Esempio n. 1
0
bool RayTrace(HitInfo &hitInfo, Node* curnode, Ray ray, int PixIndex)
{
    Node* node = curnode;
    bool hitTest = false;
    
    const Object *obj = node->GetObject();
    ray = curnode->ToNodeCoords(ray);
    if(obj){
        //       cout<<"Transforming to..."<<endl;
        
        HitInfo tempHitInfo;
        tempHitInfo.Init();
        tempHitInfo.node = node;
        tempHitInfo.z = hitInfo.z;
        hitTest = obj->IntersectRay(ray, tempHitInfo);
        node->FromNodeCoords(tempHitInfo);
        if(hitTest && tempHitInfo.z < hitInfo.z){
            hitInfo = tempHitInfo;
            //cout<<hitInfo.z<<endl;
        }
        //else hitTest=false;
    }
    if(node->GetNumChild()>0)
    {
        //cout<<"Children "<<node->GetNumChild()<<endl;
        for(int i=0;i<curnode->GetNumChild();++i)
        {
//            cout<<"Child "<<i<<endl;
            node = curnode->GetChild(i);
            HitInfo temp;
            temp.Init();
            temp = hitInfo;
            if(RayTrace(hitInfo, node, ray, PixIndex)){
                curnode->FromNodeCoords(hitInfo);
                
//                cout<<"Transforming from "<<curnode->GetNumChild()<<endl;
                if(temp.z > hitInfo.z) hitTest = true;
                else{
                    // hitInfo = temp;
                    hitTest = false;
                    continue;
                }
            }
            
        }
    }
    
    
    if(hitTest) return true;
    else return false;
    
}
Esempio n. 2
0
void BeginRender()
{
	Color24 *temp;
	temp = renderImage.GetPixels();
	float *zBuffer = renderImage.GetZBuffer();
	Color materialColor;
	Color24 newColor;
	for (int i = 0; i < camera.imgWidth; i++)
	{
		for (int j = 0; j < camera.imgHeight; j++)
		{
			Ray currentRay = ComputeCameraRay(i, j);
			HitInfo hInfo;
			hInfo.Init();
			bool value = TraceRay(currentRay, hInfo, &rootNode);
			if (value) {
				hInfo.node->FromNodeCoords(hInfo);
				const Material *m = hInfo.node->GetMaterial();
				materialColor = m->Shade(currentRay, hInfo, lights);
				temp[camera.imgWidth*j + i].r = (materialColor.r)*255;
				temp[camera.imgWidth*j + i].g = (materialColor.g)*255;
				temp[camera.imgWidth*j + i].b = (materialColor.b)*255;
			}
			else {
				temp[camera.imgWidth*j + i].r = 0;
				temp[camera.imgWidth*j + i].g = 0;
				temp[camera.imgWidth*j + i].b = 0;
			}
			zBuffer[camera.imgWidth*j + i] = hInfo.z;
		}
	}
	renderImage.ComputeZBufferImage();
	renderImage.SaveImage("Output");
}
Esempio n. 3
0
void BeginRender()
{

    cout<<"\nBeginning Render...";
    
    float alpha = camera.fov;
    float l = 1.0;
    float h = l * tan(alpha/2.0 *(M_PI/180));
    float aspectRatio = (float)camera.imgWidth/camera.imgHeight;
    float s = aspectRatio * h;
    float dx = (2 * s)/camera.imgWidth;
    float dy = -(2 * h)/camera.imgHeight;
    float dxx = dx/2,dyy=dy/2;
    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;
            
            Point3 dvec = camera.dir - camera.pos;
            Point3 svec = camera.up.Cross(dvec);
            dvec.Normalize();
            svec.Normalize();
            camera.up.Normalize();
            RotMat.Set(svec,camera.up, dvec);
            Ray r(camera.pos, K);
            
            r.dir=r.dir*RotMat;
            
            r.dir.Normalize();
            
            HitInfo hInfo;
            hInfo.Init();
            if(rootNode.GetNumChild()>0){
//                for(int k=0; k < rootNode.GetNumChild(); ++k){
//                    RayTrace(rootNode.GetChild(k),r,i * camera.imgWidth + j);
//                }
                if(RayTrace_2(r, hInfo))
                {
                    renderImage.PutPixel(i *camera.imgWidth+j, white, hInfo.z);
                }
                else renderImage.PutPixel(i *camera.imgWidth+j, black, BIGFLOAT);
            }
            
            
        }
        K.x = -s;
        K.x += dxx;
        K.y += dy;
    }
    cout<<"Render Complete"<<endl;
    renderImage.ComputeZBufferImage();
    renderImage.SaveZImage("/Users/varunk/Desktop/RayTracerProj1/RayTracerProj1/zbuffer.ppm");
    renderImage.SaveImage("/Users/varunk/Desktop/RayTracerProj1/RayTracerProj1/renderimage.ppm");
    
}
Esempio n. 4
0
float GenLight::Shadow(Ray ray, float t_max)
{
	HitInfo hInfo;
	hInfo.Init();
	hInfo.z = t_max;
	if (TraceRay(&rootNode, ray, hInfo, HIT_FRONT))
		return 0.0f;
	return 1.0f;
}
Esempio n. 5
0
void Renderer::calculatePixelColor(Node &i_rootNode, LightList &i_lightList, int offsetAlongWidth, int offsetAlongHeight)
{
	HitInfo hitInfo;
	Color noHitPixelColor = { 0,0,0 };
	Color finalColor = { 0,0,0 };
	RandomSampler sampler = RandomSampler(MIN_SAMPLE_COUNT, MAX_SAMPLE_COUNT, MIN_VARIANCE, MAX_VARIANCE);

	while (sampler.needMoreSamples())
	{
		sampler.generateSamples(offsetAlongWidth, offsetAlongHeight);
		for (int k = 0; k < sampler.getSampleBucketSize(); ++k)
		{
			hitInfo.Init();
			Ray sampleRay = sampler.getSampleRay(k);
			if (TraceRay(&i_rootNode, sampleRay, hitInfo))
			{
				finalColor = hitInfo.node->GetMaterial()->Shade(sampleRay, hitInfo, 
					i_lightList, REFLECTION_BOUNCE_COUNT, GI_BOUNCE_COUNT);
				/*finalColor.r = pow(finalColor.r, 1/2.2);
				finalColor.g = pow(finalColor.g, 1/2.2);
				finalColor.b = pow(finalColor.b, 1/2.2);*/
				sampler.setSampleColor(k, finalColor);
				sampler.setIsSampleHit(k, true);				
			}
			else
			{				
				sampler.setSampleColor(k, background.Sample(sampleRay.dir));
			}
			sampler.setHitInfo(k, hitInfo);
		}
	}

	Color tempColor = sampler.getAveragedSampleListColor();
	tempColor.r = pow(tempColor.r, 1 / 2.2);
	tempColor.g = pow(tempColor.g, 1 / 2.2);
	tempColor.b = pow(tempColor.b, 1 / 2.2);
	float depth = sampler.getAveragedDepth();
	int sampleCount = sampler.getSampleBucketSize();
	int pixel = offsetAlongHeight * imageWidth + offsetAlongWidth;

	TCHAR* mutexName = __T("WritingMutex");
	static HANDLE mutexHandle = NULL;
	if( mutexHandle == NULL )
		mutexHandle = OpenMutex(MUTEX_ALL_ACCESS, FALSE, mutexName);
	DWORD dSuccess = WaitForSingleObject(mutexHandle, INFINITE);
	assert(dSuccess == WAIT_OBJECT_0);
	renderingImage[pixel] = tempColor; 
	operationCountImage[pixel] = Color(1.0f,0.0f,0.0f) * static_cast<float>(hitInfo.operationCount/BIGFLOAT);
	zBufferImage[pixel] = depth;
	sampleCountImage[pixel] = sampleCount;
	bool bSuccess = ReleaseMutex(mutexHandle);
	assert(bSuccess == true);
	sampler.resetSampler();
}
Esempio n. 6
0
void doRender(void* arg){
    
    RenderParams rarg = *((RenderParams *)arg);
    //cout<<"Do render...."<<endl;
            bool pixelHit=false;

    
            HitInfo hitInfo;
            hitInfo.Init();
            
            Point2 pixLoc = rarg.pixLocation;
            Ray r = rarg.ray;
            int PixIndex = rarg.pixIndex;
            Color shade(255,255,255);
            if(rootNode.GetNumChild()>0){
                
                if(RayTrace_2(r, hitInfo)) {
                    pixelHit=true;
//                    cout<<"Shading...."<<endl;
                    shade = hitInfo.node->GetMaterial()->Shade(r, hitInfo, lights, 5);
                }
                
                renderImage.PutPixel(PixIndex, shade, hitInfo.z);
                
                
            }
            
            if(!pixelHit){
                
                renderImage.PutPixel(PixIndex, black, BIGFLOAT);
            
            }
    
   
    
//    RenderParams renderArg = giveMeAPixelToRender();
//    if(renderArg.renderComplete != 1){
//            doRender(&renderArg);
//    }
//    
    

}
Esempio n. 7
0
Color MtlBlinn::Shade(const Ray &ray, const HitInfo &hInfo, const LightList &lights, int reflection_bounceCount, int gi_bounceCount) const
{
	Color ambientComp, diffuseComp, specularComp, reflectiveComp, refractiveComp, reflectionTotal, refractionTotal, noColor, diffuseReflection;
	diffuseReflection = ambientComp = diffuseComp = specularComp = reflectiveComp = refractiveComp  = noColor = reflectionTotal = refractionTotal = Color(0.0f, 0.0f, 0.0f);
	Color fromReflection = Color(0.0f, 0.0f, 0.0f);
	Color fromRefraction = Color(0.0f, 0.0f, 0.0f);
	Point3 viewDirection = -ray.dir;
	float schlicksConstant, ratioOfRefraction;
	Color kd = diffuse.Sample(hInfo.uvw);

	int hitside = HIT_FRONT;
	float n1 = 1;
	float n2 = ior;

	for (int i = 0; i < lights.size(); i++)
	{
		Color lightColor = lights[i]->Illuminate(hInfo.p, hInfo.N);
		/*if (lightColor != noColor)
		{*/
			if (lights[i]->IsAmbient())
			{
				ambientComp = ambientComponent(lights[i], lightColor, hInfo, diffuse.Sample(hInfo.uvw));
			}
			else
			{
				//lightColor.ClampMinMax();
				Point3 rayDir = ray.dir;
				globalPhotonMap.EstimateIrradiance<50>(lightColor, rayDir, 2.0f, hInfo.p, &hInfo.N);
				diffuseComp = diffuseComponent(lights[i], lightColor, hInfo, diffuse.Sample(hInfo.uvw));
				specularComp = specularComponent(lights[i], lightColor, viewDirection, hInfo, specular.Sample(hInfo.uvw), glossiness);
			}
		//}
	}
			/************************Refraction************************************************************/
	if(refraction.Sample(hInfo.uvw) != noColor && reflection_bounceCount > 0)
	{
		Ray refractionRay;
		HitInfo refractionRayHit;
		refractionRayHit.Init();
		refractionRay.p = hInfo.p;
		if (hInfo.front == HIT_FRONT)
		{
			refractionRay.dir = getRefractionVector(viewDirection, getPerturbedNormal(hInfo.N, hInfo.p, refractionGlossiness), n1, n2);
		}
		else
		{
			refractionRay.dir = getRefractionVector(viewDirection, getPerturbedNormal( -hInfo.N, hInfo.p, refractionGlossiness), n2, n1);
		}
				
		if(TraceRay(&rootNode, refractionRay, refractionRayHit, hitside))
		{
			Point3 refractionDir = refractionRay.dir;
			refractiveComp += refractionRayHit.node->GetMaterial()->Shade(refractionRay, refractionRayHit, 
				lights, --reflection_bounceCount);
			refractiveComp *= refraction.Sample(hInfo.uvw);
		}
		else
		{
			refractiveComp =  environment.SampleEnvironment(refractionRay.dir);
		}				
	}


	/********************Schlick's Approximation - Fresnel Reflection***************************/
	schlicksConstant = pow(((n1 - n2) / (n1 + n2)), 2);
	ratioOfRefraction = schlicksConstant + (1 - schlicksConstant) * pow((1 - viewDirection.Dot(hInfo.N)), 5);
	reflectionTotal = ratioOfRefraction*refraction.Sample(hInfo.uvw);
	refractionTotal = (1 - ratioOfRefraction)*refraction.Sample(hInfo.uvw);
	///*******************************************************************************************/
	//refractiv    eComp *= refractionTotal; //It = (1-R) * KT'
	reflectionTotal += reflection.Sample(hInfo.uvw); //Doing outside in case refraction didn't occured at all
	/*********************************************************************************************/

	/**********************Reflection*************************************************************/
	if(reflectionTotal != noColor && reflection_bounceCount > 0)
	{
		Ray reflectionViewVector;
		reflectionViewVector.dir = getReflectionVector(viewDirection, 
			getPerturbedNormal(hInfo.N, hInfo.p, reflectionGlossiness));
		reflectionViewVector.p = hInfo.p;
		HitInfo reflectionRayHit;
		reflectionRayHit.Init();
		//--reflection_bounceCount;
		if (TraceRay(&rootNode, reflectionViewVector, reflectionRayHit, HIT_FRONT))
		{
			fromReflection += reflectionRayHit.node->GetMaterial()->Shade(reflectionViewVector, 
				reflectionRayHit, lights, --reflection_bounceCount);
			reflectiveComp = reflectionTotal * fromReflection;
		}
		else
		{
			reflectiveComp = environment.SampleEnvironment(reflectionViewVector.dir);
		}
	}
	/****************************************************************************************************/
	if(GI_ALGO)
	{
		if (kd != noColor && gi_bounceCount > 0)
		{
			HemiSphereSampler giHemiSampler = HemiSphereSampler(__gi_sampleCount, __gi_sampleCount, 1);
			giHemiSampler.generateSamples();
			Point3 randomDirectionAtHitPoint = Point3(0.0f, 0.0f, 0.0f);
			HitInfo diffuseReflectionHitInfo;
			Ray diffuseReflectionRay;
			for (int i = 0; i < giHemiSampler.getCurrentSampleCount(); ++i)
			{
				randomDirectionAtHitPoint = giHemiSampler.getSample(getRandomNumber(0, giHemiSampler.getCurrentSampleCount())).getOffset();
				diffuseReflectionRay.p = hInfo.p;
				Point3 u = Point3(0.0f, 0.0f, 0.0f);
				Point3 v = Point3(0.0f, 0.0f, 0.0f);
				Point3 w = Point3(0.0f, 0.0f, 0.0f);
				w = hInfo.N;
				getOrthoNormalBasisVector(w, u, v);
				diffuseReflectionRay.dir = randomDirectionAtHitPoint.x * u +
					randomDirectionAtHitPoint.y * v +
					randomDirectionAtHitPoint.z *w;
				diffuseReflectionHitInfo.Init();
				if (TraceRay(&rootNode, diffuseReflectionRay, diffuseReflectionHitInfo, HIT_FRONT))
				{
					diffuseReflection = diffuseReflectionHitInfo.node->GetMaterial()->Shade(diffuseReflectionRay,
						diffuseReflectionHitInfo, lights, 0, gi_bounceCount - 1);					
				}
				else
				{
					diffuseReflection = environment.SampleEnvironment(diffuseReflectionRay.dir);
				}
				giHemiSampler.setSampleColor(i, diffuseReflection);
				giHemiSampler.setIsSampleHit(i, true);
			}

			diffuseReflection = giHemiSampler.getAveragedSampleListColor() * diffuseReflection * kd * M_PI;
		}
	}
	else
	{
		if (kd != noColor && gi_bounceCount > 0)
		{
			HemiSphereSampler giHemiSampler = HemiSphereSampler(__gi_sampleCount, __gi_sampleCount, 1);
			giHemiSampler.generateSamples();
			Point3 randomDirectionAtHitPoint = Point3(0.0f, 0.0f, 0.0f);
			HitInfo diffuseReflectionHitInfo;
			Ray diffuseReflectionRay;
			
			randomDirectionAtHitPoint = giHemiSampler.getSample(getRandomNumber(0, giHemiSampler.getCurrentSampleCount())).getOffset();
			diffuseReflectionRay.p = hInfo.p;
			Point3 u = Point3(0.0f, 0.0f, 0.0f);
			Point3 v = Point3(0.0f, 0.0f, 0.0f);
			Point3 w = Point3(0.0f, 0.0f, 0.0f);
			w = hInfo.N;
			getOrthoNormalBasisVector(w, u, v);
			diffuseReflectionRay.dir = randomDirectionAtHitPoint.x * u +
				randomDirectionAtHitPoint.y * v +
				randomDirectionAtHitPoint.z *w;
			
			diffuseReflectionHitInfo.Init();
			if (TraceRay(&rootNode, diffuseReflectionRay, diffuseReflectionHitInfo, HIT_FRONT))
			{
				diffuseReflection += diffuseReflectionHitInfo.node->GetMaterial()->Shade(diffuseReflectionRay,
					diffuseReflectionHitInfo, lights, 0, gi_bounceCount - 1);	
				diffuseReflection = diffuseReflection * kd;
			}
			else
			{
				diffuseReflection = environment.SampleEnvironment(diffuseReflectionRay.dir);
			}			
		}
	}
			
	return (ambientComp + diffuseComp + specularComp+ reflectiveComp + refractiveComp + diffuseReflection);
}
Esempio n. 8
0
Color MtlBlinn::Shade(const Cone &ray, const HitInfo &hInfo, const LightList &lights, int bounceCount) const{
    float bias = BIAS_SHADING;
    Color shade;
    Color rShade = Color(0,0,0);
    Color tShade = Color(0,0,0);
    const Material *mat;
    mat = hInfo.node->GetMaterial();
    const MtlBlinn* mb =static_cast<const MtlBlinn*>(mat);
//    cout<<"HInfo front: "<<hInfo.front<<endl;
    /* local copy */
    Point3 P;
    P.Set(hInfo.p.x,hInfo.p.y,hInfo.p.z);
    Cone iRay = ray;
    
    Color ambInt = mb->diffuse.Sample(hInfo.uvw, hInfo.duvw);
    Color allOther = Color(0,0,0);
    Color diffuse = mb->diffuse.Sample(hInfo.uvw, hInfo.duvw);
    Color ambComponent = Color(0,0,0);
    Point3 newN = hInfo.N;
    
    
    for ( unsigned int i=0; i<lights.size(); i++ ) {
        if(lights[i]->IsAmbient()){
//            cout<<"ambient "<<endl;
            Color intensity = lights[i]->Illuminate(hInfo.p);
            ambComponent += (ambInt * intensity);
            continue;
        }
        else{
//            cout<<"other lighting  "<<endl;
            Point3 L = -lights[i]->Direction(P);
            L.Normalize();
            
            Point3 V = ray.p - P;
            V.Normalize();
            
            Point3 LplusV = L + V;
            Point3 H = (L+V)/LplusV.Length();
            H.Normalize();
            
            float alpha = mb->glossiness;
//            Point3 N = hInfo.N;
            Point3 N = newN;
            float S = H.Dot(N);
            S = pow(S,alpha);
            float costheta = L.Dot(N)/(L.Length() * N.Length());
            Color intensity = lights[i]->Illuminate(P);
//            cout<<"costheta "<<endl;
            allOther += intensity * (costheta>0?costheta:0) * (diffuse + S * (mb->specular.Sample(hInfo.uvw, hInfo.duvw))) ;
        }
        /* finally add inta*cola + intall*costheta*(cold + s* colS)*/
        shade = ambComponent  + allOther;
    }
    
    /* Calculate refraction */
    if(refraction.GetColor().r>0 && bounceCount>0){
        //compute new jittered normal
        float gloss = refractionGlossiness;
        if(gloss){
            float random = rand()/(float)RAND_MAX;
            float rRadius = sqrtf(random) * gloss;
            random = rand()/(float)RAND_MAX;
            float rAngle =  random * 2.0 * M_PI;
            float x = rRadius * cos(rAngle);
            float y = rRadius * sin(rAngle);
            Point3 xAxis(1,0,0), yAxis(0,1,0), v1, v2, normalDir;
            normalDir = hInfo.N;
            //    normalDir.Normalize();
            if(normalDir.Dot(xAxis) > 0.7)  v1 = normalDir.Cross(yAxis);
            else v1 = normalDir.Cross(xAxis);
            v2 = v1.Cross(normalDir);
            v1.Normalize(); v2.Normalize();
            v1 *= x;
            v2 *= y;
            
            newN = hInfo.N + v1.Length() + v2.Length();
            newN.Normalize();
        }
        else{
            newN = hInfo.N;
        }
        //-------------------------------------
        
        Color reflShade = Color(0,0,0);
        float R0, Refl = 0.0f, Trans = 0.0f;
        HitInfo temp;
        temp.Init();
        
//        Point3 N = hInfo.N;
        Point3 N = newN;
//        Point3 V = Point3(iRay.p.x -  hInfo.p.x, iRay.p.y - hInfo.p.y, iRay.p.z - hInfo.p.z);
        Point3 V = Point3(hInfo.p.x - iRay.p.x, hInfo.p.y - iRay.p.y, hInfo.p.z - iRay.p.z);
        V.Normalize();
        float n1 = 1, n2 = 1;
        if(hInfo.front){ /* Hitting from outside */
//            temp.front = false;
            n2 = ior;
//            cout<<"outside "<<endl;
        }
        else if(!hInfo.front){ /* Transmission from the inside */
//            temp.front = true;
            n1 = ior;
//            cout<<"intside... "<<endl;
//            N = -hInfo.N;
            N *= -1;
        }
        float ratio_n = n1 / n2;
        
        float costheta_v = -V.Dot(N);        /* refer: http://graphics.stanford.edu/courses/cs148-10-summer/docs/2006--degreve--reflection_refraction.pdf */

        float sin2theta_t = ratio_n * ratio_n * (1 - costheta_v * costheta_v);
        Point3 T =   ratio_n * V + (ratio_n * costheta_v - sqrtf(1 - sin2theta_t)) * N ;
//        cout<<ratio_n<<" "<<"cos_v "<<costheta_v<<" sin2theta_t "<<sin2theta_t<<endl;
        Cone tRay = Cone(hInfo.p,T);
        
        //tRay.dir.Normalize();
        tRay.p.x = tRay.p.x + bias *tRay.dir.x; /* add bias */
        tRay.p.y = tRay.p.y + bias *tRay.dir.y;
        tRay.p.z = tRay.p.z + bias *tRay.dir.z;
//        cout<<"B temp front: "<< temp.front<<endl;
        temp.timeInstance = hInfo.timeInstance;
        if(sin2theta_t <= 1){
            if(RayTrace_2(tRay, temp)){ /* ray tracing after refraction */
//                bounceCount--;
                tShade  =  temp.node->GetMaterial()->Shade(tRay,temp,lights,bounceCount);
            }
            else{ /* no hit after refraction */
                tShade = environment.SampleEnvironment(tRay.dir);
                
            }
            /* Calculate Schlick's approximation */
            
            R0 = (n1 - n2)/(n1 + n2);
            R0 *= R0;
            double  X = 0.0;
            //                if(n1 > n2){
            //                    X = 1.0 - sqrtf(1.0 - sin2theta_t);
            //                }
            //                else{ X = 1.0 - costheta_v; }
            X = 1.0 - costheta_v;
            Refl = R0 + (1.0 - R0) *  X * X * X * X * X;
            Trans = 1.0 - Refl;
            
            tShade.r *= exp(-absorption.r * temp.z);
            tShade.g *= exp(-absorption.g * temp.z);
            tShade.b *= exp(-absorption.b * temp.z);
        }
        else {/* Total internal reflection */
            Refl = 1.0f;
        }
        
            
        
        
        /* Calculate reflection due to reflectance */
        if(bounceCount >0){
//            N = hInfo.N;
            N = newN;
            Point3 V = Point3(iRay.p.x -  P.x, iRay.p.y - P.y, iRay.p.z - P.z);
            //V.Normalize();
            Point3 VR = 2 * V.Dot(N) * N - V;
            //VR.Normalize();
            Cone rRay = Cone(P + BIAS_SHADING * VR, VR);
            rRay.dir.Normalize();
            HitInfo temp1;
            temp1.Init();
            temp.timeInstance = hInfo.timeInstance;
            if(rootNode.GetNumChild()>0){
                if(RayTrace_2(rRay, temp1)){
                    bounceCount --;
                    reflShade = temp1.node->GetMaterial()->Shade(rRay, temp1, lights, bounceCount);
                }
                else{
                    reflShade = environment.SampleEnvironment(rRay.dir);
//                    reflShade = Color(1,100,1);
                }
            }
        }
        
//        cout<<"Refl: "<<Refl<<"Trans "<<Trans<<endl;
        tShade = refraction.GetColor().r * (Trans * tShade + Refl * reflShade);
        
        
    }

    /* calculate reflection*/
    if(reflection.GetColor().r>0 && bounceCount > 0){
        //compute new jittered normal
        float gloss = reflectionGlossiness;
        if(gloss){
            float random = rand()/(float)RAND_MAX;
            float rRadius = sqrtf(random) * gloss;
            random = rand()/(float)RAND_MAX;
            float rAngle =  random * 2.0 * M_PI;
            float x = rRadius * cos(rAngle);
            float y = rRadius * sin(rAngle);
            Point3 xAxis(1,0,0), yAxis(0,1,0), v1, v2, normalDir;
            normalDir = hInfo.N;
            //    normalDir.Normalize();
            if(normalDir.Dot(xAxis) > 0.7)  v1 = normalDir.Cross(yAxis);
            else v1 = normalDir.Cross(xAxis);
            v2 = v1.Cross(normalDir);
            v1.Normalize(); v2.Normalize();
            v1 *= x;
            v2 *= y;
            
            newN = hInfo.N + v1+ v2;
            newN.Normalize();
        }
        else{
            newN = hInfo.N;
        }
        //-------------------------------------
        
        Point3 N = newN;//hInfo.N;
        Point3 V = Point3(iRay.p.x -  P.x, iRay.p.y - P.y, iRay.p.z - P.z);
       // V.Normalize();
        Point3 VR = 2 * V.Dot(N) * N - V;
        Cone rRay = Cone(P + BIAS_SHADING * VR, VR);
        rRay.dir.Normalize();
        HitInfo temp;
        temp.Init();
        temp.timeInstance=hInfo.timeInstance;
        if(rootNode.GetNumChild()>0){
            if(RayTrace_2(rRay, temp)){
                bounceCount--;
                rShade = reflection.GetColor().r * temp.node->GetMaterial()->Shade(rRay, temp, lights, bounceCount);
            }
            else{
                rShade =  reflection.GetColor().r *environment.SampleEnvironment(rRay.dir);
//                rShade = Color(1,111,1);
            }
        }
    }
    
  
    
    /* Add shade with reflected and refracted colors */
    shade += (rShade + tShade);
    return shade;
};
Esempio n. 9
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);

}
Esempio n. 10
0
Color MtlBlinn::Shade(const Ray &ray, const HitInfo &hInfo, const LightList &lights, int bounceCount) const{
    float bias = BIAS_SHADING;
    Color shade;
    Color rShade = Color(0,0,0);
    Color tShade = Color(0,0,0);
    const Material *mat;
    mat = hInfo.node->GetMaterial();
    const MtlBlinn* mb =static_cast<const MtlBlinn*>(mat);
//    cout<<"HInfo front: "<<hInfo.front<<endl;
    /* local copy */
    Point3 P;
    P.Set(hInfo.p.x,hInfo.p.y,hInfo.p.z);
    Ray iRay = ray;
    
    Color ambInt = mb->diffuse;
    Color allOther = Color(0,0,0);
    Color diffuse = mb->diffuse;;
    Color ambComponent = Color(0,0,0);
    
    for ( unsigned int i=0; i<lights.size(); i++ ) {
        if(lights[i]->IsAmbient()){
//            cout<<"ambient "<<endl;
            Color intensity = lights[i]->Illuminate(hInfo.p);
            ambComponent += (ambInt * intensity);
            continue;
        }
        else{
//            cout<<"other lighting  "<<endl;
            Point3 L = -lights[i]->Direction(P);
            L.Normalize();
            
            Point3 V = ray.p - P;
            V.Normalize();
            
            Point3 LplusV = L + V;
            Point3 H = (L+V)/LplusV.Length();
            H.Normalize();
            
            float alpha = mb->glossiness;
            Point3 N = hInfo.N;
            float S = H.Dot(N);
            S = pow(S,alpha);
            float costheta = L.Dot(N)/(L.Length() * N.Length());
            Color intensity = lights[i]->Illuminate(P);
//            cout<<"costheta "<<endl;
            allOther += intensity * (costheta>0?costheta:0) * (diffuse + S * (mb->specular)) ;
        }
        /* finally add inta*cola + intall*costheta*(cold + s* colS)*/
        shade = ambComponent  + allOther;
    }
    
    /* Calculate refraction */
    if(refraction.Grey()>0 && bounceCount>0){
        Color reflShade = Color(0,0,0);
        float R0, Refl = 0.0f, Trans = 0.0f;
        HitInfo temp;
        temp.Init();
        
        Point3 N = hInfo.N;
//        Point3 V = Point3(iRay.p.x -  hInfo.p.x, iRay.p.y - hInfo.p.y, iRay.p.z - hInfo.p.z);
        Point3 V = Point3(hInfo.p.x - iRay.p.x, hInfo.p.y - iRay.p.y, hInfo.p.z - iRay.p.z);
        V.Normalize();
        float n1 = 1, n2 = 1;
        if(hInfo.front){ /* Hitting from outside */
//            temp.front = false;
            n2 = ior;
//            cout<<"outside "<<endl;
        }
        else if(!hInfo.front){ /* Transmission from the inside */
//            temp.front = true;
            n1 = ior;
//            cout<<"intside... "<<endl;
            N = -hInfo.N;
        }
        float ratio_n = n1 / n2;
        
        float costheta_v = -V.Dot(N);        /* refer: http://graphics.stanford.edu/courses/cs148-10-summer/docs/2006--degreve--reflection_refraction.pdf */

        float sin2theta_t = ratio_n * ratio_n * (1 - costheta_v * costheta_v);
        Point3 T =   ratio_n * V + (ratio_n * costheta_v - sqrtf(1 - sin2theta_t)) * N ;
//        cout<<ratio_n<<" "<<"cos_v "<<costheta_v<<" sin2theta_t "<<sin2theta_t<<endl;
        Ray tRay = Ray(hInfo.p,T);
        
        //tRay.dir.Normalize();
        tRay.p.x = tRay.p.x + bias *tRay.dir.x; /* add bias */
        tRay.p.y = tRay.p.y + bias *tRay.dir.y;
        tRay.p.z = tRay.p.z + bias *tRay.dir.z;
//        cout<<"B temp front: "<< temp.front<<endl;
        if(sin2theta_t <= 1){
            if(RayTrace_2(tRay, temp)){
//                bounceCount--;
//                cout<<"A temp front: "<< temp.front<<endl;
                tShade  =  temp.node->GetMaterial()->Shade(tRay,temp,lights,bounceCount);
                tShade.r *= exp(-absorption.r * temp.z);
                tShade.g *= exp(-absorption.g * temp.z);
                tShade.b *= exp(-absorption.b * temp.z);
//                shade = tShade; /* remove later */
//                return shade;
               
                
                /* Calculate Schlick's approximation */
                
                R0 = (n1 - n2)/(n1 + n2);
                R0 *= R0;
                double  X = 0.0;
//                if(n1 > n2){
//                    X = 1.0 - sqrtf(1.0 - sin2theta_t);
//                }
//                else{ X = 1.0 - costheta_v; }
                X = 1.0 - costheta_v;
                Refl = R0 + (1.0 - R0) *  X * X * X * X * X;
                Trans = 1.0 - Refl;
                
            }
        }
        else {/* Total internal reflection */
            Refl = 1.0f;
        }
        
        /* Calculate reflection due to reflectance */
        if(bounceCount >0){
            N = hInfo.N;
            Point3 V = Point3(iRay.p.x -  P.x, iRay.p.y - P.y, iRay.p.z - P.z);
            //V.Normalize();
            Point3 VR = 2 * V.Dot(N) * N - V;
            //VR.Normalize();
            Ray rRay = Ray(P, VR);
            //rRay.dir.Normalize();
            rRay.p.x = rRay.p.x + bias *rRay.dir.x;
            rRay.p.y = rRay.p.y + bias *rRay.dir.y;
            rRay.p.z = rRay.p.z + bias *rRay.dir.z;
            HitInfo temp1;
            temp1.Init();
            if(rootNode.GetNumChild()>0){
                if(RayTrace_2(rRay, temp1)){
                    bounceCount --;
                    reflShade =   temp1.node->GetMaterial()->Shade(rRay, temp1, lights, bounceCount);
                }
            }
        }
        
//        cout<<"Refl: "<<Refl<<"Trans "<<Trans<<endl;
        tShade = refraction * (Trans * tShade + Refl * reflShade);
        
        
    }
    





    /* calculate reflection*/
    if(reflection.Grey()>0 && bounceCount > 0){

        Point3 N = hInfo.N;
        Point3 V = Point3(iRay.p.x -  P.x, iRay.p.y - P.y, iRay.p.z - P.z);
       // V.Normalize();
        Point3 VR = 2 * V.Dot(N) * N - V;
        Ray rRay = Ray(hInfo.p, VR);
        //rRay.dir.Normalize();
        rRay.p.x = rRay.p.x + bias *rRay.dir.x;
        rRay.p.y = rRay.p.y + bias *rRay.dir.y;
        rRay.p.z = rRay.p.z + bias *rRay.dir.z;
        HitInfo temp;
        temp.Init();
        if(rootNode.GetNumChild()>0){
            if(RayTrace_2(rRay, temp)){
                bounceCount--;
                rShade = reflection * temp.node->GetMaterial()->Shade(rRay, temp, lights, bounceCount);
            }
        }
    }
    
  
    
    /* Add shade with reflected and refracted colors */
    shade += (rShade + tShade);
    return shade;
};
Esempio n. 11
0
int main(void)
{
	myEngine::Timing::Clock *clock = myEngine::Timing::Clock::createAndStart();
	int temp = LoadScene(LOAD_FILE);
	Point3 cameraRight = (camera.dir ^ camera.up).GetNormalized();
	double aspectRatio = static_cast<double>(camera.imgWidth) / static_cast<double>(camera.imgHeight);
	float camera_l = 1 / (tan((camera.fov / 2) * (M_PI/ 180)));
	
	Point3 Sx = cameraRight;
	Point3 Sy = (-1.0f) * camera.up;
	
	Point3 pixel;
	Point3 k = camera.pos + camera_l* camera.dir;// -cameraRight + camera.up;

	HitInfo hitInfo;
	

	//Color24 hitPixelColor = { 255,255,255 };
	Color noHitPixelColor = { 0,0,0 };
	Color24* temp_image = renderImage.GetPixels();

	float* temp_zBuffer = renderImage.GetZBuffer();

	
	for (int i = 0;i < camera.imgHeight; i++)
	{
		//printf("%d\n",i);
		for (int j = 0; j < camera.imgWidth; j++)
		{
			hitInfo.Init();
			float flipped_i = camera.imgHeight - i - 1;
			pixel = k + (((2.0f*aspectRatio * (j + 0.5f)) / camera.imgWidth) - aspectRatio)*Sx + ((((flipped_i + 0.5) * 2) / camera.imgHeight) - 1)* Sy;
			pixelRay.p = camera.pos;
			pixelRay.dir = (pixel - camera.pos).GetNormalized();
			
			if (TraceRay(&rootNode, pixelRay, hitInfo))
			{
#ifdef  RELEASE_DEBUG
				temp_image[i*camera.imgWidth + j] = normalColor(hitInfo);
#else
				temp_image[i*camera.imgWidth + j] = hitInfo.node->GetMaterial()->Shade(pixelRay, hitInfo, lights, 7);
#endif
				temp_zBuffer[i*camera.imgWidth + j] = hitInfo.z;
			}
			else
			{

				temp_image[i*camera.imgWidth + j] = noHitPixelColor;
				temp_zBuffer[i*camera.imgWidth + j] = hitInfo.z;
			}
		}
	}

	renderImage.SaveImage("RayCasted.ppm");
	renderImage.ComputeZBufferImage();
	renderImage.SaveZImage("RayCastWithZ.ppm");
	
	clock->updateDeltaTime();
	double time = clock->getdeltaTime();
	printf("Time to render ray casting  %f", clock->getdeltaTime());
	printf("Time to render zBuffer Image  %f", clock->getdeltaTime());

	ShowViewport();
	
}