Point Sphere::Sample(const Point &p, float u1, float u2, Normal *ns) const { // Compute coordinate system for sphere sampling Point Pcenter = (*ObjectToWorld)(Point(0,0,0)); Vector wc = Normalize(Pcenter - p); Vector wcX, wcY; CoordinateSystem(wc, &wcX, &wcY); // Sample uniformly on sphere if $\pt{}$ is inside it if (DistanceSquared(p, Pcenter) - radius*radius < 1e-4f) return Sample(u1, u2, ns); // Sample sphere uniformly inside subtended cone float sinThetaMax2 = radius*radius / DistanceSquared(p, Pcenter); float cosThetaMax = sqrtf(max(0.f, 1.f - sinThetaMax2)); DifferentialGeometry dgSphere; float thit, rayEpsilon; Point ps; Ray r(p, UniformSampleCone(u1, u2, cosThetaMax, wcX, wcY, wc), 1e-3f); if (!Intersect(r, &thit, &rayEpsilon, &dgSphere)) thit = Dot(Pcenter - p, Normalize(r.d)); ps = r(thit); *ns = Normal(Normalize(ps - Pcenter)); if (ReverseOrientation) *ns *= -1.f; return ps; }
bool Sphere::Sample(const Interaction &ref, const Point2f &sample, Interaction *it) const { // Compute coordinate system for sphere sampling Point3f pCenter = (*ObjectToWorld)(Point3f(0, 0, 0)); Point3f pOrigin = OffsetRayOrigin(ref.p, ref.pError, ref.n, pCenter - ref.p); Vector3f wc = Normalize(pCenter - ref.p); Vector3f wcX, wcY; CoordinateSystem(wc, &wcX, &wcY); // Sample uniformly on sphere if $\pt{}$ is inside it if (DistanceSquared(pOrigin, pCenter) <= 1.0001f * radius * radius) return Sample(sample, it); // Sample sphere uniformly inside subtended cone Float sinThetaMax2 = radius * radius / DistanceSquared(ref.p, pCenter); Float cosThetaMax = std::sqrt(std::max((Float)0., (Float)1. - sinThetaMax2)); SurfaceInteraction isectSphere; Float tHit; Ray r = ref.SpawnRay(UniformSampleCone(sample, cosThetaMax, wcX, wcY, wc)); if (!Intersect(r, &tHit, &isectSphere)) return false; *it = isectSphere; if (ReverseOrientation) it->n *= -1.f; return true; }
// sample a ray from light Spectrum SpotLight::sample_l( const LightSample& ls , Ray& r , float* pdfW , float* pdfA , float* cosAtLight ) const { // udpate ray r.m_fMin = 0.0f; r.m_fMax = FLT_MAX; r.m_Ori = light_pos; // sample a light direction const Vector local_dir = UniformSampleCone( ls.u , ls.v , cos_total_range ); r.m_Dir = light2world.matrix( local_dir ); // product of pdf of sampling a point w.r.t surface area and a direction w.r.t direction if( pdfW ) { *pdfW = UniformConePdf( cos_total_range ); Sort_Assert( *pdfW != 0.0f ); } // pdf w.r.t surface area if( pdfA ) *pdfA = 1.0f; if( cosAtLight ) *cosAtLight = 1.0f; const float falloff = SatDot( r.m_Dir , light_dir ); if( falloff <= cos_total_range ) return 0.0f; if( falloff >= cos_falloff_start ) return intensity; const float d = ( falloff - cos_total_range ) / ( cos_falloff_start - cos_total_range ); if( d == 0.0f ) return 0.0f; return intensity * d * d; }
Spectrum ProjectionLight::Sample_L(const Scene *scene, const LightSample &ls, float u1, float u2, float time, Ray *ray, Normal *Ns, float *pdf) const { Vector v = UniformSampleCone(ls.uPos[0], ls.uPos[1], cosTotalWidth); *ray = Ray(lightPos, LightToWorld(v), 0.f, INFINITY, time); *Ns = (Normal)ray->d; *pdf = UniformConePdf(cosTotalWidth); return Intensity * Projection(ray->d); }
LightInfo2 ProjectionLight::Sample_L(const Scene &scene, const LightSample &ls, float u1, float u2, float time) const { Vector v = UniformSampleCone(ls.uPos[0], ls.uPos[1], cosTotalWidth); auto ray = Ray(lightPos, LightToWorld(v), 0.f, INFINITY, time); auto Ns = (Normal)ray.d; auto pdf = UniformConePdf(cosTotalWidth); return LightInfo2(Intensity * Projection(ray.d), ray, Ns, pdf); }
Spectrum SpotLight::Sample_Le(const Point2f &u1, const Point2f &u2, Float time, Ray *ray, Normal3f *nLight, Float *pdfPos, Float *pdfDir) const { Vector3f w = UniformSampleCone(u1, cosTotalWidth); *ray = Ray(pLight, LightToWorld(w), Infinity, time, mediumInterface.inside); *nLight = (Normal3f)ray->d; *pdfPos = 1; *pdfDir = UniformConePdf(cosTotalWidth); return I * Falloff(ray->d); }
Spectrum ProjectionLight::Sample_Le(const Point2f &u1, const Point2f &u2, Float time, Ray *ray, Normal3f *nLight, Float *pdfPos, Float *pdfDir) const { ProfilePhase _(Prof::LightSample); Vector3f v = UniformSampleCone(u1, cosTotalWidth); *ray = Ray(pLight, LightToWorld(v), Infinity, time, mediumInterface.inside); *nLight = (Normal3f)ray->d; /// same here *pdfPos = 1.f; *pdfDir = UniformConePdf(cosTotalWidth); return I * Projection(ray->d); }
Point3f Sphere::Sample( const Point3f& p , LightSample& lightSample , Vector3f& SampleNormal ) { Vector3f dirZ = Normalize( mWorldPos - p ); // 在球面上采样一个点 if( ( p - mWorldPos ).LengthSq() - m_Radius * m_Radius < 1e4f ) { // 使用默认的采样 Vector3f SampleDir = UniformSampleHemisphere( Point2f( lightSample.value[0] , lightSample.value[1] ) ); if( Dot( SampleDir , dirZ ) < 0.0 ) { SampleDir *= -1.0; } Point3f SamplePoint = mWorldPos + Normalize( dirZ ) * m_Radius; // Compute Normal Dir SampleNormal = Normalize( Vector3f( SamplePoint - mWorldPos ) ); return SamplePoint; } Vector3f dirX , dirY; CoordinateSystem( dirZ , &dirX , &dirY ); // 均匀采样cone float sinThetaMax2 = m_Radius * m_Radius / ( p - mWorldPos ).LengthSq(); float cosThetaMax = sqrt( MAX( 0.0f , 1.0f - sinThetaMax2 ) ); Rayf r( p , UniformSampleCone( lightSample.value[0] , lightSample.value[1] , cosThetaMax , dirX , dirY , dirZ ) ); // Test whether intersect float t; IntersectRecord record; Point3f SamplePoint; if( !Intersect( r , &record ) ) { // 必定是切线但被判定为无交点 t = Dot( mWorldPos - p , r.Direction ); SamplePoint = r( t ); } else { SamplePoint = record.HitPoint; } SampleNormal = Normalize( SamplePoint - mWorldPos ); return SamplePoint; }
Spectrum PhotonIntegrator::Li(const Scene *scene, const Renderer *renderer, const RayDifferential &ray, const Intersection &isect, const Sample *sample, RNG &rng, MemoryArena &arena) const { Spectrum L(0.); Vector wo = -ray.d; // Compute emitted light if ray hit an area light source L += isect.Le(wo); // Evaluate BSDF at hit pbrt::Point BSDF *bsdf = isect.GetBSDF(ray, arena); const pbrt::Point &p = bsdf->dgShading.p; const Normal &n = bsdf->dgShading.nn; L += UniformSampleAllLights(scene, renderer, arena, p, n, wo, isect.rayEpsilon, ray.time, bsdf, sample, rng, lightSampleOffsets, bsdfSampleOffsets); // Compute caustic lighting for photon map integrator ClosePhoton *lookupBuf = arena.Alloc<ClosePhoton>(nLookup); L += LPhoton(causticMap, nCausticPaths, nLookup, lookupBuf, bsdf, rng, isect, wo, maxDistSquared); // Compute indirect lighting for photon map integrator if (finalGather && indirectMap != NULL) { #if 1 // Do one-bounce final gather for photon map BxDFType nonSpecular = BxDFType(BSDF_REFLECTION | BSDF_TRANSMISSION | BSDF_DIFFUSE | BSDF_GLOSSY); if (bsdf->NumComponents(nonSpecular) > 0) { // Find indirect photons around point for importance sampling const uint32_t nIndirSamplePhotons = 50; PhotonProcess proc(nIndirSamplePhotons, arena.Alloc<ClosePhoton>(nIndirSamplePhotons)); float searchDist2 = maxDistSquared; while (proc.nFound < nIndirSamplePhotons) { float md2 = searchDist2; proc.nFound = 0; indirectMap->Lookup(p, proc, md2); searchDist2 *= 2.f; } // Copy photon directions to local array Vector *photonDirs = arena.Alloc<Vector>(nIndirSamplePhotons); for (uint32_t i = 0; i < nIndirSamplePhotons; ++i) photonDirs[i] = proc.photons[i].photon->wi; // Use BSDF to do final gathering Spectrum Li = 0.; for (int i = 0; i < gatherSamples; ++i) { // Sample random direction from BSDF for final gather ray Vector wi; float pdf; BSDFSample bsdfSample(sample, bsdfGatherSampleOffsets, i); Spectrum fr = bsdf->Sample_f(wo, &wi, bsdfSample, &pdf, BxDFType(BSDF_ALL & ~BSDF_SPECULAR)); if (fr.IsBlack() || pdf == 0.f) continue; Assert(pdf >= 0.f); // Trace BSDF final gather ray and accumulate radiance RayDifferential bounceRay(p, wi, ray, isect.rayEpsilon); Intersection gatherIsect; if (scene->Intersect(bounceRay, &gatherIsect)) { // Compute exitant radiance _Lindir_ using radiance photons Spectrum Lindir = 0.f; Normal nGather = gatherIsect.dg.nn; nGather = Faceforward(nGather, -bounceRay.d); RadiancePhotonProcess proc(nGather); float md2 = INFINITY; radianceMap->Lookup(gatherIsect.dg.p, proc, md2); if (proc.photon != NULL) Lindir = proc.photon->Lo; Lindir *= renderer->Transmittance(scene, bounceRay, NULL, rng, arena); // Compute MIS weight for BSDF-sampled gather ray // Compute PDF for photon-sampling of direction _wi_ float photonPdf = 0.f; float conePdf = UniformConePdf(cosGatherAngle); for (uint32_t j = 0; j < nIndirSamplePhotons; ++j) if (Dot(photonDirs[j], wi) > .999f * cosGatherAngle) photonPdf += conePdf; photonPdf /= nIndirSamplePhotons; float wt = PowerHeuristic(gatherSamples, pdf, gatherSamples, photonPdf); Li += fr * Lindir * (AbsDot(wi, n) * wt / pdf); } } L += Li / gatherSamples; // Use nearby photons to do final gathering Li = 0.; for (int i = 0; i < gatherSamples; ++i) { // Sample random direction using photons for final gather ray BSDFSample gatherSample(sample, indirGatherSampleOffsets, i); int photonNum = min((int)nIndirSamplePhotons - 1, Floor2Int(gatherSample.uComponent * nIndirSamplePhotons)); // Sample gather ray direction from _photonNum_ Vector vx, vy; CoordinateSystem(photonDirs[photonNum], &vx, &vy); Vector wi = UniformSampleCone(gatherSample.uDir[0], gatherSample.uDir[1], cosGatherAngle, vx, vy, photonDirs[photonNum]); // Trace photon-sampled final gather ray and accumulate radiance Spectrum fr = bsdf->f(wo, wi); if (fr.IsBlack()) continue; RayDifferential bounceRay(p, wi, ray, isect.rayEpsilon); Intersection gatherIsect; PBRT_PHOTON_MAP_STARTED_GATHER_RAY(&bounceRay); if (scene->Intersect(bounceRay, &gatherIsect)) { // Compute exitant radiance _Lindir_ using radiance photons Spectrum Lindir = 0.f; Normal nGather = gatherIsect.dg.nn; nGather = Faceforward(nGather, -bounceRay.d); RadiancePhotonProcess proc(nGather); float md2 = INFINITY; radianceMap->Lookup(gatherIsect.dg.p, proc, md2); if (proc.photon != NULL) Lindir = proc.photon->Lo; Lindir *= renderer->Transmittance(scene, bounceRay, NULL, rng, arena); // Compute PDF for photon-sampling of direction _wi_ float photonPdf = 0.f; float conePdf = UniformConePdf(cosGatherAngle); for (uint32_t j = 0; j < nIndirSamplePhotons; ++j) if (Dot(photonDirs[j], wi) > .999f * cosGatherAngle) photonPdf += conePdf; photonPdf /= nIndirSamplePhotons; // Compute MIS weight for photon-sampled gather ray float bsdfPdf = bsdf->Pdf(wo, wi); float wt = PowerHeuristic(gatherSamples, photonPdf, gatherSamples, bsdfPdf); Li += fr * Lindir * AbsDot(wi, n) * wt / photonPdf; } PBRT_PHOTON_MAP_FINISHED_GATHER_RAY(&bounceRay); } L += Li / gatherSamples; } #else // for debugging / examples: use the photon map directly Normal nn = Faceforward(n, -ray.d); RadiancePhotonProcess proc(nn); float md2 = INFINITY; radianceMap->Lookup(p, proc, md2); if (proc.photon) L += proc.photon->Lo; #endif } else L += LPhoton(indirectMap, nIndirectPaths, nLookup, lookupBuf, bsdf, rng, isect, wo, maxDistSquared); if (ray.depth+1 < maxSpecularDepth) { Vector wi; // Trace rays for specular reflection and refraction L += SpecularReflect(ray, bsdf, rng, isect, renderer, scene, sample, arena); L += SpecularTransmit(ray, bsdf, rng, isect, renderer, scene, sample, arena); } return L; }
Spectrum ExPhotonIntegrator::Li(const Scene *scene, const RayDifferential &ray, const Sample *sample, float *alpha) const { // Compute reflected radiance with photon map Spectrum L(0.); Intersection isect; if (scene->Intersect(ray, &isect)) { if (alpha) *alpha = 1.; Vector wo = -ray.d; // Compute emitted light if ray hit an area light source L += isect.Le(wo); // Evaluate BSDF at hit point BSDF *bsdf = isect.GetBSDF(ray); const Point &p = bsdf->dgShading.p; const Normal &n = bsdf->dgShading.nn; L += UniformSampleAllLights(scene, p, n, wo, bsdf, sample, lightSampleOffset, bsdfSampleOffset, bsdfComponentOffset); // Compute indirect lighting for photon map integrator L += LPhoton(causticMap, nCausticPaths, nLookup, bsdf, isect, wo, maxDistSquared); if (finalGather) { #if 1 // Do one-bounce final gather for photon map BxDFType nonSpecular = BxDFType(BSDF_REFLECTION | BSDF_TRANSMISSION | BSDF_DIFFUSE | BSDF_GLOSSY); if (bsdf->NumComponents(nonSpecular) > 0) { // Find indirect photons around point for importance sampling u_int nIndirSamplePhotons = 50; PhotonProcess proc(nIndirSamplePhotons, p); proc.photons = (ClosePhoton *)alloca(nIndirSamplePhotons * sizeof(ClosePhoton)); float searchDist2 = maxDistSquared; while (proc.foundPhotons < nIndirSamplePhotons) { float md2 = searchDist2; proc.foundPhotons = 0; indirectMap->Lookup(p, proc, md2); searchDist2 *= 2.f; } // Copy photon directions to local array Vector *photonDirs = (Vector *)alloca(nIndirSamplePhotons * sizeof(Vector)); for (u_int i = 0; i < nIndirSamplePhotons; ++i) photonDirs[i] = proc.photons[i].photon->wi; // Use BSDF to do final gathering Spectrum Li = 0.; static StatsCounter gatherRays("Photon Map", // NOBOOK "Final gather rays traced"); // NOBOOK for (int i = 0; i < gatherSamples; ++i) { // Sample random direction from BSDF for final gather ray Vector wi; float u1 = sample->twoD[gatherSampleOffset[0]][2*i]; float u2 = sample->twoD[gatherSampleOffset[0]][2*i+1]; float u3 = sample->oneD[gatherComponentOffset[0]][i]; float pdf; Spectrum fr = bsdf->Sample_f(wo, &wi, u1, u2, u3, &pdf, BxDFType(BSDF_ALL & (~BSDF_SPECULAR))); if (fr.Black() || pdf == 0.f) continue; // Trace BSDF final gather ray and accumulate radiance RayDifferential bounceRay(p, wi); ++gatherRays; // NOBOOK Intersection gatherIsect; if (scene->Intersect(bounceRay, &gatherIsect)) { // Compute exitant radiance using precomputed irradiance Spectrum Lindir = 0.f; Normal n = gatherIsect.dg.nn; if (Dot(n, bounceRay.d) > 0) n = -n; RadiancePhotonProcess proc(gatherIsect.dg.p, n); float md2 = INFINITY; radianceMap->Lookup(gatherIsect.dg.p, proc, md2); if (proc.photon) Lindir = proc.photon->Lo; Lindir *= scene->Transmittance(bounceRay); // Compute MIS weight for BSDF-sampled gather ray // Compute PDF for photon-sampling of direction _wi_ float photonPdf = 0.f; float conePdf = UniformConePdf(cosGatherAngle); for (u_int j = 0; j < nIndirSamplePhotons; ++j) if (Dot(photonDirs[j], wi) > .999f * cosGatherAngle) photonPdf += conePdf; photonPdf /= nIndirSamplePhotons; float wt = PowerHeuristic(gatherSamples, pdf, gatherSamples, photonPdf); Li += fr * Lindir * AbsDot(wi, n) * wt / pdf; } } L += Li / gatherSamples; // Use nearby photons to do final gathering Li = 0.; for (int i = 0; i < gatherSamples; ++i) { // Sample random direction using photons for final gather ray float u1 = sample->oneD[gatherComponentOffset[1]][i]; float u2 = sample->twoD[gatherSampleOffset[1]][2*i]; float u3 = sample->twoD[gatherSampleOffset[1]][2*i+1]; int photonNum = min((int)nIndirSamplePhotons - 1, Floor2Int(u1 * nIndirSamplePhotons)); // Sample gather ray direction from _photonNum_ Vector vx, vy; CoordinateSystem(photonDirs[photonNum], &vx, &vy); Vector wi = UniformSampleCone(u2, u3, cosGatherAngle, vx, vy, photonDirs[photonNum]); // Trace photon-sampled final gather ray and accumulate radiance Spectrum fr = bsdf->f(wo, wi); if (fr.Black()) continue; // Compute PDF for photon-sampling of direction _wi_ float photonPdf = 0.f; float conePdf = UniformConePdf(cosGatherAngle); for (u_int j = 0; j < nIndirSamplePhotons; ++j) if (Dot(photonDirs[j], wi) > .999f * cosGatherAngle) photonPdf += conePdf; photonPdf /= nIndirSamplePhotons; RayDifferential bounceRay(p, wi); ++gatherRays; // NOBOOK Intersection gatherIsect; if (scene->Intersect(bounceRay, &gatherIsect)) { // Compute exitant radiance using precomputed irradiance Spectrum Lindir = 0.f; Normal n = gatherIsect.dg.nn; if (Dot(n, bounceRay.d) > 0) n = -n; RadiancePhotonProcess proc(gatherIsect.dg.p, n); float md2 = INFINITY; radianceMap->Lookup(gatherIsect.dg.p, proc, md2); if (proc.photon) Lindir = proc.photon->Lo; Lindir *= scene->Transmittance(bounceRay); // Compute MIS weight for photon-sampled gather ray float bsdfPdf = bsdf->Pdf(wo, wi); float wt = PowerHeuristic(gatherSamples, photonPdf, gatherSamples, bsdfPdf); Li += fr * Lindir * AbsDot(wi, n) * wt / photonPdf; } } L += Li / gatherSamples; } #else // look at radiance map directly.. Normal nn = n; if (Dot(nn, ray.d) > 0.) nn = -n; RadiancePhotonProcess proc(p, nn); float md2 = INFINITY; radianceMap->Lookup(p, proc, md2); if (proc.photon) L += proc.photon->Lo; #endif } else { L += LPhoton(indirectMap, nIndirectPaths, nLookup, bsdf, isect, wo, maxDistSquared); } if (specularDepth++ < maxSpecularDepth) { 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); } } --specularDepth; } 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; }