Spectrum Path::computeLi( const vec2f &pFilm, const SceneData &i_scene, const Camera &i_camera, const Sampler &i_sampler, int i_depth ) { Camera::CameraSample cameraSample; cameraSample.pixelSample = pFilm + i_sampler.sample2D(); cameraSample.lensSample = i_sampler.sample2D(); Ray ray; float weight = i_camera.generateRay( cameraSample, &ray ); // Radiance Spectrum L = Spectrum( 0.0f ); // Importance Spectrum beta = Spectrum( 1.0 ); for ( int bounces = 0;; bounces++ ) { RayIntersection intersection; bool foundIntersection = i_scene.intersect( ray, intersection ); float maxDepth = 5; if ( !foundIntersection || bounces >= maxDepth ) { break; } Spectrum Le = intersection.Le(); if ( Le.isBlack() ) { // Direct illumination sampling Spectrum Ld = beta * uniformSampleOneLight( intersection, i_sampler, i_scene ); L += Ld; // BSDF Sampling const shading::BSDF &bsdf = intersection.getBSDF(); const vec3f &surfacePosition = intersection.getSurfacePoint().pos; vec3f woLocal = -intersection.worldToSurface( -intersection.dir ); vec3f wiLocal; float pdf = 1.0; const vec2f &bsdfSample = i_sampler.sample2D(); Spectrum f = bsdf.sampleF( woLocal, &wiLocal, bsdfSample, &pdf ); // No point of continuing if no color if ( f.isBlack() || pdf == 0.0 ) { break; } // Transform to world space vec3f wiWorld = intersection.surfaceToWorld( wiLocal ); // Generate new ray ray = Ray( surfacePosition, wiWorld ); beta *= ( f * absDot( wiWorld, intersection.getSurfacePoint().normal ) ) / pdf; // Russian Roulette if ( beta.y() < 1.0f && bounces > 3 ) { float q = std::max( .05f, 1 - beta.maxComponentValue() ); if ( i_sampler.sample1D() > q ) { beta /= ( 1.0 - q ); } else { break; } } } else { L += beta * intersection.Le() / 50.0; break; } } return weight * L; }
Spectrum Path::estimateDirectLighting( const RayIntersection i_intersection, RenderablePtr i_light, const Sampler &i_sampler, const SceneData &i_scene ) { // Direct contribution Spectrum Ld = Spectrum::black(); float lightPdf = 0.0f; float surfacePdf = 0.0f; vec3f wiWorld; const vec3f &woWorld = -i_intersection.dir; const vec3f &woLocal = i_intersection.worldToSurface( woWorld ); const vec3f &normal = i_intersection.getSurfacePoint().normal; const shading::BSDF &bsdf = i_intersection.getBSDF(); /* ==================== */ /* Sample Light */ /* ==================== */ { VisibilityTester visibilityTester; const vec3f &uLight = i_sampler.sample3D(); Spectrum Li = i_light->sampleIncidenceRadiance( i_intersection, uLight, &wiWorld, &lightPdf, &visibilityTester ); // Convert to local (surface) coords const vec3f &wiLocal = i_intersection.worldToSurface( wiWorld ); // Sample light if ( !Li.isBlack() && lightPdf > 0.0f ) { const Spectrum &f = bsdf.computeF( woLocal, wiLocal ) * absDot( wiWorld, normal ); surfacePdf = bsdf.pdf( woLocal, wiLocal ); if ( !f.isBlack() ) { // Ray is in shadow if ( visibilityTester.isOccluded( i_scene ) ) { Li = Spectrum::black(); } if ( !Li.isBlack() ) { // Weight with MIS float misWeight = powerHeuristic( lightPdf, surfacePdf ); Ld += ( Li * f * misWeight ) / lightPdf; } } } } /* ==================== */ /* Sample BSDF */ /* ==================== */ { const vec2f &uSurface = i_sampler.sample2D(); vec3f wiLocal; const Spectrum &f = bsdf.sampleF( woLocal, &wiLocal, uSurface, &surfacePdf ) * absDot( wiWorld, normal ); if ( !f.isBlack() && surfacePdf > 0.0f ) { // TODO computer light PDF lightPdf = 0.0; // No contribution, return if ( lightPdf == 0.0 ) { return Ld; } // Convert to local (surface) coords vec3f wiWorld = i_intersection.surfaceToWorld( wiLocal ); const Ray bsdfRay = Ray( i_intersection.getSurfacePoint().pos, wiWorld ); RayIntersection lightIntersection; bool foundIntersection = i_scene.intersect( bsdfRay, lightIntersection ); Spectrum Li = Spectrum::black(); if ( foundIntersection ) { if ( lightIntersection.m_shapeId == i_light->getIdentifier() ) { Li = i_light->computeRadiance( lightIntersection.getSurfacePoint(), wiWorld ); } } if ( !Li.isBlack() ) { // Weight with MIS float misWeight = powerHeuristic( lightPdf, surfacePdf ); Ld += ( Li * f * misWeight ) / surfacePdf; } } } return Ld; }