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); } }