Ejemplo n.º 1
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 public BrdfToBtdf(SurfaceBsdf brdf)
 {
     this.brdf = brdf;
 }
Ejemplo n.º 2
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 public static RgbSpectrum UniformSampleLights(ref Vector wo, IAccellerationStructure intersector,
                                               SceneGeometryInfo scene, IList<ILight> lights, IntersectionInfo isect,
                                               SurfaceBsdf bsdf, FastRandom rnd)
 {
     var Ld = new RgbSpectrum();
     for (int index = 0; index < lights.Count; index++)
     {
         var lightsource = lights[index];
         Ld += EstimateDirect(ref wo, intersector, scene, lightsource, isect, bsdf, rnd);
     }
     return Ld;
 }
Ejemplo n.º 3
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        public static RgbSpectrum EstimateDirect(ref Vector wo, IAccellerationStructure intersector, SceneGeometryInfo scene, ILight light, IntersectionInfo isect, SurfaceBsdf bsdf, FastRandom rnd)
        {
            RgbSpectrum Ld = new RgbSpectrum();
            Vector wi;
            float lightPdf, bsdfPdf;
            RayInfo shadowRay;
            RgbSpectrum Li = light.Sample(ref isect.GeometryInfo.HitPoint, ref isect.GeometryInfo.GeoNormal, rnd.NextFloat(), rnd.NextFloat(), rnd.NextFloat(),
                                          out shadowRay, out lightPdf);
            if (lightPdf > 0f && !Li.IsBlack())
            {
                wi = -shadowRay.Dir;
                RgbSpectrum f ;
                bsdf.f(ref wo, ref wi, ref isect.GeometryInfo.GeoNormal, ref Ld, out f);
                if (!f.IsBlack() && !intersector.Intersect(shadowRay))
                {
                    // Add light's contribution to reflected radiance
                    //Li *= visibility.Transmittance(scene, renderer, NULL, rng, arena);
                    if (light.IsDelta)
                        Ld += f * Li * (Vector.AbsDot(ref wi, ref isect.GeometryInfo.GeoNormal) / lightPdf);
                    else
                    {
                        bsdfPdf = bsdf.Pdf(ref wo, ref wi, BxDFTypes.BSDF_ALL_TYPES);
                        float weight = MC.PowerHeuristic(1, lightPdf, 1, bsdfPdf);
                        Ld += f * Li * (Vector.AbsDot(ref wi, ref isect.GeometryInfo.GeoNormal) * weight / lightPdf);
                    }
                }
            }
            if (!light.IsDelta)
            {
                //float bsdfPdf;
                bool spb;
                BsdfSampleData result;
                bsdf.Sample_f(ref wo, ref isect.GeometryInfo.GeoNormal, ref isect.GeometryInfo.ShadingNormal, ref Ld, rnd.NextFloat(),
                                              rnd.NextFloat(), rnd.NextFloat(), ref isect.TextureData, out result);
                bsdfPdf = result.Pdf;
                if (!result.F.IsBlack() && result.Pdf > 0f)
                {
                    if (lightPdf > 0f)
                    {
                        float weight = MC.PowerHeuristic(1, bsdfPdf, 1, lightPdf);
                        IntersectionInfo lightIsect;
                        RgbSpectrum li = new RgbSpectrum();
                        var ray = new RayInfo(isect.GeometryInfo.HitPoint, result.Wi, 1e-4f, 1e+4f);
                        if (intersector.Intersect(ray, out lightIsect))
                        {
                            if (light is TriangleLight && lightIsect.PrimitiveId.Equals(((TriangleLight)light).Owner.Id))
                                li = light.Le(-result.Wi);
                        }
                        else
                            li = light.Le(ray.Dir);
                        if (!li.IsBlack())
                        {
                            //Li *= scene->Transmittance(ray);
                            Ld += result.F * li * Vector.AbsDot(ref result.Wi, ref isect.GeometryInfo.GeoNormal) * weight / bsdfPdf;
                        }
                    }
                }
            }
            /*

            if (!light->IsDeltaLight()) {
		BxDFType flags = BxDFType(BSDF_ALL & ~BSDF_SPECULAR);
		Spectrum f = bsdf->Sample_f(wo, &wi,
			bs1, bs2, bcs, &bsdfPdf, flags);
		if (!f.Black() && bsdfPdf > 0.) {
			lightPdf = light->Pdf(p, n, wi);
			if (lightPdf > 0.) {
				// Add light contribution from BSDF sampling
				float weight = PowerHeuristic(1, bsdfPdf, 1, lightPdf);
				Intersection lightIsect;
				Spectrum Li(0.f);
				RayDifferential ray(p, wi);
				if (scene->Intersect(ray, &lightIsect)) {
					if (lightIsect.primitive->GetAreaLight() == light)
						Li = lightIsect.Le(-wi);
				}
				else
					Li = light->Le(ray);
				if (!Li.Black()) {
					Li *= scene->Transmittance(ray);
					Ld += f * Li * AbsDot(wi, n) * weight / bsdfPdf;
				}
			}
		}
	} 
             */
            return Ld;
        }
Ejemplo n.º 4
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        public static RgbSpectrum UniformSampleLight(ref Vector wo, IAccellerationStructure intersector,
                                                     SceneGeometryInfo scene, IList<ILight> lights, IntersectionInfo isect,
                                                     SurfaceBsdf bsdf, FastRandom rnd)
        {
            int nLights = lights.Count;

            int lightNum = rnd.Next(0, nLights - 1);
            var light = lights[lightNum];
            return
                (float)nLights *
                EstimateDirect(ref wo, intersector, scene, light, isect, bsdf, rnd);
        }