye == 0) {
		*alpha = 0.;
		return L;
	}
	*alpha = 1;
	// Choose light for bidirectional path
	int lightNum = Floor2Int(sample->oneD[lightNumOffset][0] *
		scene->lights.size());
	lightNum = min(lightNum, (int)scene->lights.size() - 1);
	Light *light = scene->lights[lightNum];
	float lightWeight = float(scene->lights.size());
	// Sample ray from light source to start light path
	Ray lightRay;
	float lightPdf;
	float u[4];
	u[0] = sample->twoD[lightPosOffset][0];
	u[1] = sample->twoD[lightPosOffset][1];
	u[2] = sample->twoD[lightDirOffset][0];
	u[3] = sample->twoD[lightDirOffset][1];
	Spectrum Le = light->Sample_L(scene, u[0], u[1], u[2], u[3],
		&lightRay, &lightPdf);
	if (lightPdf == 0.) return 0.f;
	Le = lightWeight / lightPdf;
	int nLight = generatePath(scene, lightRay, sample, lightBSDFOffset,
		lightBSDFCompOffset, lightPath, MAX_VERTS);
	// Connect bidirectional path prefixes and evaluate throughput
	Spectrum directWt(1.0);
	for (int i = 1; i <= nEye; ++i) {
		// Handle direct lighting for bidirectional integrator
		directWt /= eyePath[i-1].rrWeight;
		L += directWt *
			UniformSampleOneLight(scene, eyePath[i-1].p, eyePath[i-1].ng, eyePath[i-1].wi,
			eyePath[i-1].bsdf, sample, directLightOffset[i-1], directLightNumOffset[i-1],
			directBSDFOffset[i-1], directBSDFCompOffset[i-1]) /
			weightPath(eyePath, i, lightPath, 0);
		directWt *= eyePath[i-1].bsdf->f(eyePath[i-1].wi, eyePath[i-1].wo) *
			AbsDot(eyePath[i-1].wo, eyePath[i-1].ng) /
			eyePath[i-1].bsdfWeight;
		for (int j = 1; j <= nLight; ++j)
			L += Le * evalPath(scene, eyePath, i, lightPath, j) /
				weightPath(eyePath, i, lightPath, j);
	}
	return L;
}
Exemple #4
0
Spectrum IrradianceCacheIntegrator::pathL(Ray &r, const Scene *scene,
        const Renderer *renderer, const Sample *sample, MemoryArena &arena) const {
    Spectrum L(0.f);
    Spectrum pathThroughput = 1.;
    RayDifferential ray(r);
    bool specularBounce = false;
    for (int pathLength = 0; ; ++pathLength) {
        // Find next vertex of path
        Intersection isect;
        if (!scene->Intersect(ray, &isect))
            break;
        if (pathLength == 0)
            r.maxt = ray.maxt;
        else if (pathLength == 1)
            pathThroughput *= renderer->Transmittance(scene, ray, sample, arena, NULL);
        else
            pathThroughput *= renderer->Transmittance(scene, ray, NULL, arena, sample->rng);
        // Possibly add emitted light at path vertex
        if (specularBounce)
            L += pathThroughput * isect.Le(-ray.d);
        // Evaluate BSDF at hit point
        BSDF *bsdf = isect.GetBSDF(ray, arena);
        // Sample illumination from lights to find path contribution
        const Point &p = bsdf->dgShading.p;
        const Normal &n = bsdf->dgShading.nn;
        Vector wo = -ray.d;
        L += pathThroughput *
            UniformSampleOneLight(scene, renderer, arena, p, n, wo, isect.rayEpsilon,
                                  bsdf, sample);
        if (pathLength+1 == maxIndirectDepth) break;
        // Sample BSDF to get new path direction
        // Get random numbers for sampling new direction, \mono{bs1}, \mono{bs2}, and \mono{bcs}
        Vector wi;
        float pdf;
        BxDFType flags;
        Spectrum f = bsdf->Sample_f(wo, &wi, BSDFSample(*sample->rng),
            &pdf, BSDF_ALL, &flags);
        if (f.IsBlack() || pdf == 0.)
            break;
        specularBounce = (flags & BSDF_SPECULAR) != 0;
        pathThroughput *= f * AbsDot(wi, n) / pdf;
        ray = RayDifferential(p, wi, ray, isect.rayEpsilon);
        // Possibly terminate the path
        if (pathLength > 2) {
            float rrProb = min(1.f, pathThroughput.y());
            if (sample->rng->RandomFloat() > rrProb)
                break;
            pathThroughput /= rrProb;
        }
    }
    return L;
}
Spectrum DirectLightingIntegrator::Li(const Scene *scene,
                                      const Renderer *renderer, const RayDifferential &ray,
                                      const Intersection &isect, const Sample *sample, RNG &rng, MemoryArena &arena) const {
    Spectrum L(0.f);
    // Evaluate BSDF at hit point
    BSDF *bsdf = isect.GetBSDF(ray, arena);
    Vector wo = -ray.d;
    const Point &p = bsdf->dgShading.p;
    const Normal &n = bsdf->dgShading.nn;
    // Compute emitted light if ray hit an area light source
    L += isect.Le(wo);

    // Compute direct lighting for _DirectLightingIntegrator_ integrator
    if (scene->lights.size() > 0) {
        // Apply direct lighting strategy
        switch (strategy) {
        case SAMPLE_ALL_UNIFORM:
            L += UniformSampleAllLights(scene, renderer, arena, p, n, wo,
                                        isect.rayEpsilon, ray.time, bsdf, sample, rng,
                                        lightSampleOffsets, bsdfSampleOffsets);
            break;
        case SAMPLE_ONE_UNIFORM:
            L += UniformSampleOneLight(scene, renderer, arena, p, n, wo,
                                       isect.rayEpsilon, ray.time, bsdf, sample, rng,
                                       lightNumOffset, lightSampleOffsets, bsdfSampleOffsets);
            break;
        }
    }
    if (ray.depth + 1 < maxDepth) {
        Vector wi;
        // Trace rays for specular reflection and refraction
        Spectrum reflection(0.f);
        Spectrum refraction(0.f);
        reflection = SpecularReflect(ray, bsdf, rng, isect, renderer, scene,
                                     sample,arena);
        refraction = SpecularTransmit(ray, bsdf, rng, isect, renderer, scene,
                                      sample, arena);

        L += reflection;
        L += refraction;
    }
    //printf("Size %i \n", NaiadFoam::cur->FoamPlane().size());

    return L*bsdf->dgShading.mult;
}
Exemple #6
0
// VolPathIntegrator Method Definitions
Spectrum VolPathIntegrator::Li(const RayDifferential &r, const Scene &scene,
                               Sampler &sampler, MemoryArena &arena,
                               int depth) const {
    ProfilePhase p(Prof::SamplerIntegratorLi);
    Spectrum L(0.f), alpha(1.f);
    RayDifferential ray(r);
    bool specularBounce = false;
    for (int bounces = 0;; ++bounces) {
        // Store intersection into _isect_
        SurfaceInteraction isect;
        bool foundIntersection = scene.Intersect(ray, &isect);

        // Sample the participating medium, if present
        MediumInteraction mi;
        if (ray.medium) alpha *= ray.medium->Sample(ray, sampler, arena, &mi);
        if (alpha.IsBlack()) break;

        // Handle an interaction with a medium or a surface
        if (mi.IsValid()) {
            // Handle medium scattering case
            Vector3f wo = -ray.d, wi;
            L += alpha * UniformSampleOneLight(mi, scene, sampler, arena, true);
            Point2f phaseSample = sampler.Get2D();
            mi.phase->Sample_p(wo, &wi, phaseSample);
            ray = mi.SpawnRay(wi);
        } else {
            // Handle surface scattering case

            // Possibly add emitted light and terminate
            if (bounces == 0 || specularBounce) {
                // Add emitted light at path vertex or from the environment
                if (foundIntersection)
                    L += alpha * isect.Le(-ray.d);
                else
                    for (const auto &light : scene.lights)
                        L += alpha * light->Le(ray);
            }
            if (!foundIntersection || bounces >= maxDepth) break;

            // Compute scattering functions and skip over medium boundaries
            isect.ComputeScatteringFunctions(ray, arena, true);
            if (!isect.bsdf) {
                ray = isect.SpawnRay(ray.d);
                bounces--;
                continue;
            }

            // Sample illumination from lights to find attenuated path
            // contribution
            L += alpha *
                 UniformSampleOneLight(isect, scene, sampler, arena, true);

            // Sample BSDF to get new path direction
            Vector3f wo = -ray.d, wi;
            Float pdf;
            BxDFType flags;
            Spectrum f = isect.bsdf->Sample_f(wo, &wi, sampler.Get2D(), &pdf,
                                              BSDF_ALL, &flags);
            if (f.IsBlack() || pdf == 0.f) break;
            alpha *= f * AbsDot(wi, isect.shading.n) / pdf;
            Assert(std::isinf(alpha.y()) == false);
            specularBounce = (flags & BSDF_SPECULAR) != 0;
            ray = isect.SpawnRay(wi);

            // Account for attenuated subsurface scattering, if applicable
            if (isect.bssrdf && (flags & BSDF_TRANSMISSION)) {
                // Importance sample the BSSRDF
                SurfaceInteraction pi;
                Spectrum S = isect.bssrdf->Sample_S(
                    scene, sampler.Get1D(), sampler.Get2D(), arena, &pi, &pdf);
#ifndef NDEBUG
                Assert(std::isinf(alpha.y()) == false);
#endif
                if (S.IsBlack() || pdf == 0) break;
                alpha *= S / pdf;

                // Account for the attenuated direct subsurface scattering
                // component
                L += alpha *
                     UniformSampleOneLight(pi, scene, sampler, arena, true);

                // Account for the indirect subsurface scattering component
                Spectrum f = pi.bsdf->Sample_f(pi.wo, &wi, sampler.Get2D(),
                                               &pdf, BSDF_ALL, &flags);
                if (f.IsBlack() || pdf == 0.f) break;
                alpha *= f * AbsDot(wi, pi.shading.n) / pdf;
#ifndef NDEBUG
                Assert(std::isinf(alpha.y()) == false);
#endif
                specularBounce = (flags & BSDF_SPECULAR) != 0;
                ray = pi.SpawnRay(wi);
            }
        }

        // Possibly terminate the path
        if (bounces > 3) {
            Float continueProbability = std::min((Float).5, alpha.y());
            if (sampler.Get1D() > continueProbability) break;
            alpha /= continueProbability;
            Assert(std::isinf(alpha.y()) == false);
        }
    }
    return L;
}
Exemple #7
0
// PathIntegrator Method Definitions
Spectrum PathIntegrator::Li(const RayDifferential &r, const Scene &scene,
                            Sampler &sampler, MemoryArena &arena) const {
    Spectrum L(0.f);
    // Declare common path integration variables
    RayDifferential ray(r);
    Spectrum pathThroughput = Spectrum(1.f);
    bool specularBounce = false;
    for (int bounces = 0;; ++bounces) {
        // Store intersection into _isect_
        SurfaceInteraction isect;
        bool foundIntersection = scene.Intersect(ray, &isect);

        // Possibly add emitted light and terminate
        if (bounces == 0 || specularBounce) {
            // Add emitted light at path vertex or from the environment
            if (foundIntersection)
                L += pathThroughput * isect.Le(-ray.d);
            else
                for (const auto &light : scene.lights)
                    L += pathThroughput * light->Le(ray);
        }
        if (!foundIntersection || bounces >= maxDepth) break;

        // Compute scattering functions and skip over medium boundaries
        isect.ComputeScatteringFunctions(ray, arena, true);
        if (!isect.bsdf) {
            ray = isect.SpawnRay(ray.d);
            bounces--;
            continue;
        }

        // Sample illumination from lights to find path contribution
        L += pathThroughput *
             UniformSampleOneLight(isect, scene, sampler, arena);

        // Sample BSDF to get new path direction
        Vector3f wo = -ray.d, wi;
        Float pdf;
        BxDFType flags;
        Spectrum f = isect.bsdf->Sample_f(wo, &wi, sampler.Get2D(), &pdf,
                                          BSDF_ALL, &flags);

        if (f.IsBlack() || pdf == 0.f) break;
        pathThroughput *= f * AbsDot(wi, isect.shading.n) / pdf;
#ifndef NDEBUG
        Assert(std::isinf(pathThroughput.y()) == false);
#endif
        specularBounce = (flags & BSDF_SPECULAR) != 0;
        ray = isect.SpawnRay(wi);

        // Account for subsurface scattering, if applicable
        if (isect.bssrdf && (flags & BSDF_TRANSMISSION)) {
            // Importance sample the BSSRDF
            BSSRDFSample bssrdfSample;
            bssrdfSample.uDiscrete = sampler.Get1D();
            bssrdfSample.pos = sampler.Get2D();
            SurfaceInteraction isect_out = isect;
            pathThroughput *= isect.bssrdf->Sample_f(
                isect_out, scene, ray.time, bssrdfSample, arena, &isect, &pdf);
#ifndef NDEBUG
            Assert(std::isinf(pathThroughput.y()) == false);
#endif
            if (pathThroughput.IsBlack()) break;

            // Account for the direct subsurface scattering component
            isect.wo = Vector3f(isect.shading.n);

            // Sample illumination from lights to find path contribution
            L += pathThroughput *
                 UniformSampleOneLight(isect, scene, sampler, arena);

            // Account for the indirect subsurface scattering component
            Spectrum f = isect.bsdf->Sample_f(isect.wo, &wi, sampler.Get2D(),
                                              &pdf, BSDF_ALL, &flags);
            if (f.IsBlack() || pdf == 0.f) break;
            pathThroughput *= f * AbsDot(wi, isect.shading.n) / pdf;
#ifndef NDEBUG
            Assert(std::isinf(pathThroughput.y()) == false);
#endif
            specularBounce = (flags & BSDF_SPECULAR) != 0;
            ray = isect.SpawnRay(wi);
        }

        // Possibly terminate the path
        if (bounces > 3) {
            Float continueProbability = std::min((Float).5, pathThroughput.y());
            if (sampler.Get1D() > continueProbability) break;
            pathThroughput /= continueProbability;
            Assert(std::isinf(pathThroughput.y()) == false);
        }
    }
    return L;
}
Exemple #8
0
Spectrum IrradianceCache::IndirectLo(const Point &p,
		const Normal &n, const Vector &wo, BSDF *bsdf,
		BxDFType flags, const Sample *sample,
		const Scene *scene) const {
	if (bsdf->NumComponents(flags) == 0)
		return Spectrum(0.);
	Spectrum E;
	if (!InterpolateIrradiance(scene, p, n, &E)) {
		// Compute irradiance at current point
		u_int scramble[2] = { RandomUInt(), RandomUInt() };
		float sumInvDists = 0.;
		for (int i = 0; i < nSamples; ++i) {
			// Trace ray to sample radiance for irradiance estimate
			// Update irradiance statistics for rays traced
			static StatsCounter nIrradiancePaths("Irradiance Cache",
				"Paths followed for irradiance estimates");
			++nIrradiancePaths;
			float u[2];
			Sample02(i, scramble, u);
			Vector w = CosineSampleHemisphere(u[0], u[1]);
			RayDifferential r(p, bsdf->LocalToWorld(w));
			if (Dot(r.d, n) < 0) r.d = -r.d;
			Spectrum L(0.);
			// Do path tracing to compute radiance along ray for estimate
			{
			// Declare common path integration variables
			Spectrum pathThroughput = 1.;
			RayDifferential ray(r);
			bool specularBounce = false;
			for (int pathLength = 0; ; ++pathLength) {
				// Find next vertex of path
				Intersection isect;
				if (!scene->Intersect(ray, &isect))
					break;
				if (pathLength == 0)
					r.maxt = ray.maxt;
				pathThroughput *= scene->Transmittance(ray);
				// Possibly add emitted light at path vertex
				if (specularBounce)
					L += pathThroughput * isect.Le(-ray.d);
				// Evaluate BSDF at hit point
				BSDF *bsdf = isect.GetBSDF(ray);
				// Sample illumination from lights to find path contribution
				const Point &p = bsdf->dgShading.p;
				const Normal &n = bsdf->dgShading.nn;
				Vector wo = -ray.d;
				L += pathThroughput *
					UniformSampleOneLight(scene, p, n, wo, bsdf, sample);
				if (pathLength+1 == maxIndirectDepth) break;
				// Sample BSDF to get new path direction
				// Get random numbers for sampling new direction, \mono{bs1}, \mono{bs2}, and \mono{bcs}
				float bs1 = RandomFloat(), bs2 = RandomFloat(), bcs = RandomFloat();
				Vector wi;
				float pdf;
				BxDFType flags;
				Spectrum f = bsdf->Sample_f(wo, &wi, bs1, bs2, bcs,
					&pdf, BSDF_ALL, &flags);
				if (f.Black() || pdf == 0.)
					break;
				specularBounce = (flags & BSDF_SPECULAR) != 0;
				pathThroughput *= f * AbsDot(wi, n) / pdf;
				ray = RayDifferential(p, wi);
				// Possibly terminate the path
				if (pathLength > 3) {
					float continueProbability = .5f;
					if (RandomFloat() > continueProbability)
						break;
					pathThroughput /= continueProbability;
				}
			}
			}
			E += L;
			float dist = r.maxt * r.d.Length();
			sumInvDists += 1.f / dist;
		}
		E *= M_PI / float(nSamples);
		// Add computed irradiance value to cache
		// Update statistics for new irradiance sample
		static StatsCounter nSamplesComputed("Irradiance Cache",
			"Irradiance estimates computed");
		++nSamplesComputed;
		// Compute bounding box of irradiance sample's contribution region
		static float minMaxDist =
			.001f * powf(scene->WorldBound().Volume(), 1.f/3.f);
		static float maxMaxDist =
			.125f * powf(scene->WorldBound().Volume(), 1.f/3.f);
		float maxDist = nSamples / sumInvDists;
		if (minMaxDist > 0.f)
			maxDist = Clamp(maxDist, minMaxDist, maxMaxDist);
		maxDist *= maxError;
		BBox sampleExtent(p);
		sampleExtent.Expand(maxDist);
		octree->Add(IrradianceSample(E, p, n, maxDist),
			sampleExtent);
	}
	return .5f * bsdf->rho(wo, flags) * E;
}
Exemple #9
0
Spectrum PathIntegrator::Li(const Scene *scene, const Renderer *renderer,
        const RayDifferential &r, const Intersection &isect,
        const Sample *sample, MemoryArena &arena) const {
    // Declare common path integration variables
    Spectrum pathThroughput = 1., L = 0.;
    RayDifferential ray(r);
    bool specularBounce = false;
    Intersection localIsect;
    const Intersection *isectp = &isect;
    for (int pathLength = 0; ; ++pathLength) {
        // Possibly add emitted light at path vertex
        if (pathLength == 0 || specularBounce)
            L += pathThroughput * isectp->Le(-ray.d);

        // Sample illumination from lights to find path contribution
        BSDF *bsdf = isectp->GetBSDF(ray, arena);
        const Point &p = bsdf->dgShading.p;
        const Normal &n = bsdf->dgShading.nn;
        Vector wo = -ray.d;
        if (pathLength < SAMPLE_DEPTH)
            L += pathThroughput *
                 UniformSampleOneLight(scene, renderer, arena, p, n, wo,
                     isectp->RayEpsilon, bsdf, sample, lightNumOffset[pathLength],
                     &lightSampleOffsets[pathLength], &bsdfSampleOffsets[pathLength]);
        else
            L += pathThroughput *
                 UniformSampleOneLight(scene, renderer, arena, p, n, wo,
                     isectp->RayEpsilon, bsdf, sample);

        // Sample BSDF to get new path direction

        // Get _outgoingBSDFSample_ for sampling new path direction
        BSDFSample outgoingBSDFSample;
        if (pathLength < SAMPLE_DEPTH)
            outgoingBSDFSample = BSDFSample(sample, pathSampleOffsets[pathLength], 0);
        else
            outgoingBSDFSample = BSDFSample(*sample->rng);
        Vector wi;
        float pdf;
        BxDFType flags;
        Spectrum f = bsdf->Sample_f(wo, &wi, outgoingBSDFSample,
                                    &pdf, BSDF_ALL, &flags);
        if (f.IsBlack() || pdf == 0.)
            break;
        specularBounce = (flags & BSDF_SPECULAR) != 0;
        pathThroughput *= f * AbsDot(wi, n) / pdf;
        ray = RayDifferential(p, wi, ray, isectp->RayEpsilon);

        // Possibly terminate the path
        if (pathLength > 3) {
            float continueProbability = min(.5f, pathThroughput.y());
            if (sample->rng->RandomFloat() > continueProbability)
                break;
            pathThroughput /= continueProbability;
        }
        if (pathLength == maxDepth)
            break;

        // Find next vertex of path
        if (!scene->Intersect(ray, &localIsect)) {
            if (specularBounce) {
                for (u_int i = 0; i < scene->lights.size(); ++i)
                   L += pathThroughput * scene->lights[i]->Le(ray);
            }
            break;
        }
        if (pathLength > 1)
            pathThroughput *= renderer->Transmittance(scene, ray, NULL, arena, sample->rng);
        isectp = &localIsect;
    }
    return L;
}
Exemple #10
0
Spectrum VolPathIntegrator::Li(const RayDifferential &r, const Scene &scene,
                               Sampler &sampler, MemoryArena &arena,
                               int depth) const {
    ProfilePhase p(Prof::SamplerIntegratorLi);
    Spectrum L(0.f), beta(1.f);
    RayDifferential ray(r);
    bool specularBounce = false;
    int bounces;
    // Added after book publication: etaScale tracks the accumulated effect
    // of radiance scaling due to rays passing through refractive
    // boundaries (see the derivation on p. 527 of the third edition). We
    // track this value in order to remove it from beta when we apply
    // Russian roulette; this is worthwhile, since it lets us sometimes
    // avoid terminating refracted rays that are about to be refracted back
    // out of a medium and thus have their beta value increased.
    Float etaScale = 1;

    for (bounces = 0;; ++bounces) {
        // Intersect _ray_ with scene and store intersection in _isect_
        SurfaceInteraction isect;
        bool foundIntersection = scene.Intersect(ray, &isect);

        // Sample the participating medium, if present
        MediumInteraction mi;
        if (ray.medium) beta *= ray.medium->Sample(ray, sampler, arena, &mi);
        if (beta.IsBlack()) break;

        // Handle an interaction with a medium or a surface
        if (mi.IsValid()) {
            // Terminate path if ray escaped or _maxDepth_ was reached
            if (bounces >= maxDepth) break;

            ++volumeInteractions;
            // Handle scattering at point in medium for volumetric path tracer
            const Distribution1D *lightDistrib =
                lightDistribution->Lookup(mi.p);
            L += beta * UniformSampleOneLight(mi, scene, arena, sampler, true,
                                              lightDistrib);

            Vector3f wo = -ray.d, wi;
            mi.phase->Sample_p(wo, &wi, sampler.Get2D());
            ray = mi.SpawnRay(wi);
        } else {
            ++surfaceInteractions;
            // Handle scattering at point on surface for volumetric path tracer

            // Possibly add emitted light at intersection
            if (bounces == 0 || specularBounce) {
                // Add emitted light at path vertex or from the environment
                if (foundIntersection)
                    L += beta * isect.Le(-ray.d);
                else
                    for (const auto &light : scene.infiniteLights)
                        L += beta * light->Le(ray);
            }

            // Terminate path if ray escaped or _maxDepth_ was reached
            if (!foundIntersection || bounces >= maxDepth) break;

            // Compute scattering functions and skip over medium boundaries
            isect.ComputeScatteringFunctions(ray, arena, true);
            if (!isect.bsdf) {
                ray = isect.SpawnRay(ray.d);
                bounces--;
                continue;
            }

            // Sample illumination from lights to find attenuated path
            // contribution
            const Distribution1D *lightDistrib =
                lightDistribution->Lookup(isect.p);
            L += beta * UniformSampleOneLight(isect, scene, arena, sampler,
                                              true, lightDistrib);

            // Sample BSDF to get new path direction
            Vector3f wo = -ray.d, wi;
            Float pdf;
            BxDFType flags;
            Spectrum f = isect.bsdf->Sample_f(wo, &wi, sampler.Get2D(), &pdf,
                                              BSDF_ALL, &flags);
            if (f.IsBlack() || pdf == 0.f) break;
            beta *= f * AbsDot(wi, isect.shading.n) / pdf;
            DCHECK(std::isinf(beta.y()) == false);
            specularBounce = (flags & BSDF_SPECULAR) != 0;
            if ((flags & BSDF_SPECULAR) && (flags & BSDF_TRANSMISSION)) {
                Float eta = isect.bsdf->eta;
                // Update the term that tracks radiance scaling for refraction
                // depending on whether the ray is entering or leaving the
                // medium.
                etaScale *=
                    (Dot(wo, isect.n) > 0) ? (eta * eta) : 1 / (eta * eta);
            }
            ray = isect.SpawnRay(ray, wi, flags, isect.bsdf->eta);

            // Account for attenuated subsurface scattering, if applicable
            if (isect.bssrdf && (flags & BSDF_TRANSMISSION)) {
                // Importance sample the BSSRDF
                SurfaceInteraction pi;
                Spectrum S = isect.bssrdf->Sample_S(
                    scene, sampler.Get1D(), sampler.Get2D(), arena, &pi, &pdf);
                DCHECK(std::isinf(beta.y()) == false);
                if (S.IsBlack() || pdf == 0) break;
                beta *= S / pdf;

                // Account for the attenuated direct subsurface scattering
                // component
                L += beta *
                     UniformSampleOneLight(pi, scene, arena, sampler, true,
                                           lightDistribution->Lookup(pi.p));

                // Account for the indirect subsurface scattering component
                Spectrum f = pi.bsdf->Sample_f(pi.wo, &wi, sampler.Get2D(),
                                               &pdf, BSDF_ALL, &flags);
                if (f.IsBlack() || pdf == 0) break;
                beta *= f * AbsDot(wi, pi.shading.n) / pdf;
                DCHECK(std::isinf(beta.y()) == false);
                specularBounce = (flags & BSDF_SPECULAR) != 0;
                ray = pi.SpawnRay(wi);
            }
        }

        // Possibly terminate the path with Russian roulette
        // Factor out radiance scaling due to refraction in rrBeta.
        Spectrum rrBeta = beta * etaScale;
        if (rrBeta.MaxComponentValue() < rrThreshold && bounces > 3) {
            Float q = std::max((Float).05, 1 - rrBeta.MaxComponentValue());
            if (sampler.Get1D() < q) break;
            beta /= 1 - q;
            DCHECK(std::isinf(beta.y()) == false);
        }
    }
    ReportValue(pathLength, bounces);
    return L;
}
Spectrum DirectLighting::Li(const Scene *scene,
		const RayDifferential &ray, const Sample *sample,
		float *alpha) const {
	Intersection isect;
	Spectrum L(0.);
	if (scene->Intersect(ray, &isect)) {
		if (alpha) *alpha = 1.;
		// Evaluate BSDF at hit point
		BSDF *bsdf = isect.GetBSDF(ray);
		Vector wo = -ray.d;
		const Point &p = bsdf->dgShading.p;
		const Normal &n = bsdf->dgShading.nn;
		// Compute emitted light if ray hit an area light source
		L += isect.Le(wo);
		// Compute direct lighting for _DirectLighting_ integrator
		if (scene->lights.size() > 0) {
			// Apply direct lighting strategy
			switch (strategy) {
				case SAMPLE_ALL_UNIFORM:
					L += UniformSampleAllLights(scene, p, n, wo, bsdf,
						sample, lightSampleOffset, bsdfSampleOffset,
						bsdfComponentOffset);
					break;
				case SAMPLE_ONE_UNIFORM:
					L += UniformSampleOneLight(scene, p, n, wo, bsdf,
						sample, lightSampleOffset[0], lightNumOffset,
						bsdfSampleOffset[0], bsdfComponentOffset[0]);
					break;
				case SAMPLE_ONE_WEIGHTED:
					L += WeightedSampleOneLight(scene, p, n, wo, bsdf,
						sample, lightSampleOffset[0], lightNumOffset,
						bsdfSampleOffset[0], bsdfComponentOffset[0], avgY,
						avgYsample, cdf, overallAvgY);
					break;
			}
		}
		if (rayDepth++ < maxDepth) {
			Vector wi;
			// Trace rays for specular reflection and refraction
			Spectrum f = bsdf->Sample_f(wo, &wi,
				BxDFType(BSDF_REFLECTION | BSDF_SPECULAR));
			if (!f.Black()) {
				// Compute ray differential _rd_ for specular reflection
				RayDifferential rd(p, wi);
				rd.hasDifferentials = true;
				rd.rx.o = p + isect.dg.dpdx;
				rd.ry.o = p + isect.dg.dpdy;
				// Compute differential reflected directions
				Normal dndx = bsdf->dgShading.dndu * bsdf->dgShading.dudx +
					bsdf->dgShading.dndv * bsdf->dgShading.dvdx;
				Normal dndy = bsdf->dgShading.dndu * bsdf->dgShading.dudy +
					bsdf->dgShading.dndv * bsdf->dgShading.dvdy;
				Vector dwodx = -ray.rx.d - wo, dwody = -ray.ry.d - wo;
				float dDNdx = Dot(dwodx, n) + Dot(wo, dndx);
				float dDNdy = Dot(dwody, n) + Dot(wo, dndy);
				rd.rx.d = wi -
				          dwodx + 2 * Vector(Dot(wo, n) * dndx +
						  dDNdx * n);
				rd.ry.d = wi -
				          dwody + 2 * Vector(Dot(wo, n) * dndy +
						  dDNdy * n);
				L += scene->Li(rd, sample) * f * AbsDot(wi, n);
			}
			f = bsdf->Sample_f(wo, &wi,
				BxDFType(BSDF_TRANSMISSION | BSDF_SPECULAR));
			if (!f.Black()) {
				// Compute ray differential _rd_ for specular transmission
				RayDifferential rd(p, wi);
				rd.hasDifferentials = true;
				rd.rx.o = p + isect.dg.dpdx;
				rd.ry.o = p + isect.dg.dpdy;
				
				float eta = bsdf->eta;
				Vector w = -wo;
				if (Dot(wo, n) < 0) eta = 1.f / eta;
				
				Normal dndx = bsdf->dgShading.dndu * bsdf->dgShading.dudx + bsdf->dgShading.dndv * bsdf->dgShading.dvdx;
				Normal dndy = bsdf->dgShading.dndu * bsdf->dgShading.dudy + bsdf->dgShading.dndv * bsdf->dgShading.dvdy;
				
				Vector dwodx = -ray.rx.d - wo, dwody = -ray.ry.d - wo;
				float dDNdx = Dot(dwodx, n) + Dot(wo, dndx);
				float dDNdy = Dot(dwody, n) + Dot(wo, dndy);
				
				float mu = eta * Dot(w, n) - Dot(wi, n);
				float dmudx = (eta - (eta*eta*Dot(w,n))/Dot(wi, n)) * dDNdx;
				float dmudy = (eta - (eta*eta*Dot(w,n))/Dot(wi, n)) * dDNdy;
				
				rd.rx.d = wi + eta * dwodx - Vector(mu * dndx + dmudx * n);
				rd.ry.d = wi + eta * dwody - Vector(mu * dndy + dmudy * n);
				L += scene->Li(rd, sample) * f * AbsDot(wi, n);
			}
		}
		--rayDepth;
	}
	else {
		// Handle ray with no intersection
		if (alpha) *alpha = 0.;
		for (u_int i = 0; i < scene->lights.size(); ++i)
			L += scene->lights[i]->Le(ray);
		if (alpha && !L.Black()) *alpha = 1.;
		return L;
	}
	return L;
}
Exemple #12
0
// PathIntegrator Method Definitions
Spectrum PathIntegrator::Li(const RayDifferential &r, const Scene &scene,
                            Sampler &sampler, MemoryArena &arena,
                            int depth) const {
    ProfilePhase p(Prof::SamplerIntegratorLi);
    Spectrum L(0.f), beta(1.f);
    RayDifferential ray(r);
    bool specularBounce = false;
    for (int bounces = 0;; ++bounces) {
        // Find next path vertex and accumulate contribution

        // Intersect _ray_ with scene and store intersection in _isect_
        SurfaceInteraction isect;
        bool foundIntersection = scene.Intersect(ray, &isect);

        // Possibly add emitted light at intersection
        if (bounces == 0 || specularBounce) {
            // Add emitted light at path vertex or from the environment
            if (foundIntersection)
                L += beta * isect.Le(-ray.d);
            else
                for (const auto &light : scene.lights)
                    L += beta * light->Le(ray);
        }

        // Terminate path if ray escaped or _maxDepth_ was reached
        if (!foundIntersection || bounces >= maxDepth) break;

        // Compute scattering functions and skip over medium boundaries
        isect.ComputeScatteringFunctions(ray, arena, true);
        if (!isect.bsdf) {
            ray = isect.SpawnRay(ray.d);
            bounces--;
            continue;
        }

        // Sample illumination from lights to find path contribution
        L += beta * UniformSampleOneLight(isect, scene, arena, sampler);

        // Sample BSDF to get new path direction
        Vector3f wo = -ray.d, wi;
        Float pdf;
        BxDFType flags;
        Spectrum f = isect.bsdf->Sample_f(wo, &wi, sampler.Get2D(), &pdf,
                                          BSDF_ALL, &flags);
        if (f.IsBlack() || pdf == 0.f) break;
        beta *= f * AbsDot(wi, isect.shading.n) / pdf;
        Assert(std::isinf(beta.y()) == false);
        specularBounce = (flags & BSDF_SPECULAR) != 0;
        ray = isect.SpawnRay(wi);

        // Account for subsurface scattering, if applicable
        if (isect.bssrdf && (flags & BSDF_TRANSMISSION)) {
            // Importance sample the BSSRDF
            SurfaceInteraction pi;
            Spectrum S = isect.bssrdf->Sample_S(
                scene, sampler.Get1D(), sampler.Get2D(), arena, &pi, &pdf);
#ifndef NDEBUG
            Assert(std::isinf(beta.y()) == false);
#endif
            if (S.IsBlack() || pdf == 0) break;
            beta *= S / pdf;

            // Account for the direct subsurface scattering component
            L += beta * UniformSampleOneLight(pi, scene, arena, sampler);

            // Account for the indirect subsurface scattering component
            Spectrum f = pi.bsdf->Sample_f(pi.wo, &wi, sampler.Get2D(), &pdf,
                                           BSDF_ALL, &flags);
            if (f.IsBlack() || pdf == 0) break;
            beta *= f * AbsDot(wi, pi.shading.n) / pdf;
#ifndef NDEBUG
            Assert(std::isinf(beta.y()) == false);
#endif
            specularBounce = (flags & BSDF_SPECULAR) != 0;
            ray = pi.SpawnRay(wi);
        }

        // Possibly terminate the path with Russian roulette
        if (bounces > 3) {
            Float continueProbability = std::min((Float).95, beta.y());
            if (sampler.Get1D() > continueProbability) break;
            beta /= continueProbability;
            Assert(std::isinf(beta.y()) == false);
        }
    }
    return L;
}
Exemple #13
0
Spectrum PathIntegrator::Li(const RayDifferential &r, const Scene &scene,
                            Sampler &sampler, MemoryArena &arena,
                            int depth) const {
    ProfilePhase p(Prof::SamplerIntegratorLi);
    Spectrum L(0.f), beta(1.f);
    RayDifferential ray(r);
    bool specularBounce = false;
    int bounces;
    for (bounces = 0;; ++bounces) {
        // Find next path vertex and accumulate contribution
        VLOG(2) << "Path tracer bounce " << bounces << ", current L = " << L <<
            ", beta = " << beta;

        // Intersect _ray_ with scene and store intersection in _isect_
        SurfaceInteraction isect;
        bool foundIntersection = scene.Intersect(ray, &isect);

        // Possibly add emitted light at intersection
        if (bounces == 0 || specularBounce) {
            // Add emitted light at path vertex or from the environment
            if (foundIntersection) {
                L += beta * isect.Le(-ray.d);
                VLOG(2) << "Added Le -> L = " << L;
            } else {
                for (const auto &light : scene.infiniteLights)
                    L += beta * light->Le(ray);
                VLOG(2) << "Added infinite area lights -> L = " << L;
            }
        }

        // Terminate path if ray escaped or _maxDepth_ was reached
        if (!foundIntersection || bounces >= maxDepth) break;

        // Compute scattering functions and skip over medium boundaries
        isect.ComputeScatteringFunctions(ray, arena, true);
        if (!isect.bsdf) {
            VLOG(2) << "Skipping intersection due to null bsdf";
            ray = isect.SpawnRay(ray.d);
            bounces--;
            continue;
        }

        const Distribution1D *distrib = lightDistribution->Lookup(isect.p);

        // Sample illumination from lights to find path contribution.
        // (But skip this for perfectly specular BSDFs.)
        if (isect.bsdf->NumComponents(BxDFType(BSDF_ALL & ~BSDF_SPECULAR)) >
            0) {
            ++totalPaths;
            Spectrum Ld =
                beta * UniformSampleOneLight(isect, scene, arena, sampler, false,
                                             distrib);
            VLOG(2) << "Sampled direct lighting Ld = " << Ld;
            if (Ld.IsBlack()) ++zeroRadiancePaths;
            CHECK_GE(Ld.y(), 0.f);
            L += Ld;
        }

        // Sample BSDF to get new path direction
        Vector3f wo = -ray.d, wi;
        Float pdf;
        BxDFType flags;
        Spectrum f = isect.bsdf->Sample_f(wo, &wi, sampler.Get2D(), &pdf,
                                          BSDF_ALL, &flags);
        VLOG(2) << "Sampled BSDF, f = " << f << ", pdf = " << pdf;
        if (f.IsBlack() || pdf == 0.f) break;
        beta *= f * AbsDot(wi, isect.shading.n) / pdf;
        VLOG(2) << "Updated beta = " << beta;
        CHECK_GE(beta.y(), 0.f);
        DCHECK(!std::isinf(beta.y()));
        specularBounce = (flags & BSDF_SPECULAR) != 0;
        ray = isect.SpawnRay(wi);

        // Account for subsurface scattering, if applicable
        if (isect.bssrdf && (flags & BSDF_TRANSMISSION)) {
            // Importance sample the BSSRDF
            SurfaceInteraction pi;
            Spectrum S = isect.bssrdf->Sample_S(
                scene, sampler.Get1D(), sampler.Get2D(), arena, &pi, &pdf);
            DCHECK(!std::isinf(beta.y()));
            if (S.IsBlack() || pdf == 0) break;
            beta *= S / pdf;

            // Account for the direct subsurface scattering component
            L += beta * UniformSampleOneLight(pi, scene, arena, sampler, false,
                                              lightDistribution->Lookup(pi.p));

            // Account for the indirect subsurface scattering component
            Spectrum f = pi.bsdf->Sample_f(pi.wo, &wi, sampler.Get2D(), &pdf,
                                           BSDF_ALL, &flags);
            if (f.IsBlack() || pdf == 0) break;
            beta *= f * AbsDot(wi, pi.shading.n) / pdf;
            DCHECK(!std::isinf(beta.y()));
            specularBounce = (flags & BSDF_SPECULAR) != 0;
            ray = pi.SpawnRay(wi);
        }

        // Possibly terminate the path with Russian roulette
        if (beta.y() < rrThreshold && bounces > 3) {
            Float q = std::max((Float).05, 1 - beta.MaxComponentValue());
            VLOG(2) << "RR termination probability q = " << q;
            if (sampler.Get1D() < q) break;
            beta /= 1 - q;
            VLOG(2) << "After RR survival, beta = " << beta;
            DCHECK(!std::isinf(beta.y()));
        }
    }
    ReportValue(pathLength, bounces);
    return L;
}