void PathCPURenderThread::DirectLightSampling(
		const float u0, const float u1, const float u2,
		const float u3, const float u4,
		const Spectrum &pathThrouput, const BSDF &bsdf,
		const int depth, Spectrum *radiance) {
	PathCPURenderEngine *engine = (PathCPURenderEngine *)renderEngine;
	Scene *scene = engine->renderConfig->scene;
	
	if (!bsdf.IsDelta()) {
		// Pick a light source to sample
		float lightPickPdf;
		const LightSource *light = scene->SampleAllLights(u0, &lightPickPdf);

		Vector lightRayDir;
		float distance, directPdfW;
		Spectrum lightRadiance = light->Illuminate(scene, bsdf.hitPoint,
				u1, u2, u3, &lightRayDir, &distance, &directPdfW);

		if (!lightRadiance.Black()) {
			BSDFEvent event;
			float bsdfPdfW;
			Spectrum bsdfEval = bsdf.Evaluate(lightRayDir, &event, &bsdfPdfW);

			if (!bsdfEval.Black()) {
				const float epsilon = Max(MachineEpsilon::E(bsdf.hitPoint), MachineEpsilon::E(distance));
				Ray shadowRay(bsdf.hitPoint, lightRayDir,
						epsilon,
						distance - epsilon);
				RayHit shadowRayHit;
				BSDF shadowBsdf;
				Spectrum connectionThroughput;
				// Check if the light source is visible
				if (!scene->Intersect(device, false, u4, &shadowRay,
						&shadowRayHit, &shadowBsdf, &connectionThroughput)) {
					const float cosThetaToLight = AbsDot(lightRayDir, bsdf.shadeN);
					const float directLightSamplingPdfW = directPdfW * lightPickPdf;
					const float factor = cosThetaToLight / directLightSamplingPdfW;

					if (depth >= engine->rrDepth) {
						// Russian Roulette
						bsdfPdfW *= Max(bsdfEval.Filter(), engine->rrImportanceCap);
					}

					// MIS between direct light sampling and BSDF sampling
					const float weight = PowerHeuristic(directLightSamplingPdfW, bsdfPdfW);

					*radiance += (weight * factor) * pathThrouput * connectionThroughput * lightRadiance * bsdfEval;
				}
			}
		}
	}
}
예제 #2
0
void SchlickScatter::Pdf(const HitPoint &hitPoint,
		const Vector &localLightDir, const Vector &localEyeDir,
		float *directPdfW, float *reversePdfW) const {
	const Spectrum gValue = g->GetSpectrumValue(hitPoint).Clamp(-1.f, 1.f);
	const Spectrum k = gValue * (Spectrum(1.55f) - .55f * gValue * gValue);
	const float gFilter = k.Filter();

	const float dotEyeLight = Dot(localEyeDir, localLightDir);

	// 1+k*cos instead of 1-k*cos because localEyeDir is reversed compared to the
	// standard phase function definition
	const float compcostFilter = 1.f + gFilter * dotEyeLight;
	const float pdf = (1.f - gFilter * gFilter) / (compcostFilter * compcostFilter * (4.f * M_PI));

	if (directPdfW)
		*directPdfW = pdf;

	if (reversePdfW)
		*reversePdfW = pdf;
}
예제 #3
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Spectrum SchlickScatter::Sample(const HitPoint &hitPoint,
		const Vector &localFixedDir, Vector *localSampledDir,
		const float u0, const float u1, const float passThroughEvent,
		float *pdfW, float *absCosSampledDir, BSDFEvent *event,
		const BSDFEvent requestedEvent) const {
	if (!(requestedEvent & (DIFFUSE | REFLECT)))
		return Spectrum();

	const Spectrum gValue = g->GetSpectrumValue(hitPoint).Clamp(-1.f, 1.f);
	const Spectrum k = gValue * (Spectrum(1.55f) - .55f * gValue * gValue);
	const float gFilter = k.Filter();

	// Add a - because localEyeDir is reversed compared to the standard phase
	// function definition
	const float cost = -(2.f * u0 + gFilter - 1.f) / (2.f * gFilter * u0 - gFilter + 1.f);

	Vector x, y;
	CoordinateSystem(localFixedDir, &x, &y);
	*localSampledDir = SphericalDirection(sqrtf(Max(0.f, 1.f - cost * cost)), cost,
			2.f * M_PI * u1, x, y, localFixedDir);

	// The - becomes a + because cost has been reversed above
	const float compcost = 1.f + gFilter * cost;
	*pdfW = (1.f - gFilter * gFilter) / (compcost * compcost * (4.f * M_PI));
	if (*pdfW <= 0.f)
		return Spectrum();
	
	*absCosSampledDir = fabsf(localSampledDir->z);
	*event = DIFFUSE | REFLECT;

	Spectrum r = volume->SigmaS(hitPoint);
	const Spectrum sigmaA = volume->SigmaA(hitPoint);
	for (u_int i = 0; i < COLOR_SAMPLES; ++i) {
		if (r.c[i] > 0.f)
			r.c[i] /= r.c[i] + sigmaA.c[i];
		else
			r.c[i] = 1.f;
	}

	return r;
}
예제 #4
0
Spectrum SchlickScatter::Evaluate(const HitPoint &hitPoint,
		const Vector &localLightDir, const Vector &localEyeDir, BSDFEvent *event,
		float *directPdfW, float *reversePdfW) const {
	Spectrum r = volume->SigmaS(hitPoint);
	const Spectrum sigmaA = volume->SigmaA(hitPoint);
	for (u_int i = 0; i < COLOR_SAMPLES; ++i) {
		if (r.c[i] > 0.f)
			r.c[i] /= r.c[i] + sigmaA.c[i];
		else
			r.c[i] = 1.f;
	}

	const Spectrum gValue = g->GetSpectrumValue(hitPoint).Clamp(-1.f, 1.f);
	const Spectrum k = gValue * (Spectrum(1.55f) - .55f * gValue * gValue);

	*event = DIFFUSE | REFLECT;

	const float dotEyeLight = Dot(localEyeDir, localLightDir);
	const float kFilter = k.Filter();
	// 1+k*cos instead of 1-k*cos because localEyeDir is reversed compared to the
	// standard phase function definition
	const float compcostFilter = 1.f + kFilter * dotEyeLight;
	const float pdf = (1.f - kFilter * kFilter) / (compcostFilter * compcostFilter * (4.f * M_PI));

	if (directPdfW)
		*directPdfW = pdf;

	if (reversePdfW)
		*reversePdfW = pdf;

	// 1+k*cos instead of 1-k*cos because localEyeDir is reversed compared to the
	// standard phase function definition
	const Spectrum compcostValue = Spectrum(1.f) + k * dotEyeLight;

	return r * (Spectrum(1.f) - k * k) / (compcostValue * compcostValue * (4.f * M_PI));
}
void LightCPURenderThread::RenderFunc() {
	//SLG_LOG("[LightCPURenderThread::" << threadIndex << "] Rendering thread started");

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

	LightCPURenderEngine *engine = (LightCPURenderEngine *)renderEngine;
	RandomGenerator *rndGen = new RandomGenerator(engine->seedBase + threadIndex);
	Scene *scene = engine->renderConfig->scene;
	PerspectiveCamera *camera = scene->camera;
	Film *film = threadFilm;

	// Setup the sampler
	double metropolisSharedTotalLuminance, metropolisSharedSampleCount;
	Sampler *sampler = engine->renderConfig->AllocSampler(rndGen, film,
			&metropolisSharedTotalLuminance, &metropolisSharedSampleCount);
	const u_int sampleBootSize = 11;
	const u_int sampleEyeStepSize = 4;
	const u_int sampleLightStepSize = 5;
	const u_int sampleSize = 
		sampleBootSize + // To generate the initial setup
		engine->maxPathDepth * sampleEyeStepSize + // For each eye vertex
		engine->maxPathDepth * sampleLightStepSize; // For each light vertex
	sampler->RequestSamples(sampleSize);

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

	vector<SampleResult> sampleResults;
	while (!boost::this_thread::interruption_requested()) {
		sampleResults.clear();

		// Select one light source
		float lightPickPdf;
		const LightSource *light = scene->SampleAllLights(sampler->GetSample(2), &lightPickPdf);

		// Initialize the light path
		float lightEmitPdfW;
		Ray nextEventRay;
		Spectrum lightPathFlux = light->Emit(scene,
			sampler->GetSample(3), sampler->GetSample(4), sampler->GetSample(5), sampler->GetSample(6),
			&nextEventRay.o, &nextEventRay.d, &lightEmitPdfW);
		if (lightPathFlux.Black()) {
			sampler->NextSample(sampleResults);
			continue;
		}
		lightPathFlux /= lightEmitPdfW * lightPickPdf;
		assert (!lightPathFlux.IsNaN() && !lightPathFlux.IsInf());

		// Sample a point on the camera lens
		Point lensPoint;
		if (!camera->SampleLens(sampler->GetSample(7), sampler->GetSample(8),
				&lensPoint)) {
			sampler->NextSample(sampleResults);
			continue;
		}

		//----------------------------------------------------------------------
		// I don't try to connect the light vertex directly with the eye
		// because InfiniteLight::Emit() returns a point on the scene bounding
		// sphere. Instead, I trace a ray from the camera like in BiDir.
		// This is also a good why to test the Film Per-Pixel-Normalization and
		// the Per-Screen-Normalization Buffers used by BiDir.
		//----------------------------------------------------------------------

		TraceEyePath(sampler, &sampleResults);

		//----------------------------------------------------------------------
		// Trace the light path
		//----------------------------------------------------------------------

		int depth = 1;
		while (depth <= engine->maxPathDepth) {
			const u_int sampleOffset = sampleBootSize + sampleEyeStepSize * engine->maxPathDepth +
				(depth - 1) * sampleLightStepSize;

			RayHit nextEventRayHit;
			BSDF bsdf;
			Spectrum connectionThroughput;
			if (scene->Intersect(device, true, sampler->GetSample(sampleOffset),
					&nextEventRay, &nextEventRayHit, &bsdf, &connectionThroughput)) {
				// Something was hit

				lightPathFlux *= connectionThroughput;

				//--------------------------------------------------------------
				// Try to connect the light path vertex with the eye
				//--------------------------------------------------------------

				ConnectToEye(sampler->GetSample(sampleOffset + 1),
						bsdf, lensPoint, lightPathFlux, sampleResults);

				if (depth >= engine->maxPathDepth)
					break;

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

				float bsdfPdf;
				Vector sampledDir;
				BSDFEvent event;
				float cosSampleDir;
				const Spectrum bsdfSample = bsdf.Sample(&sampledDir,
						sampler->GetSample(sampleOffset + 2),
						sampler->GetSample(sampleOffset + 3),
						&bsdfPdf, &cosSampleDir, &event);
				if (bsdfSample.Black())
					break;

				if (depth >= engine->rrDepth) {
					// Russian Roulette
					const float prob = Max(bsdfSample.Filter(), engine->rrImportanceCap);
					if (sampler->GetSample(sampleOffset + 4) < prob)
						bsdfPdf *= prob;
					else
						break;
				}

				lightPathFlux *= bsdfSample * (cosSampleDir / bsdfPdf);
				assert (!lightPathFlux.IsNaN() && !lightPathFlux.IsInf());

				nextEventRay = Ray(bsdf.hitPoint, sampledDir);
				++depth;
			} else {
				// Ray lost in space...
				break;
			}
		}

		sampler->NextSample(sampleResults);

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

	delete sampler;
	delete rndGen;

	//SLG_LOG("[LightCPURenderThread::" << threadIndex << "] Rendering thread halted");
}
void PathCPURenderThread::RenderFunc() {
	//SLG_LOG("[PathCPURenderEngine::" << threadIndex << "] Rendering thread started");

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

	PathCPURenderEngine *engine = (PathCPURenderEngine *)renderEngine;
	RandomGenerator *rndGen = new RandomGenerator(engine->seedBase + threadIndex);
	Scene *scene = engine->renderConfig->scene;
	PerspectiveCamera *camera = scene->camera;
	Film * film = threadFilm;
	const unsigned int filmWidth = film->GetWidth();
	const unsigned int filmHeight = film->GetHeight();

	// Setup the sampler
	double metropolisSharedTotalLuminance, metropolisSharedSampleCount;
	Sampler *sampler = engine->renderConfig->AllocSampler(rndGen, film,
			&metropolisSharedTotalLuminance, &metropolisSharedSampleCount);
	const unsigned int sampleBootSize = 4;
	const unsigned int sampleStepSize = 9;
	const unsigned int sampleSize = 
		sampleBootSize + // To generate eye ray
		engine->maxPathDepth * sampleStepSize; // For each path vertex
	sampler->RequestSamples(sampleSize);

	//--------------------------------------------------------------------------
	// Trace paths
	//--------------------------------------------------------------------------

	vector<SampleResult> sampleResults(1);
	sampleResults[0].type = PER_PIXEL_NORMALIZED;
	while (!boost::this_thread::interruption_requested()) {
		float alpha = 1.f;

		Ray eyeRay;
		const float screenX = min(sampler->GetSample(0) * filmWidth, (float)(filmWidth - 1));
		const float screenY = min(sampler->GetSample(1) * filmHeight, (float)(filmHeight - 1));
		camera->GenerateRay(screenX, screenY, &eyeRay,
			sampler->GetSample(2), sampler->GetSample(3));

		int depth = 1;
		bool lastSpecular = true;
		float lastPdfW = 1.f;
		Spectrum radiance;
		Spectrum pathThrouput(1.f, 1.f, 1.f);
		BSDF bsdf;
		while (depth <= engine->maxPathDepth) {
			const unsigned int sampleOffset = sampleBootSize + (depth - 1) * sampleStepSize;

			RayHit eyeRayHit;
			Spectrum connectionThroughput;
			if (!scene->Intersect(device, false, sampler->GetSample(sampleOffset),
					&eyeRay, &eyeRayHit, &bsdf, &connectionThroughput)) {
				// Nothing was hit, look for infinitelight
				DirectHitInfiniteLight(lastSpecular, pathThrouput * connectionThroughput, eyeRay.d,
						lastPdfW, &radiance);

				if (depth == 1)
					alpha = 0.f;
				break;
			}
			pathThrouput *= connectionThroughput;

			// Something was hit

			// Check if it is a light source
			if (bsdf.IsLightSource()) {
				DirectHitFiniteLight(lastSpecular, pathThrouput,
						eyeRayHit.t, bsdf, lastPdfW, &radiance);
			}

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

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

			DirectLightSampling(sampler->GetSample(sampleOffset + 1),
					sampler->GetSample(sampleOffset + 2),
					sampler->GetSample(sampleOffset + 3),
					sampler->GetSample(sampleOffset + 4),
					sampler->GetSample(sampleOffset + 5),
					pathThrouput, bsdf, depth, &radiance);

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

			Vector sampledDir;
			BSDFEvent event;
			float cosSampledDir;
			const Spectrum bsdfSample = bsdf.Sample(&sampledDir,
					sampler->GetSample(sampleOffset + 6),
					sampler->GetSample(sampleOffset + 7),
					&lastPdfW, &cosSampledDir, &event);
			if (bsdfSample.Black())
				break;

			lastSpecular = ((event & SPECULAR) != 0);

			if ((depth >= engine->rrDepth) && !lastSpecular) {
				// Russian Roulette
				const float prob = Max(bsdfSample.Filter(), engine->rrImportanceCap);
				if (sampler->GetSample(sampleOffset + 8) < prob)
					lastPdfW *= prob;
				else
					break;
			}

			pathThrouput *= bsdfSample * (cosSampledDir / lastPdfW);
			assert (!pathThrouput.IsNaN() && !pathThrouput.IsInf());

			eyeRay = Ray(bsdf.hitPoint, sampledDir);
			++depth;
		}

		assert (!radiance.IsNaN() && !radiance.IsInf());

		sampleResults[0].screenX = screenX;
		sampleResults[0].screenY = screenY;
		sampleResults[0].radiance = radiance;
		sampleResults[0].alpha = alpha;
		sampler->NextSample(sampleResults);

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

	delete sampler;
	delete rndGen;

	//SLG_LOG("[PathCPURenderEngine::" << threadIndex << "] Rendering thread halted");
}