Exemplo n.º 1
0
Vec3f TraceBase::volumeLightSample(PathSampleGenerator &sampler,
                    MediumSample &mediumSample,
                    const Primitive &light,
                    const Medium *medium,
                    int bounce,
                    const Ray &parentRay)
{
    LightSample lightSample;
    if (!light.sampleDirect(_threadId, mediumSample.p, sampler, lightSample))
        return Vec3f(0.0f);

    Vec3f f = mediumSample.phase->eval(parentRay.dir(), lightSample.d);
    if (f == 0.0f)
        return Vec3f(0.0f);

    Ray ray = parentRay.scatter(mediumSample.p, lightSample.d, 0.0f);
    ray.setPrimaryRay(false);

    IntersectionTemporary data;
    IntersectionInfo info;
    Vec3f e = attenuatedEmission(sampler, light, medium, lightSample.dist, data, info, bounce, false, ray, nullptr);
    if (e == 0.0f)
        return Vec3f(0.0f);

    Vec3f lightF = f*e/lightSample.pdf;

    if (!light.isDirac())
        lightF *= SampleWarp::powerHeuristic(lightSample.pdf, mediumSample.phase->pdf(parentRay.dir(), lightSample.d));

    return lightF;
}
Exemplo n.º 2
0
Vec3f TraceBase::attenuatedEmission(PathSampleGenerator &sampler,
                         const Primitive &light,
                         const Medium *medium,
                         float expectedDist,
                         IntersectionTemporary &data,
                         IntersectionInfo &info,
                         int bounce,
                         bool startsOnSurface,
                         Ray &ray,
                         Vec3f *transmittance)
{
    CONSTEXPR float fudgeFactor = 1.0f + 1e-3f;

    if (light.isDirac()) {
        ray.setFarT(expectedDist);
    } else {
        if (!light.intersect(ray, data) || ray.farT()*fudgeFactor < expectedDist)
            return Vec3f(0.0f);
    }
    info.p = ray.pos() + ray.dir()*ray.farT();
    info.w = ray.dir();
    light.intersectionInfo(data, info);

    Vec3f shadow = generalizedShadowRay(sampler, ray, medium, &light, startsOnSurface, true, bounce);
    if (transmittance)
        *transmittance = shadow;
    if (shadow == 0.0f)
        return Vec3f(0.0f);

    return shadow*light.evalDirect(data, info);
}
Exemplo n.º 3
0
Vec3f TraceBase::volumeSampleDirect(const Primitive &light,
                    PathSampleGenerator &sampler,
                    MediumSample &mediumSample,
                    const Medium *medium,
                    int bounce,
                    const Ray &parentRay)
{
    Vec3f result = volumeLightSample(sampler, mediumSample, light, medium, bounce, parentRay);
    if (!light.isDirac())
        result += volumePhaseSample(light, sampler, mediumSample, medium, bounce, parentRay);

    return result;
}
Exemplo n.º 4
0
Vec3f TraceBase::sampleDirect(const Primitive &light,
                              SurfaceScatterEvent &event,
                              const Medium *medium,
                              int bounce,
                              const Ray &parentRay,
                              Vec3f *transmittance)
{
    Vec3f result(0.0f);

    if (event.info->bsdf->lobes().isPureSpecular() || event.info->bsdf->lobes().isForward())
        return Vec3f(0.0f);

    result += lightSample(light, event, medium, bounce, parentRay, transmittance);
    if (!light.isDirac())
        result += bsdfSample(light, event, medium, bounce, parentRay);

    return result;
}
Exemplo n.º 5
0
Vec3f TraceBase::lightSample(const Primitive &light,
                             SurfaceScatterEvent &event,
                             const Medium *medium,
                             int bounce,
                             const Ray &parentRay,
                             Vec3f *transmittance)
{
    LightSample sample;
    if (!light.sampleDirect(_threadId, event.info->p, *event.sampler, sample))
        return Vec3f(0.0f);

    event.wo = event.frame.toLocal(sample.d);
    if (!isConsistent(event, sample.d))
        return Vec3f(0.0f);

    bool geometricBackside = (sample.d.dot(event.info->Ng) < 0.0f);
    medium = event.info->primitive->selectMedium(medium, geometricBackside);

    event.requestedLobe = BsdfLobes::AllButSpecular;

    Vec3f f = event.info->bsdf->eval(event, false);
    if (f == 0.0f)
        return Vec3f(0.0f);

    Ray ray = parentRay.scatter(event.info->p, sample.d, event.info->epsilon);
    ray.setPrimaryRay(false);

    IntersectionTemporary data;
    IntersectionInfo info;
    Vec3f e = attenuatedEmission(*event.sampler, light, medium, sample.dist, data, info, bounce, true, ray, transmittance);
    if (e == 0.0f)
        return Vec3f(0.0f);

    Vec3f lightF = f*e/sample.pdf;

    if (!light.isDirac())
        lightF *= SampleWarp::powerHeuristic(sample.pdf, event.info->bsdf->pdf(event));

    return lightF;
}