Esempio n. 1
0
        Colour sample(Scene scene, Ray ray, bool emission, int samples, int depth, Random rand)
        {
            if (depth > MaxBounces)
            {
                return(Colour.Black);
            }

            var hit = scene.Intersect(ray);

            if (!hit.Ok())
            {
                return(sampleEnvironment(scene, ray));
            }

            var info     = hit.Info(ray);
            var material = info.material;
            var result   = Colour.Black;

            if (material.Emittance > 0)
            {
                if (DirectLighting && !emission)
                {
                    return(Colour.Black);
                }
                result = result.Add(material.Color.MulScalar(material.Emittance * samples));
            }

            var        n = (int)Math.Sqrt(samples);
            BounceType ma, mb;

            if (SpecularMode == SpecularMode.SpecularModeAll || depth == 0 && SpecularMode == SpecularMode.SpecularModeFirst)
            {
                ma = BounceType.BounceTypeDiffuse;
                mb = BounceType.BounceTypeSpecular;
            }
            else
            {
                ma = BounceType.BounceTypeAny;
                mb = BounceType.BounceTypeAny;
            }

            for (int u = 0; u < n; u++)
            {
                for (int v = 0; v < n; v++)
                {
                    for (BounceType mode = ma; mode <= mb; mode++)
                    {
                        var fu = (u + ThreadSafeRandom.NextDouble()) / n;
                        var fv = (v + ThreadSafeRandom.NextDouble()) / n;
                        (var newRay, var reflected, var p) = ray.Bounce(info, fu, fv, mode, rand);

                        if (mode == BounceType.BounceTypeAny)
                        {
                            p = 1;
                        }

                        if (p > 0 && reflected)
                        {
                            // specular
                            var indirect = sample(scene, newRay, reflected, 1, depth + 1, rand);
                            var tinted   = indirect.Mix(material.Color.Mul(indirect), material.Tint);
                            result = result.Add(tinted.MulScalar(p));
                        }

                        if (p > 0 && !reflected)
                        {
                            // diffuse
                            var indirect = sample(scene, newRay, reflected, 1, depth + 1, rand);
                            var direct   = Colour.Black;

                            if (DirectLighting)
                            {
                                direct = sampleLights(scene, info.Ray, rand);
                            }
                            result = result.Add(material.Color.Mul(direct.Add(indirect)).MulScalar(p));
                        }
                    }
                }
            }
            return(result.DivScalar(n * n));
        }
Esempio n. 2
0
        public void RenderParallel()
        {
            Scene   scene   = Scene;
            Camera  camera  = Camera;
            Sampler sampler = Sampler;
            Buffer  buf     = PBuffer;

            (int w, int h) = (buf.W, buf.H);
            int spp     = SamplesPerPixel;
            int sppRoot = (int)(Math.Sqrt(SamplesPerPixel));

            scene.Compile();
            scene.rays = 0;

            // Stop watch timer
            Stopwatch sw = new Stopwatch();

            sw.Start();

            // Random Number Generator from on Math.Numerics
            System.Random rand = new SystemRandomSource(sw.Elapsed.Milliseconds, true);

            // Frame resolution
            int totalPixels = h * w;

            // Create a cancellation token for Parallel.For loop control
            CancellationTokenSource cts = new CancellationTokenSource();

            // ParallelOptions for Parallel.For
            ParallelOptions po = new ParallelOptions();

            po.CancellationToken = cts.Token;

            // Set number of cores/threads
            po.MaxDegreeOfParallelism = Environment.ProcessorCount;

            Console.WriteLine("{0} x {1} pixels, {2} spp, {3} core(s)", w, h, spp, po.MaxDegreeOfParallelism);

            if (StratifiedSampling)
            {
                _ = Parallel.For(0, w * h, po, (i, loopState) =>
                {
                    int y = i / w, x = i % w;
                    for (int u = 0; u < sppRoot; u++)
                    {
                        for (int v = 0; v < sppRoot; v++)
                        {
                            var fu        = (u + 0.5) / sppRoot;
                            var fv        = (v + 0.5) / sppRoot;
                            Ray ray       = camera.CastRay(x, y, w, h, fu, fv, rand);
                            Colour sample = sampler.Sample(scene, ray, rand);
                            buf.AddSample(x, y, sample);
                        }
                    }
                });
                Console.WriteLine("time elapsed:" + sw.Elapsed);
            }
            else
            {
                //Random subsampling
                _ = Parallel.ForEach(Partitioner.Create(0, totalPixels), po, (range) =>
                {
                    for (int i = range.Item1; i < range.Item2; i++)
                    {
                        for (int s = 0; s < spp; s++)
                        {
                            int y      = i / w, x = i % w;
                            var fu     = ThreadSafeRandom.NextDouble(rand);
                            var fv     = ThreadSafeRandom.NextDouble(rand);
                            var ray    = camera.CastRay(x, y, w, h, fu, fv, rand);
                            var sample = sampler.Sample(scene, ray, rand);
                            buf.AddSample(x, y, sample);
                        }
                    }
                });
                Console.WriteLine("time elapsed:" + sw.Elapsed);
            }

            if (AdaptiveSamples > 0)
            {
                _ = Parallel.For(0, w * h, po, (i, loopState) =>
                {
                    int y       = i / w, x = i % w;
                    double v    = buf.StandardDeviation(x, y).MaxComponent();
                    v           = Util.Clamp(v / AdaptiveThreshold, 0, 1);
                    v           = Math.Pow(v, AdaptiveExponent);
                    int samples = (int)(v * AdaptiveSamples);
                    for (int s = 0; s < samples; s++)
                    {
                        var fu        = rand.NextDouble();
                        var fv        = rand.NextDouble();
                        Ray ray       = camera.CastRay(x, y, w, h, fu, fv, rand);
                        Colour sample = sampler.Sample(scene, ray, rand);
                        buf.AddSample(x, y, sample);
                    }
                });
            }

            if (FireflySamples > 0)
            {
                _ = Parallel.For(0, w * h, po, (i, loopState) =>
                {
                    int y = i / w, x = i % w;
                    if (PBuffer.StandardDeviation(x, y).MaxComponent() > FireflyThreshold)
                    {
                        Parallel.For(0, FireflySamples, po, (e, loop) =>
                        {
                            var fu        = rand.NextDouble();
                            var fv        = rand.NextDouble();
                            Ray ray       = camera.CastRay(x, y, w, h, fu, fv, rand);
                            Colour sample = sampler.Sample(scene, ray, rand);
                            buf.AddSample(x, y, sample);
                        });
                    }
                });
            }
            sw.Stop();
        }