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; }
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; }
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 }
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(); }
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; }
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); }