Example #1
0
 public void getPhoton(double randX1, double randY1, double randX2, double randY2, Point3 p, Vector3 dir, Color power)
 {
     p.set(lightPoint);
     float phi = (float)(2 * Math.PI * randX1);
     float s = (float)Math.Sqrt(randY1 * (1.0f - randY1));
     dir.x = (float)Math.Cos(phi) * s;
     dir.y = (float)Math.Sin(phi) * s;
     dir.z = (float)(1 - 2 * randY1);
     power.set(this.power);
 }
 public void getPhoton(double randX1, double randY1, double randX2, double randY2, Point3 p, Vector3 dir, Color power)
 {
     float phi = (float)(2 * Math.PI * randX1);
     float s = (float)Math.Sqrt(1.0f - randY1);
     dir.x = r * (float)Math.Cos(phi) * s;
     dir.y = r * (float)Math.Sin(phi) * s;
     dir.z = 0;
     basis.transform(dir);
     Point3.add(src, dir, p);
     dir.set(this.dir);
     power.set(radiance).mul((float)Math.PI * r2);
 }
Example #3
0
 public void getPhoton(double randX1, double randY1, double randX2, double randY2, Point3 p, Vector3 dir, Color power)
 {
     float z = (float)(1 - 2 * randX2);
     float r = (float)Math.Sqrt(Math.Max(0, 1 - z * z));
     float phi = (float)(2 * Math.PI * randY2);
     float x = r * (float)Math.Cos(phi);
     float y = r * (float)Math.Sin(phi);
     p.x = center.x + x * radius;
     p.y = center.y + y * radius;
     p.z = center.z + z * radius;
     OrthoNormalBasis basis = OrthoNormalBasis.makeFromW(new Vector3(x, y, z));
     phi = (float)(2 * Math.PI * randX1);
     float cosPhi = (float)Math.Cos(phi);
     float sinPhi = (float)Math.Sin(phi);
     float sinTheta = (float)Math.Sqrt(randY1);
     float cosTheta = (float)Math.Sqrt(1 - randY1);
     dir.x = cosPhi * sinTheta;
     dir.y = sinPhi * sinTheta;
     dir.z = cosTheta;
     basis.transform(dir);
     power.set(radiance);
     power.mul((float)(Math.PI * Math.PI * 4 * r2));
 }
Example #4
0
        public void precomputeRadiance()
        {
            if (storedPhotons == 0)
                return;
            // precompute the radiance for all photons that are neither
            // leaves nor parents of leaves in the tree.
            int quadStoredPhotons = halfStoredPhotons / 2;
            Point3 p = new Point3();
            Vector3 n = new Vector3();
            Point3 ppos = new Point3();
            Vector3 pdir = new Vector3();
            Vector3 pvec = new Vector3();
            Color irr = new Color();
            Color pow = new Color();
            float maxDist2 = gatherRadius * gatherRadius;
            NearestPhotons np = new NearestPhotons(p, numGather, maxDist2);
            Photon[] temp = new Photon[quadStoredPhotons + 1];
            UI.taskStart("Precomputing radiance", 1, quadStoredPhotons);
            for (int i = 1; i <= quadStoredPhotons; i++)
            {
                UI.taskUpdate(i);
                Photon curr = photons[i];
                p.set(curr.x, curr.y, curr.z);
                Vector3.decode(curr.normal, n);
                irr.set(Color.BLACK);
                np.reset(p, maxDist2);
                locatePhotons(np);
                if (np.found < 8)
                {
                    curr.data = 0;
                    temp[i] = curr;
                    continue;
                }
                float invArea = 1.0f / ((float)Math.PI * np.dist2[0]);
                float maxNDist = np.dist2[0] * 0.05f;
                for (int j = 1; j <= np.found; j++)
                {
                    Photon phot = np.index[j];
                    Vector3.decode(phot.dir, pdir);
                    float cos = -Vector3.dot(pdir, n);
                    if (cos > 0.01f)
                    {
                        ppos.set(phot.x, phot.y, phot.z);
                        Point3.sub(ppos, p, pvec);
                        float pcos = Vector3.dot(pvec, n);
                        if ((pcos < maxNDist) && (pcos > -maxNDist))
                            irr.add(pow.setRGBE(phot.power));
                    }
                }
                irr.mul(invArea);
                // compute radiance
                irr.mul(new Color(curr.data)).mul(1.0f / (float)Math.PI);
                curr.data = irr.toRGBE();
                temp[i] = curr;
            }
            UI.taskStop();

            // resize photon map to only include irradiance photons
            numGather /= 4;
            maxRadius = 1.4f * (float)Math.Sqrt(maxPower * numGather);
            if (gatherRadius > maxRadius)
                gatherRadius = maxRadius;
            storedPhotons = quadStoredPhotons;
            halfStoredPhotons = storedPhotons / 2;
            log2n = (int)Math.Ceiling(Math.Log(storedPhotons) / Math.Log(2.0));
            photons = temp;
            hasRadiance = true;
        }