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())); }
public Color getIrradiance(ShadingState state, Color diffuseReflectance) { if (samples <= 0) return Color.BLACK; // compute new sample Color irr = Color.black(); OrthoNormalBasis onb = state.getBasis(); Vector3 w = new Vector3(); int n = state.getDiffuseDepth() == 0 ? samples : 1; for (int i = 0; i < n; i++) { float xi = (float)state.getRandom(i, 0, n); float xj = (float)state.getRandom(i, 1, n); 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); ShadingState temp = state.traceFinalGather(new Ray(state.getPoint(), w), i); if (temp != null) { temp.getInstance().prepareShadingState(temp); if (temp.getShader() != null) irr.add(temp.getShader().getRadiance(temp)); } } irr.mul((float)Math.PI / n); return irr; }
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)); }
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)); }
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()); }
public void prepareShadingState(ShadingState state) { if (state.includeLights) { state.setShader(this); } }
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))); }
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); } }
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 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); } }
public void getSamples(ShadingState state) { if (samples == null) { int n = state.getDiffuseDepth() > 0 ? 1 : numSamples; 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 dir = getDirection(su, sv); basis.transform(dir); if (Vector3.dot(dir, state.getGeoNormal()) > 0) { LightSample dest = new LightSample(); dest.setShadowRay(new Ray(state.getPoint(), dir)); dest.getShadowRay().setMax(float.MaxValue); Color radiance = texture.getPixel(su, sv); dest.setRadiance(radiance, radiance); dest.getDiffuseRadiance().mul(invP); dest.getSpecularRadiance().mul(invP); dest.traceShadow(state); state.addSample(dest); } } } else { for (int i = 0; i < numSamples; i++) { if (Vector3.dot(samples[i], state.getGeoNormal()) > 0 && Vector3.dot(samples[i], state.getNormal()) > 0) { LightSample dest = new LightSample(); dest.setShadowRay(new Ray(state.getPoint(), samples[i])); dest.getShadowRay().setMax(float.MaxValue); dest.setRadiance(colors[i], colors[i]); dest.traceShadow(state); state.addSample(dest); } } } }
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)); }
public Color getRadiance(ShadingState state) { Point3[] p = new Point3[3]; if (!state.getTrianglePoints(p)) return getFillColor(state); // transform points into camera space Point3 center = state.getPoint(); Matrix4 w2c = state.getWorldToCamera(); center = w2c.transformP(center); for (int i = 0; i < 3; i++) p[i] = w2c.transformP(state.getInstance().transformObjectToWorld(p[i])); float cn = 1.0f / (float)Math.Sqrt(center.x * center.x + center.y * center.y + center.z * center.z); for (int i = 0, i2 = 2; i < 3; i2 = i, i++) { // compute orthogonal projection of the shading point onto each // triangle edge as in: // http://mathworld.wolfram.com/Point-LineDistance3-Dimensional.html float t = (center.x - p[i].x) * (p[i2].x - p[i].x); t += (center.y - p[i].y) * (p[i2].y - p[i].y); t += (center.z - p[i].z) * (p[i2].z - p[i].z); t /= p[i].distanceToSquared(p[i2]); float projx = (1 - t) * p[i].x + t * p[i2].x; float projy = (1 - t) * p[i].y + t * p[i2].y; float projz = (1 - t) * p[i].z + t * p[i2].z; float n = 1.0f / (float)Math.Sqrt(projx * projx + projy * projy + projz * projz); // check angular width float dot = projx * center.x + projy * center.y + projz * center.z; if (dot * n * cn >= cosWidth) return getLineColor(state); } return getFillColor(state); }
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())); }
private int progressiveRenderNext(IntersectionState istate) { int TASK_SIZE = 16; SmallBucket first = smallBucketQueue.Count > 0 ? smallBucketQueue.Dequeue() : null; if (first == null) { return(0); } int ds = first.size / TASK_SIZE; bool useMask = smallBucketQueue.Count != 0; int mask = 2 * first.size / TASK_SIZE - 1; int pixels = 0; for (int i = 0, y = first.y; i < TASK_SIZE && y < imageHeight; i++, y += ds) { for (int j = 0, x = first.x; j < TASK_SIZE && x < imageWidth; j++, x += ds) { // check to see if this is a pixel from a higher level tile if (useMask && (x & mask) == 0 && (y & mask) == 0) { continue; } int instance = (x & (sigma.Length - 1)) * sigma.Length + sigma[y & (sigma.Length - 1)]; double time = QMC.halton(1, instance); double lensU = QMC.halton(2, instance); double lensV = QMC.halton(3, instance); ShadingState state = scene.getRadiance(istate, x, imageHeight - 1 - y, lensU, lensV, time, instance); Color c = state != null?state.getResult() : Color.BLACK; pixels++; // fill region display.imageFill(x, y, Math.Min(ds, imageWidth - x), Math.Min(ds, imageHeight - y), c); } } if (first.size >= 2 * TASK_SIZE) { // generate child buckets int size = (int)((uint)first.size >> 1);//>>> for (int i = 0; i < 2; i++) { if (first.y + i * size < imageHeight) { for (int j = 0; j < 2; j++) { if (first.x + j * size < imageWidth) { SmallBucket b = new SmallBucket(); b.x = first.x + j * size; b.y = first.y + i * size; b.size = size; b.constrast = 1.0f / size; smallBucketQueue.Enqueue(b); } } } } } return(pixels); }
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)); }
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); } } }
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 Color getRadiance(ShadingState state) { if (!state.includeLights) return Color.BLACK; state.faceforward(); // emit constant radiance return state.isBehind() ? Color.BLACK : radiance; }
public Color GetRadiance(ShadingState state) { if (state.getUV() == null) { return(Color.BLACK); } return(new Color(state.getUV().x, state.getUV().y, 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); } } }
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); } }
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 Color getRadiance(ShadingState state) { // make sure we are on the right side of the material state.faceforward(); // setup lighting state.initLightSamples(); state.initCausticSamples(); return(state.diffuse(getDiffuse(state))); }
public Color getRadiance(ShadingState state) { // make sure we are on the right side of the material state.faceforward(); // setup lighting state.initLightSamples(); state.initCausticSamples(); return state.diffuse(getDiffuse(state)); }
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; }
public Color getRadiance(ShadingState state) { Vector3 n = state.getNormal(); if (n == null) return Color.BLACK; float r = (n.x + 1) * 0.5f; float g = (n.y + 1) * 0.5f; float b = (n.z + 1) * 0.5f; return new Color(r, g, b); }
public Color getRadiance(ShadingState state) { // make sure we are on the right side of the material state.faceforward(); // setup lighting state.initLightSamples(); state.initCausticSamples(); // execute shader return(state.diffuse(getDiffuse(state)).add(state.specularPhong(spec, power, numRays))); }
public Color getRadiance(ShadingState state) { if (!state.includeLights) { return(Color.BLACK); } state.faceforward(); // emit constant radiance return(state.isBehind() ? Color.BLACK : radiance); }
public Color getRadiance(ShadingState state) { // make sure we are on the right side of the material state.faceforward(); // setup lighting state.initLightSamples(); state.initCausticSamples(); // execute shader return state.diffuse(getDiffuse(state)).add(state.specularPhong(spec, power, numRays)); }
public Color getRadiance(ShadingState state) { state.faceforward(); state.initCausticSamples(); // integrate a diffuse function Color lr = Color.black(); foreach (LightSample sample in state) lr.madd(sample.dot(state.getNormal()), sample.getDiffuseRadiance()); return lr.mul(1.0f / (float)Math.PI); }
public Color getIrradiance(ShadingState state, Color diffuseReflectance) { float cosTheta = Vector3.dot(up, state.getNormal()); float sin2 = (1 - cosTheta * cosTheta); float sine = sin2 > 0 ? (float)Math.Sqrt(sin2) * 0.5f : 0; if (cosTheta > 0) return Color.blend(sky, ground, sine); else return Color.blend(ground, sky, sine); }
public Color getGlobalRadiance(ShadingState state) { if (globalPhotonMap == null) { if (state.getShader() != null) return state.getShader().getRadiance(state); else return Color.BLACK; } else return globalPhotonMap.getRadiance(state.getPoint(), state.getNormal()); }
public void store(ShadingState state, Vector3 dir, Color power, Color diffuse) { Photon p = new Photon(state.getPoint(), state.getNormal(), dir, power, diffuse); lock (lockObj) { storedPhotons++; photonList.Add(p); bounds.include(new Point3(p.x, p.y, p.z)); maxPower = Math.Max(maxPower, power.getMax()); } }
private void renderBucket(IDisplay display, int bx, int by, int threadID, IntersectionState istate, ShadingCache cache) { // pixel sized extents int x0 = bx * bucketSize; int y0 = by * bucketSize; int bw = Math.Min(bucketSize, imageWidth - x0); int bh = Math.Min(bucketSize, imageHeight - y0); // prepare bucket display.imagePrepare(x0, y0, bw, bh, threadID); Color[] bucketRGB = new Color[bw * bh]; float[] bucketAlpha = new float[bw * bh]; for (int y = 0, i = 0, cy = imageHeight - 1 - y0; y < bh; y++, cy--) { for (int x = 0, cx = x0; x < bw; x++, i++, cx++) { // sample pixel Color c = Color.black(); float a = 0; int instance = ((cx & ((1 << QMC.MAX_SIGMA_ORDER) - 1)) << QMC.MAX_SIGMA_ORDER) + QMC.sigma(cy & ((1 << QMC.MAX_SIGMA_ORDER) - 1), QMC.MAX_SIGMA_ORDER); double jitterX = QMC.halton(0, instance); double jitterY = QMC.halton(1, instance); double jitterT = QMC.halton(2, instance); double jitterU = QMC.halton(3, instance); double jitterV = QMC.halton(4, instance); for (int s = 0; s < numSamples; s++) { float rx = cx + 0.5f + (float)warpCubic(QMC.mod1(jitterX + s * invNumSamples)); float ry = cy + 0.5f + (float)warpCubic(QMC.mod1(jitterY + QMC.halton(0, s))); double time = QMC.mod1(jitterT + QMC.halton(1, s)); double lensU = QMC.mod1(jitterU + QMC.halton(2, s)); double lensV = QMC.mod1(jitterV + QMC.halton(3, s)); ShadingState state = scene.getRadiance(istate, rx, ry, lensU, lensV, time, instance + s, 5, cache); if (state != null) { c.add(state.getResult()); a++; } } bucketRGB[i] = c.mul(invNumSamples); bucketAlpha[i] = a * invNumSamples; if (cache != null) { cache.reset(); } } } // update pixels display.imageUpdate(x0, y0, bw, bh, bucketRGB, bucketAlpha); }
public void store(ShadingState state, Vector3 dir, Color power, Color diffuse) { state.faceforward(); PointLight vpl = new PointLight(); vpl.p = state.getPoint(); vpl.n = state.getNormal(); vpl.power = power; lock (lockObj) { virtualLights.Add(vpl); } }
public void add(ShadingState state) { if (n == 0) { c = Color.black(); } if (state != null) { c.add(state.getResult()); checkNanInf(); } n++; }
public void add(ShadingState state) { if (n == 0) { c = Color.black(); } if (state != null) { c.add(state.getResult()); alpha += state.getInstance() == null ? 0 : 1; } n++; }
public Color getRadiance(ShadingState state) { state.faceforward(); state.initCausticSamples(); // integrate a diffuse function Color lr = Color.black(); foreach (LightSample sample in state) { lr.madd(sample.dot(state.getNormal()), sample.getDiffuseRadiance()); } return(lr.mul(1.0f / (float)Math.PI)); }
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 Color GetRadiance(ShadingState state) { Vector3 n = state.getNormal(); if (n == null) { return(Color.BLACK); } float r = (n.x + 1) * 0.5f; float g = (n.y + 1) * 0.5f; float b = (n.z + 1) * 0.5f; return(new Color(r, g, b)); }
public Color getIrradiance(ShadingState state, Color diffuseReflectance) { float cosTheta = Vector3.dot(up, state.getNormal()); float sin2 = (1 - cosTheta * cosTheta); float sine = sin2 > 0 ? (float)Math.Sqrt(sin2) * 0.5f : 0; if (cosTheta > 0) { return(Color.blend(sky, ground, sine)); } else { return(Color.blend(ground, sky, sine)); } }
public Color GetRadiance(ShadingState state) { if (state.getNormal() == null) { // if this shader has been applied to an infinite instance because of shader overrides // run the default shader, otherwise, just shade black return state.getShader() != this ? state.getShader().GetRadiance(state) : Color.BLACK; } // make sure we are on the right side of the material state.faceforward(); // setup lighting state.initLightSamples(); state.initCausticSamples(); return state.diffuse(Color.GRAY); }
public Color GetRadiance(ShadingState state) { if (state.getNormal() == null) { // if this shader has been applied to an infinite instance because of shader overrides // run the default shader, otherwise, just shade black return(state.getShader() != this ? state.getShader().GetRadiance(state) : Color.BLACK); } // make sure we are on the right side of the material state.faceforward(); // setup lighting state.initLightSamples(); state.initCausticSamples(); return(state.diffuse(Color.GRAY)); }
public void store(ShadingState state, Vector3 dir, Color power, Color diffuse) { if (((state.getDiffuseDepth() == 0) && (state.getReflectionDepth() > 0 || state.getRefractionDepth() > 0))) { // this is a caustic photon Photon p = new Photon(state.getPoint(), dir, power); lock (lockObj) { storedPhotons++; photonList.Add(p); bounds.include(new Point3(p.x, p.y, p.z)); maxPower = Math.Max(maxPower, power.getMax()); } } }
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 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); }
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)); }
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())); }
public Color getGlobalRadiance(ShadingState state) { if (globalPhotonMap == null) { if (state.getShader() != null) { return(state.getShader().GetRadiance(state)); } else { return(Color.BLACK); } } else { return(globalPhotonMap.getRadiance(state.getPoint(), state.getNormal())); } }
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)); }
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); } }
public void modify(ShadingState state) { Point3 p = state.transformWorldToObject(state.getPoint()); p.x *= size; p.y *= size; p.z *= size; Vector3 normal = state.transformNormalWorldToObject(state.getNormal()); double f0 = f(p.x, p.y, p.z); double fx = f(p.x + .0001, p.y, p.z); double fy = f(p.x, p.y + .0001, p.z); double fz = f(p.x, p.y, p.z + .0001); normal.x -= scale * (float)((fx - f0) / .0001); normal.y -= scale * (float)((fy - f0) / .0001); normal.z -= scale * (float)((fz - f0) / .0001); normal.normalize(); state.getNormal().set(state.transformNormalObjectToWorld(normal)); state.getNormal().normalize(); state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal())); }
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())); }
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)); }
public Color getGlobalRadiance(ShadingState state) { Point3 p = state.getPoint(); Vector3 n = state.getNormal(); int set = (int)(state.getRandom(0, 1, 1) * numSets); float maxAvgPow = 0; float minDist = 1; Color pow = null; foreach (PointLight vpl in virtualLights[set]) { maxAvgPow = Math.Max(maxAvgPow, vpl.power.getAverage()); if (Vector3.dot(n, vpl.n) > 0.9f) { float d = vpl.p.distanceToSquared(p); if (d < minDist) { pow = vpl.power; minDist = d; } } } return pow == null ? Color.BLACK : pow.copy().mul(1.0f / maxAvgPow); }
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); } }
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 Color getIrradiance(ShadingState state, Color diffuseReflectance) { OrthoNormalBasis onb = state.getBasis(); Vector3 w = new Vector3(); Color result = Color.black(); for (int i = 0; i < samples; i++) { float xi = (float)state.getRandom(i, 0, samples); float xj = (float)state.getRandom(i, 1, samples); float phi = (float)(2 * Math.PI * xi); 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(maxDist); result.add(Color.blend(bright, dark, state.traceShadow(r))); } return result.mul((float)Math.PI / samples); }