示例#1
0
Spectrum SeparableBSSRDF::Sample_Sp(const Scene &scene, Float u1,
                                    const Point2f &u2, MemoryArena &arena,
                                    SurfaceInteraction *pi, Float *pdf) const {
    ProfilePhase pp(Prof::BSSRDFEvaluation);
    // Choose projection axis for BSSRDF sampling
    Vector3f vx, vy, vz;
    if (u1 < .5f) {
        vx = ss;
        vy = ts;
        vz = Vector3f(ns);
        u1 *= 2;
    } else if (u1 < .75f) {
        // Prepare for sampling rays with respect to _ss_
        vx = ts;
        vy = Vector3f(ns);
        vz = ss;
        u1 = (u1 - .5f) * 4;
    } else {
        // Prepare for sampling rays with respect to _ts_
        vx = Vector3f(ns);
        vy = ss;
        vz = ts;
        u1 = (u1 - .75f) * 4;
    }

    // Choose spectral channel for BSSRDF sampling
    int ch = Clamp((int)(u1 * Spectrum::nSamples), 0, Spectrum::nSamples - 1);
    u1 = u1 * Spectrum::nSamples - ch;

    // Sample BSSRDF profile in polar coordinates
    Float r = Sample_Sr(ch, u2[0]);
    if (r < 0) return Spectrum(0.f);
    Float phi = 2 * Pi * u2[1];

    // Compute BSSRDF profile bounds and intersection height
    Float rMax = Sample_Sr(ch, 0.999f);
    if (r > rMax) return Spectrum(0.f);
    Float l = 2 * std::sqrt(rMax * rMax - r * r);

    // Compute BSSRDF sampling ray segment
    Interaction base;
    base.p =
        po.p + r * (vx * std::cos(phi) + vy * std::sin(phi)) - l * vz * 0.5f;
    base.time = po.time;
    Point3f pTarget = base.p + l * vz;

    // Intersect BSSRDF sampling ray against the scene geometry

    // Declare _IntersectionChain_ and linked list
    struct IntersectionChain {
        SurfaceInteraction si;
        IntersectionChain *next = nullptr;
    };
    IntersectionChain *chain = ARENA_ALLOC(arena, IntersectionChain)();

    // Accumulate chain of intersections along ray
    IntersectionChain *ptr = chain;
    int nFound = 0;
    while (scene.Intersect(base.SpawnRayTo(pTarget), &ptr->si)) {
        base = ptr->si;
        // Append admissible intersection to _IntersectionChain_
        if (ptr->si.primitive->GetMaterial() == this->material) {
            IntersectionChain *next = ARENA_ALLOC(arena, IntersectionChain)();
            ptr->next = next;
            ptr = next;
            nFound++;
        }
    }

    // Randomly choose one of several intersections during BSSRDF sampling
    if (nFound == 0) return Spectrum(0.0f);
    int selected = Clamp((int)(u1 * nFound), 0, nFound - 1);
    while (selected-- > 0) chain = chain->next;
    *pi = chain->si;

    // Compute sample PDF and return the spatial BSSRDF term $\Sp$
    *pdf = this->Pdf_Sp(*pi) / nFound;
    return this->Sp(*pi);
}
示例#2
0
Spectrum SeparableBSSRDF::Sample_Sp(const Scene &scene, Float sample1,
                                    const Point2f &sample2, MemoryArena &arena,
                                    SurfaceInteraction *pi, Float *pdf) const {
    ProfilePhase pp(Prof::BSSRDFEvaluation);
    // Choose projection axis for BSSRDF sampling
    Vector3f axis;
    if (sample1 < .25f) {
        axis = ss;
        sample1 *= 4;
    } else if (sample1 < .5f) {
        axis = ts;
        sample1 = (sample1 - .25f) * 4;
    } else {
        axis = Vector3f(ns);
        sample1 = (sample1 - .5f) * 2;
    }

    // Choose spectral channel for BSSRDF sampling
    int ch =
        Clamp((int)(sample1 * Spectrum::nSamples), 0, Spectrum::nSamples - 1);
    sample1 = sample1 * Spectrum::nSamples - ch;

    // Sample BSSRDF profile in polar coordinates
    Float r = Sample_Sr(ch, sample2.x);
    if (r < 0) return Spectrum(0.f);
    Float phi = 2 * Pi * sample2.y;

    // Compute BSSRDF profile bounds and intersection height
    Float rMax = Sample_Sr(ch, 0.999f);
    if (r > rMax) return Spectrum(0.f);
    Float l = 2 * std::sqrt(rMax * rMax - r * r);

    // Compute BSSRDF sampling ray segment
    Vector3f v0, v1;
    CoordinateSystem(axis, &v0, &v1);
    Interaction base;
    base.p =
        po.p + r * (v0 * std::cos(phi) + v1 * std::sin(phi)) - l * axis * 0.5f;
    base.time = po.time;
    Point3f target = base.p + l * axis;

    // Intersect BSSRDF sampling ray against the scene geometry
    struct IntersectionChain {
        SurfaceInteraction si;
        IntersectionChain *next;
    };
    IntersectionChain *chain = ARENA_ALLOC(arena, IntersectionChain)(),
                      *ptr = chain;
    int nFound = 0;
    while (true) {
        if (!scene.Intersect(base.SpawnRayTo(target), &ptr->si)) break;
        base = ptr->si;
        // Append admissible intersection to _IntersectionChain_
        if (ptr->si.primitive->GetMaterial() == material) {
            IntersectionChain *next = ARENA_ALLOC(arena, IntersectionChain)();
            ptr->next = next;
            ptr = next;
            nFound++;
        }
    }

    // Randomly choose one of several intersections during BSSRDF sampling
    if (nFound == 0) return Spectrum(0.0f);
    int selected = Clamp((int)(sample1 * nFound), 0, nFound - 1);
    while (selected-- > 0) chain = chain->next;
    *pi = chain->si;

    // Compute sample PDF and return the spatial BSSRDF term $\Sp$
    *pdf = Pdf_Sp(*pi) / nFound;
    return Sp(*pi);
}