// RPFSamplerRendererTask Definitions
void RPFSamplerRendererTask::Run() {
    PBRT_STARTED_RENDERTASK(taskNum);
    // Get sub-_Sampler_ for _RPFSamplerRendererTask_
    Sampler *sampler = mainSampler->GetSubSampler(taskNum, taskCount);
    if (!sampler)
    {
        reporter.Update();
        PBRT_FINISHED_RENDERTASK(taskNum);
        return;
    }

    // Declare local variables used for rendering loop
    MemoryArena arena;
    RNG rng(taskNum);

    // Allocate space for samples and intersections
    int maxSamples = sampler->MaximumSampleCount();
    Sample *samples = origSample->Duplicate(maxSamples);
    RayDifferential *rays = new RayDifferential[maxSamples];
    Spectrum *Ls = new Spectrum[maxSamples];
    Spectrum *Ts = new Spectrum[maxSamples];
    Intersection *isects = new Intersection[maxSamples];

    // Get samples from _Sampler_ and update image
    int sampleCount;
    while ((sampleCount = sampler->GetMoreSamples(samples, rng)) > 0) {
        // Generate camera rays and compute radiance along rays
        for (int i = 0; i < sampleCount; ++i) {
            // Find camera ray for _sample[i]_
            PBRT_STARTED_GENERATING_CAMERA_RAY(&samples[i]);
            float rayWeight = camera->GenerateRayDifferential(samples[i], &rays[i]);
            rays[i].ScaleDifferentials(1.f / sqrtf(sampler->samplesPerPixel));
            PBRT_FINISHED_GENERATING_CAMERA_RAY(&samples[i], &rays[i], rayWeight);

            // Evaluate radiance along camera ray
            PBRT_STARTED_CAMERA_RAY_INTEGRATION(&rays[i], &samples[i]);
            if (visualizeObjectIds) {
                if (rayWeight > 0.f && scene->Intersect(rays[i], &isects[i])) {
                    // random shading based on shape id...
                	/* This renderer can optionally ignore the surface and volume integrators
					and randomly shade objects based on their shape and primitive id
					values.  This can be useful to visualize the tessellation of
					complex objects and search for problems in geometric models.*/
                    uint32_t ids[2] = { isects[i].shapeId, isects[i].primitiveId };
                    uint32_t h = hash((char *)ids, sizeof(ids));
                    float rgb[3] = { (h & 0xff), (h >> 8) & 0xff, (h >> 16) & 0xff };
                    Ls[i] = Spectrum::FromRGB(rgb);
                    Ls[i] /= 255.f;
                }
                else
                    Ls[i] = 0.f;
            }
            else {
            	//Normal shading based on rendering equation
				if (rayWeight > 0.f)
Esempio n. 2
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// SamplerRendererTask Definitions
void SamplerRendererTask::Run() {
    PBRT_STARTED_RENDERTASK(taskNum);
    // Get sub-_Sampler_ for _SamplerRendererTask_
    Sampler *sampler = mainSampler->GetSubSampler(taskNum, taskCount);
    if (!sampler)
    {
        reporter.Update();
        PBRT_FINISHED_RENDERTASK(taskNum);
        return;
    }

    // Declare local variables used for rendering loop
    MemoryArena arena;
    
    /*Full Random initialize SEED with Time (ToDo Metropolis)*/
    /*old
     * RNG rng(taskNum);
     */
    int rseed;
    
    if (PbrtOptions.fullRandom) 
        rseed = taskNum * time(NULL);
    else 
        rseed = taskNum;
    
    RNG rng(rseed);
    
    // Allocate space for samples and intersections
    int maxSamples = sampler->MaximumSampleCount();
    Sample *samples = origSample->Duplicate(maxSamples);
    RayDifferential *rays = new RayDifferential[maxSamples];
    Spectrum *Ls = new Spectrum[maxSamples];
    Spectrum *Ts = new Spectrum[maxSamples];
    Intersection *isects = new Intersection[maxSamples];

    // Get samples from _Sampler_ and update image
    int sampleCount;
    while ((sampleCount = sampler->GetMoreSamples(samples, rng)) > 0) {
        // Generate camera rays and compute radiance along rays
        for (int i = 0; i < sampleCount; ++i) {
            // Find camera ray for _sample[i]_
            PBRT_STARTED_GENERATING_CAMERA_RAY(&samples[i]);
            float rayWeight = camera->GenerateRayDifferential(samples[i], &rays[i]);
            rays[i].ScaleDifferentials(1.f / sqrtf(sampler->samplesPerPixel));
            PBRT_FINISHED_GENERATING_CAMERA_RAY(&samples[i], &rays[i], rayWeight);

            // Evaluate radiance along camera ray
            PBRT_STARTED_CAMERA_RAY_INTEGRATION(&rays[i], &samples[i]);
            if (visualizeObjectIds) {
                if (rayWeight > 0.f && scene->Intersect(rays[i], &isects[i])) {
                    // random shading based on shape id...
                    uint32_t ids[2] = { isects[i].shapeId, isects[i].primitiveId };
                    uint32_t h = hash((char *)ids, sizeof(ids));
                    float rgb[3] = { (h & 0xff), (h >> 8) & 0xff, (h >> 16) & 0xff };
                    Ls[i] = Spectrum::FromRGB(rgb);
                    Ls[i] /= 255.f;
                }
                else
                    Ls[i] = 0.f;
            }
            else {
            if (rayWeight > 0.f)
Esempio n. 3
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// SamplerRendererTask Definitions
void SamplerRendererTask::Run() {
    PBRT_STARTED_RENDERTASK(taskNum);
    // Get sub-_Sampler_ for _SamplerRendererTask_
    Sampler *sampler = mainSampler->GetSubSampler(taskNum, taskCount);
    if (!sampler)
    {
        reporter.Update();
        PBRT_FINISHED_RENDERTASK(taskNum);
        return;
    }

    // Declare local variables used for rendering loop
    MemoryArena arena;
    RNG rng(taskNum);

    // Allocate space for samples and intersections
    int maxSamples = sampler->MaximumSampleCount();
    Sample *samples = origSample->Duplicate(maxSamples);
    RayDifferential *rays = new RayDifferential[maxSamples];
    Spectrum *Ls = new Spectrum[maxSamples];
    Spectrum *Ts = new Spectrum[maxSamples];
    Intersection *isects = new Intersection[maxSamples];

    // Get samples from \use{Sampler} and update image
    int sampleCount;
    while ((sampleCount = sampler->GetMoreSamples(samples, rng)) > 0) {
        // Generate camera rays and compute radiance along rays
        for (int i = 0; i < sampleCount; ++i) {
            // Find camera ray for _sample[i]_
            PBRT_STARTED_GENERATING_CAMERA_RAY(&samples[i]);
            float rayWeight = camera->GenerateRayDifferential(samples[i], &rays[i]);
            PBRT_FINISHED_GENERATING_CAMERA_RAY(&samples[i], &rays[i], rayWeight);

            // Evaluate radiance along camera ray
            PBRT_STARTED_CAMERA_RAY_INTEGRATION(&rays[i], &samples[i]);
            if (rayWeight > 0.f)
                Ls[i] = rayWeight * renderer->Li(scene, rays[i], &samples[i], rng,
                                                 arena, &isects[i], &Ts[i]);
            else {
                Ls[i] = 0.f;
                Ts[i] = 1.f;
            }

            // Issue warning if unexpected radiance value returned
            if (Ls[i].HasNaNs()) {
                Error("Not-a-number radiance value returned "
                      "for image sample.  Setting to black.");
                Ls[i] = Spectrum(0.f);
            }
            else if (Ls[i].y() < -1e-5) {
                Error("Negative luminance value, %f, returned"
                      "for image sample.  Setting to black.", Ls[i].y());
                Ls[i] = Spectrum(0.f);
            }
            else if (isinf(Ls[i].y())) {
                Error("Infinite luminance value returned"
                      "for image sample.  Setting to black.");
                Ls[i] = Spectrum(0.f);
            }
            PBRT_FINISHED_CAMERA_RAY_INTEGRATION(&rays[i], &samples[i], &Ls[i]);
        }

        // Report sample results to _Sampler_, add contributions to image
        if (sampler->ReportResults(samples, rays, Ls, isects, sampleCount))
        {
            for (int i = 0; i < sampleCount; ++i)
            {
                PBRT_STARTED_ADDING_IMAGE_SAMPLE(&samples[i], &rays[i], &Ls[i], &Ts[i]);
                camera->film->AddSample(samples[i], Ls[i]);
                PBRT_FINISHED_ADDING_IMAGE_SAMPLE();
            }
        }

        // Free \use{MemoryArena} memory from computing image sample values
        arena.FreeAll();
    }

    // Clean up after \use{SamplerRendererTask} is done with its image region
    camera->film->UpdateDisplay(sampler->xPixelStart,
        sampler->yPixelStart, sampler->xPixelEnd+1, sampler->yPixelEnd+1);
    delete sampler;
    delete[] samples;
    delete[] rays;
    delete[] Ls;
    delete[] Ts;
    delete[] isects;
    reporter.Update();
    PBRT_FINISHED_RENDERTASK(taskNum);
}