예제 #1
0
// Sampling Function Definitions
void StratifiedSample1D(const RandomGenerator &rng, float *samp,
	u_int nSamples, bool jitter)
{
	float invTot = 1.f / nSamples;
	for (u_int i = 0;  i < nSamples; ++i) {
		float delta = jitter ? rng.floatValue() : 0.5f;
		*samp++ = (i + delta) * invTot;
	}
}
예제 #2
0
void RejectionSampleDisk(const RandomGenerator &rng, float *x, float *y)
{
	float sx, sy;
	do {
		sx = 1.f - 2.f * rng.floatValue();
		sy = 1.f - 2.f * rng.floatValue();
	} while (sx * sx + sy * sy > 1.f);
	*x = sx;
	*y = sy;
}
예제 #3
0
void StratifiedSample2D(const RandomGenerator &rng, float *samp,
	u_int nx, u_int ny, bool jitter)
{
	float dx = 1.f / nx, dy = 1.f / ny;
	for (u_int y = 0; y < ny; ++y)
		for (u_int x = 0; x < nx; ++x) {
			float jx = jitter ? rng.floatValue() : 0.5f;
			float jy = jitter ? rng.floatValue() : 0.5f;
			*samp++ = (x + jx) * dx;
			*samp++ = (y + jy) * dy;
		}
}
예제 #4
0
void LatinHypercube(const RandomGenerator &rng, float *samples,
	u_int nSamples, u_int nDim)
{
	// Generate LHS samples along diagonal
	float delta = 1.f / nSamples;
	for (u_int i = 0; i < nSamples; ++i)
		for (u_int j = 0; j < nDim; ++j)
			samples[nDim * i + j] = (i + rng.floatValue()) * delta;
	// Permute LHS samples in each dimension
	for (u_int i = 0; i < nDim; ++i) {
		for (u_int j = 0; j < nSamples; ++j) {
			u_int other = rng.uintValue() % nSamples;
			swap(samples[nDim * j + i],
			     samples[nDim * other + i]);
		}
	}
}
예제 #5
0
void BiDirVMCPURenderThread::RenderFuncVM() {
	//SLG_LOG("[BiDirVMCPURenderThread::" << threadIndex << "] Rendering thread started");

	//--------------------------------------------------------------------------
	// Initialization
	//--------------------------------------------------------------------------

	BiDirVMCPURenderEngine *engine = (BiDirVMCPURenderEngine *)renderEngine;
	RandomGenerator *rndGen = new RandomGenerator(engine->seedBase + threadIndex);
	Scene *scene = engine->renderConfig->scene;
	Camera *camera = scene->camera;
	Film *film = threadFilm;
	const u_int filmWidth = film->GetWidth();
	const u_int filmHeight = film->GetHeight();
	pixelCount = filmWidth * filmHeight;

	// Setup the samplers
	vector<Sampler *> samplers(engine->lightPathsCount, NULL);
	const u_int sampleSize = 
		sampleBootSizeVM + // To generate the initial light vertex and trace eye ray
		engine->maxLightPathDepth * sampleLightStepSize + // For each light vertex
		engine->maxEyePathDepth * sampleEyeStepSize; // For each eye vertex
	// metropolisSharedTotalLuminance and metropolisSharedSampleCount are
	// initialized inside MetropolisSampler::RequestSamples()
	double metropolisSharedTotalLuminance, metropolisSharedSampleCount;
	for (u_int i = 0; i < samplers.size(); ++i) {
		Sampler *sampler = engine->renderConfig->AllocSampler(rndGen, film,
				&metropolisSharedTotalLuminance, &metropolisSharedSampleCount);
		sampler->RequestSamples(sampleSize);

		samplers[i] = sampler;
	}

	u_int iteration = 0;
	vector<vector<SampleResult> > samplesResults(samplers.size());
	vector<vector<PathVertexVM> > lightPathsVertices(samplers.size());
	vector<Point> lensPoints(samplers.size());
	HashGrid hashGrid;
	const u_int haltDebug = engine->renderConfig->GetProperty("batch.haltdebug").Get<u_int>();

	for(u_int steps = 0; !boost::this_thread::interruption_requested(); ++steps) {
		// Clear the arrays
		for (u_int samplerIndex = 0; samplerIndex < samplers.size(); ++samplerIndex) {
			samplesResults[samplerIndex].clear();
			lightPathsVertices[samplerIndex].clear();
		}

		// Setup vertex merging
		float radius = engine->baseRadius;
        radius /= powf(float(iteration + 1), .5f * (1.f - engine->radiusAlpha));
		radius = Max(radius, DEFAULT_EPSILON_STATIC);
		const float radius2 = radius * radius;

		const float vmFactor = M_PI * radius2 * engine->lightPathsCount;
		vmNormalization = 1.f / vmFactor;

		const float etaVCM = vmFactor;
		misVmWeightFactor = MIS(etaVCM);
		misVcWeightFactor = MIS(1.f / etaVCM);

		// Using the same time for all rays in the same pass is required by the
		// current implementation (i.e. I can not mix paths with different
		// times). However this is detrimental for the Metropolis sampler.
		const float time = rndGen->floatValue();

		//----------------------------------------------------------------------
		// Trace all light paths
		//----------------------------------------------------------------------

		for (u_int samplerIndex = 0; samplerIndex < samplers.size(); ++samplerIndex) {
			Sampler *sampler = samplers[samplerIndex];

			// Sample a point on the camera lens
			if (!camera->SampleLens(time, sampler->GetSample(3), sampler->GetSample(4),
					&lensPoints[samplerIndex]))
				continue;

			TraceLightPath(time, sampler, lensPoints[samplerIndex],
					lightPathsVertices[samplerIndex], samplesResults[samplerIndex]);
		}

		//----------------------------------------------------------------------
		// Store all light path vertices in the k-NN accelerator
		//----------------------------------------------------------------------

		hashGrid.Build(lightPathsVertices, radius);

		//cout << "==========================================\n";
		//cout << "Iteration: " << iteration << "  Paths: " << engine->lightPathsCount << "  Light path vertices: "<< hashGrid.GetVertexCount() <<"\n";

		//----------------------------------------------------------------------
		// Trace all eye paths
		//----------------------------------------------------------------------

		for (u_int samplerIndex = 0; samplerIndex < samplers.size(); ++samplerIndex) {
			Sampler *sampler = samplers[samplerIndex];

			PathVertexVM eyeVertex;
			SampleResult eyeSampleResult(Film::RADIANCE_PER_PIXEL_NORMALIZED | Film::ALPHA, 1);
			eyeSampleResult.alpha = 1.f;

			Ray eyeRay;
			eyeSampleResult.filmX = min(sampler->GetSample(0) * filmWidth, (float)(filmWidth - 1));
			eyeSampleResult.filmY = min(sampler->GetSample(1) * filmHeight, (float)(filmHeight - 1));
			camera->GenerateRay(eyeSampleResult.filmX, eyeSampleResult.filmY, &eyeRay,
				sampler->GetSample(9), sampler->GetSample(10), time);

			eyeVertex.bsdf.hitPoint.fixedDir = -eyeRay.d;
			eyeVertex.throughput = Spectrum(1.f);
			const float cosAtCamera = Dot(scene->camera->GetDir(), eyeRay.d);
			const float cameraPdfW = 1.f / (cosAtCamera * cosAtCamera * cosAtCamera *
				scene->camera->GetPixelArea());
			eyeVertex.dVCM = MIS(1.f / cameraPdfW);
			eyeVertex.dVC = 1.f;
			eyeVertex.dVM = 1.f;

			eyeVertex.depth = 1;
			while (eyeVertex.depth <= engine->maxEyePathDepth) {
				const u_int sampleOffset = sampleBootSizeVM + engine->maxLightPathDepth * sampleLightStepSize +
					(eyeVertex.depth - 1) * sampleEyeStepSize;

				RayHit eyeRayHit;
				Spectrum connectionThroughput, connectEmission;
				const bool hit = scene->Intersect(device, false,
						&eyeVertex.volInfo, sampler->GetSample(sampleOffset),
						&eyeRay, &eyeRayHit, &eyeVertex.bsdf,
						&connectionThroughput, NULL, NULL, &connectEmission);
				// I account for volume emission only with path tracing (i.e. here and
				// not in any other place)
				eyeSampleResult.radiancePerPixelNormalized[0] += connectEmission;

				if (!hit) {
					// Nothing was hit, look for infinitelight

					// This is a trick, you can not have a BSDF of something that has
					// not been hit. DirectHitInfiniteLight must be aware of this.
					eyeVertex.bsdf.hitPoint.fixedDir = -eyeRay.d;
					eyeVertex.throughput *= connectionThroughput;

					DirectHitLight(false, eyeVertex, &eyeSampleResult.radiancePerPixelNormalized[0]);

					if (eyeVertex.depth == 1)
						eyeSampleResult.alpha = 0.f;
					break;
				}
				eyeVertex.throughput *= connectionThroughput;

				// Something was hit

				// Update MIS constants
				const float factor = 1.f / MIS(AbsDot(eyeVertex.bsdf.hitPoint.shadeN, eyeVertex.bsdf.hitPoint.fixedDir));
				eyeVertex.dVCM *= MIS(eyeRayHit.t * eyeRayHit.t) * factor;
				eyeVertex.dVC *= factor;
				eyeVertex.dVM *= factor;

				// Check if it is a light source
				if (eyeVertex.bsdf.IsLightSource())
					DirectHitLight(true, eyeVertex, &eyeSampleResult.radiancePerPixelNormalized[0]);

				// Note: pass-through check is done inside Scene::Intersect()

				//--------------------------------------------------------------
				// Direct light sampling
				//--------------------------------------------------------------

				DirectLightSampling(time,
						sampler->GetSample(sampleOffset + 1),
						sampler->GetSample(sampleOffset + 2),
						sampler->GetSample(sampleOffset + 3),
						sampler->GetSample(sampleOffset + 4),
						sampler->GetSample(sampleOffset + 5),
						eyeVertex, &eyeSampleResult.radiancePerPixelNormalized[0]);

				if (!eyeVertex.bsdf.IsDelta()) {
					//----------------------------------------------------------
					// Connect vertex path ray with all light path vertices
					//----------------------------------------------------------
			
					const vector<PathVertexVM> &lightPathVertices = lightPathsVertices[samplerIndex];
					for (vector<PathVertexVM>::const_iterator lightPathVertex = lightPathVertices.begin();
							lightPathVertex < lightPathVertices.end(); ++lightPathVertex)
						ConnectVertices(time,
								eyeVertex, *lightPathVertex, &eyeSampleResult,
								sampler->GetSample(sampleOffset + 6));

					//----------------------------------------------------------
					// Vertex Merging step
					//----------------------------------------------------------

					hashGrid.Process(this, eyeVertex, &eyeSampleResult.radiancePerPixelNormalized[0]);
				}

				//--------------------------------------------------------------
				// Build the next vertex path ray
				//--------------------------------------------------------------

				if (!Bounce(time, sampler, sampleOffset + 7, &eyeVertex, &eyeRay))
					break;
			}

			samplesResults[samplerIndex].push_back(eyeSampleResult);
		}

		//----------------------------------------------------------------------
		// Splat all samples
		//----------------------------------------------------------------------

		for (u_int samplerIndex = 0; samplerIndex < samplers.size(); ++samplerIndex)
			samplers[samplerIndex]->NextSample(samplesResults[samplerIndex]);

		++iteration;

#ifdef WIN32
		// Work around Windows bad scheduling
		renderThread->yield();
#endif

		//hashGrid.PrintStatistics();

		if ((haltDebug > 0u) && (steps >= haltDebug))
			break;
	}

	for (u_int samplerIndex = 0; samplerIndex < samplers.size(); ++samplerIndex)
		delete samplers[samplerIndex];
	delete rndGen;

	//SLG_LOG("[BiDirVMCPURenderThread::" << renderThread->threadIndex << "] Rendering thread halted");
}