private Vector CalculateRefractionRadiance(Ray ray, int depth, Point x, Vector n, Vector nl, Sphere obj, Color f) { var reflRay = new Ray(x, ray.Direction - n * 2 * n.Dot(ray.Direction)); // Ideal dielectric REFRACTION var into = n.Dot(nl) > 0; // Ray from outside going in? const int Nc = 1; const double Nt = 1.5; var nnt = @into ? Nc / Nt : Nt / Nc; var ddn = ray.Direction.Dot(nl); double cos2T; if((cos2T = 1 - nnt * nnt * (1 - ddn * ddn)) < 0) { // Total internal reflection return obj.Emission + f.Multiply(Radiance(reflRay, depth)); } var tdir = (ray.Direction * nnt - n * ((@into ? 1 : -1) * (ddn * nnt + Math.Sqrt(cos2T)))).Normalize(); const double A = Nt - Nc; const double B = Nt + Nc; const double R0 = A * A / (B * B); var c = 1 - (@into ? -ddn : tdir.Dot(n)); var re = R0 + (1 - R0) * c * c * c * c * c; var tr = 1 - re; var pp = .25 + .5 * re; var rp = re / pp; var tp = tr / (1 - pp); return obj.Emission + f.Multiply(depth > 2 ? (random.NextDouble() < pp ? // Russian roulette Radiance(reflRay, depth) * rp : Radiance(new Ray(x, tdir), depth) * tp) : Radiance(reflRay, depth) * re + Radiance(new Ray(x, tdir), depth) * tr); }
// --- Public Methods --- public Color[] Render(int width, int height, int samples) { var camera = new Camera(new Point(50, 52, 295.6), new Vector(0, -0.042612, -1).Normalize()); var cx = new Vector(width * .5135 / height, 0, 0); var cy = (cx % camera.Direction).Normalize() * .5135; var colors = Enumerable.Repeat(Color.Black, width * height).ToArray(); for(var y = 0; y < height; y++) { // Loop over image rows //Console.Write("\rRendering ({0} spp) {1:0.00}%",samps*4, 100.*Y/(h-1)); for(var x = 0; x < width; x++) { // Loop cols for(int sy = 0, i = (height - y - 1) * width + x; sy < 2; sy++) { // 2x2 subpixel rows for(var sx = 0; sx < 2; sx++) { // 2x2 subpixel cols var r = Vector.Zero; for(var s = 0; s < samples; s++) { var r1 = 2 * random.NextDouble(); var dx = r1 < 1 ? Math.Sqrt(r1) - 1 : 1 - Math.Sqrt(2 - r1); var r2 = 2 * random.NextDouble(); var dy = r2 < 1 ? Math.Sqrt(r2) - 1 : 1 - Math.Sqrt(2 - r2); var d = cx * (((sx + .5 + dx) / 2 + x) / width - .5) + cy * (((sy + .5 + dy) / 2 + y) / height - .5) + camera.Direction; d = d.Normalize(); r = r + Radiance(new Ray(camera.Position + d * 140, d), 0) * (1.0 / samples); } // Camera rays are pushed ^^^^^ forward to start in interior colors[i] = colors[i] + new Color(r.X.ToClosedUnitInterval(), r.Y.ToClosedUnitInterval(), r.Z.ToClosedUnitInterval()) * .25; } } } } return colors; }
// --- Public Constructors --- public Sphere(double radius, Point position, Vector emission, Color color, ReflectionType reflectionType) { this.radius = radius; this.position = position; this.emission = emission; this.color = color; this.reflectionType = reflectionType; }
// --- Private Methods --- private Vector CalculateDiffuseRadiance(int depth, Vector nl, Sphere obj, Color f, Point x) { var r1 = 2 * Math.PI * random.NextDouble(); var r2 = random.NextDouble(); var r2SquareRoot = Math.Sqrt(r2); var w = nl; var u = ((Math.Abs(w.X) > .1 ? Vector.UnitY : Vector.UnitX) % w).Normalize(); var v = w % u; var d = (u * Math.Cos(r1) * r2SquareRoot + v * Math.Sin(r1) * r2SquareRoot + w * Math.Sqrt(1 - r2)).Normalize(); return obj.Emission + f.Multiply(Radiance(new Ray(x, d), depth)); }
// --- Public Methods --- public double Dot(Vector vector) { return X * vector.X + Y * vector.Y + Z * vector.Z; }
private Vector CalculateSpecularRadiance(Ray ray, int depth, Sphere obj, Color f, Point x, Vector n) { return obj.Emission + f.Multiply(Radiance(new Ray(x, ray.Direction - n * 2 * n.Dot(ray.Direction)), depth)); }