// Scene Methods
void Scene::Render() {
	// Allocate and initialize _sample_
	Sample *sample = new Sample(surfaceIntegrator,
	                            volumeIntegrator,
	                            this);
	// Allow integrators to do pre-processing for the scene
	surfaceIntegrator->Preprocess(this);
	volumeIntegrator->Preprocess(this);
	// Trace rays: The main loop
	ProgressReporter progress(sampler->TotalSamples(), "Rendering");
	while (sampler->GetNextSample(sample)) {
		// Find camera ray for _sample_
		RayDifferential ray;
		float rayWeight = camera->GenerateRay(*sample, &ray);
		// Generate ray differentials for camera ray
		++(sample->imageX);
		camera->GenerateRay(*sample, &ray.rx);
		--(sample->imageX);
		++(sample->imageY);
		camera->GenerateRay(*sample, &ray.ry);
		ray.hasDifferentials = true;
		--(sample->imageY);
		// Evaluate radiance along camera ray
		float alpha;
		Spectrum Ls = 0.f;
		if (rayWeight > 0.f)
			Ls = rayWeight * Li(ray, sample, &alpha);
		// Issue warning if unexpected radiance value returned
		if (Ls.IsNaN()) {
			Error("Not-a-number radiance value returned "
		          "for image sample.  Setting to black.");
			Ls = Spectrum(0.f);
		}
		else if (Ls.y() < -1e-5) {
			Error("Negative luminance value, %g, returned "
		          "for image sample.  Setting to black.", Ls.y());
			Ls = Spectrum(0.f);
		}
		else if (isinf(Ls.y())) {
			Error("Infinite luminance value returned "
		          "for image sample.  Setting to black.");
			Ls = Spectrum(0.f);
		}
		// Add sample contribution to image
		camera->film->AddSample(*sample, ray, Ls, alpha);
		// Free BSDF memory from computing image sample value
		BSDF::FreeAll();
		// Report rendering progress
		static StatsCounter cameraRaysTraced("Camera", "Camera Rays Traced");
		++cameraRaysTraced;
		progress.Update();
	}
	// Clean up after rendering and store final image
	delete sample;
	progress.Done();
	camera->film->WriteImage();
}
void LightCPURenderThread::RenderFunc() {
	//SLG_LOG("[LightCPURenderThread::" << threadIndex << "] Rendering thread started");

	//--------------------------------------------------------------------------
	// Initialization
	//--------------------------------------------------------------------------

	LightCPURenderEngine *engine = (LightCPURenderEngine *)renderEngine;
	RandomGenerator *rndGen = new RandomGenerator(engine->seedBase + threadIndex);
	Scene *scene = engine->renderConfig->scene;
	PerspectiveCamera *camera = scene->camera;
	Film *film = threadFilm;

	// Setup the sampler
	double metropolisSharedTotalLuminance, metropolisSharedSampleCount;
	Sampler *sampler = engine->renderConfig->AllocSampler(rndGen, film,
			&metropolisSharedTotalLuminance, &metropolisSharedSampleCount);
	const u_int sampleBootSize = 11;
	const u_int sampleEyeStepSize = 4;
	const u_int sampleLightStepSize = 5;
	const u_int sampleSize = 
		sampleBootSize + // To generate the initial setup
		engine->maxPathDepth * sampleEyeStepSize + // For each eye vertex
		engine->maxPathDepth * sampleLightStepSize; // For each light vertex
	sampler->RequestSamples(sampleSize);

	//--------------------------------------------------------------------------
	// Trace light paths
	//--------------------------------------------------------------------------

	vector<SampleResult> sampleResults;
	while (!boost::this_thread::interruption_requested()) {
		sampleResults.clear();

		// Select one light source
		float lightPickPdf;
		const LightSource *light = scene->SampleAllLights(sampler->GetSample(2), &lightPickPdf);

		// Initialize the light path
		float lightEmitPdfW;
		Ray nextEventRay;
		Spectrum lightPathFlux = light->Emit(scene,
			sampler->GetSample(3), sampler->GetSample(4), sampler->GetSample(5), sampler->GetSample(6),
			&nextEventRay.o, &nextEventRay.d, &lightEmitPdfW);
		if (lightPathFlux.Black()) {
			sampler->NextSample(sampleResults);
			continue;
		}
		lightPathFlux /= lightEmitPdfW * lightPickPdf;
		assert (!lightPathFlux.IsNaN() && !lightPathFlux.IsInf());

		// Sample a point on the camera lens
		Point lensPoint;
		if (!camera->SampleLens(sampler->GetSample(7), sampler->GetSample(8),
				&lensPoint)) {
			sampler->NextSample(sampleResults);
			continue;
		}

		//----------------------------------------------------------------------
		// I don't try to connect the light vertex directly with the eye
		// because InfiniteLight::Emit() returns a point on the scene bounding
		// sphere. Instead, I trace a ray from the camera like in BiDir.
		// This is also a good why to test the Film Per-Pixel-Normalization and
		// the Per-Screen-Normalization Buffers used by BiDir.
		//----------------------------------------------------------------------

		TraceEyePath(sampler, &sampleResults);

		//----------------------------------------------------------------------
		// Trace the light path
		//----------------------------------------------------------------------

		int depth = 1;
		while (depth <= engine->maxPathDepth) {
			const u_int sampleOffset = sampleBootSize + sampleEyeStepSize * engine->maxPathDepth +
				(depth - 1) * sampleLightStepSize;

			RayHit nextEventRayHit;
			BSDF bsdf;
			Spectrum connectionThroughput;
			if (scene->Intersect(device, true, sampler->GetSample(sampleOffset),
					&nextEventRay, &nextEventRayHit, &bsdf, &connectionThroughput)) {
				// Something was hit

				lightPathFlux *= connectionThroughput;

				//--------------------------------------------------------------
				// Try to connect the light path vertex with the eye
				//--------------------------------------------------------------

				ConnectToEye(sampler->GetSample(sampleOffset + 1),
						bsdf, lensPoint, lightPathFlux, sampleResults);

				if (depth >= engine->maxPathDepth)
					break;

				//--------------------------------------------------------------
				// Build the next vertex path ray
				//--------------------------------------------------------------

				float bsdfPdf;
				Vector sampledDir;
				BSDFEvent event;
				float cosSampleDir;
				const Spectrum bsdfSample = bsdf.Sample(&sampledDir,
						sampler->GetSample(sampleOffset + 2),
						sampler->GetSample(sampleOffset + 3),
						&bsdfPdf, &cosSampleDir, &event);
				if (bsdfSample.Black())
					break;

				if (depth >= engine->rrDepth) {
					// Russian Roulette
					const float prob = Max(bsdfSample.Filter(), engine->rrImportanceCap);
					if (sampler->GetSample(sampleOffset + 4) < prob)
						bsdfPdf *= prob;
					else
						break;
				}

				lightPathFlux *= bsdfSample * (cosSampleDir / bsdfPdf);
				assert (!lightPathFlux.IsNaN() && !lightPathFlux.IsInf());

				nextEventRay = Ray(bsdf.hitPoint, sampledDir);
				++depth;
			} else {
				// Ray lost in space...
				break;
			}
		}

		sampler->NextSample(sampleResults);

#ifdef WIN32
		// Work around Windows bad scheduling
		renderThread->yield();
#endif
	}

	delete sampler;
	delete rndGen;

	//SLG_LOG("[LightCPURenderThread::" << threadIndex << "] Rendering thread halted");
}
void PathCPURenderThread::RenderFunc() {
	//SLG_LOG("[PathCPURenderEngine::" << threadIndex << "] Rendering thread started");

	//--------------------------------------------------------------------------
	// Initialization
	//--------------------------------------------------------------------------

	PathCPURenderEngine *engine = (PathCPURenderEngine *)renderEngine;
	RandomGenerator *rndGen = new RandomGenerator(engine->seedBase + threadIndex);
	Scene *scene = engine->renderConfig->scene;
	PerspectiveCamera *camera = scene->camera;
	Film * film = threadFilm;
	const unsigned int filmWidth = film->GetWidth();
	const unsigned int filmHeight = film->GetHeight();

	// Setup the sampler
	double metropolisSharedTotalLuminance, metropolisSharedSampleCount;
	Sampler *sampler = engine->renderConfig->AllocSampler(rndGen, film,
			&metropolisSharedTotalLuminance, &metropolisSharedSampleCount);
	const unsigned int sampleBootSize = 4;
	const unsigned int sampleStepSize = 9;
	const unsigned int sampleSize = 
		sampleBootSize + // To generate eye ray
		engine->maxPathDepth * sampleStepSize; // For each path vertex
	sampler->RequestSamples(sampleSize);

	//--------------------------------------------------------------------------
	// Trace paths
	//--------------------------------------------------------------------------

	vector<SampleResult> sampleResults(1);
	sampleResults[0].type = PER_PIXEL_NORMALIZED;
	while (!boost::this_thread::interruption_requested()) {
		float alpha = 1.f;

		Ray eyeRay;
		const float screenX = min(sampler->GetSample(0) * filmWidth, (float)(filmWidth - 1));
		const float screenY = min(sampler->GetSample(1) * filmHeight, (float)(filmHeight - 1));
		camera->GenerateRay(screenX, screenY, &eyeRay,
			sampler->GetSample(2), sampler->GetSample(3));

		int depth = 1;
		bool lastSpecular = true;
		float lastPdfW = 1.f;
		Spectrum radiance;
		Spectrum pathThrouput(1.f, 1.f, 1.f);
		BSDF bsdf;
		while (depth <= engine->maxPathDepth) {
			const unsigned int sampleOffset = sampleBootSize + (depth - 1) * sampleStepSize;

			RayHit eyeRayHit;
			Spectrum connectionThroughput;
			if (!scene->Intersect(device, false, sampler->GetSample(sampleOffset),
					&eyeRay, &eyeRayHit, &bsdf, &connectionThroughput)) {
				// Nothing was hit, look for infinitelight
				DirectHitInfiniteLight(lastSpecular, pathThrouput * connectionThroughput, eyeRay.d,
						lastPdfW, &radiance);

				if (depth == 1)
					alpha = 0.f;
				break;
			}
			pathThrouput *= connectionThroughput;

			// Something was hit

			// Check if it is a light source
			if (bsdf.IsLightSource()) {
				DirectHitFiniteLight(lastSpecular, pathThrouput,
						eyeRayHit.t, bsdf, lastPdfW, &radiance);
			}

			// Note: pass-through check is done inside SceneIntersect()

			//------------------------------------------------------------------
			// Direct light sampling
			//------------------------------------------------------------------

			DirectLightSampling(sampler->GetSample(sampleOffset + 1),
					sampler->GetSample(sampleOffset + 2),
					sampler->GetSample(sampleOffset + 3),
					sampler->GetSample(sampleOffset + 4),
					sampler->GetSample(sampleOffset + 5),
					pathThrouput, bsdf, depth, &radiance);

			//------------------------------------------------------------------
			// Build the next vertex path ray
			//------------------------------------------------------------------

			Vector sampledDir;
			BSDFEvent event;
			float cosSampledDir;
			const Spectrum bsdfSample = bsdf.Sample(&sampledDir,
					sampler->GetSample(sampleOffset + 6),
					sampler->GetSample(sampleOffset + 7),
					&lastPdfW, &cosSampledDir, &event);
			if (bsdfSample.Black())
				break;

			lastSpecular = ((event & SPECULAR) != 0);

			if ((depth >= engine->rrDepth) && !lastSpecular) {
				// Russian Roulette
				const float prob = Max(bsdfSample.Filter(), engine->rrImportanceCap);
				if (sampler->GetSample(sampleOffset + 8) < prob)
					lastPdfW *= prob;
				else
					break;
			}

			pathThrouput *= bsdfSample * (cosSampledDir / lastPdfW);
			assert (!pathThrouput.IsNaN() && !pathThrouput.IsInf());

			eyeRay = Ray(bsdf.hitPoint, sampledDir);
			++depth;
		}

		assert (!radiance.IsNaN() && !radiance.IsInf());

		sampleResults[0].screenX = screenX;
		sampleResults[0].screenY = screenY;
		sampleResults[0].radiance = radiance;
		sampleResults[0].alpha = alpha;
		sampler->NextSample(sampleResults);

#ifdef WIN32
		// Work around Windows bad scheduling
		renderThread->yield();
#endif
	}

	delete sampler;
	delete rndGen;

	//SLG_LOG("[PathCPURenderEngine::" << threadIndex << "] Rendering thread halted");
}
Exemple #4
0
void NativeFilm::UpdateScreenBuffer() {
	switch (toneMapParams->GetType()) {
		case TONEMAP_LINEAR: {
			const LinearToneMapParams &tm = (LinearToneMapParams &)(*toneMapParams);
			const SamplePixel *sp = sampleFrameBuffer->GetPixels();
			Pixel *p = frameBuffer->GetPixels();
			const unsigned int pixelCount = width * height;
			const float perScreenNormalizationFactor = tm.scale / (float)statsTotalSampleCount;

			for (unsigned int i = 0; i < pixelCount; ++i) {
				const float weight = sp[i].weight;

				if (weight > 0.f) {
					if (usePerScreenNormalization) {
						p[i].r = Radiance2PixelFloat(sp[i].radiance.r * perScreenNormalizationFactor);
						p[i].g = Radiance2PixelFloat(sp[i].radiance.g * perScreenNormalizationFactor);
						p[i].b = Radiance2PixelFloat(sp[i].radiance.b * perScreenNormalizationFactor);						
					} else {
						const float invWeight = tm.scale / weight;

						p[i].r = Radiance2PixelFloat(sp[i].radiance.r * invWeight);
						p[i].g = Radiance2PixelFloat(sp[i].radiance.g * invWeight);
						p[i].b = Radiance2PixelFloat(sp[i].radiance.b * invWeight);
					}
				} else {
					p[i].r = 0.f;
					p[i].g = 0.f;
					p[i].b = 0.f;
				}
			}
			break;
		}
		case TONEMAP_REINHARD02: {
			const Reinhard02ToneMapParams &tm = (Reinhard02ToneMapParams &)(*toneMapParams);

			const float alpha = .1f;
			const float preScale = tm.preScale;
			const float postScale = tm.postScale;
			const float burn = tm.burn;

			const SamplePixel *sp = sampleFrameBuffer->GetPixels();
			Pixel *p = frameBuffer->GetPixels();
			const unsigned int pixelCount = width * height;
			const float perScreenNormalizationFactor = 1.f / (float)statsTotalSampleCount;

			// Use the frame buffer as temporary storage and calculate the average luminance
			float Ywa = 0.f;

			for (unsigned int i = 0; i < pixelCount; ++i) {
				const float weight = sp[i].weight;
				Spectrum rgb = sp[i].radiance;

				if ((weight > 0.f) && !rgb.IsNaN()) {
					if (usePerScreenNormalization)
						rgb *= perScreenNormalizationFactor;
					else
						rgb /= weight;

					// Convert to XYZ color space
					p[i].r = 0.412453f * rgb.r + 0.357580f * rgb.g + 0.180423f * rgb.b;
					p[i].g = 0.212671f * rgb.r + 0.715160f * rgb.g + 0.072169f * rgb.b;
					p[i].b = 0.019334f * rgb.r + 0.119193f * rgb.g + 0.950227f * rgb.b;

					Ywa += p[i].g;
				} else {
					p[i].r = 0.f;
					p[i].g = 0.f;
					p[i].b = 0.f;
				}
			}
			Ywa /= pixelCount;

			// Avoid division by zero
			if (Ywa == 0.f)
				Ywa = 1.f;

			const float Yw = preScale * alpha * burn;
			const float invY2 = 1.f / (Yw * Yw);
			const float pScale = postScale * preScale * alpha / Ywa;

			for (unsigned int i = 0; i < pixelCount; ++i) {
				Spectrum xyz = p[i];

				const float ys = xyz.g;
				xyz *= pScale * (1.f + ys * invY2) / (1.f + ys);

				// Convert back to RGB color space
				p[i].r =  3.240479f * xyz.r - 1.537150f * xyz.g - 0.498535f * xyz.b;
				p[i].g = -0.969256f * xyz.r + 1.875991f * xyz.g + 0.041556f * xyz.b;
				p[i].b =  0.055648f * xyz.r - 0.204043f * xyz.g + 1.057311f * xyz.b;

				// Gamma correction
				p[i].r = Radiance2PixelFloat(p[i].r);
				p[i].g = Radiance2PixelFloat(p[i].g);
				p[i].b = Radiance2PixelFloat(p[i].b);
			}
			break;
		}
		default:
			assert (false);
			break;
	}
}
Exemple #5
0
// Scene Methods
void Scene::Render() {
	/*if(!Spectrum::SpectrumTest())
	{
		printf("FAILED spectrum unit test. NO rendering allowed.\n");
		return;
	}else{
		printf("PASSED spectrum unit test. YES!\n");
	}*/
	// Allocate and initialize _sample_
	Sample *sample = new Sample(surfaceIntegrator,
	                            volumeIntegrator,
	                            this);
	// Allow integrators to do pre-processing for the scene
	surfaceIntegrator->Preprocess(this);
	volumeIntegrator->Preprocess(this);
	camera->AutoFocus(this);
	// Trace rays: The main loop
	ProgressReporter progress(sampler->TotalSamples(), "Rendering");
	while (sampler->GetNextSample(sample)) {
		// Find camera ray for _sample_
		RayDifferential ray;
		float rayWeight = camera->GenerateRay(*sample, &ray);
		// Generate ray differentials for camera ray
		++(sample->imageX);
		float wt1 = camera->GenerateRay(*sample, &ray.rx);
		--(sample->imageX);
		++(sample->imageY);
		float wt2 = camera->GenerateRay(*sample, &ray.ry);
		if (wt1 > 0 && wt2 > 0) ray.hasDifferentials = true;
		--(sample->imageY);
		// Evaluate radiance along camera ray
		float alpha = 1.f;//initialized to count rayWeight 0 as opaque black
		Spectrum Ls = 0.f;
		if (rayWeight > 0.f)
		{
		  Ls = rayWeight * Li(ray, sample, &alpha);
		 // Ls = Li(ray, sample, &alpha);
			//printf("Li Value: ");
			//Ls.printSelf();
		}
		// Issue warning if unexpected radiance value returned
		if (Ls.IsNaN()) {
			Error("Not-a-number radiance value returned "
		          "for image sample.  Setting to black.");
			Ls = Spectrum(0.f);
			//printf("NAN ALERT\n");
		}
		else if (Ls.y() < -1e-5) {
			Error("Negative luminance value, %g, returned "
		          "for image sample.  Setting to black.", Ls.y());
			Ls = Spectrum(0.f);
			//printf("NEGATIVE LUMINANCE ALERT\n");
		}
		else if (isinf(Ls.y())) {
			Error("Infinite luminance value returned "
		          "for image sample.  Setting to black.");
			Ls = Spectrum(0.f);
			//printf("INFINITE LUMINANCE ALERT\n");
		}
		// Add sample contribution to image
		camera->film->AddSample(*sample, ray, Ls, alpha);
		// Free BSDF memory from computing image sample value
		BSDF::FreeAll();
		// Report rendering progress
		static StatsCounter cameraRaysTraced("Camera", "Camera Rays Traced");
		++cameraRaysTraced;
		progress.Update();
	}
	// Clean up after rendering and store final image
	delete sample;
	progress.Done();
	camera->film->WriteImage();
}