Пример #1
0
    Color3f Li(const Scene *scene, Sampler *sampler, const Ray3f &ray) const {
        /* Find the surface that is visible in the requested direction */
        Intersection its;

        //check if the ray intersects the scene
        if (!scene->rayIntersect(ray, its)) {
            //check if a distant disk light is set
            const Emitter* distantsDisk = scene->getDistantEmitter();
            if(distantsDisk == nullptr ) return Color3f(0.0f);

            //sample the distant disk light
            return distantsDisk->sampleL(ray.d);
        }

        //get the radiance of hitten object
        Color3f Le(0.0f, 0.0f, 0.0f);
        if (its.mesh->isEmitter()  ) {
            const Emitter* areaLightEM = its.mesh->getEmitter();
            const areaLight* aEM = static_cast<const areaLight *> (areaLightEM);
            Le = aEM->sampleL(-ray.d, its.shFrame.n, its);
        }

        //get the asigned BSDF
        const BSDF* curBSDF = its.mesh->getBSDF();

        Color3f Ld(0.0f, 0.0f, 0.0f);
        Color3f f(0.0f, 0.0f, 0.0f);
        Color3f totalLight(0.0f, 0.0f, 0.0f);

        //transform to the local frame
        //create a BRDF Query
        BSDFQueryRecord query = BSDFQueryRecord(its.toLocal(-ray.d), Vector3f(0.0f), EMeasure::ESolidAngle);

        //sample the BRDF
        Color3f mats =  curBSDF->sample(query, sampler->next2D());

        if(mats.maxCoeff() > 0.0f) {
            //Check for the light source
            Vector3f wo = its.toWorld(query.wo);
            Ray3f shadowRay(its.p, wo);
            Intersection itsShadow;
            if (scene->rayIntersect(shadowRay, itsShadow)) {
                //intersection check if mesh is emitter
                if(itsShadow.mesh->isEmitter()){
                    Ld = itsShadow.mesh->getEmitter()->radiance();
                }
            } else {
                //check for distant disk light
                const Emitter* distantsDisk = scene->getDistantEmitter();
                if(distantsDisk != nullptr ) Ld = distantsDisk->sampleL(wo);
            }

            totalLight += Ld * mats;
        }

        return Le + totalLight;
    }
Пример #2
0
    Color3f Li(const Scene *scene, Sampler *sampler, const Ray3f &ray) const {
        /* Find the surface that is visible in the requested direction */
        Intersection its;

        //check if the ray intersects the scene
        if (!scene->rayIntersect(ray, its)) {
            //check if a distant disk light is set
            const Emitter* distantsDisk = scene->getDistantEmitter();
            if(distantsDisk == nullptr ) return Color3f(0.0f);

            //sample the distant disk light
            Vector3f d = ray.d;
            return distantsDisk->sampleL(d);
        }

        //get the Number of lights from the scene
        const  std::vector<Emitter *> lights = scene->getEmitters();
        uint32_t nLights = lights.size();

        Color3f tp(1.0f, 1.0f, 1.0f);
        Color3f L(0.0f, 0.0f, 0.0f);
        Ray3f pathRay(ray.o, ray.d);

        bool deltaFlag = true;

        while(true) {

            if (its.mesh->isEmitter() && deltaFlag) {
                const Emitter* areaLightEM = its.mesh->getEmitter();
                const areaLight* aEM = static_cast<const areaLight *> (areaLightEM);
                L += tp * aEM->sampleL(-pathRay.d, its.shFrame.n, its);
            }

            //Light sampling
            //randomly select a lightsource
            uint32_t var = uint32_t(std::min(sampler->next1D()*nLights, float(nLights) - 1.0f));

            //init the light color
            Color3f Li(0.0f, 0.0f, 0.0f);
            Color3f Ld(1.0f, 1.0f, 1.0f);

            //create a sample for the light
            const BSDF* curBSDF = its.mesh->getBSDF();
            const Point2f lightSample = sampler->next2D();
            VisibilityTester vis;
            Vector3f wo;
            float lightpdf;
            float bsdfpdf;
            Normal3f n = its.shFrame.n;

            deltaFlag = curBSDF->isDeltaBSDF();

            //sample the light

            {
                Li = lights[var]->sampleL(its.p, Epsilon, lightSample , &wo, &lightpdf, &vis);
                lightpdf /= float(nLights);
                //check if the pdf of the sample is greater than 0 and if the color is not black
                if(lightpdf > 0 && Li.maxCoeff() != 0.0f) {
                    //calculate the cosine term wi in my case the vector to the light
                    float cosTerm = std::abs(n.dot(wo));
                    const BSDFQueryRecord queryEM = BSDFQueryRecord(its.toLocal(- pathRay.d), its.toLocal(wo), EMeasure::ESolidAngle, sampler);
                    Color3f f = curBSDF->eval(queryEM);

                    if(f.maxCoeff() > 0.0f && f.minCoeff() >= 0.0f && vis.Unoccluded(scene)) {
                        bsdfpdf = curBSDF->pdf(queryEM);
                        float weight = BalanceHeuristic(float(1), lightpdf, float(1), bsdfpdf);
                        if(curBSDF->isDeltaBSDF())  weight = 1.0f;
                        if(bsdfpdf > 0.0f) {
                            Ld = (weight * f * Li * cosTerm) / lightpdf;
                            L += tp * Ld;
                        } else {
                            //cout << "bsdfpdf = " << bsdfpdf  << endl;
                            //cout << "f = " << f  << endl;
                        }
                    }
                }
            }

            //Material part
            BSDFQueryRecord queryMats = BSDFQueryRecord(its.toLocal(-pathRay.d), Vector3f(0.0f), EMeasure::ESolidAngle, sampler);

            Color3f fi =  curBSDF->sample(queryMats, sampler->next2D());
            bsdfpdf = curBSDF->pdf(queryMats);
            lightpdf = 0.0f;
            if(fi.maxCoeff() > 0.0f && fi.minCoeff() >= 0.0f) {
                if(bsdfpdf > 0.0f) {
                    Ray3f shadowRay(its.p, its.toWorld(queryMats.wo));
                    Intersection lightIsect;

                     if (scene->rayIntersect(shadowRay, lightIsect)) {
                         if(lightIsect.mesh->isEmitter()){
                            const Emitter* areaLightEMcur = lightIsect.mesh->getEmitter();
                            const areaLight* aEMcur = static_cast<const areaLight *> (areaLightEMcur);

                            Li = aEMcur->sampleL(-shadowRay.d, lightIsect.shFrame.n, lightIsect);
                            lightpdf = aEMcur->pdf(its.p, (lightIsect.p - its.p).normalized(), lightIsect.p, Normal3f(lightIsect.shFrame.n));
                         }
                     } else {
                         const Emitter* distantsDisk = scene->getDistantEmitter();
                         if(distantsDisk != nullptr ) {
                             //check if THIS is right!
                             Li = distantsDisk->sampleL(lightIsect.toWorld(queryMats.wo));
                             lightpdf = distantsDisk->pdf(Point3f(0.0f), wo, Point3f(0.0f), Normal3f(0.0f));
                         }
                     }
                     lightpdf /= float(nLights);
                     //calculate the weights
                     float weight = BalanceHeuristic(float(1), bsdfpdf, float(1), lightpdf);


                     //check if the lightcolor is not black
                     if(Li.maxCoeff() > 0.0f  && lightpdf > 0.0f ) {
                         //wo in my case the vector to the light
                         Ld = weight * Li * fi;
                         L += tp * Ld;
                     }
                }



                 tp *= fi;
            } else {
                break;
            }

            wo = its.toWorld(queryMats.wo);
            pathRay = Ray3f(its.p, wo);

            if (!scene->rayIntersect(pathRay, its)) {
                const Emitter* distantsDisk = scene->getDistantEmitter();
                if(distantsDisk != nullptr ) {
                    //sample the distant disk light
                    Vector3f d = pathRay.d;
                    L += tp * distantsDisk->sampleL(d);
                }


                break;
            }

            float maxCoeff = tp.maxCoeff();
            float q = std::min(0.99f, maxCoeff);
            if(q < sampler->next1D()){
                break;
            }
            tp /= q;
        }

        return L;

    }
Пример #3
0
void PreviewWorker::processCoherent(const WorkUnit *workUnit, WorkResult *workResult, 
	const bool &stop) {
#if defined(MTS_HAS_COHERENT_RT)
	const RectangularWorkUnit *rect = static_cast<const RectangularWorkUnit *>(workUnit);
	ImageBlock *block = static_cast<ImageBlock *>(workResult);

	block->setOffset(rect->getOffset());
	block->setSize(rect->getSize());

	/* Some constants */
	const int sx = rect->getOffset().x, sy = block->getOffset().y;
	const int ex = sx + rect->getSize().x, ey = sy + rect->getSize().y;
	const int width = rect->getSize().x;
	const SSEVector MM_ALIGN16 xOffset(0.0f, 1.0f, 0.0f, 1.0f);
	const SSEVector MM_ALIGN16 yOffset(0.0f, 0.0f, 1.0f, 1.0f);
	const int pixelOffset[] = {0, 1, width, width+1};
	const __m128 clamping = _mm_set1_ps(1/(m_minDist*m_minDist));
	uint8_t temp[MTS_KD_INTERSECTION_TEMP*4];

	const __m128 camTL[3] = {
		 _mm_set1_ps(m_cameraTL.x),
		 _mm_set1_ps(m_cameraTL.y),
		 _mm_set1_ps(m_cameraTL.z)
	}; 
	const __m128 camDx[3] = {
		 _mm_set1_ps(m_cameraDx.x),
		 _mm_set1_ps(m_cameraDx.y),
		 _mm_set1_ps(m_cameraDx.z)
	}; 
	const __m128 camDy[3] = {
		 _mm_set1_ps(m_cameraDy.x),
		 _mm_set1_ps(m_cameraDy.y),
		 _mm_set1_ps(m_cameraDy.z)
	}; 
	const __m128 lumPos[3] = {
		_mm_set1_ps(m_vpl.its.p.x),
		_mm_set1_ps(m_vpl.its.p.y),
		_mm_set1_ps(m_vpl.its.p.z)
	};
	const __m128 lumDir[3] = {
		_mm_set1_ps(m_vpl.its.shFrame.n.x),
		_mm_set1_ps(m_vpl.its.shFrame.n.y),
		_mm_set1_ps(m_vpl.its.shFrame.n.z)
	};

	/* Some local variables */
	int pos = 0;
	int numRays = 0;
	RayPacket4 MM_ALIGN16 primRay4, secRay4;
	Intersection4 MM_ALIGN16 its4, secIts4;
	RayInterval4 MM_ALIGN16 itv4, secItv4;
	SSEVector MM_ALIGN16 nSecD[3], cosThetaLight, invLengthSquared;
	Spectrum emitted[4], direct[4];
	Intersection its;
	Vector wo, wi;
	its.hasUVPartials = false;

	bool diffuseVPL = false, vplOnSurface = false;
	Spectrum vplWeight;

	if (m_vpl.type == ESurfaceVPL && (m_diffuseSources || m_vpl.its.shape->getBSDF()->getType() == BSDF::EDiffuseReflection)) {
		diffuseVPL = true;
		vplOnSurface = true;
		vplWeight = m_vpl.its.shape->getBSDF()->getDiffuseReflectance(m_vpl.its) * m_vpl.P / M_PI;
	} else if (m_vpl.type == ELuminaireVPL) {
		vplOnSurface = m_vpl.luminaire->getType() & Luminaire::EOnSurface;
		diffuseVPL = m_vpl.luminaire->getType() & Luminaire::EDiffuseDirection;
		EmissionRecord eRec(m_vpl.luminaire, 
			ShapeSamplingRecord(m_vpl.its.p, m_vpl.its.shFrame.n), m_vpl.its.shFrame.n);
		vplWeight = m_vpl.P * m_vpl.luminaire->evalDirection(eRec);
	}

	primRay4.o[0].ps = _mm_set1_ps(m_cameraO.x);
	primRay4.o[1].ps = _mm_set1_ps(m_cameraO.y);
	primRay4.o[2].ps = _mm_set1_ps(m_cameraO.z);
	secItv4.mint.ps = _mm_set1_ps(ShadowEpsilon);

	/* Work on 2x2 sub-blocks */
	for (int y=sy; y<ey; y += 2, pos += width) {
		for (int x=sx; x<ex; x += 2, pos += 2) {
			/* Generate camera rays without normalization */
			const __m128
				xPixel = _mm_add_ps(xOffset.ps, _mm_set1_ps((float) x)),
				yPixel = _mm_add_ps(yOffset.ps, _mm_set1_ps((float) y));

			primRay4.d[0].ps = _mm_add_ps(camTL[0], _mm_add_ps(
				_mm_mul_ps(xPixel, camDx[0]), _mm_mul_ps(yPixel, camDy[0])));
			primRay4.d[1].ps = _mm_add_ps(camTL[1], _mm_add_ps(
				_mm_mul_ps(xPixel, camDx[1]), _mm_mul_ps(yPixel, camDy[1])));
			primRay4.d[2].ps = _mm_add_ps(camTL[2], _mm_add_ps(
				_mm_mul_ps(xPixel, camDx[2]), _mm_mul_ps(yPixel, camDy[2])));

			primRay4.dRcp[0].ps = _mm_div_ps(SSEConstants::one.ps, primRay4.d[0].ps);
			primRay4.dRcp[1].ps = _mm_div_ps(SSEConstants::one.ps, primRay4.d[1].ps);
			primRay4.dRcp[2].ps = _mm_div_ps(SSEConstants::one.ps, primRay4.d[2].ps);

			/* Ray coherence test */
			const int primSignsX = _mm_movemask_ps(primRay4.d[0].ps);
			const int primSignsY = _mm_movemask_ps(primRay4.d[1].ps);
			const int primSignsZ = _mm_movemask_ps(primRay4.d[2].ps);

			const bool primCoherent =
				   (primSignsX == 0 || primSignsX == 0xF)
				&& (primSignsY == 0 || primSignsY == 0xF)
				&& (primSignsZ == 0 || primSignsZ == 0xF);

			/* Trace the primary rays */
			its4.t = SSEConstants::p_inf;
			if (EXPECT_TAKEN(primCoherent)) {
				primRay4.signs[0][0] = primSignsX ? 1 : 0;
				primRay4.signs[1][0] = primSignsY ? 1 : 0;
				primRay4.signs[2][0] = primSignsZ ? 1 : 0;
				m_kdtree->rayIntersectPacket(primRay4, itv4, its4, temp);
			} else {
				m_kdtree->rayIntersectPacketIncoherent(primRay4, itv4, its4, temp);
			}
			numRays += 4;

			/* Generate secondary rays */
			secRay4.o[0].ps = _mm_add_ps(primRay4.o[0].ps, _mm_mul_ps(its4.t.ps, primRay4.d[0].ps));
			secRay4.o[1].ps = _mm_add_ps(primRay4.o[1].ps, _mm_mul_ps(its4.t.ps, primRay4.d[1].ps));
			secRay4.o[2].ps = _mm_add_ps(primRay4.o[2].ps, _mm_mul_ps(its4.t.ps, primRay4.d[2].ps));
			secRay4.d[0].ps = _mm_sub_ps(lumPos[0], secRay4.o[0].ps);
			secRay4.d[1].ps = _mm_sub_ps(lumPos[1], secRay4.o[1].ps);
			secRay4.d[2].ps = _mm_sub_ps(lumPos[2], secRay4.o[2].ps);

			/* Normalization */
			const __m128 
				lengthSquared = _mm_add_ps(_mm_add_ps(
					_mm_mul_ps(secRay4.d[0].ps, secRay4.d[0].ps),
					_mm_mul_ps(secRay4.d[1].ps, secRay4.d[1].ps)),
					_mm_mul_ps(secRay4.d[2].ps, secRay4.d[2].ps)),
				invLength = _mm_rsqrt_ps(lengthSquared);
	
			invLengthSquared.ps = _mm_min_ps(_mm_rcp_ps(lengthSquared), clamping);

			nSecD[0].ps = _mm_mul_ps(secRay4.d[0].ps, invLength);
			nSecD[1].ps = _mm_mul_ps(secRay4.d[1].ps, invLength);
			nSecD[2].ps = _mm_mul_ps(secRay4.d[2].ps, invLength);

			secRay4.dRcp[0].ps = _mm_div_ps(SSEConstants::one.ps, secRay4.d[0].ps);
			secRay4.dRcp[1].ps = _mm_div_ps(SSEConstants::one.ps, secRay4.d[1].ps);
			secRay4.dRcp[2].ps = _mm_div_ps(SSEConstants::one.ps, secRay4.d[2].ps);

			cosThetaLight.ps = _mm_sub_ps(_mm_setzero_ps(),
				_mm_add_ps(_mm_add_ps(
					_mm_mul_ps(nSecD[0].ps, lumDir[0]),
					_mm_mul_ps(nSecD[1].ps, lumDir[1])),
					_mm_mul_ps(nSecD[2].ps, lumDir[2])));
			secItv4.maxt.ps = _mm_set1_ps(1-ShadowEpsilon);

			/* Shading (scalar) --- this is way too much work and should be 
			   rewritten to be smarter in special cases */
			for (int idx=0; idx<4; ++idx) {
				if (EXPECT_NOT_TAKEN(its4.t.f[idx] == std::numeric_limits<float>::infinity())) {
					/* Don't trace a secondary ray */
					secItv4.maxt.f[idx] = 0;
					emitted[idx] = m_scene->LeBackground(Ray(
						Point(primRay4.o[0].f[idx], primRay4.o[1].f[idx], primRay4.o[2].f[idx]),
						Vector(primRay4.d[0].f[idx], primRay4.d[1].f[idx], primRay4.d[2].f[idx]),
						0.0f
					)) * m_backgroundScale;
					memset(&direct[idx], 0, sizeof(Spectrum));
					continue;
				}
				const unsigned int primIndex = its4.primIndex.i[idx];
				const Shape *shape = (*m_shapes)[its4.shapeIndex.i[idx]];
				const BSDF *bsdf = shape->getBSDF();

				if (EXPECT_NOT_TAKEN(!bsdf)) {
					memset(&emitted[idx], 0, sizeof(Spectrum));
					memset(&direct[idx], 0, sizeof(Spectrum));
					continue;
				}

				if (EXPECT_TAKEN(primIndex != KNoTriangleFlag)) {
					const TriMesh *mesh = static_cast<const TriMesh *>(shape);
					const Triangle &t = mesh->getTriangles()[primIndex];
					const Normal *normals = mesh->getVertexNormals();
					const Point2 *texcoords = mesh->getVertexTexcoords();
					const Spectrum *colors = mesh->getVertexColors();
					const TangentSpace * tangents = mesh->getVertexTangents();
					const Float beta  = its4.u.f[idx],
								gamma = its4.v.f[idx],
								alpha = 1.0f - beta - gamma;
					const uint32_t idx0 = t.idx[0], idx1 = t.idx[1], idx2 = t.idx[2];

					if (EXPECT_TAKEN(normals)) {
						const Normal &n0 = normals[idx0],
							  		 &n1 = normals[idx1],
									 &n2 = normals[idx2];
						its.shFrame.n = normalize(n0 * alpha + n1 * beta + n2 * gamma);
					} else {
						const Point *positions = mesh->getVertexPositions();
						const Point &p0 = positions[idx0],
									&p1 = positions[idx1],
									&p2 = positions[idx2];
						Vector sideA = p1 - p0, sideB = p2 - p0;
						Vector n = cross(sideA, sideB);
						Float nLengthSqr = n.lengthSquared();
						if (nLengthSqr != 0)
							n /= std::sqrt(nLengthSqr);
						its.shFrame.n = Normal(n);
					}

					if (EXPECT_TAKEN(texcoords)) {
						const Point2 &t0 = texcoords[idx0],
							  		 &t1 = texcoords[idx1],
									 &t2 = texcoords[idx2];
						its.uv = t0 * alpha + t1 * beta + t2 * gamma;
					} else {
						its.uv = Point2(0.0f);
					}

					if (EXPECT_NOT_TAKEN(colors)) {
						const Spectrum &c0 = colors[idx0],
							  		   &c1 = colors[idx1],
									   &c2 = colors[idx2];
						its.color = c0 * alpha + c1 * beta + c2 * gamma;
					}

					if (EXPECT_NOT_TAKEN(tangents)) {
						const TangentSpace &t0 = tangents[idx0],
							  			   &t1 = tangents[idx1],
										   &t2 = tangents[idx2];
						its.dpdu = t0.dpdu * alpha + t1.dpdu * beta + t2.dpdu * gamma;
						its.dpdv = t0.dpdv * alpha + t1.dpdv * beta + t2.dpdv * gamma;
					}
				} else {
					Ray ray(
						Point(primRay4.o[0].f[idx], primRay4.o[1].f[idx], primRay4.o[2].f[idx]),
						Vector(primRay4.d[0].f[idx], primRay4.d[1].f[idx], primRay4.d[2].f[idx]),
						0.0f
					);
					its.t = its4.t.f[idx];
					shape->fillIntersectionRecord(ray, temp + idx * MTS_KD_INTERSECTION_TEMP + 8, its);
					bsdf = its.shape->getBSDF();
				}

				wo.x = nSecD[0].f[idx]; wo.y = nSecD[1].f[idx]; wo.z = nSecD[2].f[idx];

				if (EXPECT_TAKEN(!shape->isLuminaire())) {
					memset(&emitted[idx], 0, sizeof(Spectrum));
				} else {
					Vector d(-primRay4.d[0].f[idx], -primRay4.d[1].f[idx], -primRay4.d[2].f[idx]);
					emitted[idx] = shape->getLuminaire()->Le(ShapeSamplingRecord(its.p, its.shFrame.n), d);
				}

				if (EXPECT_TAKEN(bsdf->getType() == BSDF::EDiffuseReflection && diffuseVPL)) {
					/* Fast path */
					direct[idx] = (bsdf->getDiffuseReflectance(its) * vplWeight)
						* (std::max((Float) 0.0f, dot(wo, its.shFrame.n))
						* (vplOnSurface ? (std::max(cosThetaLight.f[idx], (Float) 0.0f) * INV_PI) : INV_PI)
						* invLengthSquared.f[idx]);
				} else {
					wi.x = -primRay4.d[0].f[idx];
					wi.y = -primRay4.d[1].f[idx];
					wi.z = -primRay4.d[2].f[idx];
					its.p.x = secRay4.o[0].f[idx];
					its.p.y = secRay4.o[1].f[idx];
					its.p.z = secRay4.o[2].f[idx];
					if (EXPECT_NOT_TAKEN(bsdf->getType() & BSDF::EAnisotropic)) {
						its.shFrame.s = normalize(its.dpdu - its.shFrame.n
							* dot(its.shFrame.n, its.dpdu));
						its.shFrame.t = cross(its.shFrame.n, its.shFrame.s);
					} else {
						coordinateSystem(its.shFrame.n, its.shFrame.s, its.shFrame.t);
					}
					const Float ctLight = cosThetaLight.f[idx];
					wi = normalize(wi);

					its.wi = its.toLocal(wi);
					wo = its.toLocal(wo);

					if (!diffuseVPL) {
						if (m_vpl.type == ESurfaceVPL) {
							BSDFQueryRecord bRec(m_vpl.its, m_vpl.its.toLocal(wi));
							bRec.quantity = EImportance;
							vplWeight = m_vpl.its.shape->getBSDF()->eval(bRec) * m_vpl.P;
						} else {
							EmissionRecord eRec(m_vpl.luminaire, 
								ShapeSamplingRecord(m_vpl.its.p, m_vpl.its.shFrame.n), wi);
							eRec.type = EmissionRecord::EPreview;
							vplWeight = m_vpl.luminaire->evalDirection(eRec) * m_vpl.P;
						}
					}

					if (EXPECT_TAKEN(ctLight >= 0)) {
						direct[idx] = (bsdf->eval(BSDFQueryRecord(its, wo)) * vplWeight
							* ((vplOnSurface ? std::max(ctLight, (Float) 0.0f) : 1.0f) * invLengthSquared.f[idx]));
					} else {
						memset(&direct[idx], 0, sizeof(Spectrum));
					}
				}
				++numRays;
			}

			/* Shoot the secondary rays */
			const int secSignsX = _mm_movemask_ps(secRay4.d[0].ps);
			const int secSignsY = _mm_movemask_ps(secRay4.d[1].ps);
			const int secSignsZ = _mm_movemask_ps(secRay4.d[2].ps);

			const bool secCoherent =
				   (secSignsX == 0 || secSignsX == 0xF)
				&& (secSignsY == 0 || secSignsY == 0xF)
				&& (secSignsZ == 0 || secSignsZ == 0xF);

			/* Shoot the secondary rays */
			secIts4.t = SSEConstants::p_inf;
			if (EXPECT_TAKEN(secCoherent)) {
				secRay4.signs[0][0] = secSignsX ? 1 : 0;
				secRay4.signs[1][0] = secSignsY ? 1 : 0;
				secRay4.signs[2][0] = secSignsZ ? 1 : 0;
				m_kdtree->rayIntersectPacket(secRay4, secItv4, secIts4, temp);
			} else {
				m_kdtree->rayIntersectPacketIncoherent(secRay4, secItv4, secIts4, temp);
			}

			for (int idx=0; idx<4; ++idx) {
				if (EXPECT_TAKEN(secIts4.t.f[idx] == std::numeric_limits<float>::infinity()))
					block->setPixel(pos+pixelOffset[idx], direct[idx]+emitted[idx]);
				else
					block->setPixel(pos+pixelOffset[idx], emitted[idx]);
			}
		}
	}
	block->setExtra(numRays);
#else
	Log(EError, "Coherent raytracing support was not compiled into this binary!");
#endif
}
Пример #4
0
    void preprocess(const Scene *scene) {
        /* Create a sample generator for the preprocess step */
        Sampler *sampler = static_cast<Sampler *>(
            NoriObjectFactory::createInstance("independent", PropertyList()));

        Emitter* distantsDisk = scene->getDistantEmitter();
        if(distantsDisk != nullptr ) {
            float lngstDir = scene->getBoundingBox().getLongestDirection();
            distantsDisk->setMaxRadius(lngstDir);
        }

        /* Allocate memory for the photon map */
        m_photonMap = std::unique_ptr<PhotonMap>(new PhotonMap());
        m_photonMap->reserve(m_photonCount);

		/* Estimate a default photon radius */
		if (m_photonRadius == 0)
			m_photonRadius = scene->getBoundingBox().getExtents().norm() / 500.0f;

        int storedPhotons = 0;

        const  std::vector<Emitter *> lights = scene->getEmitters();
        int nLights = lights.size();
        Color3f tp(1.0f, 1.0f, 1.0f);

        cout << "Starting to create "<< m_photonCount << " photons!" << endl;
        int percentDone= 0;
        int onePercent = int(floor(m_photonCount / 100.0));

        // create the expected number of photons
        while(storedPhotons < m_photonCount) {
            //uniformly sample 1 light (assuming that we only have area lights)
            int var = int(std::min(sampler->next1D()*nLights, float(nLights) - 1.0f));
            const areaLight* curLight = static_cast<const areaLight *> (lights[var]);

            //sample a photon
            Photon curPhoton;
            Vector3f unQuantDir(0.0f,0.0f,0.0f);
            curLight->samplePhoton(sampler, curPhoton, 1, nLights, unQuantDir);
            Color3f alpha = curPhoton.getPower();
            Color3f tp(1.0f, 1.0f, 1.0f);


            //trace the photon
            Intersection its;
            Ray3f photonRay(curPhoton.getPosition(), unQuantDir);
            m_shootedRays++;
            if (scene->rayIntersect(photonRay, its)) {
                while(true) {
                    const BSDF* curBSDF = its.mesh->getBSDF();


                    if (curBSDF->isDiffuse()) {
                        //store the photon
                        m_photonMap->push_back(Photon(
                            its.p  /* Position */,
                            -photonRay.d /* Direction*/,
                            tp * alpha  /* Power */
                        ));
                        storedPhotons++;
                    }

                    if(!(storedPhotons < m_photonCount)) break;

                    BSDFQueryRecord query = BSDFQueryRecord(its.toLocal(-photonRay.d), Vector3f(0.0f), EMeasure::ESolidAngle);
                    Color3f fi =  curBSDF->sample(query, sampler->next2D());

                    if(fi.maxCoeff() == 0.0f) break;

                    tp *= fi;

                    Vector3f wo = its.toWorld(query.wo);
                    photonRay = Ray3f(its.p, wo);

                    //ray escapes the scene
                    if (!scene->rayIntersect(photonRay, its)) break;

                    //stop critirium russian roulette
                    float q = tp.maxCoeff();
                    if(q < sampler->next1D()) break;
                    tp /= q;
                }

            }
            if(onePercent != 0) {
                if(storedPhotons % onePercent == 0){
                    int percent = int(floor(storedPhotons / onePercent));
                    if(percent % 10 == 0 && percentDone != percent){
                        percentDone = percent;
                        cout << percent << "%" << endl;
                    }
                }
            }
        }

		/* Build the photon map */
        m_photonMap->build();
    }
Пример #5
0
    Color3f Li(const Scene *scene, Sampler *sampler, const Ray3f &ray) const {
        /* Find the surface that is visible in the requested direction */
        Intersection its;


        //check if the ray intersects the scene
        if (!scene->rayIntersect(ray, its)) {
            return Color3f(0.0f);
        }

        Color3f tp(1.0f, 1.0f, 1.0f);
        Color3f L(0.0f, 0.0f, 0.0f);
        Ray3f pathRay(ray.o, ray.d);
        while(true) {

            //get the radiance of hitten object

            if (its.mesh->isEmitter() ) {
                const Emitter* areaLightEM = its.mesh->getEmitter();
                const areaLight* aEM = static_cast<const areaLight *> (areaLightEM);
                L += tp * aEM->sampleL(-pathRay.d, its.shFrame.n, its);
            }

            //get the asigned BSDF
            const BSDF* curBSDF = its.mesh->getBSDF();

            //transform to the local frame
            BSDFQueryRecord query = BSDFQueryRecord(its.toLocal(-pathRay.d), Vector3f(0.0f), EMeasure::ESolidAngle);

            //Normal3f n = its.shFrame.n;



            if(curBSDF->isDiffuse()) {
                std::vector<uint32_t> results;
                m_photonMap->search(its.p, m_photonRadius, results);
                Color3f Li(0.0f, 0.0f, 0.0f);
                int k = results.size();
                //cout << k << endl;

                if(k > 0) {

                    //cout << results.size() << " Photons found!" << endl;
                    //get the power from all photons
                    //for (uint32_t i : results)
                    //const Photon &photonk = (*m_photonMap)[k-1];
                    Color3f Lindir(0.0f, 0.0f, 0.0f);
                    for (int i = 0; i < k; ++i)
                    {
                        const Photon &photon = (*m_photonMap)[results[i]];
                        Vector3f wi = its.toLocal(photon.getDirection());
                        Vector3f wo = its.toLocal(its.shFrame.n);
                        BSDFQueryRecord dummy = BSDFQueryRecord(wi, wo, EMeasure::ESolidAngle);
                        Color3f f = curBSDF->eval(dummy);


                        Lindir += (tp * f) * photon.getPower() / (M_PI * m_photonRadius * m_photonRadius);


                    }

                    Li += Lindir;

                    //cout << "Li = " <<  Li.toString() << endl;
                    if(Li.maxCoeff() > 0.0f)
                        L +=  Li  / m_shootedRays;

                }
                break;
            }

            //sample the BRDF
            Color3f fi =  curBSDF->sample(query, sampler->next2D());
            //check for black brdf
            if(fi.maxCoeff() > 0.0f) {
                tp *= fi;
            } else {
                //stop
                // hit a black brdf
                break;
            }
            Vector3f wo = its.toWorld(query.wo);
            pathRay = Ray3f(its.p, wo);

            //ray escapes the scene
            if (!scene->rayIntersect(pathRay, its)) break;


            //stop critirium russian roulette
            float maxCoeff = tp.maxCoeff();
            float q = std::min(0.99f, maxCoeff);
            if(q < sampler->next1D()) break;
            tp /= q;
        }
        return L;
    }
Пример #6
0
    Color3f Li(const Scene *scene, Sampler *sampler, const Ray3f &ray) const {
        /* Find the surface that is visible in the requested direction */
        Intersection its;
        if (!scene->rayIntersect(ray, its))
            return Color3f(0.0f);

        //get the Normal at the intersection point
        Vector3f n = Vector3f(its.shFrame.n);

        //get the Number of lights from the scene

        const  std::vector<Emitter *> lights = scene->getEmitters();
        uint32_t nLights = lights.size();


        //check for lights
        if(nLights > 0) {

            //get the asigned BSDF
            const BSDF* curBSDF = its.mesh->getBSDF();
            if(curBSDF) {
                Color3f totalLight(0.0f);
                //uterated over all lights
                //std::cout << "start light comp" << std::endl;
                for (uint32_t var = 0; var < nLights; ++var) {

                    VisibilityTester vis;
                    Vector3f wi;
                    float pdf;
                    const Point2f ls;

                    //sample the light
                    Color3f Ld =lights[var]->sampleL(its.p, Epsilon, ls, &wi, &pdf, &vis);

                    //check if the light is visible
                    if(vis.Unoccluded(scene)) {

                        //create a query for the brdf
                        Vector3f wo = - ray.d;

                        //calculate the abs value of n dot wi
                        float costerm = n.dot(wi);

                        //transform to the local frame
                        wo = its.toLocal(wo);
                        wi = its.toLocal(wi);

                        const BSDFQueryRecord query = BSDFQueryRecord(wi, wo, EMeasure::ESolidAngle);

                        //calculate the BSDF
                        Color3f f = curBSDF->eval(query);

                        //add the light up
                        totalLight += (Ld * f * std::abs(costerm));

                    }
                }

                return totalLight;
            }
        }
        return Color3f(0.0f);


    }