Esempio n. 1
0
        /// <summary>
        /// Shoot a ray into the scene and determine the colour at the impact point.
        /// </summary>
        /// <param name="ray">The ray to shoot into the scene.</param>
        /// <returns>The colour of the impacted point in the scene.</returns>
        private Colour ShootRay(Ray ray)
        {
            Colour finalOutput = new Colour(0.0f, 0.0f, 0.0f);
            float coefficient = 1.0f;
            uint count = 0u;

            do {
              Colour output = new Colour(0.0f, 0.0f, 0.0f);
              IObject closestObject = null;
              float closestDistance = float.MaxValue;
              foreach (var o in Objects) {
            float t = o.IntersectDistance(ray);
            if (t > 0.001f && t < closestDistance) {
              closestObject = o;
              closestDistance = t;
            }
              }
              if (closestObject == null) {
            break;
              }

              // Calculate the point of intersection.
              Point intersection = ray.Start + closestDistance * ray.Direction;

              // Get normal of object surface at impact of ray.
              Vector normal = closestObject.GetNormalAtPoint(intersection);

              foreach (var l in Lights) {
            Vector toLightSource = (l.Location - intersection).Normalise();
            float cosineLightAngle = normal * toLightSource;
            if (cosineLightAngle <= 0.0f) {
              // The light is below the surface.
              continue;
            }

            bool inShadow = false;
            foreach (var o in Objects) {
              if (o == closestObject) {
            continue;
              }
              if (o.IntersectDistance(new Ray(intersection, toLightSource)) > 0.0f) {
            inShadow = true;
            break;
              }
            }

            if (!inShadow) {
              var lambertianReflectance = (Colour)closestObject.Material.Colour * (Colour)l.Colour * cosineLightAngle;
              output += lambertianReflectance;

              var halfwayVector = (toLightSource - ray.Direction).Normalise();
              var halfwayNormalAngle = halfwayVector * normal;
              var blinnTerm = (Colour)l.Colour * closestObject.Material.SpecularTerm * (float)Math.Pow(Math.Max(halfwayNormalAngle, 0.0f), closestObject.Material.SpecularPower);
              output += blinnTerm;
            }
              }

              finalOutput += output * coefficient;

              var newRayDirection = (ray.Direction - 2 * normal * (normal * ray.Direction)).Normalise();
              ray = new Ray(intersection, newRayDirection);
              coefficient *= closestObject.Material.Reflectance;
            } while (++count < MAX_ITERATIONS && coefficient > 0.0f);
            return finalOutput;
        }
Esempio n. 2
0
        /// <summary>
        /// Renders the image.
        /// </summary>
        public void Draw()
        {
            float exposure = CalculateExposure();

            float widthRatio = (float)Camera.Width / output.Width;
            float heightRatio = (float)Camera.Height / output.Height;

            ParallelOptions options = new ParallelOptions() {
            #if DEBUG
              //MaxDegreeOfParallelism = 1
            #endif
            };
            Parallel.For(0, output.Height, options, (y) => {
              for (var x = 0u; x < output.Width; ++x) {
            float sampleWidth = 1.0f / SubSampling;
            float weight = sampleWidth / SubSampling;

            Colour outputColour = new Colour(0.0f, 0.0f, 0.0f);

            uint countX = 0u;
            for (float sampleX = x; countX < SubSampling; sampleX += sampleWidth, ++countX) {
              uint countY = 0u;
              for (float sampleY = y; countY < SubSampling; sampleY += sampleWidth, ++countY) {
            Ray r = Camera.GetRay(sampleX * widthRatio, sampleY * heightRatio);
            Colour c = ShootRay(r);

            Colour exposedColour = new Colour(1.0f - (float)Math.Exp(c.Red * exposure),
            1.0f - (float)Math.Exp(c.Green * exposure),
            1.0f - (float)Math.Exp(c.Blue * exposure));

            outputColour += exposedColour * weight;
              }
            }

            Colour sRgbColour = outputColour.ToSrgb();
            output.Write((uint)x, (uint)y, sRgbColour);
              }
            });
        }