Spectrum DirectLightingIntegrator::Li(const RayDifferential &ray, const Scene &scene, Sampler &sampler, MemoryArena &arena, int depth) const { ProfilePhase p(Prof::SamplerIntegratorLi); Spectrum L(0.f); // Find closest ray intersection or return background radiance SurfaceInteraction isect; if (!scene.Intersect(ray, &isect)) { for (const auto &light : scene.lights) L += light->Le(ray); return L; } // Compute scattering functions for surface interaction isect.ComputeScatteringFunctions(ray, arena); if (!isect.bsdf) return Li(isect.SpawnRay(ray.d), scene, sampler, arena, depth); Vector3f wo = isect.wo; // Compute emitted light if ray hit an area light source L += isect.Le(wo); if (scene.lights.size() > 0) { // Compute direct lighting for _DirectLightingIntegrator_ integrator if (strategy == LightStrategy::UniformSampleAll) L += UniformSampleAllLights(isect, scene, arena, sampler, nLightSamples); else L += UniformSampleOneLight(isect, scene, arena, sampler); } if (depth + 1 < maxDepth) { Vector3f wi; // Trace rays for specular reflection and refraction L += SpecularReflect(ray, isect, scene, sampler, arena, depth); L += SpecularTransmit(ray, isect, scene, sampler, arena, depth); } return L; }
Spectrum DipoleSubsurfaceIntegrator::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 point BSDF *bsdf = isect.GetBSDF(ray, arena); const Point &p = bsdf->dgShading.p; const Normal &n = bsdf->dgShading.nn; Spectrum rho_dr = Spectrum(1.0f); // Evaluate BSSRDF and possibly compute subsurface scattering BSSRDF *bssrdf = isect.GetBSSRDF(ray, arena); if (bssrdf && octree) { Spectrum sigma_a = bssrdf->sigma_a(); Spectrum sigmap_s = bssrdf->sigma_prime_s(); Spectrum sigmap_t = sigmap_s + sigma_a; if (!sigmap_t.IsBlack()) { // Use hierarchical integration to evaluate reflection from dipole model PBRT_SUBSURFACE_STARTED_OCTREE_LOOKUP(const_cast<Point *>(&p)); DiffusionReflectance Rd(sigma_a, sigmap_s, bssrdf->eta()); Spectrum Mo = octree->Mo(octreeBounds, p, Rd, maxError); FresnelDielectric fresnel(1.f, bssrdf->eta()); Spectrum Ft = Spectrum(1.f) - fresnel.Evaluate(AbsDot(wo, n)); float Fdt = 1.f - Fdr(bssrdf->eta()); // modulate SSS contribution by rho_dr //L += (INV_PI * Ft) * (Fdt * Mo); rho_dr = wet->integrate_BRDF(bsdf, ray.d, 10, BxDFType(BSDF_REFLECTION | BSDF_GLOSSY)); L += (INV_PI * Ft) * (Fdt * Mo) * (Spectrum(1.0f) - rho_dr); //L += (INV_PI * Ft) * (Fdt * Mo) * (Spectrum(0.0f)); PBRT_SUBSURFACE_FINISHED_OCTREE_LOOKUP(); } } L += UniformSampleAllLights(scene, renderer, arena, p, n, wo, isect.rayEpsilon, ray.time, bsdf, sample, rng, lightSampleOffsets, bsdfSampleOffsets); if (ray.depth < maxSpecularDepth) { // Trace rays for specular reflection and refraction. //TODO: this has no effect? L += SpecularReflect(ray, bsdf, rng, isect, renderer, scene, sample, arena); L += SpecularTransmit(ray, bsdf, rng, isect, renderer, scene, sample, arena); } return L; }
Spectrum DirectLightingIntegrator::Li(const Scene *scene, const Renderer *renderer, const RayDifferential &ray, const Intersection &isect, const Sample *sample, RNG &rng, MemoryArena &arena) const { Spectrum L(0.f); // Evaluate BSDF at hit point BSDF *bsdf = isect.GetBSDF(ray, arena); Vector wo = -ray.d; const Point &p = bsdf->dgShading.p; const Normal &n = bsdf->dgShading.nn; // Compute emitted light if ray hit an area light source L += isect.Le(wo); // Compute direct lighting for _DirectLightingIntegrator_ integrator if (scene->lights.size() > 0) { // Apply direct lighting strategy switch (strategy) { case SAMPLE_ALL_UNIFORM: L += UniformSampleAllLights(scene, renderer, arena, p, n, wo, isect.rayEpsilon, ray.time, bsdf, sample, rng, lightSampleOffsets, bsdfSampleOffsets); break; case SAMPLE_ONE_UNIFORM: L += UniformSampleOneLight(scene, renderer, arena, p, n, wo, isect.rayEpsilon, ray.time, bsdf, sample, rng, lightNumOffset, lightSampleOffsets, bsdfSampleOffsets); break; } } if (ray.depth + 1 < maxDepth) { Vector wi; // Trace rays for specular reflection and refraction Spectrum reflection(0.f); Spectrum refraction(0.f); reflection = SpecularReflect(ray, bsdf, rng, isect, renderer, scene, sample,arena); refraction = SpecularTransmit(ray, bsdf, rng, isect, renderer, scene, sample, arena); L += reflection; L += refraction; } //printf("Size %i \n", NaiadFoam::cur->FoamPlane().size()); return L*bsdf->dgShading.mult; }
// WhittedIntegrator Method Definitions Spectrum WhittedIntegrator::Li(const RayDifferential &ray, const Scene &scene, Sampler &sampler, MemoryArena &arena, int depth) const { Spectrum L(0.); // Find closest ray intersection or return background radiance SurfaceInteraction isect; if (!scene.Intersect(ray, &isect)) { for (const auto &light : scene.lights) L += light->Le(ray); return L; } // Compute emitted and reflected light at ray intersection point // Initialize common variables for Whitted integrator const Normal3f &n = isect.shading.n; Vector3f wo = isect.wo; // Compute scattering functions for surface interaction isect.ComputeScatteringFunctions(ray, arena); if (!isect.bsdf) return Li(isect.SpawnRay(ray.d), scene, sampler, arena, depth); // Compute emitted light if ray hit an area light source L += isect.Le(wo); // Add contribution of each light source for (const auto &light : scene.lights) { Vector3f wi; Float pdf; VisibilityTester visibility; Spectrum Li = light->Sample_Li(isect, sampler.Get2D(), &wi, &pdf, &visibility); if (Li.IsBlack() || pdf == 0) continue; Spectrum f = isect.bsdf->f(wo, wi); if (!f.IsBlack() && visibility.Unoccluded(scene)) L += f * Li * AbsDot(wi, n) / pdf; } if (depth + 1 < maxDepth) { // Trace rays for specular reflection and refraction L += SpecularReflect(ray, isect, scene, sampler, arena, depth); L += SpecularTransmit(ray, isect, scene, sampler, arena, depth); } return L; }
// WhittedIntegrator Method Definitions Spectrum WhittedIntegrator::Li(const Scene *scene, const Renderer *renderer, const RayDifferential &ray, const Intersection &isect, const Sample *sample, MemoryArena &arena) const { Spectrum L(0.); // Compute emitted and reflected light at ray intersection point // Evaluate BSDF at hit point BSDF *bsdf = isect.GetBSDF(ray, arena); // Initialize common variables for Whitted integrator const Point &p = bsdf->dgShading.p; const Normal &n = bsdf->dgShading.nn; Vector wo = -ray.d; // Compute emitted light if ray hit an area light source L += isect.Le(wo); // Add contribution of each light source Vector wi; for (u_int i = 0; i < scene->lights.size(); ++i) { VisibilityTester visibility; float pdf; Spectrum Li = scene->lights[i]->Sample_L(p, isect.rayEpsilon, LightSample(*sample->rng), sample->time, &wi, &pdf, &visibility); if (Li.IsBlack() || pdf == 0.f) continue; Li /= pdf; Spectrum f = bsdf->f(wo, wi); if (!f.IsBlack() && visibility.Unoccluded(scene)) L += f * Li * AbsDot(wi, n) * visibility.Transmittance(scene, renderer, sample, NULL, arena); } if (ray.depth + 1 < maxDepth) { // Trace rays for specular reflection and refraction L += SpecularReflect(ray, bsdf, *sample->rng, isect, renderer, scene, sample, arena); L += SpecularTransmit(ray, bsdf, *sample->rng, isect, renderer, scene, sample, arena); } return L; }
Spectrum IrradianceCacheIntegrator::Li(const Scene *scene, const Renderer *renderer, const RayDifferential &ray, const Intersection &isect, const Sample *sample, RNG &rng, MemoryArena &arena) const { Spectrum L(0.); // Evaluate BSDF at hit point BSDF *bsdf = isect.GetBSDF(ray, arena); Vector wo = -ray.d; const Point &p = bsdf->dgShading.p; const Normal &n = bsdf->dgShading.nn; L += isect.Le(wo); // Compute direct lighting for irradiance cache L += UniformSampleAllLights(scene, renderer, arena, p, n, wo, isect.rayEpsilon, ray.time, bsdf, sample, rng, lightSampleOffsets, bsdfSampleOffsets); // Compute indirect lighting for irradiance cache 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); } // Estimate indirect lighting with irradiance cache Normal ng = isect.dg.nn; ng = Faceforward(ng, wo); // Compute pixel spacing in world space at intersection point float pixelSpacing = sqrtf(Cross(isect.dg.dpdx, isect.dg.dpdy).Length()); BxDFType flags = BxDFType(BSDF_REFLECTION | BSDF_DIFFUSE | BSDF_GLOSSY); L += indirectLo(p, ng, pixelSpacing, wo, isect.rayEpsilon, bsdf, flags, rng, scene, renderer, arena); flags = BxDFType(BSDF_TRANSMISSION | BSDF_DIFFUSE | BSDF_GLOSSY); L += indirectLo(p, -ng, pixelSpacing, wo, isect.rayEpsilon, bsdf, flags, rng, scene, renderer, arena); return L; }
Spectrum IGIIntegrator::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 point BSDF *bsdf = isect.GetBSDF(ray, arena); const 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 indirect illumination with virtual lights uint32_t lSet = min(uint32_t(sample->oneD[vlSetOffset][0] * nLightSets), nLightSets-1); for (uint32_t i = 0; i < virtualLights[lSet].size(); ++i) { const VirtualLight &vl = virtualLights[lSet][i]; // Compute virtual light's tentative contribution _Llight_ float d2 = DistanceSquared(p, vl.p); Vector wi = Normalize(vl.p - p); float G = AbsDot(wi, n) * AbsDot(wi, vl.n) / d2; G = min(G, gLimit); Spectrum f = bsdf->f(wo, wi); if (G == 0.f || f.IsBlack()) continue; Spectrum Llight = f * G * vl.pathContrib / nLightPaths; RayDifferential connectRay(p, wi, ray, isect.rayEpsilon, sqrtf(d2) * (1.f - vl.rayEpsilon)); Llight *= renderer->Transmittance(scene, connectRay, NULL, rng, arena); // Possibly skip virtual light shadow ray with Russian roulette if (Llight.y() < rrThreshold) { float continueProbability = .1f; if (rng.RandomFloat() > continueProbability) continue; Llight /= continueProbability; } // Add contribution from _VirtualLight_ _vl_ if (!scene->IntersectP(connectRay)) L += Llight; } if (ray.depth < maxSpecularDepth) { // Do bias compensation for bounding geometry term int nSamples = (ray.depth == 0) ? nGatherSamples : 1; for (int i = 0; i < nSamples; ++i) { Vector wi; float pdf; BSDFSample bsdfSample = (ray.depth == 0) ? BSDFSample(sample, gatherSampleOffset, i) : BSDFSample(rng); Spectrum f = bsdf->Sample_f(wo, &wi, bsdfSample, &pdf, BxDFType(BSDF_ALL & ~BSDF_SPECULAR)); if (!f.IsBlack() && pdf > 0.f) { // Trace ray for bias compensation gather sample float maxDist = sqrtf(AbsDot(wi, n) / gLimit); RayDifferential gatherRay(p, wi, ray, isect.rayEpsilon, maxDist); Intersection gatherIsect; Spectrum Li = renderer->Li(scene, gatherRay, sample, rng, arena, &gatherIsect); if (Li.IsBlack()) continue; // Add bias compensation ray contribution to radiance sum float Ggather = AbsDot(wi, n) * AbsDot(-wi, gatherIsect.dg.nn) / DistanceSquared(p, gatherIsect.dg.p); if (Ggather - gLimit > 0.f && !isinf(Ggather)) { float gs = (Ggather - gLimit) / Ggather; L += f * Li * (AbsDot(wi, n) * gs / (nSamples * pdf)); } } } } 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 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; }
// WhittedIntegrator [ surface integrator ] Method Definitions Spectrum WhittedIntegrator::Li(const Scene *scene, const Renderer *renderer, const RayDifferential &ray, const Intersection &isect, const Sample *sample, RNG &rng, MemoryArena &arena) const { Spectrum L(0.); // Compute emitted and reflected light at ray intersection point // Evaluate BSDF at hit point BSDF *bsdf = isect.GetBSDF(ray, arena); // return BSDF of the material of the hit primitive // Initialize common variables for Whitted integrator const pbrt::Point &p = bsdf->dgShading.p; const Normal &n = bsdf->dgShading.nn; Vector wo = -ray.d; // Compute emitted light at the intersection point. The emiited light exists if // the intersection occured at an area light source; otherwise, it is zero. L += isect.Le(wo); // Add contribution of each light source for (uint32_t i = 0; i < scene->lights.size(); ++i) { Vector wi; float pdf; VisibilityTester visibility; Spectrum Li = scene->lights[i]->Sample_L(p, isect.rayEpsilon, LightSample(rng), ray.time, &wi, &pdf, &visibility); // if light is a delta light, then "reflection" direction wi is set to the light direction with pdf =1 if (Li.IsBlack() || pdf == 0.f) continue; Spectrum f = bsdf->f(wo, wi); // // compute the fraction of light to be reflected from wi to wo. // ONLY non-delta BXDF, e.g. Lambertian (diffuse reflection) contributes to f here. if (!f.IsBlack() && visibility.Unoccluded(scene)) // bsdf indicates that some of the incident // light from direction wi is in fact scattered to the direction wo L += f * Li * AbsDot(wi, n) * visibility.Transmittance(scene, renderer, sample, rng, arena) / pdf; } // consider the specular reflection and the specular transmission; // you can get this component only when the light sources are NOT delta distribution. // there's no possible way that the peaks of the two delta distributions (the glass // and the point light) match. it is not possible // to get a highlight of a point light source in a mirror. if (ray.depth + 1 < maxDepth) { // 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; }