public void getSamples(ShadingState state) { if (Vector3.dot(dir, state.getGeoNormal()) < 0 && Vector3.dot(dir, state.getNormal()) < 0) { // project point onto source plane float x = state.getPoint().x - src.x; float y = state.getPoint().y - src.y; float z = state.getPoint().z - src.z; float t = ((x * dir.x) + (y * dir.y) + (z * dir.z)); if (t >= 0.0) { x -= (t * dir.x); y -= (t * dir.y); z -= (t * dir.z); if (((x * x) + (y * y) + (z * z)) <= r2) { Point3 p = new Point3(); p.x = src.x + x; p.y = src.y + y; p.z = src.z + z; LightSample dest = new LightSample(); dest.setShadowRay(new Ray(state.getPoint(), p)); dest.setRadiance(radiance, radiance); dest.traceShadow(state); state.addSample(dest); } } } }
public void getSamples(ShadingState state) { if (Vector3.dot(sunDirWorld, state.getGeoNormal()) > 0 && Vector3.dot(sunDirWorld, state.getNormal()) > 0) { LightSample dest = new LightSample(); dest.setShadowRay(new Ray(state.getPoint(), sunDirWorld)); dest.getShadowRay().setMax(float.MaxValue); dest.setRadiance(sunColor, sunColor); dest.traceShadow(state); state.addSample(dest); } int n = state.getDiffuseDepth() > 0 ? 1 : numSkySamples; for (int i = 0; i < n; i++) { // random offset on unit square, we use the infinite version of // getRandom because the light sampling is adaptive double randX = state.getRandom(i, 0, n); double randY = state.getRandom(i, 1, n); int x = 0; while (randX >= colHistogram[x] && x < colHistogram.Length - 1) { x++; } float[] rowHistogram = imageHistogram[x]; int y = 0; while (randY >= rowHistogram[y] && y < rowHistogram.Length - 1) { y++; } // sample from (x, y) float u = (float)((x == 0) ? (randX / colHistogram[0]) : ((randX - colHistogram[x - 1]) / (colHistogram[x] - colHistogram[x - 1]))); float v = (float)((y == 0) ? (randY / rowHistogram[0]) : ((randY - rowHistogram[y - 1]) / (rowHistogram[y] - rowHistogram[y - 1]))); float px = ((x == 0) ? colHistogram[0] : (colHistogram[x] - colHistogram[x - 1])); float py = ((y == 0) ? rowHistogram[0] : (rowHistogram[y] - rowHistogram[y - 1])); float su = (x + u) / colHistogram.Length; float sv = (y + v) / rowHistogram.Length; float invP = (float)Math.Sin(sv * Math.PI) * jacobian / (n * px * py); Vector3 localDir = getDirection(su, sv); Vector3 dir = basis.transform(localDir, new Vector3()); if (Vector3.dot(dir, state.getGeoNormal()) > 0 && Vector3.dot(dir, state.getNormal()) > 0) { LightSample dest = new LightSample(); dest.setShadowRay(new Ray(state.getPoint(), dir)); dest.getShadowRay().setMax(float.MaxValue); Color radiance = getSkyRGB(localDir); dest.setRadiance(radiance, radiance); dest.getDiffuseRadiance().mul(invP); dest.getSpecularRadiance().mul(invP); dest.traceShadow(state); state.addSample(dest); } } }
public void getSamples(ShadingState state) { if (lightBounds.contains(state.getPoint()) && state.getPoint().z < maxZ) { int n = state.getDiffuseDepth() > 0 ? 1 : samples; float a = area / n; for (int i = 0; i < n; i++) { // random offset on unit square, we use the infinite version of // getRandom // because the light sampling is adaptive double randX = state.getRandom(i, 0); double randY = state.getRandom(i, 1); Point3 p = new Point3(); p.x = (float)(lxmin * (1 - randX) + lxmax * randX); p.y = (float)(lymin * (1 - randY) + lymax * randY); p.z = maxZ - 0.001f; LightSample dest = new LightSample(); // prepare shadow ray to sampled point dest.setShadowRay(new Ray(state.getPoint(), p)); // check that the direction of the sample is the same as the // normal float cosNx = dest.dot(state.getNormal()); if (cosNx <= 0) { return; } // light source facing point ? // (need to check with light source's normal) float cosNy = dest.getShadowRay().dz; if (cosNy > 0) { // compute geometric attenuation and probability scale // factor float r = dest.getShadowRay().getMax(); float g = cosNy / (r * r); float scale = g * a; // set sample radiance dest.setRadiance(radiance, radiance); dest.getDiffuseRadiance().mul(scale); dest.getSpecularRadiance().mul(scale); dest.traceShadow(state); state.addSample(dest); } } } }
public void getSamples(ShadingState state) { Vector3 d = Point3.sub(lightPoint, state.getPoint(), new Vector3()); if (Vector3.dot(d, state.getNormal()) > 0 && Vector3.dot(d, state.getGeoNormal()) > 0) { LightSample dest = new LightSample(); // prepare shadow ray dest.setShadowRay(new Ray(state.getPoint(), lightPoint)); float scale = 1.0f / (float)(4 * Math.PI * lightPoint.distanceToSquared(state.getPoint())); dest.setRadiance(power, power); dest.getDiffuseRadiance().mul(scale); dest.getSpecularRadiance().mul(scale); dest.traceShadow(state); state.addSample(dest); } }
public void getSamples(ShadingState state) { if (storedPhotons == 0) { return; } NearestPhotons np = new NearestPhotons(state.getPoint(), gatherNum, gatherRadius * gatherRadius); locatePhotons(np); if (np.found < 8) { return; } Point3 ppos = new Point3(); Vector3 pdir = new Vector3(); Vector3 pvec = new Vector3(); float invArea = 1.0f / ((float)Math.PI * np.dist2[0]); float maxNDist = np.dist2[0] * 0.05f; float f2r2 = 1.0f / (filterValue * filterValue * np.dist2[0]); float fInv = 1.0f / (1.0f - 2.0f / (3.0f * filterValue)); for (int i = 1; i <= np.found; i++) { Photon phot = np.index[i]; Vector3.decode(phot.dir, pdir); float cos = -Vector3.dot(pdir, state.getNormal()); if (cos > 0.001) { ppos.set(phot.x, phot.y, phot.z); Point3.sub(ppos, state.getPoint(), pvec); float pcos = Vector3.dot(pvec, state.getNormal()); if ((pcos < maxNDist) && (pcos > -maxNDist)) { LightSample sample = new LightSample(); sample.setShadowRay(new Ray(state.getPoint(), pdir.negate())); sample.setRadiance(new Color().setRGBE(np.index[i].power).mul(invArea / cos), Color.BLACK); sample.getDiffuseRadiance().mul((1.0f - (float)Math.Sqrt(np.dist2[i] * f2r2)) * fInv); state.addSample(sample); } } } }
public void getSamples(ShadingState state) { if (meshlight.numSamples == 0) { return; } Vector3 n = state.getNormal(); Point3 p = state.getPoint(); // vector towards each vertex of the light source Vector3 p0 = Point3.sub(meshlight.getPoint(meshlight.triangles[tri3 + 0]), p, new Vector3()); // cull triangle if it is facing the wrong way if (Vector3.dot(p0, ng) >= 0) { return; } Vector3 p1 = Point3.sub(meshlight.getPoint(meshlight.triangles[tri3 + 1]), p, new Vector3()); Vector3 p2 = Point3.sub(meshlight.getPoint(meshlight.triangles[tri3 + 2]), p, new Vector3()); // if all three vertices are below the hemisphere, stop if (Vector3.dot(p0, n) <= 0 && Vector3.dot(p1, n) <= 0 && Vector3.dot(p2, n) <= 0) { return; } p0.normalize(); p1.normalize(); p2.normalize(); float dot = Vector3.dot(p2, p0); Vector3 h = new Vector3(); h.x = p2.x - dot * p0.x; h.y = p2.y - dot * p0.y; h.z = p2.z - dot * p0.z; float hlen = h.Length(); if (hlen > 1e-6f) { h.div(hlen); } else { return; } Vector3 n0 = Vector3.cross(p0, p1, new Vector3()); float len0 = n0.Length(); if (len0 > 1e-6f) { n0.div(len0); } else { return; } Vector3 n1 = Vector3.cross(p1, p2, new Vector3()); float len1 = n1.Length(); if (len1 > 1e-6f) { n1.div(len1); } else { return; } Vector3 n2 = Vector3.cross(p2, p0, new Vector3()); float len2 = n2.Length(); if (len2 > 1e-6f) { n2.div(len2); } else { return; } float cosAlpha = MathUtils.clamp(-Vector3.dot(n2, n0), -1.0f, 1.0f); float cosBeta = MathUtils.clamp(-Vector3.dot(n0, n1), -1.0f, 1.0f); float cosGamma = MathUtils.clamp(-Vector3.dot(n1, n2), -1.0f, 1.0f); float alpha = (float)Math.Acos(cosAlpha); float beta = (float)Math.Acos(cosBeta); float gamma = (float)Math.Acos(cosGamma); float area = alpha + beta + gamma - (float)Math.PI; float cosC = MathUtils.clamp(Vector3.dot(p0, p1), -1.0f, 1.0f); float salpha = (float)Math.Sin(alpha); float product = salpha * cosC; // use lower sampling depth for diffuse bounces int samples = state.getDiffuseDepth() > 0 ? 1 : meshlight.numSamples; Color c = Color.mul(area / samples, meshlight.radiance); for (int i = 0; i < samples; i++) { // random offset on unit square double randX = state.getRandom(i, 0, samples); double randY = state.getRandom(i, 1, samples); float phi = (float)randX * area - alpha + (float)Math.PI; float sinPhi = (float)Math.Sin(phi); float cosPhi = (float)Math.Cos(phi); float u = cosPhi + cosAlpha; float v = sinPhi - product; float q = (-v + cosAlpha * (cosPhi * -v + sinPhi * u)) / (salpha * (sinPhi * -v - cosPhi * u)); float q1 = 1.0f - q * q; if (q1 < 0.0f) { q1 = 0.0f; } float sqrtq1 = (float)Math.Sqrt(q1); float ncx = q * p0.x + sqrtq1 * h.x; float ncy = q * p0.y + sqrtq1 * h.y; float ncz = q * p0.z + sqrtq1 * h.z; dot = p1.dot(ncx, ncy, ncz); float z = 1.0f - (float)randY * (1.0f - dot); float z1 = 1.0f - z * z; if (z1 < 0.0f) { z1 = 0.0f; } Vector3 nd = new Vector3(); nd.x = ncx - dot * p1.x; nd.y = ncy - dot * p1.y; nd.z = ncz - dot * p1.z; nd.normalize(); float sqrtz1 = (float)Math.Sqrt(z1); Vector3 result = new Vector3(); result.x = z * p1.x + sqrtz1 * nd.x; result.y = z * p1.y + sqrtz1 * nd.y; result.z = z * p1.z + sqrtz1 * nd.z; // make sure the sample is in the right hemisphere - facing in // the right direction if (Vector3.dot(result, n) > 0 && Vector3.dot(result, state.getGeoNormal()) > 0 && Vector3.dot(result, ng) < 0) { // compute intersection with triangle (if any) Ray shadowRay = new Ray(state.getPoint(), result); if (!intersectTriangleKensler(shadowRay)) { continue; } LightSample dest = new LightSample(); dest.setShadowRay(shadowRay); // prepare sample dest.setRadiance(c, c); dest.traceShadow(state); state.addSample(dest); } } }
public void getSamples(ShadingState state) { if (getNumSamples() <= 0) { return; } Vector3 wc = Point3.sub(center, state.getPoint(), new Vector3()); float l2 = wc.LengthSquared(); if (l2 <= r2) { return; // inside the sphere? } // top of the sphere as viewed from the current shading point float topX = wc.x + state.getNormal().x *radius; float topY = wc.y + state.getNormal().y *radius; float topZ = wc.z + state.getNormal().z *radius; if (state.getNormal().dot(topX, topY, topZ) <= 0) { return; // top of the sphere is below the horizon } float cosThetaMax = (float)Math.Sqrt(Math.Max(0, 1 - r2 / Vector3.dot(wc, wc))); OrthoNormalBasis basis = OrthoNormalBasis.makeFromW(wc); int samples = state.getDiffuseDepth() > 0 ? 1 : getNumSamples(); float scale = (float)(2 * Math.PI * (1 - cosThetaMax)); Color c = Color.mul(scale / samples, radiance); for (int i = 0; i < samples; i++) { // random offset on unit square double randX = state.getRandom(i, 0, samples); double randY = state.getRandom(i, 1, samples); // cone sampling double cosTheta = (1 - randX) * cosThetaMax + randX; double sinTheta = Math.Sqrt(1 - cosTheta * cosTheta); double phi = randY * 2 * Math.PI; Vector3 dir = new Vector3((float)(Math.Cos(phi) * sinTheta), (float)(Math.Sin(phi) * sinTheta), (float)cosTheta); basis.transform(dir); // check that the direction of the sample is the same as the // normal float cosNx = Vector3.dot(dir, state.getNormal()); if (cosNx <= 0) { continue; } float ocx = state.getPoint().x - center.x; float ocy = state.getPoint().y - center.y; float ocz = state.getPoint().z - center.z; float qa = Vector3.dot(dir, dir); float qb = 2 * ((dir.x * ocx) + (dir.y * ocy) + (dir.z * ocz)); float qc = ((ocx * ocx) + (ocy * ocy) + (ocz * ocz)) - r2; double[] t = Solvers.solveQuadric(qa, qb, qc); if (t == null) { continue; } LightSample dest = new LightSample(); // compute shadow ray to the sampled point dest.setShadowRay(new Ray(state.getPoint(), dir)); // FIXME: arbitrary bias, should handle as in other places dest.getShadowRay().setMax((float)t[0] - 1e-3f); // prepare sample dest.setRadiance(c, c); dest.traceShadow(state); state.addSample(dest); } }