示例#1
0
void LightTracer::traceSample(PathSampleGenerator &sampler)
{
    float lightPdf;
    const Primitive *light = chooseLightAdjoint(sampler, lightPdf);
    const Medium *medium = light->extMedium().get();

    PositionSample point;
    if (!light->samplePosition(sampler, point))
        return;
    DirectionSample direction;
    if (!light->sampleDirection(sampler, point, direction))
        return;
    sampler.advancePath();

    Vec3f throughput(point.weight/lightPdf);

    LensSample splat;
    if (_settings.minBounces == 0 && !light->isInfinite() && _scene->cam().sampleDirect(point.p, sampler, splat)) {
        Ray shadowRay(point.p, splat.d);
        shadowRay.setFarT(splat.dist);

        Vec3f transmission = generalizedShadowRay(shadowRay, medium, nullptr, 0);
        if (transmission != 0.0f) {
            Vec3f value = throughput*transmission*splat.weight
                    *light->evalDirectionalEmission(point, DirectionSample(splat.d));
            _splatBuffer->splatFiltered(splat.pixel, value);
        }
    }
    sampler.advancePath();

    Ray ray(point.p, direction.d);
    throughput *= direction.weight;

    VolumeScatterEvent volumeEvent;
    SurfaceScatterEvent surfaceEvent;
    IntersectionTemporary data;
    IntersectionInfo info;
    Medium::MediumState state;
    state.reset();
    Vec3f emission(0.0f);

    int bounce = 0;
    bool wasSpecular = true;
    bool didHit = _scene->intersect(ray, data, info);
    while ((didHit || medium) && bounce < _settings.maxBounces - 1) {
        bool hitSurface = true;
        if (medium) {
            volumeEvent = VolumeScatterEvent(&sampler, throughput, ray.pos(), ray.dir(), ray.farT());
            if (!medium->sampleDistance(volumeEvent, state))
                break;
            throughput *= volumeEvent.weight;
            volumeEvent.weight = Vec3f(1.0f);
            hitSurface = volumeEvent.t == volumeEvent.maxT;
            if (hitSurface && !didHit)
                break;
        }

        if (hitSurface) {
            surfaceEvent = makeLocalScatterEvent(data, info, ray, &sampler);

            Vec3f weight;
            Vec2f pixel;
            if (surfaceLensSample(_scene->cam(), surfaceEvent, medium, bounce + 1, ray, weight, pixel))
                _splatBuffer->splatFiltered(pixel, weight*throughput);

            if (!handleSurface(surfaceEvent, data, info, medium, bounce,
                    true, false, ray, throughput, emission, wasSpecular, state))
                break;
        } else {
            volumeEvent.p += volumeEvent.t*volumeEvent.wi;

            Vec3f weight;
            Vec2f pixel;
            if (volumeLensSample(_scene->cam(), volumeEvent, medium, bounce + 1, ray, weight, pixel))
                _splatBuffer->splatFiltered(pixel, weight*throughput);

            if (!handleVolume(volumeEvent, medium, bounce,
                    true, false, ray, throughput, emission, wasSpecular, state))
                break;
        }

        if (throughput.max() == 0.0f)
            break;
        if (std::isnan(ray.dir().sum() + ray.pos().sum()))
            break;
        if (std::isnan(throughput.sum()))
            break;

        sampler.advancePath();
        bounce++;
        if (bounce < _settings.maxBounces)
            didHit = _scene->intersect(ray, data, info);
    }
}
示例#2
0
Vec3f PhotonTracer::traceSample(Vec2u pixel, const KdTree<Photon> &surfaceTree,
        const KdTree<VolumePhoton> *mediumTree, PathSampleGenerator &sampler,
        float gatherRadius)
{
    PositionSample point;
    if (!_scene->cam().samplePosition(sampler, point))
        return Vec3f(0.0f);
    DirectionSample direction;
    if (!_scene->cam().sampleDirection(sampler, point, pixel, direction))
        return Vec3f(0.0f);
    sampler.advancePath();

    Vec3f throughput = point.weight*direction.weight;
    Ray ray(point.p, direction.d);
    ray.setPrimaryRay(true);

    IntersectionTemporary data;
    IntersectionInfo info;
    const Medium *medium = _scene->cam().medium().get();

    Vec3f result(0.0f);
    int bounce = 0;
    bool didHit = _scene->intersect(ray, data, info);
    while ((medium || didHit) && bounce < _settings.maxBounces - 1) {
        if (medium) {
            if (mediumTree) {
                Vec3f beamEstimate(0.0f);
                mediumTree->beamQuery(ray.pos(), ray.dir(), ray.farT(), [&](const VolumePhoton &p, float t, float distSq) {
                    Ray mediumQuery(ray);
                    mediumQuery.setFarT(t);
                    beamEstimate += (3.0f*INV_PI*sqr(1.0f - distSq/p.radiusSq))/p.radiusSq
                            *medium->phaseFunction(p.pos)->eval(ray.dir(), -p.dir)
                            *medium->transmittance(mediumQuery)*p.power;
                });
                result += throughput*beamEstimate;
            }
            throughput *= medium->transmittance(ray);
        }
        if (!didHit)
            break;

        const Bsdf &bsdf = *info.bsdf;

        SurfaceScatterEvent event = makeLocalScatterEvent(data, info, ray, &sampler);

        Vec3f transparency = bsdf.eval(event.makeForwardEvent(), false);
        float transparencyScalar = transparency.avg();

        Vec3f wo;
        if (sampler.nextBoolean(DiscreteTransparencySample, transparencyScalar)) {
            wo = ray.dir();
            throughput *= transparency/transparencyScalar;
        } else {
            event.requestedLobe = BsdfLobes::SpecularLobe;
            if (!bsdf.sample(event, false))
                break;

            wo = event.frame.toGlobal(event.wo);

            throughput *= event.weight;
        }

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

        ray = ray.scatter(ray.hitpoint(), wo, info.epsilon);

        if (std::isnan(ray.dir().sum() + ray.pos().sum()))
            break;
        if (std::isnan(throughput.sum()))
            break;

        sampler.advancePath();
        bounce++;
        if (bounce < _settings.maxBounces)
            didHit = _scene->intersect(ray, data, info);
    }

    if (!didHit) {
        if (!medium && _scene->intersectInfinites(ray, data, info))
            result += throughput*info.primitive->evalDirect(data, info);
        return result;
    }
    if (info.primitive->isEmissive())
        result += throughput*info.primitive->evalDirect(data, info);

    int count = surfaceTree.nearestNeighbours(ray.hitpoint(), _photonQuery.get(), _distanceQuery.get(),
            _settings.gatherCount, gatherRadius);
    if (count == 0)
        return result;

    const Bsdf &bsdf = *info.bsdf;
    SurfaceScatterEvent event = makeLocalScatterEvent(data, info, ray, &sampler);

    Vec3f surfaceEstimate(0.0f);
    for (int i = 0; i < count; ++i) {
        event.wo = event.frame.toLocal(-_photonQuery[i]->dir);
        // Asymmetry due to shading normals already compensated for when storing the photon,
        // so we don't use the adjoint BSDF here
        surfaceEstimate += _photonQuery[i]->power*bsdf.eval(event, false)/std::abs(event.wo.z());
    }
    float radiusSq = count == int(_settings.gatherCount) ? _distanceQuery[0] : gatherRadius*gatherRadius;
    result += throughput*surfaceEstimate*(INV_PI/radiusSq);

    return result;
}
示例#3
0
void PhotonTracer::tracePhoton(SurfacePhotonRange &surfaceRange, VolumePhotonRange &volumeRange,
        PathSampleGenerator &sampler)
{
    float lightPdf;
    const Primitive *light = chooseLightAdjoint(sampler, lightPdf);

    PositionSample point;
    if (!light->samplePosition(sampler, point))
        return;
    DirectionSample direction;
    if (!light->sampleDirection(sampler, point, direction))
        return;
    sampler.advancePath();

    Ray ray(point.p, direction.d);
    Vec3f throughput(point.weight*direction.weight/lightPdf);

    SurfaceScatterEvent event;
    IntersectionTemporary data;
    IntersectionInfo info;
    Medium::MediumState state;
    state.reset();
    Vec3f emission(0.0f);
    const Medium *medium = nullptr; // TODO: Media

    int bounce = 0;
    bool wasSpecular = true;
    bool hitSurface = true;
    bool didHit = _scene->intersect(ray, data, info);
    while ((didHit || medium) && bounce < _settings.maxBounces - 1) {
        if (medium) {
            MediumSample mediumSample;
            if (!medium->sampleDistance(sampler, ray, state, mediumSample))
                break;
            throughput *= mediumSample.weight;
            hitSurface = mediumSample.exited;

            if (!hitSurface) {
                if (!volumeRange.full()) {
                    VolumePhoton &p = volumeRange.addPhoton();
                    p.pos = mediumSample.p;
                    p.dir = ray.dir();
                    p.power = throughput;
                }

                PhaseSample phaseSample;
                if (!mediumSample.phase->sample(sampler, ray.dir(), phaseSample))
                    break;
                ray = ray.scatter(mediumSample.p, phaseSample.w, 0.0f);
                ray.setPrimaryRay(false);
                throughput *= phaseSample.weight;
            }
        }

        if (hitSurface) {
            if (!info.bsdf->lobes().isPureSpecular() && !surfaceRange.full()) {
                Photon &p = surfaceRange.addPhoton();
                p.pos = info.p;
                p.dir = ray.dir();
                p.power = throughput*std::abs(info.Ns.dot(ray.dir())/info.Ng.dot(ray.dir()));
            }
        }

        if (volumeRange.full() && surfaceRange.full())
            break;

        if (hitSurface) {
            event = makeLocalScatterEvent(data, info, ray, &sampler);
            if (!handleSurface(event, data, info, medium, bounce,
                    true, false, ray, throughput, emission, wasSpecular, state))
                break;
        }

        if (throughput.max() == 0.0f)
            break;

        if (std::isnan(ray.dir().sum() + ray.pos().sum()))
            break;
        if (std::isnan(throughput.sum()))
            break;

        sampler.advancePath();
        bounce++;
        if (bounce < _settings.maxBounces)
            didHit = _scene->intersect(ray, data, info);
    }
}
示例#4
0
inline Vec3f TraceBase::generalizedShadowRayImpl(PathSampleGenerator &sampler,
                           Ray &ray,
                           const Medium *medium,
                           const Primitive *endCap,
                           int bounce,
                           bool startsOnSurface,
                           bool endsOnSurface,
                           float &pdfForward,
                           float &pdfBackward) const
{
    IntersectionTemporary data;
    IntersectionInfo info;

    float initialFarT = ray.farT();
    Vec3f throughput(1.0f);
    do {
        bool didHit = _scene->intersect(ray, data, info) && info.primitive != endCap;
        if (didHit) {
            if (!info.bsdf->lobes().hasForward())
                return Vec3f(0.0f);

            SurfaceScatterEvent event = makeLocalScatterEvent(data, info, ray, nullptr);

            // For forward events, the transport direction does not matter (since wi = -wo)
            Vec3f transparency = info.bsdf->eval(event.makeForwardEvent(), false);
            if (transparency == 0.0f)
                return Vec3f(0.0f);

            if (ComputePdfs) {
                float transparencyScalar = transparency.avg();
                pdfForward  *= transparencyScalar;
                pdfBackward *= transparencyScalar;
            }

            throughput *= transparency;
            bounce++;

            if (bounce >= _settings.maxBounces)
                return Vec3f(0.0f);
        }

        if (medium) {
            if (ComputePdfs) {
                float forward, backward;
                throughput *= medium->transmittanceAndPdfs(sampler, ray, startsOnSurface, didHit || endsOnSurface, forward, backward);
                pdfForward *= forward;
                pdfBackward *= backward;
            } else {
                throughput *= medium->transmittance(sampler, ray, startsOnSurface, endsOnSurface);
            }
        }
        if (info.primitive == nullptr || info.primitive == endCap)
            return bounce >= _settings.minBounces ? throughput : Vec3f(0.0f);
        medium = info.primitive->selectMedium(medium, !info.primitive->hitBackside(data));
        startsOnSurface = true;

        ray.setPos(ray.hitpoint());
        initialFarT -= ray.farT();
        ray.setNearT(info.epsilon);
        ray.setFarT(initialFarT);
    } while(true);
    return Vec3f(0.0f);
}