Example #1
0
 public void scatterPhoton(ShadingState state, Color power)
 {
     Color diffuse;
     // make sure we are on the right side of the material
     if (Vector3.dot(state.getNormal(), state.getRay().getDirection()) > 0.0)
     {
         state.getNormal().negate();
         state.getGeoNormal().negate();
     }
     diffuse = getDiffuse(state);
     state.storePhoton(state.getRay().getDirection(), power, diffuse);
     float avg = diffuse.getAverage();
     double rnd = state.getRandom(0, 0, 1);
     if (rnd < avg)
     {
         // photon is scattered
         power.mul(diffuse).mul(1.0f / avg);
         OrthoNormalBasis onb = state.getBasis();
         double u = 2 * Math.PI * rnd / avg;
         double v = state.getRandom(0, 1, 1);
         float s = (float)Math.Sqrt(v);
         float s1 = (float)Math.Sqrt(1.0 - v);
         Vector3 w = new Vector3((float)Math.Cos(u) * s, (float)Math.Sin(u) * s, s1);
         w = onb.transform(w, new Vector3());
         state.traceDiffusePhoton(new Ray(state.getPoint(), w), power);
     }
 }
Example #2
0
        public void prepareShadingState(ShadingState state)
        {
            state.init();
            Instance i = state.getInstance();

            state.getRay().getPoint(state.getPoint());
            Ray     r = state.getRay();
            IShader s = i.getShader(0);

            state.setShader(s != null ? s : this);
            int primID = state.getPrimitiveID();
            int hair   = primID / numSegments;
            int line   = primID % numSegments;
            int vRoot  = hair * 3 * (numSegments + 1);
            int v0     = vRoot + line * 3;

            // tangent vector
            Vector3 v = getTangent(line, v0, state.getV());

            v = state.transformVectorObjectToWorld(v);
            state.setBasis(OrthoNormalBasis.makeFromWV(v, new Vector3(-r.dx, -r.dy, -r.dz)));
            state.getBasis().swapVW();
            // normal
            state.getNormal().set(0, 0, 1);
            state.getBasis().transform(state.getNormal());
            state.getGeoNormal().set(state.getNormal());

            state.getUV().set(0, (line + state.getV()) / numSegments);
        }
Example #3
0
        public Color GetRadiance(ShadingState state)
        {
            // make sure we are on the right side of the material
            state.faceforward();
            // direct lighting
            state.initLightSamples();
            state.initCausticSamples();
            Color d = getDiffuse(state);
            Color lr = state.diffuse(d);
            if (!state.includeSpecular)
                return lr;
            if (glossyness == 0)
            {
                float cos = state.getCosND();
                float dn = 2 * cos;
                Vector3 refDir = new Vector3();
                refDir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
                refDir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
                refDir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
                Ray refRay = new Ray(state.getPoint(), refDir);
                // compute Fresnel term
                cos = 1 - cos;
                float cos2 = cos * cos;
                float cos5 = cos2 * cos2 * cos;

                Color spec = getSpecular(state);
                Color ret = Color.white();
                ret.sub(spec);
                ret.mul(cos5);
                ret.add(spec);
                return lr.add(ret.mul(state.traceReflection(refRay, 0)));
            }
            else
                return lr.add(state.specularPhong(getSpecular(state), 2 / glossyness, numSamples));
        }
Example #4
0
        public void ScatterPhoton(ShadingState state, Color power)
        {
            Color diffuse;

            // make sure we are on the right side of the material
            if (Vector3.dot(state.getNormal(), state.getRay().getDirection()) > 0.0)
            {
                state.getNormal().negate();
                state.getGeoNormal().negate();
            }
            diffuse = Color.GRAY;
            state.storePhoton(state.getRay().getDirection(), power, diffuse);
            float  avg = diffuse.getAverage();
            double rnd = state.getRandom(0, 0, 1);

            if (rnd < avg)
            {
                // photon is scattered
                power.mul(diffuse).mul(1.0f / avg);
                OrthoNormalBasis onb = state.getBasis();
                double           u   = 2 * Math.PI * rnd / avg;
                double           v   = state.getRandom(0, 1, 1);
                float            s   = (float)Math.Sqrt(v);
                float            s1  = (float)Math.Sqrt(1.0 - v);
                Vector3          w   = new Vector3((float)Math.Cos(u) * s, (float)Math.Sin(u) * s, s1);
                w = onb.transform(w, new Vector3());
                state.traceDiffusePhoton(new Ray(state.getPoint(), w), power);
            }
        }
Example #5
0
        public Color getRadiance(ShadingState state)
        {
            if (!state.includeSpecular)
            {
                return(Color.BLACK);
            }
            state.faceforward();
            float   cos    = state.getCosND();
            float   dn     = 2 * cos;
            Vector3 refDir = new Vector3();

            refDir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
            refDir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
            refDir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
            Ray refRay = new Ray(state.getPoint(), refDir);

            // compute Fresnel term
            cos = 1 - cos;
            float cos2 = cos * cos;
            float cos5 = cos2 * cos2 * cos;
            Color ret  = Color.white();

            ret.sub(color);
            ret.mul(cos5);
            ret.add(color);
            return(ret.mul(state.traceReflection(refRay, 0)));
        }
Example #6
0
        public void scatterPhoton(ShadingState state, Color power)
        {
            Color diffuse, specular;

            // make sure we are on the right side of the material
            state.faceforward();
            diffuse  = getDiffuse(state);
            specular = getSpecular(state);
            state.storePhoton(state.getRay().getDirection(), power, diffuse);
            float  d   = diffuse.getAverage();
            float  r   = specular.getAverage();
            double rnd = state.getRandom(0, 0, 1);

            if (rnd < d)
            {
                // photon is scattered
                power.mul(diffuse).mul(1.0f / d);
                OrthoNormalBasis onb = state.getBasis();
                double           u   = 2 * Math.PI * rnd / d;
                double           v   = state.getRandom(0, 1, 1);
                float            s   = (float)Math.Sqrt(v);
                float            s1  = (float)Math.Sqrt(1.0 - v);
                Vector3          w   = new Vector3((float)Math.Cos(u) * s, (float)Math.Sin(u) * s, s1);
                w = onb.transform(w, new Vector3());
                state.traceDiffusePhoton(new Ray(state.getPoint(), w), power);
            }
            else if (rnd < d + r)
            {
                if (glossyness == 0)
                {
                    float cos = -Vector3.dot(state.getNormal(), state.getRay().getDirection());
                    power.mul(diffuse).mul(1.0f / d);
                    // photon is reflected
                    float   dn  = 2 * cos;
                    Vector3 dir = new Vector3();
                    dir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
                    dir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
                    dir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
                    state.traceReflectionPhoton(new Ray(state.getPoint(), dir), power);
                }
                else
                {
                    float dn = 2.0f * state.getCosND();
                    // reflected direction
                    Vector3 refDir = new Vector3();
                    refDir.x = (dn * state.getNormal().x) + state.getRay().dx;
                    refDir.y = (dn * state.getNormal().y) + state.getRay().dy;
                    refDir.z = (dn * state.getNormal().z) + state.getRay().dz;
                    power.mul(spec).mul(1.0f / r);
                    OrthoNormalBasis onb = state.getBasis();
                    double           u   = 2 * Math.PI * (rnd - r) / r;
                    double           v   = state.getRandom(0, 1, 1);
                    float            s   = (float)Math.Pow(v, 1 / ((1.0f / glossyness) + 1));
                    float            s1  = (float)Math.Sqrt(1 - s * s);
                    Vector3          w   = new Vector3((float)Math.Cos(u) * s1, (float)Math.Sin(u) * s1, s);
                    w = onb.transform(w, new Vector3());
                    state.traceReflectionPhoton(new Ray(state.getPoint(), w), power);
                }
            }
        }
Example #7
0
        public void prepareShadingState(ShadingState state)
        {
            state.init();
            state.getRay().getPoint(state.getPoint());
            Instance parent = state.getInstance();
            // get local point
            Point3 p = state.transformWorldToObject(state.getPoint());
            // compute local normal
            float deriv = p.x * p.x + p.y * p.y + p.z * p.z - ri2 - ro2;

            state.getNormal().set(p.x * deriv, p.y * deriv, p.z * deriv + 2 * ro2 * p.z);
            state.getNormal().normalize();

            double phi   = Math.Asin(MathUtils.clamp(p.z / ri, -1, 1));
            double theta = Math.Atan2(p.y, p.x);

            if (theta < 0)
            {
                theta += 2 * Math.PI;
            }
            state.getUV().x = (float)(theta / (2 * Math.PI));
            state.getUV().y = (float)((phi + Math.PI / 2) / Math.PI);
            state.setShader(parent.getShader(0));
            state.setModifier(parent.getModifier(0));
            // into world space
            Vector3 worldNormal = state.transformNormalObjectToWorld(state.getNormal());

            state.getNormal().set(worldNormal);
            state.getNormal().normalize();
            state.getGeoNormal().set(state.getNormal());
            // make basis in world space
            state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
        }
Example #8
0
        public Color GetRadiance(ShadingState state)
        {
            Vector3 n = state.getNormal();
            float   f = n == null ? 1.0f : Math.Abs(state.getRay().dot(n));

            return(BORDERS[state.getPrimitiveID() % BORDERS.Length].copy().mul(f));
        }
Example #9
0
 public Color getRadiance(ShadingState state)
 {
     // don't use these - gather lights for sphere of directions
     // gather lights
     state.initLightSamples();
     state.initCausticSamples();
     Vector3 v = state.getRay().getDirection();
     v.negate();
     Vector3 h = new Vector3();
     Vector3 t = state.getBasis().transform(new Vector3(0, 1, 0));
     Color diff = Color.black();
     Color spec = Color.black();
     foreach (LightSample ls in state)
     {
         Vector3 l = ls.getShadowRay().getDirection();
         float dotTL = Vector3.dot(t, l);
         float sinTL = (float)Math.Sqrt(1 - dotTL * dotTL);
         // float dotVL = Vector3.dot(v, l);
         diff.madd(sinTL, ls.getDiffuseRadiance());
         Vector3.add(v, l, h);
         h.normalize();
         float dotTH = Vector3.dot(t, h);
         float sinTH = (float)Math.Sqrt(1 - dotTH * dotTH);
         float s = (float)Math.Pow(sinTH, 10.0f);
         spec.madd(s, ls.getSpecularRadiance());
     }
     Color c = Color.add(diff, spec, new Color());
     // transparency
     return Color.blend(c, state.traceTransparency(), state.getV(), new Color());
 }
Example #10
0
        public void prepareShadingState(ShadingState state)
        {
            state.init();
            state.getRay().getPoint(state.getPoint());
            Instance parent = state.getInstance();
            Point3 localPoint = parent.transformWorldToObject(state.getPoint());
            state.getNormal().set(localPoint.x, localPoint.y, localPoint.z);
            state.getNormal().normalize();

            float phi = (float)Math.Atan2(state.getNormal().y, state.getNormal().x);
            if (phi < 0)
                phi += (float)(2 * Math.PI);
            float theta = (float)Math.Acos(state.getNormal().z);
            state.getUV().y = theta / (float)Math.PI;
            state.getUV().x = phi / (float)(2 * Math.PI);
            Vector3 v = new Vector3();
            v.x = -2 * (float)Math.PI * state.getNormal().y;
            v.y = 2 * (float)Math.PI * state.getNormal().x;
            v.z = 0;
            state.setShader(parent.getShader(0));
            state.setModifier(parent.getModifier(0));
            // into world space
            Vector3 worldNormal = parent.transformNormalObjectToWorld(state.getNormal());
            v = parent.transformVectorObjectToWorld(v);
            state.getNormal().set(worldNormal);
            state.getNormal().normalize();
            state.getGeoNormal().set(state.getNormal());
            // compute basis in world space
            state.setBasis(OrthoNormalBasis.makeFromWV(state.getNormal(), v));
        }
Example #11
0
        public Color GetRadiance(ShadingState state)
        {
            Vector3 n = state.getNormal();
            float   f = n == null ? 1.0f : Math.Abs(state.getRay().dot(n));

            return(new Color(state.getInstance().GetHashCode()).mul(f));
        }
Example #12
0
        public void prepareShadingState(ShadingState state)
        {
            state.init();
            state.getRay().getPoint(state.getPoint());
            Instance parent     = state.getInstance();
            Point3   localPoint = state.transformWorldToObject(state.getPoint());

            state.getNormal().set(localPoint.x, localPoint.y, 0);
            state.getNormal().normalize();

            float phi = (float)Math.Atan2(state.getNormal().y, state.getNormal().x);

            if (phi < 0)
            {
                phi += (float)(2.0 * Math.PI);
            }
            state.getUV().x = phi / (float)(2 * Math.PI);
            state.getUV().y = (localPoint.z + 1) * 0.5f;
            state.setShader(parent.getShader(0));
            state.setModifier(parent.getModifier(0));
            // into world space
            Vector3 worldNormal = state.transformNormalObjectToWorld(state.getNormal());
            Vector3 v           = state.transformVectorObjectToWorld(new Vector3(0, 0, 1));

            state.getNormal().set(worldNormal);
            state.getNormal().normalize();
            state.getGeoNormal().set(state.getNormal());
            // compute basis in world space
            state.setBasis(OrthoNormalBasis.makeFromWV(state.getNormal(), v));
        }
Example #13
0
        public Color GetRadiance(ShadingState state)
        {
            // don't use these - gather lights for sphere of directions
            // gather lights
            state.initLightSamples();
            state.initCausticSamples();
            Vector3 v = state.getRay().getDirection();

            v.negate();
            Vector3 h    = new Vector3();
            Vector3 t    = state.getBasis().transform(new Vector3(0, 1, 0));
            Color   diff = Color.black();
            Color   spec = Color.black();

            foreach (LightSample ls in state)
            {
                Vector3 l     = ls.getShadowRay().getDirection();
                float   dotTL = Vector3.dot(t, l);
                float   sinTL = (float)Math.Sqrt(1 - dotTL * dotTL);
                // float dotVL = Vector3.dot(v, l);
                diff.madd(sinTL, ls.getDiffuseRadiance());
                Vector3.add(v, l, h);
                h.normalize();
                float dotTH = Vector3.dot(t, h);
                float sinTH = (float)Math.Sqrt(1 - dotTH * dotTH);
                float s     = (float)Math.Pow(sinTH, 10.0f);
                spec.madd(s, ls.getSpecularRadiance());
            }
            Color c = Color.add(diff, spec, new Color());

            // transparency
            return(Color.blend(c, state.traceTransparency(), state.getV(), new Color()));
        }
Example #14
0
 public void ScatterPhoton(ShadingState state, Color power)
 {
     float avg = color.getAverage();
     double rnd = state.getRandom(0, 0, 1);
     if (rnd >= avg)
         return;
     state.faceforward();
     float cos = state.getCosND();
     power.mul(color).mul(1.0f / avg);
     // photon is reflected
     float dn = 2 * cos;
     Vector3 dir = new Vector3();
     dir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
     dir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
     dir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
     state.traceReflectionPhoton(new Ray(state.getPoint(), dir), power);
 }
Example #15
0
        public void scatterPhoton(ShadingState state, Color power)
        {
            // make sure we are on the right side of the material
            state.faceforward();
            Color d = getDiffuse(state);

            state.storePhoton(state.getRay().getDirection(), power, d);
            float  avgD = d.getAverage();
            float  avgS = spec.getAverage();
            double rnd  = state.getRandom(0, 0, 1);

            if (rnd < avgD)
            {
                // photon is scattered diffusely
                power.mul(d).mul(1.0f / avgD);
                OrthoNormalBasis onb = state.getBasis();
                double           u   = 2 * Math.PI * rnd / avgD;
                double           v   = state.getRandom(0, 1, 1);
                float            s   = (float)Math.Sqrt(v);
                float            s1  = (float)Math.Sqrt(1.0f - v);
                Vector3          w   = new Vector3((float)Math.Cos(u) * s, (float)Math.Sin(u) * s, s1);
                w = onb.transform(w, new Vector3());
                state.traceDiffusePhoton(new Ray(state.getPoint(), w), power);
            }
            else if (rnd < avgD + avgS)
            {
                // photon is scattered specularly
                float dn = 2.0f * state.getCosND();
                // reflected direction
                Vector3 refDir = new Vector3();
                refDir.x = (dn * state.getNormal().x) + state.getRay().dx;
                refDir.y = (dn * state.getNormal().y) + state.getRay().dy;
                refDir.z = (dn * state.getNormal().z) + state.getRay().dz;
                power.mul(spec).mul(1.0f / avgS);
                OrthoNormalBasis onb = state.getBasis();
                double           u   = 2 * Math.PI * (rnd - avgD) / avgS;
                double           v   = state.getRandom(0, 1, 1);
                float            s   = (float)Math.Pow(v, 1 / (this.power + 1));
                float            s1  = (float)Math.Sqrt(1 - s * s);
                Vector3          w   = new Vector3((float)Math.Cos(u) * s1, (float)Math.Sin(u) * s1, s);
                w = onb.transform(w, new Vector3());
                state.traceReflectionPhoton(new Ray(state.getPoint(), w), power);
            }
        }
Example #16
0
 public void scatterPhoton(ShadingState state, Color power)
 {
     // make sure we are on the right side of the material
     state.faceforward();
     Color d = getDiffuse(state);
     state.storePhoton(state.getRay().getDirection(), power, d);
     float avgD = d.getAverage();
     float avgS = spec.getAverage();
     double rnd = state.getRandom(0, 0, 1);
     if (rnd < avgD)
     {
         // photon is scattered diffusely
         power.mul(d).mul(1.0f / avgD);
         OrthoNormalBasis onb = state.getBasis();
         double u = 2 * Math.PI * rnd / avgD;
         double v = state.getRandom(0, 1, 1);
         float s = (float)Math.Sqrt(v);
         float s1 = (float)Math.Sqrt(1.0f - v);
         Vector3 w = new Vector3((float)Math.Cos(u) * s, (float)Math.Sin(u) * s, s1);
         w = onb.transform(w, new Vector3());
         state.traceDiffusePhoton(new Ray(state.getPoint(), w), power);
     }
     else if (rnd < avgD + avgS)
     {
         // photon is scattered specularly
         float dn = 2.0f * state.getCosND();
         // reflected direction
         Vector3 refDir = new Vector3();
         refDir.x = (dn * state.getNormal().x) + state.getRay().dx;
         refDir.y = (dn * state.getNormal().y) + state.getRay().dy;
         refDir.z = (dn * state.getNormal().z) + state.getRay().dz;
         power.mul(spec).mul(1.0f / avgS);
         OrthoNormalBasis onb = state.getBasis();
         double u = 2 * Math.PI * (rnd - avgD) / avgS;
         double v = state.getRandom(0, 1, 1);
         float s = (float)Math.Pow(v, 1 / (this.power + 1));
         float s1 = (float)Math.Sqrt(1 - s * s);
         Vector3 w = new Vector3((float)Math.Cos(u) * s1, (float)Math.Sin(u) * s1, s);
         w = onb.transform(w, new Vector3());
         state.traceReflectionPhoton(new Ray(state.getPoint(), w), power);
     }
 }
Example #17
0
        public Color GetRadiance(ShadingState state)
        {
            if (!state.includeSpecular)
                return Color.BLACK;
            Vector3 reflDir = new Vector3();
            Vector3 refrDir = new Vector3();
            state.faceforward();
            float cos = state.getCosND();
            bool inside = state.isBehind();
            float neta = inside ? eta : 1.0f / eta;

            float dn = 2 * cos;
            reflDir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
            reflDir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
            reflDir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;

            // refracted ray
            float arg = 1 - (neta * neta * (1 - (cos * cos)));
            bool tir = arg < 0;
            if (tir)
                refrDir.x = refrDir.y = refrDir.z = 0;
            else
            {
                float nK = (neta * cos) - (float)Math.Sqrt(arg);
                refrDir.x = (neta * state.getRay().dx) + (nK * state.getNormal().x);
                refrDir.y = (neta * state.getRay().dy) + (nK * state.getNormal().y);
                refrDir.z = (neta * state.getRay().dz) + (nK * state.getNormal().z);
            }

            // compute Fresnel terms
            float cosTheta1 = Vector3.dot(state.getNormal(), reflDir);
            float cosTheta2 = -Vector3.dot(state.getNormal(), refrDir);

            float pPara = (cosTheta1 - eta * cosTheta2) / (cosTheta1 + eta * cosTheta2);
            float pPerp = (eta * cosTheta1 - cosTheta2) / (eta * cosTheta1 + cosTheta2);
            float kr = 0.5f * (pPara * pPara + pPerp * pPerp);
            float kt = 1 - kr;

            Color absorption = null;
            if (inside && absorptionDistance > 0)
            {
                // this ray is inside the object and leaving it
                // compute attenuation that occured along the ray
                absorption = Color.mul(-state.getRay().getMax() / absorptionDistance, absorptionColor.copy().opposite()).exp();
                if (absorption.isBlack())
                    return Color.BLACK; // nothing goes through
            }
            // refracted ray
            Color ret = Color.black();
            if (!tir)
            {
                ret.madd(kt, state.traceRefraction(new Ray(state.getPoint(), refrDir), 0)).mul(color);
            }
            if (!inside || tir)
                ret.add(Color.mul(kr, state.traceReflection(new Ray(state.getPoint(), reflDir), 0)).mul(color));
            return absorption != null ? ret.mul(absorption) : ret;
        }
Example #18
0
        public Color GetRadiance(ShadingState state)
        {
            // make sure we are on the right side of the material
            state.faceforward();
            // direct lighting
            state.initLightSamples();
            state.initCausticSamples();
            Color d  = getDiffuse(state);
            Color lr = state.diffuse(d);

            if (!state.includeSpecular)
            {
                return(lr);
            }
            if (glossyness == 0)
            {
                float   cos    = state.getCosND();
                float   dn     = 2 * cos;
                Vector3 refDir = new Vector3();
                refDir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
                refDir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
                refDir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
                Ray refRay = new Ray(state.getPoint(), refDir);
                // compute Fresnel term
                cos = 1 - cos;
                float cos2 = cos * cos;
                float cos5 = cos2 * cos2 * cos;

                Color spec = getSpecular(state);
                Color ret  = Color.white();
                ret.sub(spec);
                ret.mul(cos5);
                ret.add(spec);
                return(lr.add(ret.mul(state.traceReflection(refRay, 0))));
            }
            else
            {
                return(lr.add(state.specularPhong(getSpecular(state), 2 / glossyness, numSamples)));
            }
        }
Example #19
0
        public void scatterPhoton(ShadingState state, Color power)
        {
            float  avg = color.getAverage();
            double rnd = state.getRandom(0, 0, 1);

            if (rnd >= avg)
            {
                return;
            }
            state.faceforward();
            float cos = state.getCosND();

            power.mul(color).mul(1.0f / avg);
            // photon is reflected
            float   dn  = 2 * cos;
            Vector3 dir = new Vector3();

            dir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
            dir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
            dir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
            state.traceReflectionPhoton(new Ray(state.getPoint(), dir), power);
        }
Example #20
0
        public void scatterPhoton(ShadingState state, Color power)
        {
            Color diffuse;

            // make sure we are on the right side of the material
            state.faceforward();
            diffuse = getDiffuse(state);
            state.storePhoton(state.getRay().getDirection(), power, diffuse);
            float  d   = diffuse.getAverage();
            float  r   = d * refl;
            double rnd = state.getRandom(0, 0, 1);

            if (rnd < d)
            {
                // photon is scattered
                power.mul(diffuse).mul(1.0f / d);
                OrthoNormalBasis onb = state.getBasis();
                double           u   = 2 * Math.PI * rnd / d;
                double           v   = state.getRandom(0, 1, 1);
                float            s   = (float)Math.Sqrt(v);
                float            s1  = (float)Math.Sqrt(1.0 - v);
                Vector3          w   = new Vector3((float)Math.Cos(u) * s, (float)Math.Sin(u) * s, s1);
                w = onb.transform(w, new Vector3());
                state.traceDiffusePhoton(new Ray(state.getPoint(), w), power);
            }
            else if (rnd < d + r)
            {
                float cos = -Vector3.dot(state.getNormal(), state.getRay().getDirection());
                power.mul(diffuse).mul(1.0f / d);
                // photon is reflected
                float   dn  = 2 * cos;
                Vector3 dir = new Vector3();
                dir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
                dir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
                dir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
                state.traceReflectionPhoton(new Ray(state.getPoint(), dir), power);
            }
        }
Example #21
0
        public Color GetRadiance(ShadingState state)
        {
            if (!state.includeSpecular)
                return Color.BLACK;
            state.faceforward();
            float cos = state.getCosND();
            float dn = 2 * cos;
            Vector3 refDir = new Vector3();
            refDir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
            refDir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
            refDir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
            Ray refRay = new Ray(state.getPoint(), refDir);

            // compute Fresnel term
            cos = 1 - cos;
            float cos2 = cos * cos;
            float cos5 = cos2 * cos2 * cos;
            Color ret = Color.white();
            ret.sub(color);
            ret.mul(cos5);
            ret.add(color);
            return ret.mul(state.traceReflection(refRay, 0));
        }
Example #22
0
        public void prepareShadingState(ShadingState state)
        {
            state.init();
            state.getRay().getPoint(state.getPoint());
            Instance parent      = state.getInstance();
            Vector3  worldNormal = state.transformNormalObjectToWorld(normal);

            state.getNormal().set(worldNormal);
            state.getGeoNormal().set(worldNormal);
            state.setShader(parent.getShader(0));
            state.setModifier(parent.getModifier(0));
            Point3 p = state.transformWorldToObject(state.getPoint());
            float  hu, hv;

            switch (k)
            {
            case 0:
            {
                hu = p.y;
                hv = p.z;
                break;
            }

            case 1:
            {
                hu = p.z;
                hv = p.x;
                break;
            }

            case 2:
            {
                hu = p.x;
                hv = p.y;
                break;
            }

            default:
                hu = hv = 0;
                break;
            }
            state.getUV().x = hu * bnu + hv * bnv + bnd;
            state.getUV().y = hu * cnu + hv * cnv + cnd;
            state.setBasis(OrthoNormalBasis.makeFromW(normal));
        }
Example #23
0
 public void prepareShadingState(ShadingState state)
 {
     state.init();
     state.getRay().getPoint(state.getPoint());
     Instance parent = state.getInstance();
     Point3 n = parent.transformWorldToObject(state.getPoint());
     state.getNormal().set(n.x * (2 * n.x * n.x - 1), n.y * (2 * n.y * n.y - 1), n.z * (2 * n.z * n.z - 1));
     state.getNormal().normalize();
     state.setShader(parent.getShader(0));
     state.setModifier(parent.getModifier(0));
     // into world space
     Vector3 worldNormal = parent.transformNormalObjectToWorld(state.getNormal());
     state.getNormal().set(worldNormal);
     state.getNormal().normalize();
     state.getGeoNormal().set(state.getNormal());
     // create basis in world space
     state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
 }
Example #24
0
        public Color GetRadiance(ShadingState state)
        {
            int   side = state.getPrimitiveID();
            Color kd   = null;

            switch (side)
            {
            case 0:
                kd = left;
                break;

            case 1:
                kd = right;
                break;

            case 3:
                kd = back;
                break;

            case 4:
                kd = bottom;
                break;

            case 5:
                float lx = state.getPoint().x;
                float ly = state.getPoint().y;
                if (lx >= lxmin && lx < lxmax && ly >= lymin && ly < lymax && state.getRay().dz > 0)
                {
                    return(state.includeLights ? radiance : Color.BLACK);
                }
                kd = top;
                break;

            default:
                Debug.Assert(false);
                break;
            }
            // make sure we are on the right side of the material
            state.faceforward();
            // setup lighting
            state.initLightSamples();
            state.initCausticSamples();
            return(state.diffuse(kd));
        }
Example #25
0
        public void prepareShadingState(ShadingState state)
        {
            state.init();
            state.getRay().getPoint(state.getPoint());
            Instance parent = state.getInstance();
            Vector3  normal;

            switch (state.getPrimitiveID())
            {
            case 0:
                normal = new Vector3(-1, 0, 0);
                break;

            case 1:
                normal = new Vector3(1, 0, 0);
                break;

            case 2:
                normal = new Vector3(0, -1, 0);
                break;

            case 3:
                normal = new Vector3(0, 1, 0);
                break;

            case 4:
                normal = new Vector3(0, 0, -1);
                break;

            case 5:
                normal = new Vector3(0, 0, 1);
                break;

            default:
                normal = new Vector3(0, 0, 0);
                break;
            }
            state.getNormal().set(state.transformNormalObjectToWorld(normal));
            state.getGeoNormal().set(state.getNormal());
            state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
            state.setShader(parent.getShader(0));
            state.setModifier(parent.getModifier(0));
        }
Example #26
0
        public void prepareShadingState(ShadingState state)
        {
            state.init();
            state.getRay().getPoint(state.getPoint());
            int n = state.getPrimitiveID();

            /*
             *
             *
             * switch (n)
             * {
             *  case 0:
             *      state.getNormal().set(new Vector3(1, 0, 0));
             *      break;
             *  case 1:
             *      state.getNormal().set(new Vector3(-1, 0, 0));
             *      break;
             *  case 2:
             *      state.getNormal().set(new Vector3(0, 1, 0));
             *      break;
             *  case 3:
             *      state.getNormal().set(new Vector3(0, -1, 0));
             *      break;
             *  case 4:
             *      state.getNormal().set(new Vector3(0, 0, 1));
             *      break;
             *  case 5:
             *      state.getNormal().set(new Vector3(0, 0, -1));
             *      break;
             *  default:
             *      state.getNormal().set(new Vector3(0, 0, 0));
             *      break;
             * }
             *
             */

            state.getNormal().set(normalVectors[n]);

            state.getGeoNormal().set(state.getNormal());
            state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
            state.setShader(state.getInstance().getShader(0));
            state.setModifier(state.getInstance().getModifier(0));
        }
Example #27
0
        public void prepareShadingState(ShadingState state)
        {
            state.init();
            state.getRay().getPoint(state.getPoint());
            Instance parent = state.getInstance();
            Point3   n      = state.transformWorldToObject(state.getPoint());

            state.getNormal().set(n.x * (2 * n.x * n.x - 1), n.y * (2 * n.y * n.y - 1), n.z * (2 * n.z * n.z - 1));
            state.getNormal().normalize();
            state.setShader(parent.getShader(0));
            state.setModifier(parent.getModifier(0));
            // into world space
            Vector3 worldNormal = state.transformNormalObjectToWorld(state.getNormal());

            state.getNormal().set(worldNormal);
            state.getNormal().normalize();
            state.getGeoNormal().set(state.getNormal());
            // create basis in world space
            state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
        }
Example #28
0
        public void prepareShadingState(ShadingState state)
        {
            state.init();
            state.getRay().getPoint(state.getPoint());
            int n = state.getPrimitiveID();

            switch (n)
            {
            case 0:
                state.getNormal().set(new Vector3(1, 0, 0));
                break;

            case 1:
                state.getNormal().set(new Vector3(-1, 0, 0));
                break;

            case 2:
                state.getNormal().set(new Vector3(0, 1, 0));
                break;

            case 3:
                state.getNormal().set(new Vector3(0, -1, 0));
                break;

            case 4:
                state.getNormal().set(new Vector3(0, 0, 1));
                break;

            case 5:
                state.getNormal().set(new Vector3(0, 0, -1));
                break;

            default:
                state.getNormal().set(new Vector3(0, 0, 0));
                break;
            }
            state.getGeoNormal().set(state.getNormal());
            state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
            state.setShader(state.getInstance().getShader(0));
            state.setModifier(state.getInstance().getModifier(0));
        }
Example #29
0
        public void prepareShadingState(ShadingState state)
        {
            state.init();
            state.getRay().getPoint(state.getPoint());
            Instance parent     = state.getInstance();
            Point3   localPoint = state.transformWorldToObject(state.getPoint());

            float cx = state.getU();
            float cy = state.getV();
            float cz = state.getW();

            state.getNormal().set(localPoint.x - cx, localPoint.y - cy, localPoint.z - cz);
            state.getNormal().normalize();

            float phi = (float)Math.Atan2(state.getNormal().y, state.getNormal().x);

            if (phi < 0)
            {
                phi += (float)(2.0 * Math.PI);
            }
            float theta = (float)Math.Acos(state.getNormal().z);

            state.getUV().y = theta / (float)Math.PI;
            state.getUV().x = phi / (float)(2 * Math.PI);
            Vector3 v       = new Vector3();

            v.x = -2 * (float)Math.PI * state.getNormal().y;
            v.y = 2 * (float)Math.PI * state.getNormal().x;
            v.z = 0;
            state.setShader(parent.getShader(0));
            state.setModifier(parent.getModifier(0));
            // into world space
            Vector3 worldNormal = state.transformNormalObjectToWorld(state.getNormal());

            v = state.transformVectorObjectToWorld(v);
            state.getNormal().set(worldNormal);
            state.getNormal().normalize();
            state.getGeoNormal().set(state.getNormal());
            // compute basis in world space
            state.setBasis(OrthoNormalBasis.makeFromWV(state.getNormal(), v));
        }
Example #30
0
        public void prepareShadingState(ShadingState state)
        {
            state.init();
            state.getRay().getPoint(state.getPoint());
            Instance parent = state.getInstance();
            float    u      = state.getU();
            float    v      = state.getV();

            float[] bu  = bernstein(u);
            float[] bdu = bernsteinDeriv(u);
            float[] bv  = bernstein(v);
            float[] bdv = bernsteinDeriv(v);
            getPatchPoint(u, v, patches[state.getPrimitiveID()], bu, bv, bdu, bdv, new Point3(), state.getNormal());
            state.getNormal().set(parent.transformNormalObjectToWorld(state.getNormal()));
            state.getNormal().normalize();
            state.getGeoNormal().set(state.getNormal());
            state.getUV().set(u, v);
            state.setShader(parent.getShader(0));
            state.setModifier(parent.getModifier(0));
            // FIXME: use actual derivatives to create basis
            state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
        }
Example #31
0
        public void prepareShadingState(ShadingState state)
        {
            state.init();
            state.getRay().getPoint(state.getPoint());
            Point3 localPoint = state.transformWorldToObject(state.getPoint());

            localPoint.x -= particles[3 * state.getPrimitiveID() + 0];
            localPoint.y -= particles[3 * state.getPrimitiveID() + 1];
            localPoint.z -= particles[3 * state.getPrimitiveID() + 2];

            state.getNormal().set(localPoint.x, localPoint.y, localPoint.z);
            state.getNormal().normalize();

            state.setShader(state.getInstance().getShader(0));
            state.setModifier(state.getInstance().getModifier(0));
            // into object space
            Vector3 worldNormal = state.transformNormalObjectToWorld(state.getNormal());
            state.getNormal().set(worldNormal);
            state.getNormal().normalize();
            state.getGeoNormal().set(state.getNormal());
            state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
        }
Example #32
0
        public void prepareShadingState(ShadingState state)
        {
            state.init();
            state.getRay().getPoint(state.getPoint());
            Point3 localPoint = state.transformWorldToObject(state.getPoint());

            localPoint.x -= particles[3 * state.getPrimitiveID() + 0];
            localPoint.y -= particles[3 * state.getPrimitiveID() + 1];
            localPoint.z -= particles[3 * state.getPrimitiveID() + 2];

            state.getNormal().set(localPoint.x, localPoint.y, localPoint.z);
            state.getNormal().normalize();

            state.setShader(state.getInstance().getShader(0));
            state.setModifier(state.getInstance().getModifier(0));
            // into object space
            Vector3 worldNormal = state.transformNormalObjectToWorld(state.getNormal());

            state.getNormal().set(worldNormal);
            state.getNormal().normalize();
            state.getGeoNormal().set(state.getNormal());
            state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
        }
Example #33
0
 public void ScatterPhoton(ShadingState state, Color power)
 {
     Color diffuse;
     // make sure we are on the right side of the material
     state.faceforward();
     diffuse = getDiffuse(state);
     state.storePhoton(state.getRay().getDirection(), power, diffuse);
     float d = diffuse.getAverage();
     float r = d * refl;
     double rnd = state.getRandom(0, 0, 1);
     if (rnd < d)
     {
         // photon is scattered
         power.mul(diffuse).mul(1.0f / d);
         OrthoNormalBasis onb = state.getBasis();
         double u = 2 * Math.PI * rnd / d;
         double v = state.getRandom(0, 1, 1);
         float s = (float)Math.Sqrt(v);
         float s1 = (float)Math.Sqrt(1.0 - v);
         Vector3 w = new Vector3((float)Math.Cos(u) * s, (float)Math.Sin(u) * s, s1);
         w = onb.transform(w, new Vector3());
         state.traceDiffusePhoton(new Ray(state.getPoint(), w), power);
     }
     else if (rnd < d + r)
     {
         float cos = -Vector3.dot(state.getNormal(), state.getRay().getDirection());
         power.mul(diffuse).mul(1.0f / d);
         // photon is reflected
         float dn = 2 * cos;
         Vector3 dir = new Vector3();
         dir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
         dir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
         dir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
         state.traceReflectionPhoton(new Ray(state.getPoint(), dir), power);
     }
 }
Example #34
0
 public Color getRadiance(ShadingState state)
 {
     return getSkyRGB(basis.untransform(state.getRay().getDirection())).constrainRGB();
 }
Example #35
0
 public void prepareShadingState(ShadingState state)
 {
     state.init();
     state.getRay().getPoint(state.getPoint());
     Instance parent = state.getInstance();
     float u = state.getU();
     float v = state.getV();
     float[] bu = bernstein(u);
     float[] bdu = bernsteinDeriv(u);
     float[] bv = bernstein(v);
     float[] bdv = bernsteinDeriv(v);
     getPatchPoint(u, v, patches[state.getPrimitiveID()], bu, bv, bdu, bdv, new Point3(), state.getNormal());
     state.getNormal().set(parent.transformNormalObjectToWorld(state.getNormal()));
     state.getNormal().normalize();
     state.getGeoNormal().set(state.getNormal());
     state.getUV().set(u, v);
     state.setShader(parent.getShader(0));
     state.setModifier(parent.getModifier(0));
     // FIXME: use actual derivatives to create basis
     state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
 }
Example #36
0
 public void prepareShadingState(ShadingState state)
 {
     state.init();
     state.getRay().getPoint(state.getPoint());
     int n = state.getPrimitiveID();
     switch (n)
     {
         case 0:
             state.getNormal().set(new Vector3(1, 0, 0));
             break;
         case 1:
             state.getNormal().set(new Vector3(-1, 0, 0));
             break;
         case 2:
             state.getNormal().set(new Vector3(0, 1, 0));
             break;
         case 3:
             state.getNormal().set(new Vector3(0, -1, 0));
             break;
         case 4:
             state.getNormal().set(new Vector3(0, 0, 1));
             break;
         case 5:
             state.getNormal().set(new Vector3(0, 0, -1));
             break;
         default:
             state.getNormal().set(new Vector3(0, 0, 0));
             break;
     }
     state.getGeoNormal().set(state.getNormal());
     state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
     state.setShader(state.getInstance().getShader(0));
     state.setModifier(state.getInstance().getModifier(0));
 }
Example #37
0
        public void prepareShadingState(ShadingState state)
        {
            state.init();
            Instance parent = state.getInstance();
            int      primID = state.getPrimitiveID();
            float    u      = state.getU();
            float    v      = state.getV();

            state.getRay().getPoint(state.getPoint());
            int    quad   = 4 * primID;
            int    index0 = quads[quad + 0];
            int    index1 = quads[quad + 1];
            int    index2 = quads[quad + 2];
            int    index3 = quads[quad + 3];
            Point3 v0p    = getPoint(index0);
            Point3 v1p    = getPoint(index1);
            Point3 v2p    = getPoint(index2);
            Point3 v3p    = getPoint(index3);
            float  tanux  = (1 - v) * (v1p.x - v0p.x) + v * (v2p.x - v3p.x);
            float  tanuy  = (1 - v) * (v1p.y - v0p.y) + v * (v2p.y - v3p.y);
            float  tanuz  = (1 - v) * (v1p.z - v0p.z) + v * (v2p.z - v3p.z);

            float tanvx = (1 - u) * (v3p.x - v0p.x) + u * (v2p.x - v1p.x);
            float tanvy = (1 - u) * (v3p.y - v0p.y) + u * (v2p.y - v1p.y);
            float tanvz = (1 - u) * (v3p.z - v0p.z) + u * (v2p.z - v1p.z);

            float nx = tanuy * tanvz - tanuz * tanvy;
            float ny = tanuz * tanvx - tanux * tanvz;
            float nz = tanux * tanvy - tanuy * tanvx;

            Vector3 ng = new Vector3(nx, ny, nz);

            ng = state.transformNormalObjectToWorld(ng);
            ng.normalize();
            state.getGeoNormal().set(ng);

            float k00 = (1 - u) * (1 - v);
            float k10 = u * (1 - v);
            float k01 = (1 - u) * v;
            float k11 = u * v;

            switch (normals.interp)
            {
            case ParameterList.InterpolationType.NONE:
            case ParameterList.InterpolationType.FACE:
            {
                state.getNormal().set(ng);
                break;
            }

            case ParameterList.InterpolationType.VERTEX:
            {
                int     i30         = 3 * index0;
                int     i31         = 3 * index1;
                int     i32         = 3 * index2;
                int     i33         = 3 * index3;
                float[] normals1    = this.normals.data;
                state.getNormal().x = k00 * normals1[i30 + 0] + k10 * normals1[i31 + 0] + k11 * normals1[i32 + 0] + k01 * normals1[i33 + 0];
                state.getNormal().y = k00 * normals1[i30 + 1] + k10 * normals1[i31 + 1] + k11 * normals1[i32 + 1] + k01 * normals1[i33 + 1];
                state.getNormal().z = k00 * normals1[i30 + 2] + k10 * normals1[i31 + 2] + k11 * normals1[i32 + 2] + k01 * normals1[i33 + 2];
                state.getNormal().set(state.transformNormalObjectToWorld(state.getNormal()));
                state.getNormal().normalize();
                break;
            }

            case ParameterList.InterpolationType.FACEVARYING:
            {
                int     idx         = 3 * quad;
                float[] normals1    = this.normals.data;
                state.getNormal().x = k00 * normals1[idx + 0] + k10 * normals1[idx + 3] + k11 * normals1[idx + 6] + k01 * normals1[idx + 9];
                state.getNormal().y = k00 * normals1[idx + 1] + k10 * normals1[idx + 4] + k11 * normals1[idx + 7] + k01 * normals1[idx + 10];
                state.getNormal().z = k00 * normals1[idx + 2] + k10 * normals1[idx + 5] + k11 * normals1[idx + 8] + k01 * normals1[idx + 11];
                state.getNormal().set(state.transformNormalObjectToWorld(state.getNormal()));
                state.getNormal().normalize();
                break;
            }
            }
            float uv00 = 0, uv01 = 0, uv10 = 0, uv11 = 0, uv20 = 0, uv21 = 0, uv30 = 0, uv31 = 0;

            switch (uvs.interp)
            {
            case ParameterList.InterpolationType.NONE:
            case ParameterList.InterpolationType.FACE:
            {
                state.getUV().x = 0;
                state.getUV().y = 0;
                break;
            }

            case ParameterList.InterpolationType.VERTEX:
            {
                int     i20  = 2 * index0;
                int     i21  = 2 * index1;
                int     i22  = 2 * index2;
                int     i23  = 2 * index3;
                float[] uvs1 = this.uvs.data;
                uv00 = uvs1[i20 + 0];
                uv01 = uvs1[i20 + 1];
                uv10 = uvs1[i21 + 0];
                uv11 = uvs1[i21 + 1];
                uv20 = uvs1[i22 + 0];
                uv21 = uvs1[i22 + 1];
                uv20 = uvs1[i23 + 0];
                uv21 = uvs1[i23 + 1];
                break;
            }

            case ParameterList.InterpolationType.FACEVARYING:
            {
                int     idx  = quad << 1;
                float[] uvs1 = this.uvs.data;
                uv00 = uvs1[idx + 0];
                uv01 = uvs1[idx + 1];
                uv10 = uvs1[idx + 2];
                uv11 = uvs1[idx + 3];
                uv20 = uvs1[idx + 4];
                uv21 = uvs1[idx + 5];
                uv30 = uvs1[idx + 6];
                uv31 = uvs1[idx + 7];
                break;
            }
            }
            if (uvs.interp != ParameterList.InterpolationType.NONE)
            {
                // get exact uv coords and compute tangent vectors
                state.getUV().x = k00 * uv00 + k10 * uv10 + k11 * uv20 + k01 * uv30;
                state.getUV().y = k00 * uv01 + k10 * uv11 + k11 * uv21 + k01 * uv31;
                float   du1 = uv00 - uv20;
                float   du2 = uv10 - uv20;
                float   dv1 = uv01 - uv21;
                float   dv2 = uv11 - uv21;
                Vector3 dp1 = Point3.sub(v0p, v2p, new Vector3()), dp2 = Point3.sub(v1p, v2p, new Vector3());
                float   determinant = du1 * dv2 - dv1 * du2;
                if (determinant == 0.0f)
                {
                    // create basis in world space
                    state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
                }
                else
                {
                    float invdet = 1 / determinant;
                    // Vector3 dpdu = new Vector3();
                    // dpdu.x = (dv2 * dp1.x - dv1 * dp2.x) * invdet;
                    // dpdu.y = (dv2 * dp1.y - dv1 * dp2.y) * invdet;
                    // dpdu.z = (dv2 * dp1.z - dv1 * dp2.z) * invdet;
                    Vector3 dpdv = new Vector3();
                    dpdv.x = (-du2 * dp1.x + du1 * dp2.x) * invdet;
                    dpdv.y = (-du2 * dp1.y + du1 * dp2.y) * invdet;
                    dpdv.z = (-du2 * dp1.z + du1 * dp2.z) * invdet;
                    dpdv   = state.transformVectorObjectToWorld(dpdv);
                    // create basis in world space
                    state.setBasis(OrthoNormalBasis.makeFromWV(state.getNormal(), dpdv));
                }
            }
            else
            {
                state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
            }
            int shaderIndex = faceShaders == null ? 0 : (faceShaders[primID] & 0xFF);

            state.setShader(parent.getShader(shaderIndex));
            state.setModifier(parent.getModifier(shaderIndex));
        }
Example #38
0
        public void prepareShadingState(ShadingState state)
        {
            state.init();
            state.getRay().getPoint(state.getPoint());
            Instance parent = state.getInstance();
            // get local point
            Point3 p = parent.transformWorldToObject(state.getPoint());
            // compute local normal
            float deriv = p.x * p.x + p.y * p.y + p.z * p.z - ri2 - ro2;
            state.getNormal().set(p.x * deriv, p.y * deriv, p.z * deriv + 2 * ro2 * p.z);
            state.getNormal().normalize();

            double phi = Math.Asin(MathUtils.clamp(p.z / ri, -1, 1));
            double theta = Math.Atan2(p.y, p.x);
            if (theta < 0)
                theta += 2 * Math.PI;
            state.getUV().x = (float)(theta / (2 * Math.PI));
            state.getUV().y = (float)((phi + Math.PI / 2) / Math.PI);
            state.setShader(parent.getShader(0));
            state.setModifier(parent.getModifier(0));
            // into world space
            Vector3 worldNormal = parent.transformNormalObjectToWorld(state.getNormal());
            state.getNormal().set(worldNormal);
            state.getNormal().normalize();
            state.getGeoNormal().set(state.getNormal());
            // make basis in world space
            state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
        }
Example #39
0
 public void ScatterPhoton(ShadingState state, Color power)
 {
     Color diffuse, specular;
     // make sure we are on the right side of the material
     state.faceforward();
     diffuse = getDiffuse(state);
     specular = getSpecular(state);
     state.storePhoton(state.getRay().getDirection(), power, diffuse);
     float d = diffuse.getAverage();
     float r = specular.getAverage();
     double rnd = state.getRandom(0, 0, 1);
     if (rnd < d)
     {
         // photon is scattered
         power.mul(diffuse).mul(1.0f / d);
         OrthoNormalBasis onb = state.getBasis();
         double u = 2 * Math.PI * rnd / d;
         double v = state.getRandom(0, 1, 1);
         float s = (float)Math.Sqrt(v);
         float s1 = (float)Math.Sqrt(1.0 - v);
         Vector3 w = new Vector3((float)Math.Cos(u) * s, (float)Math.Sin(u) * s, s1);
         w = onb.transform(w, new Vector3());
         state.traceDiffusePhoton(new Ray(state.getPoint(), w), power);
     }
     else if (rnd < d + r)
     {
         if (glossyness == 0)
         {
             float cos = -Vector3.dot(state.getNormal(), state.getRay().getDirection());
             power.mul(diffuse).mul(1.0f / d);
             // photon is reflected
             float dn = 2 * cos;
             Vector3 dir = new Vector3();
             dir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
             dir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
             dir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
             state.traceReflectionPhoton(new Ray(state.getPoint(), dir), power);
         }
         else
         {
             float dn = 2.0f * state.getCosND();
             // reflected direction
             Vector3 refDir = new Vector3();
             refDir.x = (dn * state.getNormal().x) + state.getRay().dx;
             refDir.y = (dn * state.getNormal().y) + state.getRay().dy;
             refDir.z = (dn * state.getNormal().z) + state.getRay().dz;
             power.mul(spec).mul(1.0f / r);
             OrthoNormalBasis onb = state.getBasis();
             double u = 2 * Math.PI * (rnd - r) / r;
             double v = state.getRandom(0, 1, 1);
             float s = (float)Math.Pow(v, 1 / ((1.0f / glossyness) + 1));
             float s1 = (float)Math.Sqrt(1 - s * s);
             Vector3 w = new Vector3((float)Math.Cos(u) * s1, (float)Math.Sin(u) * s1, s);
             w = onb.transform(w, new Vector3());
             state.traceReflectionPhoton(new Ray(state.getPoint(), w), power);
         }
     }
 }
Example #40
0
 public Color getRadiance(ShadingState state)
 {
     Vector3 n = state.getNormal();
     float f = n == null ? 1.0f : Math.Abs(state.getRay().dot(n));
     return BORDERS[state.getPrimitiveID() % BORDERS.Length].copy().mul(f);
 }
Example #41
0
 public Color getRadiance(ShadingState state)
 {
     return(getSkyRGB(basis.untransform(state.getRay().getDirection())).constrainRGB());
 }
Example #42
0
 public Color getRadiance(ShadingState state)
 {
     return new Color(Math.Abs(state.getRay().dot(state.getNormal())));
 }
Example #43
0
        public void prepareShadingState(ShadingState state)
        {
            state.init();
            state.getRay().getPoint(state.getPoint());
            Instance parent = state.getInstance();
            // compute local normal
            Point3 p = parent.transformWorldToObject(state.getPoint());
            float gx1w = p.x - DELTA;
            float gx1x = p.y;
            float gx1y = p.z;
            float gx1z = 0;
            float gx2w = p.x + DELTA;
            float gx2x = p.y;
            float gx2y = p.z;
            float gx2z = 0;

            float gy1w = p.x;
            float gy1x = p.y - DELTA;
            float gy1y = p.z;
            float gy1z = 0;
            float gy2w = p.x;
            float gy2x = p.y + DELTA;
            float gy2y = p.z;
            float gy2z = 0;

            float gz1w = p.x;
            float gz1x = p.y;
            float gz1y = p.z - DELTA;
            float gz1z = 0;
            float gz2w = p.x;
            float gz2x = p.y;
            float gz2y = p.z + DELTA;
            float gz2z = 0;

            for (int i = 0; i < maxIterations; i++)
            {
                {
                    // z = z*z + c
                    float nw = gx1w * gx1w - gx1x * gx1x - gx1y * gx1y - gx1z * gx1z + cw;
                    gx1x = 2 * gx1w * gx1x + cx;
                    gx1y = 2 * gx1w * gx1y + cy;
                    gx1z = 2 * gx1w * gx1z + cz;
                    gx1w = nw;
                }
                {
                    // z = z*z + c
                    float nw = gx2w * gx2w - gx2x * gx2x - gx2y * gx2y - gx2z * gx2z + cw;
                    gx2x = 2 * gx2w * gx2x + cx;
                    gx2y = 2 * gx2w * gx2y + cy;
                    gx2z = 2 * gx2w * gx2z + cz;
                    gx2w = nw;
                }
                {
                    // z = z*z + c
                    float nw = gy1w * gy1w - gy1x * gy1x - gy1y * gy1y - gy1z * gy1z + cw;
                    gy1x = 2 * gy1w * gy1x + cx;
                    gy1y = 2 * gy1w * gy1y + cy;
                    gy1z = 2 * gy1w * gy1z + cz;
                    gy1w = nw;
                }
                {
                    // z = z*z + c
                    float nw = gy2w * gy2w - gy2x * gy2x - gy2y * gy2y - gy2z * gy2z + cw;
                    gy2x = 2 * gy2w * gy2x + cx;
                    gy2y = 2 * gy2w * gy2y + cy;
                    gy2z = 2 * gy2w * gy2z + cz;
                    gy2w = nw;
                }
                {
                    // z = z*z + c
                    float nw = gz1w * gz1w - gz1x * gz1x - gz1y * gz1y - gz1z * gz1z + cw;
                    gz1x = 2 * gz1w * gz1x + cx;
                    gz1y = 2 * gz1w * gz1y + cy;
                    gz1z = 2 * gz1w * gz1z + cz;
                    gz1w = nw;
                }
                {
                    // z = z*z + c
                    float nw = gz2w * gz2w - gz2x * gz2x - gz2y * gz2y - gz2z * gz2z + cw;
                    gz2x = 2 * gz2w * gz2x + cx;
                    gz2y = 2 * gz2w * gz2y + cy;
                    gz2z = 2 * gz2w * gz2z + cz;
                    gz2w = nw;
                }
            }
            float gradX = Length(gx2w, gx2x, gx2y, gx2z) - Length(gx1w, gx1x, gx1y, gx1z);
            float gradY = Length(gy2w, gy2x, gy2y, gy2z) - Length(gy1w, gy1x, gy1y, gy1z);
            float gradZ = Length(gz2w, gz2x, gz2y, gz2z) - Length(gz1w, gz1x, gz1y, gz1z);
            Vector3 n = new Vector3((float)gradX, (float)gradY, (float)gradZ);
            state.getNormal().set(parent.transformNormalObjectToWorld(n));
            state.getNormal().normalize();
            state.getGeoNormal().set(state.getNormal());
            state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));

            state.getPoint().x += state.getNormal().x * epsilon * 20;
            state.getPoint().y += state.getNormal().y * epsilon * 20;
            state.getPoint().z += state.getNormal().z * epsilon * 20;

            state.setShader(parent.getShader(0));
            state.setModifier(parent.getModifier(0));
        }
        public Color GetRadiance(ShadingState state)
        {
            // make sure we are on the right side of the material
            state.faceforward();
            OrthoNormalBasis onb = state.getBasis();

            // direct lighting and caustics
            state.initLightSamples();
            state.initCausticSamples();
            Color lr = Color.black();

            // compute specular contribution
            if (state.includeSpecular)
            {
                Vector3 inv = state.getRay().getDirection().negate(new Vector3());
                foreach (LightSample sample in state)
                {
                    float cosNL = sample.dot(state.getNormal());
                    float fr    = brdf(inv, sample.getShadowRay().getDirection(), onb);
                    lr.madd(cosNL * fr, sample.getSpecularRadiance());
                }

                // indirect lighting - specular
                if (numRays > 0)
                {
                    int n = state.getDepth() == 0 ? numRays : 1;
                    for (int i = 0; i < n; i++)
                    {
                        // specular indirect lighting
                        double r1 = state.getRandom(i, 0, n);
                        double r2 = state.getRandom(i, 1, n);

                        float alphaRatio = alphaY / alphaX;
                        float phi        = 0;
                        if (r1 < 0.25)
                        {
                            double val = 4 * r1;
                            phi = (float)Math.Atan(alphaRatio * Math.Tan(Math.PI / 2 * val));
                        }
                        else if (r1 < 0.5)
                        {
                            double val = 1 - 4 * (0.5 - r1);
                            phi = (float)Math.Atan(alphaRatio * Math.Tan(Math.PI / 2 * val));
                            phi = (float)Math.PI - phi;
                        }
                        else if (r1 < 0.75)
                        {
                            double val = 4 * (r1 - 0.5);
                            phi  = (float)Math.Atan(alphaRatio * Math.Tan(Math.PI / 2 * val));
                            phi += (float)Math.PI;
                        }
                        else
                        {
                            double val = 1 - 4 * (1 - r1);
                            phi = (float)Math.Atan(alphaRatio * Math.Tan(Math.PI / 2 * val));
                            phi = 2 * (float)Math.PI - phi;
                        }

                        float cosPhi = (float)Math.Cos(phi);
                        float sinPhi = (float)Math.Sin(phi);

                        float denom = (cosPhi * cosPhi) / (alphaX * alphaX) + (sinPhi * sinPhi) / (alphaY * alphaY);
                        float theta = (float)Math.Atan(Math.Sqrt(-Math.Log(1 - r2) / denom));

                        float sinTheta = (float)Math.Sin(theta);
                        float cosTheta = (float)Math.Cos(theta);

                        Vector3 h = new Vector3();
                        h.x = sinTheta * cosPhi;
                        h.y = sinTheta * sinPhi;
                        h.z = cosTheta;
                        onb.transform(h);

                        Vector3 o  = new Vector3();
                        float   ih = Vector3.dot(h, inv);
                        o.x = 2 * ih * h.x - inv.x;
                        o.y = 2 * ih * h.y - inv.y;
                        o.z = 2 * ih * h.z - inv.z;

                        float no = onb.untransformZ(o);
                        float ni = onb.untransformZ(inv);
                        float w  = ih * cosTheta * cosTheta * cosTheta * (float)Math.Sqrt(Math.Abs(no / ni));

                        Ray r = new Ray(state.getPoint(), o);
                        lr.madd(w / n, state.traceGlossy(r, i));
                    }
                }
                lr.mul(rhoS);
            }
            // add diffuse contribution
            lr.add(state.diffuse(getDiffuse(state)));
            return(lr);
        }
Example #45
0
        public Color getIrradiance(ShadingState state, Color diffuseReflectance)
        {
            float   b   = (float)Math.PI * c / diffuseReflectance.getMax();
            Color   irr = Color.black();
            Point3  p   = state.getPoint();
            Vector3 n   = state.getNormal();
            int     set = (int)(state.getRandom(0, 1, 1) * numSets);

            foreach (PointLight vpl in virtualLights[set])
            {
                Ray   r      = new Ray(p, vpl.p);
                float dotNlD = -(r.dx * vpl.n.x + r.dy * vpl.n.y + r.dz * vpl.n.z);
                float dotND  = r.dx * n.x + r.dy * n.y + r.dz * n.z;
                if (dotNlD > 0 && dotND > 0)
                {
                    float r2      = r.getMax() * r.getMax();
                    Color opacity = state.traceShadow(r);
                    Color power   = Color.blend(vpl.power, Color.BLACK, opacity);
                    float g       = (dotND * dotNlD) / r2;
                    irr.madd(0.25f * Math.Min(g, b), power);
                }
            }
            // bias compensation
            int nb = (state.getDiffuseDepth() == 0 || numBias <= 0) ? numBias : 1;

            if (nb <= 0)
            {
                return(irr);
            }
            OrthoNormalBasis onb   = state.getBasis();
            Vector3          w     = new Vector3();
            float            scale = (float)Math.PI / nb;

            for (int i = 0; i < nb; i++)
            {
                float xi       = (float)state.getRandom(i, 0, nb);
                float xj       = (float)state.getRandom(i, 1, nb);
                float phi      = (float)(xi * 2 * Math.PI);
                float cosPhi   = (float)Math.Cos(phi);
                float sinPhi   = (float)Math.Sin(phi);
                float sinTheta = (float)Math.Sqrt(xj);
                float cosTheta = (float)Math.Sqrt(1.0f - xj);
                w.x = cosPhi * sinTheta;
                w.y = sinPhi * sinTheta;
                w.z = cosTheta;
                onb.transform(w);
                Ray r = new Ray(state.getPoint(), w);
                r.setMax((float)Math.Sqrt(cosTheta / b));
                ShadingState temp = state.traceFinalGather(r, i);
                if (temp != null)
                {
                    temp.getInstance().prepareShadingState(temp);
                    if (temp.getShader() != null)
                    {
                        float dist      = temp.getRay().getMax();
                        float r2        = dist * dist;
                        float cosThetaY = -Vector3.dot(w, temp.getNormal());
                        if (cosThetaY > 0)
                        {
                            float g = (cosTheta * cosThetaY) / r2;
                            // was this path accounted for yet?
                            if (g > b)
                            {
                                irr.madd(scale * (g - b) / g, temp.getShader().GetRadiance(temp));
                            }
                        }
                    }
                }
            }
            return(irr);
        }
Example #46
0
 public void ScatterPhoton(ShadingState state, Color power)
 {
     Color refr = Color.mul(1 - f0, color);
     Color refl = Color.mul(f0, color);
     float avgR = refl.getAverage();
     float avgT = refr.getAverage();
     double rnd = state.getRandom(0, 0, 1);
     if (rnd < avgR)
     {
         state.faceforward();
         // don't reflect internally
         if (state.isBehind())
             return;
         // photon is reflected
         float cos = state.getCosND();
         power.mul(refl).mul(1.0f / avgR);
         float dn = 2 * cos;
         Vector3 dir = new Vector3();
         dir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
         dir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
         dir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
         state.traceReflectionPhoton(new Ray(state.getPoint(), dir), power);
     }
     else if (rnd < avgR + avgT)
     {
         state.faceforward();
         // photon is refracted
         float cos = state.getCosND();
         float neta = state.isBehind() ? eta : 1.0f / eta;
         power.mul(refr).mul(1.0f / avgT);
         float wK = -neta;
         float arg = 1 - (neta * neta * (1 - (cos * cos)));
         Vector3 dir = new Vector3();
         if (state.isBehind() && absorptionDistance > 0)
         {
             // this ray is inside the object and leaving it
             // compute attenuation that occured along the ray
             power.mul(Color.mul(-state.getRay().getMax() / absorptionDistance, absorptionColor.copy().opposite()).exp());
         }
         if (arg < 0)
         {
             // TIR
             float dn = 2 * cos;
             dir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
             dir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
             dir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
             state.traceReflectionPhoton(new Ray(state.getPoint(), dir), power);
         }
         else
         {
             float nK = (neta * cos) - (float)Math.Sqrt(arg);
             dir.x = (-wK * state.getRay().dx) + (nK * state.getNormal().x);
             dir.y = (-wK * state.getRay().dy) + (nK * state.getNormal().y);
             dir.z = (-wK * state.getRay().dz) + (nK * state.getNormal().z);
             state.traceRefractionPhoton(new Ray(state.getPoint(), dir), power);
         }
     }
 }
Example #47
0
        public void prepareShadingState(ShadingState state)
        {
            state.init();
            Instance parent = state.getInstance();
            int primID = state.getPrimitiveID();
            float u = state.getU();
            float v = state.getV();
            state.getRay().getPoint(state.getPoint());
            int quad = 4 * primID;
            int index0 = quads[quad + 0];
            int index1 = quads[quad + 1];
            int index2 = quads[quad + 2];
            int index3 = quads[quad + 3];
            Point3 v0p = getPoint(index0);
            Point3 v1p = getPoint(index1);
            Point3 v2p = getPoint(index2);
            Point3 v3p = getPoint(index3);
            float tanux = (1 - v) * (v1p.x - v0p.x) + v * (v2p.x - v3p.x);
            float tanuy = (1 - v) * (v1p.y - v0p.y) + v * (v2p.y - v3p.y);
            float tanuz = (1 - v) * (v1p.z - v0p.z) + v * (v2p.z - v3p.z);

            float tanvx = (1 - u) * (v3p.x - v0p.x) + u * (v2p.x - v1p.x);
            float tanvy = (1 - u) * (v3p.y - v0p.y) + u * (v2p.y - v1p.y);
            float tanvz = (1 - u) * (v3p.z - v0p.z) + u * (v2p.z - v1p.z);

            float nx = tanuy * tanvz - tanuz * tanvy;
            float ny = tanuz * tanvx - tanux * tanvz;
            float nz = tanux * tanvy - tanuy * tanvx;

            Vector3 ng = new Vector3(nx, ny, nz);
            ng = state.transformNormalObjectToWorld(ng);
            ng.normalize();
            state.getGeoNormal().set(ng);

            float k00 = (1 - u) * (1 - v);
            float k10 = u * (1 - v);
            float k01 = (1 - u) * v;
            float k11 = u * v;

            switch (normals.interp)
            {
                case ParameterList.InterpolationType.NONE:
                case ParameterList.InterpolationType.FACE:
                    {
                        state.getNormal().set(ng);
                        break;
                    }
                case ParameterList.InterpolationType.VERTEX:
                    {
                        int i30 = 3 * index0;
                        int i31 = 3 * index1;
                        int i32 = 3 * index2;
                        int i33 = 3 * index3;
                        float[] normals1 = this.normals.data;
                        state.getNormal().x = k00 * normals1[i30 + 0] + k10 * normals1[i31 + 0] + k11 * normals1[i32 + 0] + k01 * normals1[i33 + 0];
                        state.getNormal().y = k00 * normals1[i30 + 1] + k10 * normals1[i31 + 1] + k11 * normals1[i32 + 1] + k01 * normals1[i33 + 1];
                        state.getNormal().z = k00 * normals1[i30 + 2] + k10 * normals1[i31 + 2] + k11 * normals1[i32 + 2] + k01 * normals1[i33 + 2];
                        state.getNormal().set(state.transformNormalObjectToWorld(state.getNormal()));
                        state.getNormal().normalize();
                        break;
                    }
                case ParameterList.InterpolationType.FACEVARYING:
                    {
                        int idx = 3 * quad;
                        float[] normals1 = this.normals.data;
                        state.getNormal().x = k00 * normals1[idx + 0] + k10 * normals1[idx + 3] + k11 * normals1[idx + 6] + k01 * normals1[idx + 9];
                        state.getNormal().y = k00 * normals1[idx + 1] + k10 * normals1[idx + 4] + k11 * normals1[idx + 7] + k01 * normals1[idx + 10];
                        state.getNormal().z = k00 * normals1[idx + 2] + k10 * normals1[idx + 5] + k11 * normals1[idx + 8] + k01 * normals1[idx + 11];
                        state.getNormal().set(state.transformNormalObjectToWorld(state.getNormal()));
                        state.getNormal().normalize();
                        break;
                    }
            }
            float uv00 = 0, uv01 = 0, uv10 = 0, uv11 = 0, uv20 = 0, uv21 = 0, uv30 = 0, uv31 = 0;
            switch (uvs.interp)
            {
                case ParameterList.InterpolationType.NONE:
                case ParameterList.InterpolationType.FACE:
                    {
                        state.getUV().x = 0;
                        state.getUV().y = 0;
                        break;
                    }
                case ParameterList.InterpolationType.VERTEX:
                    {
                        int i20 = 2 * index0;
                        int i21 = 2 * index1;
                        int i22 = 2 * index2;
                        int i23 = 2 * index3;
                        float[] uvs1 = this.uvs.data;
                        uv00 = uvs1[i20 + 0];
                        uv01 = uvs1[i20 + 1];
                        uv10 = uvs1[i21 + 0];
                        uv11 = uvs1[i21 + 1];
                        uv20 = uvs1[i22 + 0];
                        uv21 = uvs1[i22 + 1];
                        uv20 = uvs1[i23 + 0];
                        uv21 = uvs1[i23 + 1];
                        break;
                    }
                case ParameterList.InterpolationType.FACEVARYING:
                    {
                        int idx = quad << 1;
                        float[] uvs1 = this.uvs.data;
                        uv00 = uvs1[idx + 0];
                        uv01 = uvs1[idx + 1];
                        uv10 = uvs1[idx + 2];
                        uv11 = uvs1[idx + 3];
                        uv20 = uvs1[idx + 4];
                        uv21 = uvs1[idx + 5];
                        uv30 = uvs1[idx + 6];
                        uv31 = uvs1[idx + 7];
                        break;
                    }
            }
            if (uvs.interp != ParameterList.InterpolationType.NONE)
            {
                // get exact uv coords and compute tangent vectors
                state.getUV().x = k00 * uv00 + k10 * uv10 + k11 * uv20 + k01 * uv30;
                state.getUV().y = k00 * uv01 + k10 * uv11 + k11 * uv21 + k01 * uv31;
                float du1 = uv00 - uv20;
                float du2 = uv10 - uv20;
                float dv1 = uv01 - uv21;
                float dv2 = uv11 - uv21;
                Vector3 dp1 = Point3.sub(v0p, v2p, new Vector3()), dp2 = Point3.sub(v1p, v2p, new Vector3());
                float determinant = du1 * dv2 - dv1 * du2;
                if (determinant == 0.0f)
                {
                    // create basis in world space
                    state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
                }
                else
                {
                    float invdet = 1 / determinant;
                    // Vector3 dpdu = new Vector3();
                    // dpdu.x = (dv2 * dp1.x - dv1 * dp2.x) * invdet;
                    // dpdu.y = (dv2 * dp1.y - dv1 * dp2.y) * invdet;
                    // dpdu.z = (dv2 * dp1.z - dv1 * dp2.z) * invdet;
                    Vector3 dpdv = new Vector3();
                    dpdv.x = (-du2 * dp1.x + du1 * dp2.x) * invdet;
                    dpdv.y = (-du2 * dp1.y + du1 * dp2.y) * invdet;
                    dpdv.z = (-du2 * dp1.z + du1 * dp2.z) * invdet;
                    dpdv = state.transformVectorObjectToWorld(dpdv);
                    // create basis in world space
                    state.setBasis(OrthoNormalBasis.makeFromWV(state.getNormal(), dpdv));
                }
            }
            else
                state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
            int shaderIndex = faceShaders == null ? 0 : (faceShaders[primID] & 0xFF);
            state.setShader(parent.getShader(shaderIndex));
            state.setModifier(parent.getModifier(shaderIndex));
        }
        public Color getRadiance(ShadingState state)
        {
            // make sure we are on the right side of the material
            state.faceforward();
            OrthoNormalBasis onb = state.getBasis();
            // direct lighting and caustics
            state.initLightSamples();
            state.initCausticSamples();
            Color lr = Color.black();
            // compute specular contribution
            if (state.includeSpecular)
            {
                Vector3 inv = state.getRay().getDirection().negate(new Vector3());
                foreach (LightSample sample in state)
                {
                    float cosNL = sample.dot(state.getNormal());
                    float fr = brdf(inv, sample.getShadowRay().getDirection(), onb);
                    lr.madd(cosNL * fr, sample.getSpecularRadiance());
                }

                // indirect lighting - specular
                if (numRays > 0)
                {
                    int n = state.getDepth() == 0 ? numRays : 1;
                    for (int i = 0; i < n; i++)
                    {
                        // specular indirect lighting
                        double r1 = state.getRandom(i, 0, n);
                        double r2 = state.getRandom(i, 1, n);

                        float alphaRatio = alphaY / alphaX;
                        float phi = 0;
                        if (r1 < 0.25)
                        {
                            double val = 4 * r1;
                            phi = (float)Math.Atan(alphaRatio * Math.Tan(Math.PI / 2 * val));
                        }
                        else if (r1 < 0.5)
                        {
                            double val = 1 - 4 * (0.5 - r1);
                            phi = (float)Math.Atan(alphaRatio * Math.Tan(Math.PI / 2 * val));
                            phi = (float)Math.PI - phi;
                        }
                        else if (r1 < 0.75)
                        {
                            double val = 4 * (r1 - 0.5);
                            phi = (float)Math.Atan(alphaRatio * Math.Tan(Math.PI / 2 * val));
                            phi += (float)Math.PI;
                        }
                        else
                        {
                            double val = 1 - 4 * (1 - r1);
                            phi = (float)Math.Atan(alphaRatio * Math.Tan(Math.PI / 2 * val));
                            phi = 2 * (float)Math.PI - phi;
                        }

                        float cosPhi = (float)Math.Cos(phi);
                        float sinPhi = (float)Math.Sin(phi);

                        float denom = (cosPhi * cosPhi) / (alphaX * alphaX) + (sinPhi * sinPhi) / (alphaY * alphaY);
                        float theta = (float)Math.Atan(Math.Sqrt(-Math.Log(1 - r2) / denom));

                        float sinTheta = (float)Math.Sin(theta);
                        float cosTheta = (float)Math.Cos(theta);

                        Vector3 h = new Vector3();
                        h.x = sinTheta * cosPhi;
                        h.y = sinTheta * sinPhi;
                        h.z = cosTheta;
                        onb.transform(h);

                        Vector3 o = new Vector3();
                        float ih = Vector3.dot(h, inv);
                        o.x = 2 * ih * h.x - inv.x;
                        o.y = 2 * ih * h.y - inv.y;
                        o.z = 2 * ih * h.z - inv.z;

                        float no = onb.untransformZ(o);
                        float ni = onb.untransformZ(inv);
                        float w = ih * cosTheta * cosTheta * cosTheta * (float)Math.Sqrt(Math.Abs(no / ni));

                        Ray r = new Ray(state.getPoint(), o);
                        lr.madd(w / n, state.traceGlossy(r, i));
                    }
                }
                lr.mul(rhoS);
            }
            // add diffuse contribution
            lr.add(state.diffuse(getDiffuse(state)));
            return lr;
        }
Example #49
0
 public Color GetRadiance(ShadingState state)
 {
     int side = state.getPrimitiveID();
     Color kd = null;
     switch (side)
     {
         case 0:
             kd = left;
             break;
         case 1:
             kd = right;
             break;
         case 3:
             kd = back;
             break;
         case 4:
             kd = bottom;
             break;
         case 5:
             float lx = state.getPoint().x;
             float ly = state.getPoint().y;
             if (lx >= lxmin && lx < lxmax && ly >= lymin && ly < lymax && state.getRay().dz > 0)
                 return state.includeLights ? radiance : Color.BLACK;
             kd = top;
             break;
         default:
             Debug.Assert(false);
             break;
     }
     // make sure we are on the right side of the material
     state.faceforward();
     // setup lighting
     state.initLightSamples();
     state.initCausticSamples();
     return state.diffuse(kd);
 }
Example #50
0
 public void prepareShadingState(ShadingState state)
 {
     state.init();
     Instance parent = state.getInstance();
     int primID = state.getPrimitiveID();
     float u = state.getU();
     float v = state.getV();
     float w = 1 - u - v;
     state.getRay().getPoint(state.getPoint());
     int tri = 3 * primID;
     int index0 = triangles[tri + 0];
     int index1 = triangles[tri + 1];
     int index2 = triangles[tri + 2];
     Point3 v0p = getPoint(index0);
     Point3 v1p = getPoint(index1);
     Point3 v2p = getPoint(index2);
     Vector3 ng = Point3.normal(v0p, v1p, v2p);
     ng = parent.transformNormalObjectToWorld(ng);
     ng.normalize();
     state.getGeoNormal().set(ng);
     switch (normals.interp)
     {
         case ParameterList.InterpolationType.NONE:
         case ParameterList.InterpolationType.FACE:
             {
                 state.getNormal().set(ng);
                 break;
             }
         case ParameterList.InterpolationType.VERTEX:
             {
                 int i30 = 3 * index0;
                 int i31 = 3 * index1;
                 int i32 = 3 * index2;
                 float[] normals1 = this.normals.data;
                 state.getNormal().x = w * normals1[i30 + 0] + u * normals1[i31 + 0] + v * normals1[i32 + 0];
                 state.getNormal().y = w * normals1[i30 + 1] + u * normals1[i31 + 1] + v * normals1[i32 + 1];
                 state.getNormal().z = w * normals1[i30 + 2] + u * normals1[i31 + 2] + v * normals1[i32 + 2];
                 state.getNormal().set(parent.transformNormalObjectToWorld(state.getNormal()));
                 state.getNormal().normalize();
                 break;
             }
         case ParameterList.InterpolationType.FACEVARYING:
             {
                 int idx = 3 * tri;
                 float[] normals1 = this.normals.data;
                 state.getNormal().x = w * normals1[idx + 0] + u * normals1[idx + 3] + v * normals1[idx + 6];
                 state.getNormal().y = w * normals1[idx + 1] + u * normals1[idx + 4] + v * normals1[idx + 7];
                 state.getNormal().z = w * normals1[idx + 2] + u * normals1[idx + 5] + v * normals1[idx + 8];
                 state.getNormal().set(parent.transformNormalObjectToWorld(state.getNormal()));
                 state.getNormal().normalize();
                 break;
             }
     }
     float uv00 = 0, uv01 = 0, uv10 = 0, uv11 = 0, uv20 = 0, uv21 = 0;
     switch (uvs.interp)
     {
         case ParameterList.InterpolationType.NONE:
         case ParameterList.InterpolationType.FACE:
             {
                 state.getUV().x = 0;
                 state.getUV().y = 0;
                 break;
             }
         case ParameterList.InterpolationType.VERTEX:
             {
                 int i20 = 2 * index0;
                 int i21 = 2 * index1;
                 int i22 = 2 * index2;
                 float[] uvs1 = this.uvs.data;
                 uv00 = uvs1[i20 + 0];
                 uv01 = uvs1[i20 + 1];
                 uv10 = uvs1[i21 + 0];
                 uv11 = uvs1[i21 + 1];
                 uv20 = uvs1[i22 + 0];
                 uv21 = uvs1[i22 + 1];
                 break;
             }
         case ParameterList.InterpolationType.FACEVARYING:
             {
                 int idx = tri << 1;
                 float[] uvs1 = this.uvs.data;
                 uv00 = uvs1[idx + 0];
                 uv01 = uvs1[idx + 1];
                 uv10 = uvs1[idx + 2];
                 uv11 = uvs1[idx + 3];
                 uv20 = uvs1[idx + 4];
                 uv21 = uvs1[idx + 5];
                 break;
             }
     }
     if (uvs.interp != ParameterList.InterpolationType.NONE)
     {
         // get exact uv coords and compute tangent vectors
         state.getUV().x = w * uv00 + u * uv10 + v * uv20;
         state.getUV().y = w * uv01 + u * uv11 + v * uv21;
         float du1 = uv00 - uv20;
         float du2 = uv10 - uv20;
         float dv1 = uv01 - uv21;
         float dv2 = uv11 - uv21;
         Vector3 dp1 = Point3.sub(v0p, v2p, new Vector3()), dp2 = Point3.sub(v1p, v2p, new Vector3());
         float determinant = du1 * dv2 - dv1 * du2;
         if (determinant == 0.0f)
         {
             // create basis in world space
             state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
         }
         else
         {
             float invdet = 1 / determinant;
             // Vector3 dpdu = new Vector3();
             // dpdu.x = (dv2 * dp1.x - dv1 * dp2.x) * invdet;
             // dpdu.y = (dv2 * dp1.y - dv1 * dp2.y) * invdet;
             // dpdu.z = (dv2 * dp1.z - dv1 * dp2.z) * invdet;
             Vector3 dpdv = new Vector3();
             dpdv.x = (-du2 * dp1.x + du1 * dp2.x) * invdet;
             dpdv.y = (-du2 * dp1.y + du1 * dp2.y) * invdet;
             dpdv.z = (-du2 * dp1.z + du1 * dp2.z) * invdet;
             dpdv = parent.transformVectorObjectToWorld(dpdv);
             // create basis in world space
             state.setBasis(OrthoNormalBasis.makeFromWV(state.getNormal(), dpdv));
         }
     }
     else
         state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
     int shaderIndex = faceShaders == null ? 0 : (faceShaders[primID] & 0xFF);
     state.setShader(parent.getShader(shaderIndex));
     state.setModifier(parent.getModifier(shaderIndex));
 }
Example #51
0
 public void prepareShadingState(ShadingState state)
 {
     state.init();
     state.getRay().getPoint(state.getPoint());
     Instance parent = state.getInstance();
     Vector3 normal;
     switch (state.getPrimitiveID())
     {
         case 0:
             normal = new Vector3(-1, 0, 0);
             break;
         case 1:
             normal = new Vector3(1, 0, 0);
             break;
         case 2:
             normal = new Vector3(0, -1, 0);
             break;
         case 3:
             normal = new Vector3(0, 1, 0);
             break;
         case 4:
             normal = new Vector3(0, 0, -1);
             break;
         case 5:
             normal = new Vector3(0, 0, 1);
             break;
         default:
             normal = new Vector3(0, 0, 0);
             break;
     }
     state.getNormal().set(state.transformNormalObjectToWorld(normal));
     state.getGeoNormal().set(state.getNormal());
     state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
     state.setShader(parent.getShader(0));
     state.setModifier(parent.getModifier(0));
 }
Example #52
0
 public Color GetRadiance(ShadingState state)
 {
     return(new Color(Math.Abs(state.getRay().dot(state.getNormal()))));
 }
Example #53
0
        public void prepareShadingState(ShadingState state)
        {
            state.init();
            Instance parent = state.getInstance();
            int      primID = state.getPrimitiveID();
            float    u      = state.getU();
            float    v      = state.getV();
            float    w      = 1 - u - v;

            state.getRay().getPoint(state.getPoint());
            int     tri    = 3 * primID;
            int     index0 = triangles[tri + 0];
            int     index1 = triangles[tri + 1];
            int     index2 = triangles[tri + 2];
            Point3  v0p    = getPoint(index0);
            Point3  v1p    = getPoint(index1);
            Point3  v2p    = getPoint(index2);
            Vector3 ng     = Point3.normal(v0p, v1p, v2p);

            ng = state.transformNormalObjectToWorld(ng);
            ng.normalize();
            state.getGeoNormal().set(ng);
            switch (normals.interp)
            {
            case ParameterList.InterpolationType.NONE:
            case ParameterList.InterpolationType.FACE:
            {
                state.getNormal().set(ng);
                break;
            }

            case ParameterList.InterpolationType.VERTEX:
            {
                int     i30         = 3 * index0;
                int     i31         = 3 * index1;
                int     i32         = 3 * index2;
                float[] normals1    = this.normals.data;
                state.getNormal().x = w * normals1[i30 + 0] + u * normals1[i31 + 0] + v * normals1[i32 + 0];
                state.getNormal().y = w * normals1[i30 + 1] + u * normals1[i31 + 1] + v * normals1[i32 + 1];
                state.getNormal().z = w * normals1[i30 + 2] + u * normals1[i31 + 2] + v * normals1[i32 + 2];
                state.getNormal().set(state.transformNormalObjectToWorld(state.getNormal()));
                state.getNormal().normalize();
                break;
            }

            case ParameterList.InterpolationType.FACEVARYING:
            {
                int     idx         = 3 * tri;
                float[] normals1    = this.normals.data;
                state.getNormal().x = w * normals1[idx + 0] + u * normals1[idx + 3] + v * normals1[idx + 6];
                state.getNormal().y = w * normals1[idx + 1] + u * normals1[idx + 4] + v * normals1[idx + 7];
                state.getNormal().z = w * normals1[idx + 2] + u * normals1[idx + 5] + v * normals1[idx + 8];
                state.getNormal().set(state.transformNormalObjectToWorld(state.getNormal()));
                state.getNormal().normalize();
                break;
            }
            }
            float uv00 = 0, uv01 = 0, uv10 = 0, uv11 = 0, uv20 = 0, uv21 = 0;

            switch (uvs.interp)
            {
            case ParameterList.InterpolationType.NONE:
            case ParameterList.InterpolationType.FACE:
            {
                state.getUV().x = 0;
                state.getUV().y = 0;
                break;
            }

            case ParameterList.InterpolationType.VERTEX:
            {
                int     i20  = 2 * index0;
                int     i21  = 2 * index1;
                int     i22  = 2 * index2;
                float[] uvs1 = this.uvs.data;
                uv00 = uvs1[i20 + 0];
                uv01 = uvs1[i20 + 1];
                uv10 = uvs1[i21 + 0];
                uv11 = uvs1[i21 + 1];
                uv20 = uvs1[i22 + 0];
                uv21 = uvs1[i22 + 1];
                break;
            }

            case ParameterList.InterpolationType.FACEVARYING:
            {
                int     idx  = tri << 1;
                float[] uvs1 = this.uvs.data;
                uv00 = uvs1[idx + 0];
                uv01 = uvs1[idx + 1];
                uv10 = uvs1[idx + 2];
                uv11 = uvs1[idx + 3];
                uv20 = uvs1[idx + 4];
                uv21 = uvs1[idx + 5];
                break;
            }
            }
            if (uvs.interp != ParameterList.InterpolationType.NONE)
            {
                // get exact uv coords and compute tangent vectors
                state.getUV().x = w * uv00 + u * uv10 + v * uv20;
                state.getUV().y = w * uv01 + u * uv11 + v * uv21;
                float   du1 = uv00 - uv20;
                float   du2 = uv10 - uv20;
                float   dv1 = uv01 - uv21;
                float   dv2 = uv11 - uv21;
                Vector3 dp1 = Point3.sub(v0p, v2p, new Vector3()), dp2 = Point3.sub(v1p, v2p, new Vector3());
                float   determinant = du1 * dv2 - dv1 * du2;
                if (determinant == 0.0f)
                {
                    // create basis in world space
                    state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
                }
                else
                {
                    float invdet = 1 / determinant;
                    // Vector3 dpdu = new Vector3();
                    // dpdu.x = (dv2 * dp1.x - dv1 * dp2.x) * invdet;
                    // dpdu.y = (dv2 * dp1.y - dv1 * dp2.y) * invdet;
                    // dpdu.z = (dv2 * dp1.z - dv1 * dp2.z) * invdet;
                    Vector3 dpdv = new Vector3();
                    dpdv.x = (-du2 * dp1.x + du1 * dp2.x) * invdet;
                    dpdv.y = (-du2 * dp1.y + du1 * dp2.y) * invdet;
                    dpdv.z = (-du2 * dp1.z + du1 * dp2.z) * invdet;
                    dpdv   = state.transformVectorObjectToWorld(dpdv);
                    // create basis in world space
                    state.setBasis(OrthoNormalBasis.makeFromWV(state.getNormal(), dpdv));
                }
            }
            else
            {
                state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
            }
            int shaderIndex = faceShaders == null ? 0 : (faceShaders[primID] & 0xFF);

            state.setShader(parent.getShader(shaderIndex));
            state.setModifier(parent.getModifier(shaderIndex));
        }
Example #54
0
 public Color getRadiance(ShadingState state)
 {
     Vector3 n = state.getNormal();
     float f = n == null ? 1.0f : Math.Abs(state.getRay().dot(n));
     return new Color(state.getInstance().GetHashCode()).mul(f);
 }
Example #55
0
 public Color getRadiance(ShadingState state)
 {
     // lookup texture based on ray direction
     return state.includeLights ? getColor(basis.untransform(state.getRay().getDirection(), new Vector3())) : Color.BLACK;
 }
Example #56
0
 public Color GetRadiance(ShadingState state)
 {
     // lookup texture based on ray direction
     return(state.includeLights ? getColor(basis.untransform(state.getRay().getDirection(), new Vector3())) : Color.BLACK);
 }
Example #57
0
        public void prepareShadingState(ShadingState state)
        {
            state.init();
            Instance i = state.getInstance();
            state.getRay().getPoint(state.getPoint());
            Ray r = state.getRay();
            IShader s = i.getShader(0);
            state.setShader(s != null ? s : this);
            int primID = state.getPrimitiveID();
            int hair = primID / numSegments;
            int line = primID % numSegments;
            int vRoot = hair * 3 * (numSegments + 1);
            int v0 = vRoot + line * 3;

            // tangent vector
            Vector3 v = getTangent(line, v0, state.getV());
            v = i.transformVectorObjectToWorld(v);
            state.setBasis(OrthoNormalBasis.makeFromWV(v, new Vector3(-r.dx, -r.dy, -r.dz)));
            state.getBasis().swapVW();
            // normal
            state.getNormal().set(0, 0, 1);
            state.getBasis().transform(state.getNormal());
            state.getGeoNormal().set(state.getNormal());

            state.getUV().set(0, (line + state.getV()) / numSegments);
        }
        public void scatterPhoton(ShadingState state, Color power)
        {
            // make sure we are on the right side of the material
            state.faceforward();
            Color d = getDiffuse(state);
            state.storePhoton(state.getRay().getDirection(), power, d);
            float avgD = d.getAverage();
            float avgS = rhoS.getAverage();
            double rnd = state.getRandom(0, 0, 1);
            if (rnd < avgD)
            {
                // photon is scattered diffusely
                power.mul(d).mul(1.0f / avgD);
                OrthoNormalBasis onb = state.getBasis();
                double u = 2 * Math.PI * rnd / avgD;
                double v = state.getRandom(0, 1, 1);
                float s = (float)Math.Sqrt(v);
                float s1 = (float)Math.Sqrt(1.0f - v);
                Vector3 w = new Vector3((float)Math.Cos(u) * s, (float)Math.Sin(u) * s, s1);
                w = onb.transform(w, new Vector3());
                state.traceDiffusePhoton(new Ray(state.getPoint(), w), power);
            }
            else if (rnd < avgD + avgS)
            {
                // photon is scattered specularly
                power.mul(rhoS).mul(1 / avgS);
                OrthoNormalBasis basis = state.getBasis();
                Vector3 inv = state.getRay().getDirection().negate(new Vector3());
                double r1 = rnd / avgS;
                double r2 = state.getRandom(0, 1, 1);

                float alphaRatio = alphaY / alphaX;
                float phi = 0;
                if (r1 < 0.25)
                {
                    double val = 4 * r1;
                    phi = (float)Math.Atan(alphaRatio * Math.Tan(Math.PI / 2 * val));
                }
                else if (r1 < 0.5)
                {
                    double val = 1 - 4 * (0.5 - r1);
                    phi = (float)Math.Atan(alphaRatio * Math.Tan(Math.PI / 2 * val));
                    phi = (float)Math.PI - phi;
                }
                else if (r1 < 0.75)
                {
                    double val = 4 * (r1 - 0.5);
                    phi = (float)Math.Atan(alphaRatio * Math.Tan(Math.PI / 2 * val));
                    phi += (float)Math.PI;
                }
                else
                {
                    double val = 1 - 4 * (1 - r1);
                    phi = (float)Math.Atan(alphaRatio * Math.Tan(Math.PI / 2 * val));
                    phi = 2 * (float)Math.PI - phi;
                }

                float cosPhi = (float)Math.Cos(phi);
                float sinPhi = (float)Math.Sin(phi);

                float denom = (cosPhi * cosPhi) / (alphaX * alphaX) + (sinPhi * sinPhi) / (alphaY * alphaY);
                float theta = (float)Math.Atan(Math.Sqrt(-Math.Log(1 - r2) / denom));

                float sinTheta = (float)Math.Sin(theta);
                float cosTheta = (float)Math.Cos(theta);

                Vector3 h = new Vector3();
                h.x = sinTheta * cosPhi;
                h.y = sinTheta * sinPhi;
                h.z = cosTheta;
                basis.transform(h);

                Vector3 o = new Vector3();
                float ih = Vector3.dot(h, inv);
                o.x = 2 * ih * h.x - inv.x;
                o.y = 2 * ih * h.y - inv.y;
                o.z = 2 * ih * h.z - inv.z;

                Ray r = new Ray(state.getPoint(), o);
                state.traceReflectionPhoton(r, power);
            }
        }
Example #59
0
        public void ScatterPhoton(ShadingState state, Color power)
        {
            int   side = state.getPrimitiveID();
            Color kd   = null;

            switch (side)
            {
            case 0:
                kd = left;
                break;

            case 1:
                kd = right;
                break;

            case 3:
                kd = back;
                break;

            case 4:
                kd = bottom;
                break;

            case 5:
                float lx = state.getPoint().x;
                float ly = state.getPoint().y;
                if (lx >= lxmin && lx < lxmax && ly >= lymin && ly < lymax && state.getRay().dz > 0)
                {
                    return;
                }
                kd = top;
                break;

            default:
                Debug.Assert(false);
                break;
            }
            // make sure we are on the right side of the material
            if (Vector3.dot(state.getNormal(), state.getRay().getDirection()) > 0)
            {
                state.getNormal().negate();
                state.getGeoNormal().negate();
            }
            state.storePhoton(state.getRay().getDirection(), power, kd);
            double avg = kd.getAverage();
            double rnd = state.getRandom(0, 0, 1);

            if (rnd < avg)
            {
                // photon is scattered
                power.mul(kd).mul(1 / (float)avg);
                OrthoNormalBasis onb = OrthoNormalBasis.makeFromW(state.getNormal());
                double           u   = 2 * Math.PI * rnd / avg;
                double           v   = state.getRandom(0, 1, 1);
                float            s   = (float)Math.Sqrt(v);
                float            s1  = (float)Math.Sqrt(1.0 - v);
                Vector3          w   = new Vector3((float)Math.Cos(u) * s, (float)Math.Sin(u) * s, s1);
                w = onb.transform(w, new Vector3());
                state.traceDiffusePhoton(new Ray(state.getPoint(), w), power);
            }
        }
Example #60
0
 public void ScatterPhoton(ShadingState state, Color power)
 {
     int side = state.getPrimitiveID();
     Color kd = null;
     switch (side)
     {
         case 0:
             kd = left;
             break;
         case 1:
             kd = right;
             break;
         case 3:
             kd = back;
             break;
         case 4:
             kd = bottom;
             break;
         case 5:
             float lx = state.getPoint().x;
             float ly = state.getPoint().y;
             if (lx >= lxmin && lx < lxmax && ly >= lymin && ly < lymax && state.getRay().dz > 0)
                 return;
             kd = top;
             break;
         default:
             Debug.Assert(false);
             break;
     }
     // make sure we are on the right side of the material
     if (Vector3.dot(state.getNormal(), state.getRay().getDirection()) > 0)
     {
         state.getNormal().negate();
         state.getGeoNormal().negate();
     }
     state.storePhoton(state.getRay().getDirection(), power, kd);
     double avg = kd.getAverage();
     double rnd = state.getRandom(0, 0, 1);
     if (rnd < avg)
     {
         // photon is scattered
         power.mul(kd).mul(1 / (float)avg);
         OrthoNormalBasis onb = OrthoNormalBasis.makeFromW(state.getNormal());
         double u = 2 * Math.PI * rnd / avg;
         double v = state.getRandom(0, 1, 1);
         float s = (float)Math.Sqrt(v);
         float s1 = (float)Math.Sqrt(1.0 - v);
         Vector3 w = new Vector3((float)Math.Cos(u) * s, (float)Math.Sin(u) * s, s1);
         w = onb.transform(w, new Vector3());
         state.traceDiffusePhoton(new Ray(state.getPoint(), w), power);
     }
 }