Point3f RealisticCamera::SampleExitPupil(const Point2f &pFilm, const Point2f &lensSample, Float *sampleBoundsArea) const { // Find exit pupil bound for sample distance from film center Float rFilm = std::sqrt(pFilm.x * pFilm.x + pFilm.y * pFilm.y); int rIndex = rFilm / (film->diagonal / 2) * exitPupilBounds.size(); rIndex = std::min((int)exitPupilBounds.size() - 1, rIndex); Bounds2f pupilBounds = exitPupilBounds[rIndex]; if (sampleBoundsArea) *sampleBoundsArea = pupilBounds.Area(); // Generate sample point inside exit pupil bound Point2f pLens = pupilBounds.Lerp(lensSample); // Return sample point rotated by angle of _pFilm_ with $+x$ axis Float sinTheta = (rFilm != 0) ? pFilm.y / rFilm : 0; Float cosTheta = (rFilm != 0) ? pFilm.x / rFilm : 1; return Point3f(cosTheta * pLens.x - sinTheta * pLens.y, sinTheta * pLens.x + cosTheta * pLens.y, LensRearZ()); }
// MLT Method Definitions Spectrum MLTIntegrator::L(const Scene &scene, MemoryArena &arena, const std::unique_ptr<Distribution1D> &lightDistr, const std::unordered_map<const Light *, size_t> &lightToIndex, MLTSampler &sampler, int depth, Point2f *pRaster) { sampler.StartStream(cameraStreamIndex); // Determine the number of available strategies and pick a specific one int s, t, nStrategies; if (depth == 0) { nStrategies = 1; s = 0; t = 2; } else { nStrategies = depth + 2; s = std::min((int)(sampler.Get1D() * nStrategies), nStrategies - 1); t = nStrategies - s; } // Generate a camera subpath with exactly _t_ vertices Vertex *cameraVertices = arena.Alloc<Vertex>(t); Bounds2f sampleBounds = (Bounds2f)camera->film->GetSampleBounds(); *pRaster = sampleBounds.Lerp(sampler.Get2D()); if (GenerateCameraSubpath(scene, sampler, arena, t, *camera, *pRaster, cameraVertices) != t) return Spectrum(0.f); // Generate a light subpath with exactly _s_ vertices sampler.StartStream(lightStreamIndex); Vertex *lightVertices = arena.Alloc<Vertex>(s); if (GenerateLightSubpath(scene, sampler, arena, s, cameraVertices[0].time(), *lightDistr, lightToIndex, lightVertices) != s) return Spectrum(0.f); // Execute connection strategy and return the radiance estimate sampler.StartStream(connectionStreamIndex); return ConnectBDPT(scene, lightVertices, cameraVertices, s, t, *lightDistr, lightToIndex, *camera, sampler, pRaster) * nStrategies; }