Spectrum DirectLightingIntegrator::Li(const RayDifferential &ray, const Scene &scene, Sampler &sampler, MemoryArena &arena, int depth) const { ProfilePhase p(Prof::SamplerIntegratorLi); Spectrum L(0.f); // Find closest ray intersection or return background radiance SurfaceInteraction isect; if (!scene.Intersect(ray, &isect)) { for (const auto &light : scene.lights) L += light->Le(ray); return L; } // Compute scattering functions for surface interaction isect.ComputeScatteringFunctions(ray, arena); if (!isect.bsdf) return Li(isect.SpawnRay(ray.d), scene, sampler, arena, depth); Vector3f wo = isect.wo; // Compute emitted light if ray hit an area light source L += isect.Le(wo); if (scene.lights.size() > 0) { // Compute direct lighting for _DirectLightingIntegrator_ integrator if (strategy == LightStrategy::UniformSampleAll) L += UniformSampleAllLights(isect, scene, arena, sampler, nLightSamples); else L += UniformSampleOneLight(isect, scene, arena, sampler); } if (depth + 1 < maxDepth) { Vector3f wi; // Trace rays for specular reflection and refraction L += SpecularReflect(ray, isect, scene, sampler, arena, depth); L += SpecularTransmit(ray, isect, scene, sampler, arena, depth); } return L; }
Spectrum DipoleSubsurfaceIntegrator::Li(const Scene *scene, const Renderer *renderer, const RayDifferential &ray, const Intersection &isect, const Sample *sample, RNG &rng, MemoryArena &arena) const { Spectrum L(0.); Vector wo = -ray.d; // Compute emitted light if ray hit an area light source L += isect.Le(wo); // Evaluate BSDF at hit point BSDF *bsdf = isect.GetBSDF(ray, arena); const Point &p = bsdf->dgShading.p; const Normal &n = bsdf->dgShading.nn; Spectrum rho_dr = Spectrum(1.0f); // Evaluate BSSRDF and possibly compute subsurface scattering BSSRDF *bssrdf = isect.GetBSSRDF(ray, arena); if (bssrdf && octree) { Spectrum sigma_a = bssrdf->sigma_a(); Spectrum sigmap_s = bssrdf->sigma_prime_s(); Spectrum sigmap_t = sigmap_s + sigma_a; if (!sigmap_t.IsBlack()) { // Use hierarchical integration to evaluate reflection from dipole model PBRT_SUBSURFACE_STARTED_OCTREE_LOOKUP(const_cast<Point *>(&p)); DiffusionReflectance Rd(sigma_a, sigmap_s, bssrdf->eta()); Spectrum Mo = octree->Mo(octreeBounds, p, Rd, maxError); FresnelDielectric fresnel(1.f, bssrdf->eta()); Spectrum Ft = Spectrum(1.f) - fresnel.Evaluate(AbsDot(wo, n)); float Fdt = 1.f - Fdr(bssrdf->eta()); // modulate SSS contribution by rho_dr //L += (INV_PI * Ft) * (Fdt * Mo); rho_dr = wet->integrate_BRDF(bsdf, ray.d, 10, BxDFType(BSDF_REFLECTION | BSDF_GLOSSY)); L += (INV_PI * Ft) * (Fdt * Mo) * (Spectrum(1.0f) - rho_dr); //L += (INV_PI * Ft) * (Fdt * Mo) * (Spectrum(0.0f)); PBRT_SUBSURFACE_FINISHED_OCTREE_LOOKUP(); } } L += UniformSampleAllLights(scene, renderer, arena, p, n, wo, isect.rayEpsilon, ray.time, bsdf, sample, rng, lightSampleOffsets, bsdfSampleOffsets); if (ray.depth < maxSpecularDepth) { // Trace rays for specular reflection and refraction. //TODO: this has no effect? L += SpecularReflect(ray, bsdf, rng, isect, renderer, scene, sample, arena); L += SpecularTransmit(ray, bsdf, rng, isect, renderer, scene, sample, arena); } return L; }
Spectrum DirectLightingIntegrator::Li(const Scene *scene, const Renderer *renderer, const RayDifferential &ray, const Intersection &isect, const Sample *sample, RNG &rng, MemoryArena &arena) const { Spectrum L(0.f); // Evaluate BSDF at hit point BSDF *bsdf = isect.GetBSDF(ray, arena); Vector wo = -ray.d; const Point &p = bsdf->dgShading.p; const Normal &n = bsdf->dgShading.nn; // Compute emitted light if ray hit an area light source L += isect.Le(wo); // Compute direct lighting for _DirectLightingIntegrator_ integrator if (scene->lights.size() > 0) { // Apply direct lighting strategy switch (strategy) { case SAMPLE_ALL_UNIFORM: L += UniformSampleAllLights(scene, renderer, arena, p, n, wo, isect.rayEpsilon, ray.time, bsdf, sample, rng, lightSampleOffsets, bsdfSampleOffsets); break; case SAMPLE_ONE_UNIFORM: L += UniformSampleOneLight(scene, renderer, arena, p, n, wo, isect.rayEpsilon, ray.time, bsdf, sample, rng, lightNumOffset, lightSampleOffsets, bsdfSampleOffsets); break; } } if (ray.depth + 1 < maxDepth) { Vector wi; // Trace rays for specular reflection and refraction Spectrum reflection(0.f); Spectrum refraction(0.f); reflection = SpecularReflect(ray, bsdf, rng, isect, renderer, scene, sample,arena); refraction = SpecularTransmit(ray, bsdf, rng, isect, renderer, scene, sample, arena); L += reflection; L += refraction; } //printf("Size %i \n", NaiadFoam::cur->FoamPlane().size()); return L*bsdf->dgShading.mult; }
Spectrum IrradianceCacheIntegrator::Li(const Scene *scene, const Renderer *renderer, const RayDifferential &ray, const Intersection &isect, const Sample *sample, RNG &rng, MemoryArena &arena) const { Spectrum L(0.); // Evaluate BSDF at hit point BSDF *bsdf = isect.GetBSDF(ray, arena); Vector wo = -ray.d; const Point &p = bsdf->dgShading.p; const Normal &n = bsdf->dgShading.nn; L += isect.Le(wo); // Compute direct lighting for irradiance cache L += UniformSampleAllLights(scene, renderer, arena, p, n, wo, isect.rayEpsilon, ray.time, bsdf, sample, rng, lightSampleOffsets, bsdfSampleOffsets); // Compute indirect lighting for irradiance cache if (ray.depth + 1 < maxSpecularDepth) { Vector wi; // Trace rays for specular reflection and refraction L += SpecularReflect(ray, bsdf, rng, isect, renderer, scene, sample, arena); L += SpecularTransmit(ray, bsdf, rng, isect, renderer, scene, sample, arena); } // Estimate indirect lighting with irradiance cache Normal ng = isect.dg.nn; ng = Faceforward(ng, wo); // Compute pixel spacing in world space at intersection point float pixelSpacing = sqrtf(Cross(isect.dg.dpdx, isect.dg.dpdy).Length()); BxDFType flags = BxDFType(BSDF_REFLECTION | BSDF_DIFFUSE | BSDF_GLOSSY); L += indirectLo(p, ng, pixelSpacing, wo, isect.rayEpsilon, bsdf, flags, rng, scene, renderer, arena); flags = BxDFType(BSDF_TRANSMISSION | BSDF_DIFFUSE | BSDF_GLOSSY); L += indirectLo(p, -ng, pixelSpacing, wo, isect.rayEpsilon, bsdf, flags, rng, scene, renderer, arena); return L; }
Spectrum UseRadianceProbes::Li(const Scene *scene, const Renderer *renderer, const RayDifferential &ray, const Intersection &isect, const Sample *sample, RNG &rng, MemoryArena &arena, int wavelength) const { Spectrum L(0.); Vector wo = -ray.d; // Compute emitted light if ray hit an area light source L += isect.Le(wo); // Evaluate BSDF at hit point BSDF *bsdf = isect.GetBSDF(ray, arena, wavelength); const Point &p = bsdf->dgShading.p; const Normal &n = bsdf->dgShading.nn; // Compute reflection for radiance probes integrator if (!includeDirectInProbes) L += UniformSampleAllLights(scene, renderer, arena, p, n, wo, isect.rayEpsilon, ray.time, bsdf, sample, rng, lightSampleOffsets, bsdfSampleOffsets); // Compute reflected lighting using radiance probes // Compute probe coordinates and offsets for lookup point Vector offset = bbox.Offset(p); float voxx = (offset.x * nProbes[0]) - 0.5f; float voxy = (offset.y * nProbes[1]) - 0.5f; float voxz = (offset.z * nProbes[2]) - 0.5f; int vx = Floor2Int(voxx), vy = Floor2Int(voxy), vz = Floor2Int(voxz); float dx = voxx - vx, dy = voxy - vy, dz = voxz - vz; // Get radiance probe coefficients around lookup point const Spectrum *b000 = c_inXYZ(lmax, vx, vy, vz); const Spectrum *b100 = c_inXYZ(lmax, vx+1, vy, vz); const Spectrum *b010 = c_inXYZ(lmax, vx, vy+1, vz); const Spectrum *b110 = c_inXYZ(lmax, vx+1, vy+1, vz); const Spectrum *b001 = c_inXYZ(lmax, vx, vy, vz+1); const Spectrum *b101 = c_inXYZ(lmax, vx+1, vy, vz+1); const Spectrum *b011 = c_inXYZ(lmax, vx, vy+1, vz+1); const Spectrum *b111 = c_inXYZ(lmax, vx+1, vy+1, vz+1); // Compute incident radiance from radiance probe coefficients Spectrum *c_inp = arena.Alloc<Spectrum>(SHTerms(lmax)); for (int i = 0; i < SHTerms(lmax); ++i) { // Do trilinear interpolation to compute SH coefficients at point Spectrum c00 = Lerp(dx, b000[i], b100[i]); Spectrum c10 = Lerp(dx, b010[i], b110[i]); Spectrum c01 = Lerp(dx, b001[i], b101[i]); Spectrum c11 = Lerp(dx, b011[i], b111[i]); Spectrum c0 = Lerp(dy, c00, c10); Spectrum c1 = Lerp(dy, c01, c11); c_inp[i] = Lerp(dz, c0, c1); } // Convolve incident radiance to compute irradiance function Spectrum *c_E = arena.Alloc<Spectrum>(SHTerms(lmax)); SHConvolveCosTheta(lmax, c_inp, c_E); // Evaluate irradiance function and accumulate reflection Spectrum rho = bsdf->rho(wo, rng, BSDF_ALL_REFLECTION); float *Ylm = ALLOCA(float, SHTerms(lmax)); SHEvaluate(Vector(Faceforward(n, wo)), lmax, Ylm); Spectrum E = 0.f; for (int i = 0; i < SHTerms(lmax); ++i) E += c_E[i] * Ylm[i]; L += rho * INV_PI * E.Clamp(); return L; }
Spectrum IGIIntegrator::Li(const Scene *scene, const Renderer *renderer, const RayDifferential &ray, const Intersection &isect, const Sample *sample, RNG &rng, MemoryArena &arena) const { Spectrum L(0.); Vector wo = -ray.d; // Compute emitted light if ray hit an area light source L += isect.Le(wo); // Evaluate BSDF at hit point BSDF *bsdf = isect.GetBSDF(ray, arena); const Point &p = bsdf->dgShading.p; const Normal &n = bsdf->dgShading.nn; L += UniformSampleAllLights(scene, renderer, arena, p, n, wo, isect.rayEpsilon, ray.time, bsdf, sample, rng, lightSampleOffsets, bsdfSampleOffsets); // Compute indirect illumination with virtual lights uint32_t lSet = min(uint32_t(sample->oneD[vlSetOffset][0] * nLightSets), nLightSets-1); for (uint32_t i = 0; i < virtualLights[lSet].size(); ++i) { const VirtualLight &vl = virtualLights[lSet][i]; // Compute virtual light's tentative contribution _Llight_ float d2 = DistanceSquared(p, vl.p); Vector wi = Normalize(vl.p - p); float G = AbsDot(wi, n) * AbsDot(wi, vl.n) / d2; G = min(G, gLimit); Spectrum f = bsdf->f(wo, wi); if (G == 0.f || f.IsBlack()) continue; Spectrum Llight = f * G * vl.pathContrib / nLightPaths; RayDifferential connectRay(p, wi, ray, isect.rayEpsilon, sqrtf(d2) * (1.f - vl.rayEpsilon)); Llight *= renderer->Transmittance(scene, connectRay, NULL, rng, arena); // Possibly skip virtual light shadow ray with Russian roulette if (Llight.y() < rrThreshold) { float continueProbability = .1f; if (rng.RandomFloat() > continueProbability) continue; Llight /= continueProbability; } // Add contribution from _VirtualLight_ _vl_ if (!scene->IntersectP(connectRay)) L += Llight; } if (ray.depth < maxSpecularDepth) { // Do bias compensation for bounding geometry term int nSamples = (ray.depth == 0) ? nGatherSamples : 1; for (int i = 0; i < nSamples; ++i) { Vector wi; float pdf; BSDFSample bsdfSample = (ray.depth == 0) ? BSDFSample(sample, gatherSampleOffset, i) : BSDFSample(rng); Spectrum f = bsdf->Sample_f(wo, &wi, bsdfSample, &pdf, BxDFType(BSDF_ALL & ~BSDF_SPECULAR)); if (!f.IsBlack() && pdf > 0.f) { // Trace ray for bias compensation gather sample float maxDist = sqrtf(AbsDot(wi, n) / gLimit); RayDifferential gatherRay(p, wi, ray, isect.rayEpsilon, maxDist); Intersection gatherIsect; Spectrum Li = renderer->Li(scene, gatherRay, sample, rng, arena, &gatherIsect); if (Li.IsBlack()) continue; // Add bias compensation ray contribution to radiance sum float Ggather = AbsDot(wi, n) * AbsDot(-wi, gatherIsect.dg.nn) / DistanceSquared(p, gatherIsect.dg.p); if (Ggather - gLimit > 0.f && !isinf(Ggather)) { float gs = (Ggather - gLimit) / Ggather; L += f * Li * (AbsDot(wi, n) * gs / (nSamples * pdf)); } } } } if (ray.depth + 1 < maxSpecularDepth) { Vector wi; // Trace rays for specular reflection and refraction L += SpecularReflect(ray, bsdf, rng, isect, renderer, scene, sample, arena); L += SpecularTransmit(ray, bsdf, rng, isect, renderer, scene, sample, arena); } return L; }
Spectrum IrradianceCache::Li(const Scene *scene, const RayDifferential &ray, const Sample *sample, float *alpha) const { Intersection isect; Spectrum L(0.); if (scene->Intersect(ray, &isect)) { if (alpha) *alpha = 1.; // Evaluate BSDF at hit point BSDF *bsdf = isect.GetBSDF(ray); Vector wo = -ray.d; const Point &p = bsdf->dgShading.p; const Normal &n = bsdf->dgShading.nn; // Compute direct lighting for irradiance cache L += isect.Le(wo); L += UniformSampleAllLights(scene, p, n, wo, bsdf, sample, lightSampleOffset, bsdfSampleOffset, bsdfComponentOffset); // Compute indirect lighting for irradiance cache if (specularDepth++ < maxSpecularDepth) { Vector wi; // Trace rays for specular reflection and refraction Spectrum f = bsdf->Sample_f(wo, &wi, BxDFType(BSDF_REFLECTION | BSDF_SPECULAR)); if (!f.Black()) { // Compute ray differential _rd_ for specular reflection RayDifferential rd(p, wi); rd.hasDifferentials = true; rd.rx.o = p + isect.dg.dpdx; rd.ry.o = p + isect.dg.dpdy; // Compute differential reflected directions Normal dndx = bsdf->dgShading.dndu * bsdf->dgShading.dudx + bsdf->dgShading.dndv * bsdf->dgShading.dvdx; Normal dndy = bsdf->dgShading.dndu * bsdf->dgShading.dudy + bsdf->dgShading.dndv * bsdf->dgShading.dvdy; Vector dwodx = -ray.rx.d - wo, dwody = -ray.ry.d - wo; float dDNdx = Dot(dwodx, n) + Dot(wo, dndx); float dDNdy = Dot(dwody, n) + Dot(wo, dndy); rd.rx.d = wi - dwodx + 2 * Vector(Dot(wo, n) * dndx + dDNdx * n); rd.ry.d = wi - dwody + 2 * Vector(Dot(wo, n) * dndy + dDNdy * n); L += scene->Li(rd, sample) * f * AbsDot(wi, n); } f = bsdf->Sample_f(wo, &wi, BxDFType(BSDF_TRANSMISSION | BSDF_SPECULAR)); if (!f.Black()) { // Compute ray differential _rd_ for specular transmission RayDifferential rd(p, wi); rd.hasDifferentials = true; rd.rx.o = p + isect.dg.dpdx; rd.ry.o = p + isect.dg.dpdy; float eta = bsdf->eta; Vector w = -wo; if (Dot(wo, n) < 0) eta = 1.f / eta; Normal dndx = bsdf->dgShading.dndu * bsdf->dgShading.dudx + bsdf->dgShading.dndv * bsdf->dgShading.dvdx; Normal dndy = bsdf->dgShading.dndu * bsdf->dgShading.dudy + bsdf->dgShading.dndv * bsdf->dgShading.dvdy; Vector dwodx = -ray.rx.d - wo, dwody = -ray.ry.d - wo; float dDNdx = Dot(dwodx, n) + Dot(wo, dndx); float dDNdy = Dot(dwody, n) + Dot(wo, dndy); float mu = eta * Dot(w, n) - Dot(wi, n); float dmudx = (eta - (eta*eta*Dot(w,n))/Dot(wi, n)) * dDNdx; float dmudy = (eta - (eta*eta*Dot(w,n))/Dot(wi, n)) * dDNdy; rd.rx.d = wi + eta * dwodx - Vector(mu * dndx + dmudx * n); rd.ry.d = wi + eta * dwody - Vector(mu * dndy + dmudy * n); L += scene->Li(rd, sample) * f * AbsDot(wi, n); } } --specularDepth; // Estimate indirect lighting with irradiance cache Normal ng = isect.dg.nn; if (Dot(wo, ng) < 0.f) ng = -ng; BxDFType flags = BxDFType(BSDF_REFLECTION | BSDF_DIFFUSE | BSDF_GLOSSY); L += IndirectLo(p, ng, wo, bsdf, flags, sample, scene); flags = BxDFType(BSDF_TRANSMISSION | BSDF_DIFFUSE | BSDF_GLOSSY); L += IndirectLo(p, -ng, wo, bsdf, flags, sample, scene); } else { // Handle ray with no intersection if (alpha) *alpha = 0.; for (u_int i = 0; i < scene->lights.size(); ++i) L += scene->lights[i]->Le(ray); if (alpha && !L.Black()) *alpha = 1.; return L; } return L; }
Spectrum PhotonIntegrator::Li(const Scene *scene, const Renderer *renderer, const RayDifferential &ray, const Intersection &isect, const Sample *sample, RNG &rng, MemoryArena &arena) const { Spectrum L(0.); Vector wo = -ray.d; // Compute emitted light if ray hit an area light source L += isect.Le(wo); // Evaluate BSDF at hit pbrt::Point BSDF *bsdf = isect.GetBSDF(ray, arena); const pbrt::Point &p = bsdf->dgShading.p; const Normal &n = bsdf->dgShading.nn; L += UniformSampleAllLights(scene, renderer, arena, p, n, wo, isect.rayEpsilon, ray.time, bsdf, sample, rng, lightSampleOffsets, bsdfSampleOffsets); // Compute caustic lighting for photon map integrator ClosePhoton *lookupBuf = arena.Alloc<ClosePhoton>(nLookup); L += LPhoton(causticMap, nCausticPaths, nLookup, lookupBuf, bsdf, rng, isect, wo, maxDistSquared); // Compute indirect lighting for photon map integrator if (finalGather && indirectMap != NULL) { #if 1 // Do one-bounce final gather for photon map BxDFType nonSpecular = BxDFType(BSDF_REFLECTION | BSDF_TRANSMISSION | BSDF_DIFFUSE | BSDF_GLOSSY); if (bsdf->NumComponents(nonSpecular) > 0) { // Find indirect photons around point for importance sampling const uint32_t nIndirSamplePhotons = 50; PhotonProcess proc(nIndirSamplePhotons, arena.Alloc<ClosePhoton>(nIndirSamplePhotons)); float searchDist2 = maxDistSquared; while (proc.nFound < nIndirSamplePhotons) { float md2 = searchDist2; proc.nFound = 0; indirectMap->Lookup(p, proc, md2); searchDist2 *= 2.f; } // Copy photon directions to local array Vector *photonDirs = arena.Alloc<Vector>(nIndirSamplePhotons); for (uint32_t i = 0; i < nIndirSamplePhotons; ++i) photonDirs[i] = proc.photons[i].photon->wi; // Use BSDF to do final gathering Spectrum Li = 0.; for (int i = 0; i < gatherSamples; ++i) { // Sample random direction from BSDF for final gather ray Vector wi; float pdf; BSDFSample bsdfSample(sample, bsdfGatherSampleOffsets, i); Spectrum fr = bsdf->Sample_f(wo, &wi, bsdfSample, &pdf, BxDFType(BSDF_ALL & ~BSDF_SPECULAR)); if (fr.IsBlack() || pdf == 0.f) continue; Assert(pdf >= 0.f); // Trace BSDF final gather ray and accumulate radiance RayDifferential bounceRay(p, wi, ray, isect.rayEpsilon); Intersection gatherIsect; if (scene->Intersect(bounceRay, &gatherIsect)) { // Compute exitant radiance _Lindir_ using radiance photons Spectrum Lindir = 0.f; Normal nGather = gatherIsect.dg.nn; nGather = Faceforward(nGather, -bounceRay.d); RadiancePhotonProcess proc(nGather); float md2 = INFINITY; radianceMap->Lookup(gatherIsect.dg.p, proc, md2); if (proc.photon != NULL) Lindir = proc.photon->Lo; Lindir *= renderer->Transmittance(scene, bounceRay, NULL, rng, arena); // Compute MIS weight for BSDF-sampled gather ray // Compute PDF for photon-sampling of direction _wi_ float photonPdf = 0.f; float conePdf = UniformConePdf(cosGatherAngle); for (uint32_t j = 0; j < nIndirSamplePhotons; ++j) if (Dot(photonDirs[j], wi) > .999f * cosGatherAngle) photonPdf += conePdf; photonPdf /= nIndirSamplePhotons; float wt = PowerHeuristic(gatherSamples, pdf, gatherSamples, photonPdf); Li += fr * Lindir * (AbsDot(wi, n) * wt / pdf); } } L += Li / gatherSamples; // Use nearby photons to do final gathering Li = 0.; for (int i = 0; i < gatherSamples; ++i) { // Sample random direction using photons for final gather ray BSDFSample gatherSample(sample, indirGatherSampleOffsets, i); int photonNum = min((int)nIndirSamplePhotons - 1, Floor2Int(gatherSample.uComponent * nIndirSamplePhotons)); // Sample gather ray direction from _photonNum_ Vector vx, vy; CoordinateSystem(photonDirs[photonNum], &vx, &vy); Vector wi = UniformSampleCone(gatherSample.uDir[0], gatherSample.uDir[1], cosGatherAngle, vx, vy, photonDirs[photonNum]); // Trace photon-sampled final gather ray and accumulate radiance Spectrum fr = bsdf->f(wo, wi); if (fr.IsBlack()) continue; RayDifferential bounceRay(p, wi, ray, isect.rayEpsilon); Intersection gatherIsect; PBRT_PHOTON_MAP_STARTED_GATHER_RAY(&bounceRay); if (scene->Intersect(bounceRay, &gatherIsect)) { // Compute exitant radiance _Lindir_ using radiance photons Spectrum Lindir = 0.f; Normal nGather = gatherIsect.dg.nn; nGather = Faceforward(nGather, -bounceRay.d); RadiancePhotonProcess proc(nGather); float md2 = INFINITY; radianceMap->Lookup(gatherIsect.dg.p, proc, md2); if (proc.photon != NULL) Lindir = proc.photon->Lo; Lindir *= renderer->Transmittance(scene, bounceRay, NULL, rng, arena); // Compute PDF for photon-sampling of direction _wi_ float photonPdf = 0.f; float conePdf = UniformConePdf(cosGatherAngle); for (uint32_t j = 0; j < nIndirSamplePhotons; ++j) if (Dot(photonDirs[j], wi) > .999f * cosGatherAngle) photonPdf += conePdf; photonPdf /= nIndirSamplePhotons; // Compute MIS weight for photon-sampled gather ray float bsdfPdf = bsdf->Pdf(wo, wi); float wt = PowerHeuristic(gatherSamples, photonPdf, gatherSamples, bsdfPdf); Li += fr * Lindir * AbsDot(wi, n) * wt / photonPdf; } PBRT_PHOTON_MAP_FINISHED_GATHER_RAY(&bounceRay); } L += Li / gatherSamples; } #else // for debugging / examples: use the photon map directly Normal nn = Faceforward(n, -ray.d); RadiancePhotonProcess proc(nn); float md2 = INFINITY; radianceMap->Lookup(p, proc, md2); if (proc.photon) L += proc.photon->Lo; #endif } else L += LPhoton(indirectMap, nIndirectPaths, nLookup, lookupBuf, bsdf, rng, isect, wo, maxDistSquared); if (ray.depth+1 < maxSpecularDepth) { Vector wi; // Trace rays for specular reflection and refraction L += SpecularReflect(ray, bsdf, rng, isect, renderer, scene, sample, arena); L += SpecularTransmit(ray, bsdf, rng, isect, renderer, scene, sample, arena); } return L; }
Spectrum DirectLighting::Li(const Scene *scene, const RayDifferential &ray, const Sample *sample, float *alpha) const { Intersection isect; Spectrum L(0.); if (scene->Intersect(ray, &isect)) { if (alpha) *alpha = 1.; // Evaluate BSDF at hit point BSDF *bsdf = isect.GetBSDF(ray); Vector wo = -ray.d; const Point &p = bsdf->dgShading.p; const Normal &n = bsdf->dgShading.nn; // Compute emitted light if ray hit an area light source L += isect.Le(wo); // Compute direct lighting for _DirectLighting_ integrator if (scene->lights.size() > 0) { // Apply direct lighting strategy switch (strategy) { case SAMPLE_ALL_UNIFORM: L += UniformSampleAllLights(scene, p, n, wo, bsdf, sample, lightSampleOffset, bsdfSampleOffset, bsdfComponentOffset); break; case SAMPLE_ONE_UNIFORM: L += UniformSampleOneLight(scene, p, n, wo, bsdf, sample, lightSampleOffset[0], lightNumOffset, bsdfSampleOffset[0], bsdfComponentOffset[0]); break; case SAMPLE_ONE_WEIGHTED: L += WeightedSampleOneLight(scene, p, n, wo, bsdf, sample, lightSampleOffset[0], lightNumOffset, bsdfSampleOffset[0], bsdfComponentOffset[0], avgY, avgYsample, cdf, overallAvgY); break; } } if (rayDepth++ < maxDepth) { Vector wi; // Trace rays for specular reflection and refraction Spectrum f = bsdf->Sample_f(wo, &wi, BxDFType(BSDF_REFLECTION | BSDF_SPECULAR)); if (!f.Black()) { // Compute ray differential _rd_ for specular reflection RayDifferential rd(p, wi); rd.hasDifferentials = true; rd.rx.o = p + isect.dg.dpdx; rd.ry.o = p + isect.dg.dpdy; // Compute differential reflected directions Normal dndx = bsdf->dgShading.dndu * bsdf->dgShading.dudx + bsdf->dgShading.dndv * bsdf->dgShading.dvdx; Normal dndy = bsdf->dgShading.dndu * bsdf->dgShading.dudy + bsdf->dgShading.dndv * bsdf->dgShading.dvdy; Vector dwodx = -ray.rx.d - wo, dwody = -ray.ry.d - wo; float dDNdx = Dot(dwodx, n) + Dot(wo, dndx); float dDNdy = Dot(dwody, n) + Dot(wo, dndy); rd.rx.d = wi - dwodx + 2 * Vector(Dot(wo, n) * dndx + dDNdx * n); rd.ry.d = wi - dwody + 2 * Vector(Dot(wo, n) * dndy + dDNdy * n); L += scene->Li(rd, sample) * f * AbsDot(wi, n); } f = bsdf->Sample_f(wo, &wi, BxDFType(BSDF_TRANSMISSION | BSDF_SPECULAR)); if (!f.Black()) { // Compute ray differential _rd_ for specular transmission RayDifferential rd(p, wi); rd.hasDifferentials = true; rd.rx.o = p + isect.dg.dpdx; rd.ry.o = p + isect.dg.dpdy; float eta = bsdf->eta; Vector w = -wo; if (Dot(wo, n) < 0) eta = 1.f / eta; Normal dndx = bsdf->dgShading.dndu * bsdf->dgShading.dudx + bsdf->dgShading.dndv * bsdf->dgShading.dvdx; Normal dndy = bsdf->dgShading.dndu * bsdf->dgShading.dudy + bsdf->dgShading.dndv * bsdf->dgShading.dvdy; Vector dwodx = -ray.rx.d - wo, dwody = -ray.ry.d - wo; float dDNdx = Dot(dwodx, n) + Dot(wo, dndx); float dDNdy = Dot(dwody, n) + Dot(wo, dndy); float mu = eta * Dot(w, n) - Dot(wi, n); float dmudx = (eta - (eta*eta*Dot(w,n))/Dot(wi, n)) * dDNdx; float dmudy = (eta - (eta*eta*Dot(w,n))/Dot(wi, n)) * dDNdy; rd.rx.d = wi + eta * dwodx - Vector(mu * dndx + dmudx * n); rd.ry.d = wi + eta * dwody - Vector(mu * dndy + dmudy * n); L += scene->Li(rd, sample) * f * AbsDot(wi, n); } } --rayDepth; } else { // Handle ray with no intersection if (alpha) *alpha = 0.; for (u_int i = 0; i < scene->lights.size(); ++i) L += scene->lights[i]->Le(ray); if (alpha && !L.Black()) *alpha = 1.; return L; } return L; }
Spectrum ExPhotonIntegrator::Li(const Scene *scene, const RayDifferential &ray, const Sample *sample, float *alpha) const { // Compute reflected radiance with photon map Spectrum L(0.); Intersection isect; if (scene->Intersect(ray, &isect)) { if (alpha) *alpha = 1.; Vector wo = -ray.d; // Compute emitted light if ray hit an area light source L += isect.Le(wo); // Evaluate BSDF at hit point BSDF *bsdf = isect.GetBSDF(ray); const Point &p = bsdf->dgShading.p; const Normal &n = bsdf->dgShading.nn; L += UniformSampleAllLights(scene, p, n, wo, bsdf, sample, lightSampleOffset, bsdfSampleOffset, bsdfComponentOffset); // Compute indirect lighting for photon map integrator L += LPhoton(causticMap, nCausticPaths, nLookup, bsdf, isect, wo, maxDistSquared); if (finalGather) { #if 1 // Do one-bounce final gather for photon map BxDFType nonSpecular = BxDFType(BSDF_REFLECTION | BSDF_TRANSMISSION | BSDF_DIFFUSE | BSDF_GLOSSY); if (bsdf->NumComponents(nonSpecular) > 0) { // Find indirect photons around point for importance sampling u_int nIndirSamplePhotons = 50; PhotonProcess proc(nIndirSamplePhotons, p); proc.photons = (ClosePhoton *)alloca(nIndirSamplePhotons * sizeof(ClosePhoton)); float searchDist2 = maxDistSquared; while (proc.foundPhotons < nIndirSamplePhotons) { float md2 = searchDist2; proc.foundPhotons = 0; indirectMap->Lookup(p, proc, md2); searchDist2 *= 2.f; } // Copy photon directions to local array Vector *photonDirs = (Vector *)alloca(nIndirSamplePhotons * sizeof(Vector)); for (u_int i = 0; i < nIndirSamplePhotons; ++i) photonDirs[i] = proc.photons[i].photon->wi; // Use BSDF to do final gathering Spectrum Li = 0.; static StatsCounter gatherRays("Photon Map", // NOBOOK "Final gather rays traced"); // NOBOOK for (int i = 0; i < gatherSamples; ++i) { // Sample random direction from BSDF for final gather ray Vector wi; float u1 = sample->twoD[gatherSampleOffset[0]][2*i]; float u2 = sample->twoD[gatherSampleOffset[0]][2*i+1]; float u3 = sample->oneD[gatherComponentOffset[0]][i]; float pdf; Spectrum fr = bsdf->Sample_f(wo, &wi, u1, u2, u3, &pdf, BxDFType(BSDF_ALL & (~BSDF_SPECULAR))); if (fr.Black() || pdf == 0.f) continue; // Trace BSDF final gather ray and accumulate radiance RayDifferential bounceRay(p, wi); ++gatherRays; // NOBOOK Intersection gatherIsect; if (scene->Intersect(bounceRay, &gatherIsect)) { // Compute exitant radiance using precomputed irradiance Spectrum Lindir = 0.f; Normal n = gatherIsect.dg.nn; if (Dot(n, bounceRay.d) > 0) n = -n; RadiancePhotonProcess proc(gatherIsect.dg.p, n); float md2 = INFINITY; radianceMap->Lookup(gatherIsect.dg.p, proc, md2); if (proc.photon) Lindir = proc.photon->Lo; Lindir *= scene->Transmittance(bounceRay); // Compute MIS weight for BSDF-sampled gather ray // Compute PDF for photon-sampling of direction _wi_ float photonPdf = 0.f; float conePdf = UniformConePdf(cosGatherAngle); for (u_int j = 0; j < nIndirSamplePhotons; ++j) if (Dot(photonDirs[j], wi) > .999f * cosGatherAngle) photonPdf += conePdf; photonPdf /= nIndirSamplePhotons; float wt = PowerHeuristic(gatherSamples, pdf, gatherSamples, photonPdf); Li += fr * Lindir * AbsDot(wi, n) * wt / pdf; } } L += Li / gatherSamples; // Use nearby photons to do final gathering Li = 0.; for (int i = 0; i < gatherSamples; ++i) { // Sample random direction using photons for final gather ray float u1 = sample->oneD[gatherComponentOffset[1]][i]; float u2 = sample->twoD[gatherSampleOffset[1]][2*i]; float u3 = sample->twoD[gatherSampleOffset[1]][2*i+1]; int photonNum = min((int)nIndirSamplePhotons - 1, Floor2Int(u1 * nIndirSamplePhotons)); // Sample gather ray direction from _photonNum_ Vector vx, vy; CoordinateSystem(photonDirs[photonNum], &vx, &vy); Vector wi = UniformSampleCone(u2, u3, cosGatherAngle, vx, vy, photonDirs[photonNum]); // Trace photon-sampled final gather ray and accumulate radiance Spectrum fr = bsdf->f(wo, wi); if (fr.Black()) continue; // Compute PDF for photon-sampling of direction _wi_ float photonPdf = 0.f; float conePdf = UniformConePdf(cosGatherAngle); for (u_int j = 0; j < nIndirSamplePhotons; ++j) if (Dot(photonDirs[j], wi) > .999f * cosGatherAngle) photonPdf += conePdf; photonPdf /= nIndirSamplePhotons; RayDifferential bounceRay(p, wi); ++gatherRays; // NOBOOK Intersection gatherIsect; if (scene->Intersect(bounceRay, &gatherIsect)) { // Compute exitant radiance using precomputed irradiance Spectrum Lindir = 0.f; Normal n = gatherIsect.dg.nn; if (Dot(n, bounceRay.d) > 0) n = -n; RadiancePhotonProcess proc(gatherIsect.dg.p, n); float md2 = INFINITY; radianceMap->Lookup(gatherIsect.dg.p, proc, md2); if (proc.photon) Lindir = proc.photon->Lo; Lindir *= scene->Transmittance(bounceRay); // Compute MIS weight for photon-sampled gather ray float bsdfPdf = bsdf->Pdf(wo, wi); float wt = PowerHeuristic(gatherSamples, photonPdf, gatherSamples, bsdfPdf); Li += fr * Lindir * AbsDot(wi, n) * wt / photonPdf; } } L += Li / gatherSamples; } #else // look at radiance map directly.. Normal nn = n; if (Dot(nn, ray.d) > 0.) nn = -n; RadiancePhotonProcess proc(p, nn); float md2 = INFINITY; radianceMap->Lookup(p, proc, md2); if (proc.photon) L += proc.photon->Lo; #endif } else { L += LPhoton(indirectMap, nIndirectPaths, nLookup, bsdf, isect, wo, maxDistSquared); } if (specularDepth++ < maxSpecularDepth) { Vector wi; // Trace rays for specular reflection and refraction Spectrum f = bsdf->Sample_f(wo, &wi, BxDFType(BSDF_REFLECTION | BSDF_SPECULAR)); if (!f.Black()) { // Compute ray differential _rd_ for specular reflection RayDifferential rd(p, wi); rd.hasDifferentials = true; rd.rx.o = p + isect.dg.dpdx; rd.ry.o = p + isect.dg.dpdy; // Compute differential reflected directions Normal dndx = bsdf->dgShading.dndu * bsdf->dgShading.dudx + bsdf->dgShading.dndv * bsdf->dgShading.dvdx; Normal dndy = bsdf->dgShading.dndu * bsdf->dgShading.dudy + bsdf->dgShading.dndv * bsdf->dgShading.dvdy; Vector dwodx = -ray.rx.d - wo, dwody = -ray.ry.d - wo; float dDNdx = Dot(dwodx, n) + Dot(wo, dndx); float dDNdy = Dot(dwody, n) + Dot(wo, dndy); rd.rx.d = wi - dwodx + 2 * Vector(Dot(wo, n) * dndx + dDNdx * n); rd.ry.d = wi - dwody + 2 * Vector(Dot(wo, n) * dndy + dDNdy * n); L += scene->Li(rd, sample) * f * AbsDot(wi, n); } f = bsdf->Sample_f(wo, &wi, BxDFType(BSDF_TRANSMISSION | BSDF_SPECULAR)); if (!f.Black()) { // Compute ray differential _rd_ for specular transmission RayDifferential rd(p, wi); rd.hasDifferentials = true; rd.rx.o = p + isect.dg.dpdx; rd.ry.o = p + isect.dg.dpdy; float eta = bsdf->eta; Vector w = -wo; if (Dot(wo, n) < 0) eta = 1.f / eta; Normal dndx = bsdf->dgShading.dndu * bsdf->dgShading.dudx + bsdf->dgShading.dndv * bsdf->dgShading.dvdx; Normal dndy = bsdf->dgShading.dndu * bsdf->dgShading.dudy + bsdf->dgShading.dndv * bsdf->dgShading.dvdy; Vector dwodx = -ray.rx.d - wo, dwody = -ray.ry.d - wo; float dDNdx = Dot(dwodx, n) + Dot(wo, dndx); float dDNdy = Dot(dwody, n) + Dot(wo, dndy); float mu = eta * Dot(w, n) - Dot(wi, n); float dmudx = (eta - (eta*eta*Dot(w,n))/Dot(wi, n)) * dDNdx; float dmudy = (eta - (eta*eta*Dot(w,n))/Dot(wi, n)) * dDNdy; rd.rx.d = wi + eta * dwodx - Vector(mu * dndx + dmudx * n); rd.ry.d = wi + eta * dwody - Vector(mu * dndy + dmudy * n); L += scene->Li(rd, sample) * f * AbsDot(wi, n); } } --specularDepth; } else { // Handle ray with no intersection if (alpha) *alpha = 0.; for (u_int i = 0; i < scene->lights.size(); ++i) L += scene->lights[i]->Le(ray); if (alpha && !L.Black()) *alpha = 1.; return L; } return L; }
Spectrum IGIIntegrator::Li(const Scene *scene, const RayDifferential &ray, const Sample *sample, float *alpha) const { Spectrum L(0.); Intersection isect; if (scene->Intersect(ray, &isect)) { if (alpha) *alpha = 1.; Vector wo = -ray.d; // Compute emitted light if ray hit an area light source L += isect.Le(wo); // Evaluate BSDF at hit point BSDF *bsdf = isect.GetBSDF(ray); const Point &p = bsdf->dgShading.p; const Normal &n = bsdf->dgShading.nn; L += UniformSampleAllLights(scene, p, n, wo, bsdf, sample, lightSampleOffset, bsdfSampleOffset, bsdfComponentOffset); // Compute indirect illumination with virtual lights u_int lSet = min(u_int(sample->oneD[vlSetOffset][0] * nLightSets), nLightSets-1); for (u_int i = 0; i < virtualLights[lSet].size(); ++i) { const VirtualLight &vl = virtualLights[lSet][i]; // Add contribution from _VirtualLight_ _vl_ // Ignore light if it's too close to current point float d2 = DistanceSquared(p, vl.p); //if (d2 < .8 * minDist2) continue; float distScale = SmoothStep(.8 * minDist2, 1.2 * minDist2, d2); // Compute virtual light's tentative contribution _Llight_ Vector wi = Normalize(vl.p - p); Spectrum f = distScale * bsdf->f(wo, wi); if (f.Black()) continue; float G = AbsDot(wi, n) * AbsDot(wi, vl.n) / d2; Spectrum Llight = indirectScale * f * G * vl.Le / virtualLights[lSet].size(); Llight *= scene->Transmittance(Ray(p, vl.p - p)); // Possibly skip shadow ray with Russian roulette if (Llight.y() < rrThreshold) { float continueProbability = .1f; if (RandomFloat() > continueProbability) continue; Llight /= continueProbability; } static StatsCounter vlsr("IGI Integrator", "Shadow Rays to Virtual Lights"); //NOBOOK ++vlsr; //NOBOOK if (!scene->IntersectP(Ray(p, vl.p - p, RAY_EPSILON, 1.f - RAY_EPSILON))) L += Llight; } // Trace rays for specular reflection and refraction if (specularDepth++ < maxSpecularDepth) { Vector wi; // Trace rays for specular reflection and refraction Spectrum f = bsdf->Sample_f(wo, &wi, BxDFType(BSDF_REFLECTION | BSDF_SPECULAR)); if (!f.Black()) { // Compute ray differential _rd_ for specular reflection RayDifferential rd(p, wi); rd.hasDifferentials = true; rd.rx.o = p + isect.dg.dpdx; rd.ry.o = p + isect.dg.dpdy; // Compute differential reflected directions Normal dndx = bsdf->dgShading.dndu * bsdf->dgShading.dudx + bsdf->dgShading.dndv * bsdf->dgShading.dvdx; Normal dndy = bsdf->dgShading.dndu * bsdf->dgShading.dudy + bsdf->dgShading.dndv * bsdf->dgShading.dvdy; Vector dwodx = -ray.rx.d - wo, dwody = -ray.ry.d - wo; float dDNdx = Dot(dwodx, n) + Dot(wo, dndx); float dDNdy = Dot(dwody, n) + Dot(wo, dndy); rd.rx.d = wi - dwodx + 2 * Vector(Dot(wo, n) * dndx + dDNdx * n); rd.ry.d = wi - dwody + 2 * Vector(Dot(wo, n) * dndy + dDNdy * n); L += scene->Li(rd, sample) * f * AbsDot(wi, n); } f = bsdf->Sample_f(wo, &wi, BxDFType(BSDF_TRANSMISSION | BSDF_SPECULAR)); if (!f.Black()) { // Compute ray differential _rd_ for specular transmission RayDifferential rd(p, wi); rd.hasDifferentials = true; rd.rx.o = p + isect.dg.dpdx; rd.ry.o = p + isect.dg.dpdy; float eta = bsdf->eta; Vector w = -wo; if (Dot(wo, n) < 0) eta = 1.f / eta; Normal dndx = bsdf->dgShading.dndu * bsdf->dgShading.dudx + bsdf->dgShading.dndv * bsdf->dgShading.dvdx; Normal dndy = bsdf->dgShading.dndu * bsdf->dgShading.dudy + bsdf->dgShading.dndv * bsdf->dgShading.dvdy; Vector dwodx = -ray.rx.d - wo, dwody = -ray.ry.d - wo; float dDNdx = Dot(dwodx, n) + Dot(wo, dndx); float dDNdy = Dot(dwody, n) + Dot(wo, dndy); float mu = eta * Dot(w, n) - Dot(wi, n); float dmudx = (eta - (eta*eta*Dot(w,n))/Dot(wi, n)) * dDNdx; float dmudy = (eta - (eta*eta*Dot(w,n))/Dot(wi, n)) * dDNdy; rd.rx.d = wi + eta * dwodx - Vector(mu * dndx + dmudx * n); rd.ry.d = wi + eta * dwody - Vector(mu * dndy + dmudy * n); L += scene->Li(rd, sample) * f * AbsDot(wi, n); } } --specularDepth; } else { // Handle ray with no intersection if (alpha) *alpha = 0.; for (u_int i = 0; i < scene->lights.size(); ++i) L += scene->lights[i]->Le(ray); if (alpha && !L.Black()) *alpha = 1.; return L; } return L; }
Spectrum PhotonIntegrator::Li(const Scene *scene, const RayDifferential &ray, const Sample *sample, float *alpha) const { // Compute reflected radiance with photon map Spectrum L(0.); Intersection isect; if (scene->Intersect(ray, &isect)) { if (alpha) *alpha = 1.; Vector wo = -ray.d; // Compute emitted light if ray hit an area light source L += isect.Le(wo); // Evaluate BSDF at hit point BSDF *bsdf = isect.GetBSDF(ray); const Point &p = bsdf->dgShading.p; const Normal &n = bsdf->dgShading.nn; // Compute direct lighting for photon map integrator if (directWithPhotons) L += LPhoton(directMap, nDirectPaths, nLookup, bsdf, isect, wo, maxDistSquared); else L += UniformSampleAllLights(scene, p, n, wo, bsdf, sample, lightSampleOffset, bsdfSampleOffset, bsdfComponentOffset); // Compute indirect lighting for photon map integrator L += LPhoton(causticMap, nCausticPaths, nLookup, bsdf, isect, wo, maxDistSquared); if (finalGather) { // Do one-bounce final gather for photon map Spectrum Li(0.); for (int i = 0; i < gatherSamples; ++i) { // Sample random direction for final gather ray Vector wi; float u1 = sample->twoD[gatherSampleOffset][2*i]; float u2 = sample->twoD[gatherSampleOffset][2*i+1]; float u3 = sample->oneD[gatherComponentOffset][i]; float pdf; Spectrum fr = bsdf->Sample_f(wo, &wi, u1, u2, u3, &pdf, BxDFType(BSDF_ALL & (~BSDF_SPECULAR))); if (fr.Black() || pdf == 0.f) continue; RayDifferential bounceRay(p, wi); static StatsCounter gatherRays("Photon Map", // NOBOOK "Final gather rays traced"); // NOBOOK ++gatherRays; // NOBOOK Intersection gatherIsect; if (scene->Intersect(bounceRay, &gatherIsect)) { // Compute exitant radiance at final gather intersection BSDF *gatherBSDF = gatherIsect.GetBSDF(bounceRay); Vector bounceWo = -bounceRay.d; Spectrum Lindir = LPhoton(directMap, nDirectPaths, nLookup, gatherBSDF, gatherIsect, bounceWo, maxDistSquared) + LPhoton(indirectMap, nIndirectPaths, nLookup, gatherBSDF, gatherIsect, bounceWo, maxDistSquared) + LPhoton(causticMap, nCausticPaths, nLookup, gatherBSDF, gatherIsect, bounceWo, maxDistSquared); Lindir *= scene->Transmittance(bounceRay); Li += fr * Lindir * AbsDot(wi, n) / pdf; } } L += Li / float(gatherSamples); } else L += LPhoton(indirectMap, nIndirectPaths, nLookup, bsdf, isect, wo, maxDistSquared); if (specularDepth++ < maxSpecularDepth) { Vector wi; // Trace rays for specular reflection and refraction Spectrum f = bsdf->Sample_f(wo, &wi, BxDFType(BSDF_REFLECTION | BSDF_SPECULAR)); if (!f.Black()) { // Compute ray differential _rd_ for specular reflection RayDifferential rd(p, wi); rd.hasDifferentials = true; rd.rx.o = p + isect.dg.dpdx; rd.ry.o = p + isect.dg.dpdy; // Compute differential reflected directions Normal dndx = bsdf->dgShading.dndu * bsdf->dgShading.dudx + bsdf->dgShading.dndv * bsdf->dgShading.dvdx; Normal dndy = bsdf->dgShading.dndu * bsdf->dgShading.dudy + bsdf->dgShading.dndv * bsdf->dgShading.dvdy; Vector dwodx = -ray.rx.d - wo, dwody = -ray.ry.d - wo; float dDNdx = Dot(dwodx, n) + Dot(wo, dndx); float dDNdy = Dot(dwody, n) + Dot(wo, dndy); rd.rx.d = wi - dwodx + 2 * Vector(Dot(wo, n) * dndx + dDNdx * n); rd.ry.d = wi - dwody + 2 * Vector(Dot(wo, n) * dndy + dDNdy * n); L += scene->Li(rd, sample) * f * AbsDot(wi, n); } f = bsdf->Sample_f(wo, &wi, BxDFType(BSDF_TRANSMISSION | BSDF_SPECULAR)); if (!f.Black()) { // Compute ray differential _rd_ for specular transmission RayDifferential rd(p, wi); rd.hasDifferentials = true; rd.rx.o = p + isect.dg.dpdx; rd.ry.o = p + isect.dg.dpdy; float eta = bsdf->eta; Vector w = -wo; if (Dot(wo, n) < 0) eta = 1.f / eta; Normal dndx = bsdf->dgShading.dndu * bsdf->dgShading.dudx + bsdf->dgShading.dndv * bsdf->dgShading.dvdx; Normal dndy = bsdf->dgShading.dndu * bsdf->dgShading.dudy + bsdf->dgShading.dndv * bsdf->dgShading.dvdy; Vector dwodx = -ray.rx.d - wo, dwody = -ray.ry.d - wo; float dDNdx = Dot(dwodx, n) + Dot(wo, dndx); float dDNdy = Dot(dwody, n) + Dot(wo, dndy); float mu = eta * Dot(w, n) - Dot(wi, n); float dmudx = (eta - (eta*eta*Dot(w,n))/Dot(wi, n)) * dDNdx; float dmudy = (eta - (eta*eta*Dot(w,n))/Dot(wi, n)) * dDNdy; rd.rx.d = wi + eta * dwodx - Vector(mu * dndx + dmudx * n); rd.ry.d = wi + eta * dwody - Vector(mu * dndy + dmudy * n); L += scene->Li(rd, sample) * f * AbsDot(wi, n); } } --specularDepth; } else { // Handle ray with no intersection if (alpha) *alpha = 0.; for (u_int i = 0; i < scene->lights.size(); ++i) L += scene->lights[i]->Le(ray); if (alpha && !L.Black()) *alpha = 1.; return L; } return L; }
Color3f Li(const Scene *scene, Sampler *sampler, const Ray3f &r) const { /* Find the surface that is visible in the requested direction */ Intersection its; Ray3f ray(r); if (!scene->rayIntersect(ray, its)) return Color3f(0.0f); Color3f radiance(0.0f); bool specularBounce = false; Color3f pathThroughput(1.0f); for ( int bounces = 0; ; ++bounces ) { const Luminaire* luminaire = its.mesh->getLuminaire(); if ((bounces == 0 || specularBounce) && luminaire != NULL) { Vector3f wo = (-ray.d).normalized(); Color3f emission = luminaire->le(its.p, its.shFrame.n, wo); radiance += pathThroughput*emission; } const Texture* texture = its.mesh->getTexture(); Color3f texel(1.0f); if ( texture ) { texel = texture->lookUp(its.uv.x(), its.uv.y()); } const BSDF* bsdf = its.mesh->getBSDF(); // sample illumination from lights, add to path contribution if (!bsdf->isSpecular()){ radiance += pathThroughput*UniformSampleAllLights(scene, ray, its, sampler, m_samplePolicy)*texel; } // sample bsdf to get new path direction BSDFQueryRecord bRec(its.toLocal((-ray.d)).normalized()); Color3f f = bsdf->sample(bRec, sampler->next2D() ); if (f.isZero() ) { // farther path no contribution break; } specularBounce = bsdf->isSpecular(); Vector3f d = its.toWorld(bRec.wo); f *= texel; pathThroughput *= f; ray = Ray3f(its.p, d ); // possibly termination if (bounces > kSampleDepth) { #if 0 float continueProbability = std::min( 0.5f, pathThroughput.y() ); if ( sampler->next1D() > continueProbability ) { break; } #else float continueProbability = std::max(f.x(), std::max(f.y(), f.z())); if ( sampler->next1D() > continueProbability ) { break; } #endif pathThroughput /= continueProbability; } if (bounces == m_maxDepth) { break; } // find next vertex of path if ( !scene->rayIntersect(ray, its) ) { break; } } return radiance; }