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 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 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 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 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 Color traceRefraction(ShadingState previous, Ray r, int i) { // limit path depth and disable caustic paths if (previous.getRefractionDepth() >= maxRefractionDepth || previous.getDiffuseDepth() > 0) return Color.BLACK; IntersectionState istate = previous.getIntersectionState(); istate.numRefractionRays++; scene.trace(r, istate); return istate.hit() ? shadeHit(ShadingState.createRefractionBounceState(previous, r, i)) : Color.BLACK; }
public void traceDiffusePhoton(ShadingState previous, Ray r, Color power) { if (previous.getDiffuseDepth() >= maxDiffuseDepth) return; IntersectionState istate = previous.getIntersectionState(); scene.trace(r, istate); if (previous.getIntersectionState().hit()) { // create a new shading context ShadingState state = ShadingState.createDiffuseBounceState(previous, r, 0); shadePhoton(state, power); } }
public ShadingState traceFinalGather(ShadingState previous, Ray r, int i) { if (previous.getDiffuseDepth() >= maxDiffuseDepth) return null; IntersectionState istate = previous.getIntersectionState(); scene.trace(r, istate); return istate.hit() ? ShadingState.createFinalGatherState(previous, r, i) : null; }
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 Color getIrradiance(ShadingState state, Color diffuseReflectance) { // no gi engine, or we have already exceeded number of available bounces if (giEngine == null || state.getDiffuseDepth() >= maxDiffuseDepth) return Color.BLACK; return giEngine.getIrradiance(state, diffuseReflectance); }
public void getSamples(ShadingState state) { if (meshlight.numSamples == 0) { return; } Vector3 n = state.getNormal(); Point3 p = state.getPoint(); // vector towards each vertex of the light source Vector3 p0 = Point3.sub(meshlight.getPoint(meshlight.triangles[tri3 + 0]), p, new Vector3()); // cull triangle if it is facing the wrong way if (Vector3.dot(p0, ng) >= 0) { return; } Vector3 p1 = Point3.sub(meshlight.getPoint(meshlight.triangles[tri3 + 1]), p, new Vector3()); Vector3 p2 = Point3.sub(meshlight.getPoint(meshlight.triangles[tri3 + 2]), p, new Vector3()); // if all three vertices are below the hemisphere, stop if (Vector3.dot(p0, n) <= 0 && Vector3.dot(p1, n) <= 0 && Vector3.dot(p2, n) <= 0) { return; } p0.normalize(); p1.normalize(); p2.normalize(); float dot = Vector3.dot(p2, p0); Vector3 h = new Vector3(); h.x = p2.x - dot * p0.x; h.y = p2.y - dot * p0.y; h.z = p2.z - dot * p0.z; float hlen = h.Length(); if (hlen > 1e-6f) { h.div(hlen); } else { return; } Vector3 n0 = Vector3.cross(p0, p1, new Vector3()); float len0 = n0.Length(); if (len0 > 1e-6f) { n0.div(len0); } else { return; } Vector3 n1 = Vector3.cross(p1, p2, new Vector3()); float len1 = n1.Length(); if (len1 > 1e-6f) { n1.div(len1); } else { return; } Vector3 n2 = Vector3.cross(p2, p0, new Vector3()); float len2 = n2.Length(); if (len2 > 1e-6f) { n2.div(len2); } else { return; } float cosAlpha = MathUtils.clamp(-Vector3.dot(n2, n0), -1.0f, 1.0f); float cosBeta = MathUtils.clamp(-Vector3.dot(n0, n1), -1.0f, 1.0f); float cosGamma = MathUtils.clamp(-Vector3.dot(n1, n2), -1.0f, 1.0f); float alpha = (float)Math.Acos(cosAlpha); float beta = (float)Math.Acos(cosBeta); float gamma = (float)Math.Acos(cosGamma); float area = alpha + beta + gamma - (float)Math.PI; float cosC = MathUtils.clamp(Vector3.dot(p0, p1), -1.0f, 1.0f); float salpha = (float)Math.Sin(alpha); float product = salpha * cosC; // use lower sampling depth for diffuse bounces int samples = state.getDiffuseDepth() > 0 ? 1 : meshlight.numSamples; Color c = Color.mul(area / samples, meshlight.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); float phi = (float)randX * area - alpha + (float)Math.PI; float sinPhi = (float)Math.Sin(phi); float cosPhi = (float)Math.Cos(phi); float u = cosPhi + cosAlpha; float v = sinPhi - product; float q = (-v + cosAlpha * (cosPhi * -v + sinPhi * u)) / (salpha * (sinPhi * -v - cosPhi * u)); float q1 = 1.0f - q * q; if (q1 < 0.0f) { q1 = 0.0f; } float sqrtq1 = (float)Math.Sqrt(q1); float ncx = q * p0.x + sqrtq1 * h.x; float ncy = q * p0.y + sqrtq1 * h.y; float ncz = q * p0.z + sqrtq1 * h.z; dot = p1.dot(ncx, ncy, ncz); float z = 1.0f - (float)randY * (1.0f - dot); float z1 = 1.0f - z * z; if (z1 < 0.0f) { z1 = 0.0f; } Vector3 nd = new Vector3(); nd.x = ncx - dot * p1.x; nd.y = ncy - dot * p1.y; nd.z = ncz - dot * p1.z; nd.normalize(); float sqrtz1 = (float)Math.Sqrt(z1); Vector3 result = new Vector3(); result.x = z * p1.x + sqrtz1 * nd.x; result.y = z * p1.y + sqrtz1 * nd.y; result.z = z * p1.z + sqrtz1 * nd.z; // make sure the sample is in the right hemisphere - facing in // the right direction if (Vector3.dot(result, n) > 0 && Vector3.dot(result, state.getGeoNormal()) > 0 && Vector3.dot(result, ng) < 0) { // compute intersection with triangle (if any) Ray shadowRay = new Ray(state.getPoint(), result); if (!intersectTriangleKensler(shadowRay)) { continue; } LightSample dest = new LightSample(); dest.setShadowRay(shadowRay); // prepare sample dest.setRadiance(c, c); dest.traceShadow(state); state.addSample(dest); } } }
public Color getIrradiance(ShadingState state, Color diffuseReflectance) { if (samples <= 0) return Color.BLACK; if (state.getDiffuseDepth() > 0) { // do simple path tracing for additional bounces (single ray) float xi = (float)state.getRandom(0, 0, 1); float xj = (float)state.getRandom(0, 1, 1); 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); Vector3 w = new Vector3(); w.x = cosPhi * sinTheta; w.y = sinPhi * sinTheta; w.z = cosTheta; OrthoNormalBasis onb = state.getBasis(); onb.transform(w); Ray r = new Ray(state.getPoint(), w); ShadingState temp = state.traceFinalGather(r, 0); return temp != null ? getGlobalRadiance(temp).copy().mul((float)Math.PI) : Color.BLACK; } //rwl.readLock().lockwoot();//fixme Color irr; lock(lockObj) irr = getIrradiance(state.getPoint(), state.getNormal()); //rwl.readLock().unlock(); if (irr == null) { // compute new sample irr = Color.black(); OrthoNormalBasis onb = state.getBasis(); float invR = 0; float minR = float.PositiveInfinity; Vector3 w = new Vector3(); 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)(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); Ray r = new Ray(state.getPoint(), w); ShadingState temp = state.traceFinalGather(r, i); if (temp != null) { minR = Math.Min(r.getMax(), minR); invR += 1.0f / r.getMax(); temp.getInstance().prepareShadingState(temp); irr.add(getGlobalRadiance(temp)); } } irr.mul((float)Math.PI / samples); invR = samples / invR; //rwl.writeLock().lockwoot();//fixme lock(lockObj) insert(state.getPoint(), state.getNormal(), invR, irr); //rwl.writeLock().unlock(); // view irr-cache points // irr = Color.YELLOW.copy().mul(1e6f); } return irr; }
public Color getIrradiance(ShadingState state, Color diffuseReflectance) { float b = (float)Math.PI * c / diffuseReflectance.getMax(); Color irr = Color.black(); Point3 p = state.getPoint(); Vector3 n = state.getNormal(); int set = (int)(state.getRandom(0, 1, 1) * numSets); foreach (PointLight vpl in virtualLights[set]) { Ray r = new Ray(p, vpl.p); float dotNlD = -(r.dx * vpl.n.x + r.dy * vpl.n.y + r.dz * vpl.n.z); float dotND = r.dx * n.x + r.dy * n.y + r.dz * n.z; if (dotNlD > 0 && dotND > 0) { float r2 = r.getMax() * r.getMax(); Color opacity = state.traceShadow(r); Color power = Color.blend(vpl.power, Color.BLACK, opacity); float g = (dotND * dotNlD) / r2; irr.madd(0.25f * Math.Min(g, b), power); } } // bias compensation int nb = (state.getDiffuseDepth() == 0 || numBias <= 0) ? numBias : 1; if (nb <= 0) { return(irr); } OrthoNormalBasis onb = state.getBasis(); Vector3 w = new Vector3(); float scale = (float)Math.PI / nb; for (int i = 0; i < nb; i++) { float xi = (float)state.getRandom(i, 0, nb); float xj = (float)state.getRandom(i, 1, nb); 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); Ray r = new Ray(state.getPoint(), w); r.setMax((float)Math.Sqrt(cosTheta / b)); ShadingState temp = state.traceFinalGather(r, i); if (temp != null) { temp.getInstance().prepareShadingState(temp); if (temp.getShader() != null) { float dist = temp.getRay().getMax(); float r2 = dist * dist; float cosThetaY = -Vector3.dot(w, temp.getNormal()); if (cosThetaY > 0) { float g = (cosTheta * cosThetaY) / r2; // was this path accounted for yet? if (g > b) { irr.madd(scale * (g - b) / g, temp.getShader().GetRadiance(temp)); } } } } } return(irr); }
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 double randX = state.getRandom(i, 0, n); double randY = state.getRandom(i, 1, n); 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) { if (meshlight.numSamples == 0) return; Vector3 n = state.getNormal(); Point3 p = state.getPoint(); // vector towards each vertex of the light source Vector3 p0 = Point3.sub(meshlight.getPoint(meshlight.triangles[tri3 + 0]), p, new Vector3()); // cull triangle if it is facing the wrong way if (Vector3.dot(p0, ng) >= 0) return; Vector3 p1 = Point3.sub(meshlight.getPoint(meshlight.triangles[tri3 + 1]), p, new Vector3()); Vector3 p2 = Point3.sub(meshlight.getPoint(meshlight.triangles[tri3 + 2]), p, new Vector3()); // if all three vertices are below the hemisphere, stop if (Vector3.dot(p0, n) <= 0 && Vector3.dot(p1, n) <= 0 && Vector3.dot(p2, n) <= 0) return; p0.normalize(); p1.normalize(); p2.normalize(); float dot = Vector3.dot(p2, p0); Vector3 h = new Vector3(); h.x = p2.x - dot * p0.x; h.y = p2.y - dot * p0.y; h.z = p2.z - dot * p0.z; float hlen = h.Length(); if (hlen > 1e-6f) h.div(hlen); else return; Vector3 n0 = Vector3.cross(p0, p1, new Vector3()); float len0 = n0.Length(); if (len0 > 1e-6f) n0.div(len0); else return; Vector3 n1 = Vector3.cross(p1, p2, new Vector3()); float len1 = n1.Length(); if (len1 > 1e-6f) n1.div(len1); else return; Vector3 n2 = Vector3.cross(p2, p0, new Vector3()); float len2 = n2.Length(); if (len2 > 1e-6f) n2.div(len2); else return; float cosAlpha = MathUtils.clamp(-Vector3.dot(n2, n0), -1.0f, 1.0f); float cosBeta = MathUtils.clamp(-Vector3.dot(n0, n1), -1.0f, 1.0f); float cosGamma = MathUtils.clamp(-Vector3.dot(n1, n2), -1.0f, 1.0f); float alpha = (float)Math.Acos(cosAlpha); float beta = (float)Math.Acos(cosBeta); float gamma = (float)Math.Acos(cosGamma); float area = alpha + beta + gamma - (float)Math.PI; float cosC = MathUtils.clamp(Vector3.dot(p0, p1), -1.0f, 1.0f); float salpha = (float)Math.Sin(alpha); float product = salpha * cosC; // use lower sampling depth for diffuse bounces int samples = state.getDiffuseDepth() > 0 ? 1 : meshlight.numSamples; Color c = Color.mul(area / samples, meshlight.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); float phi = (float)randX * area - alpha + (float)Math.PI; float sinPhi = (float)Math.Sin(phi); float cosPhi = (float)Math.Cos(phi); float u = cosPhi + cosAlpha; float v = sinPhi - product; float q = (-v + cosAlpha * (cosPhi * -v + sinPhi * u)) / (salpha * (sinPhi * -v - cosPhi * u)); float q1 = 1.0f - q * q; if (q1 < 0.0f) q1 = 0.0f; float sqrtq1 = (float)Math.Sqrt(q1); float ncx = q * p0.x + sqrtq1 * h.x; float ncy = q * p0.y + sqrtq1 * h.y; float ncz = q * p0.z + sqrtq1 * h.z; dot = p1.dot(ncx, ncy, ncz); float z = 1.0f - (float)randY * (1.0f - dot); float z1 = 1.0f - z * z; if (z1 < 0.0f) z1 = 0.0f; Vector3 nd = new Vector3(); nd.x = ncx - dot * p1.x; nd.y = ncy - dot * p1.y; nd.z = ncz - dot * p1.z; nd.normalize(); float sqrtz1 = (float)Math.Sqrt(z1); Vector3 result = new Vector3(); result.x = z * p1.x + sqrtz1 * nd.x; result.y = z * p1.y + sqrtz1 * nd.y; result.z = z * p1.z + sqrtz1 * nd.z; // make sure the sample is in the right hemisphere - facing in // the right direction if (Vector3.dot(result, n) > 0 && Vector3.dot(result, state.getGeoNormal()) > 0 && Vector3.dot(result, ng) < 0) { // compute intersection with triangle (if any) Ray shadowRay = new Ray(state.getPoint(), result); if (!intersectTriangleKensler(shadowRay)) continue; LightSample dest = new LightSample(); dest.setShadowRay(shadowRay); // prepare sample dest.setRadiance(c, c); dest.traceShadow(state); state.addSample(dest); } } }
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 Color getIrradiance(ShadingState state, Color diffuseReflectance) { if (samples <= 0) { return(Color.BLACK); } if (state.getDiffuseDepth() > 0) { // do simple path tracing for additional bounces (single ray) float xi = (float)state.getRandom(0, 0, 1); float xj = (float)state.getRandom(0, 1, 1); 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); Vector3 w = new Vector3(); w.x = cosPhi * sinTheta; w.y = sinPhi * sinTheta; w.z = cosTheta; OrthoNormalBasis onb = state.getBasis(); onb.transform(w); Ray r = new Ray(state.getPoint(), w); ShadingState temp = state.traceFinalGather(r, 0); return(temp != null?getGlobalRadiance(temp).copy().mul((float)Math.PI) : Color.BLACK); } //rwl.readLock().lockwoot();//fixme Color irr; lock (lockObj) irr = getIrradiance(state.getPoint(), state.getNormal()); //rwl.readLock().unlock(); if (irr == null) { // compute new sample irr = Color.black(); OrthoNormalBasis onb = state.getBasis(); float invR = 0; float minR = float.PositiveInfinity; Vector3 w = new Vector3(); 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)(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); Ray r = new Ray(state.getPoint(), w); ShadingState temp = state.traceFinalGather(r, i); if (temp != null) { minR = Math.Min(r.getMax(), minR); invR += 1.0f / r.getMax(); temp.getInstance().prepareShadingState(temp); irr.add(getGlobalRadiance(temp)); } } irr.mul((float)Math.PI / samples); invR = samples / invR; //rwl.writeLock().lockwoot();//fixme lock (lockObj) insert(state.getPoint(), state.getNormal(), invR, irr); //rwl.writeLock().unlock(); // view irr-cache points // irr = Color.YELLOW.copy().mul(1e6f); } return(irr); }
public Color getIrradiance(ShadingState state, Color diffuseReflectance) { float b = (float)Math.PI * c / diffuseReflectance.getMax(); Color irr = Color.black(); Point3 p = state.getPoint(); Vector3 n = state.getNormal(); int set = (int)(state.getRandom(0, 1, 1) * numSets); foreach (PointLight vpl in virtualLights[set]) { Ray r = new Ray(p, vpl.p); float dotNlD = -(r.dx * vpl.n.x + r.dy * vpl.n.y + r.dz * vpl.n.z); float dotND = r.dx * n.x + r.dy * n.y + r.dz * n.z; if (dotNlD > 0 && dotND > 0) { float r2 = r.getMax() * r.getMax(); Color opacity = state.traceShadow(r); Color power = Color.blend(vpl.power, Color.BLACK, opacity); float g = (dotND * dotNlD) / r2; irr.madd(0.25f * Math.Min(g, b), power); } } // bias compensation int nb = (state.getDiffuseDepth() == 0 || numBias <= 0) ? numBias : 1; if (nb <= 0) return irr; OrthoNormalBasis onb = state.getBasis(); Vector3 w = new Vector3(); float scale = (float)Math.PI / nb; for (int i = 0; i < nb; i++) { float xi = (float)state.getRandom(i, 0, nb); float xj = (float)state.getRandom(i, 1, nb); 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); Ray r = new Ray(state.getPoint(), w); r.setMax((float)Math.Sqrt(cosTheta / b)); ShadingState temp = state.traceFinalGather(r, i); if (temp != null) { temp.getInstance().prepareShadingState(temp); if (temp.getShader() != null) { float dist = temp.getRay().getMax(); float r2 = dist * dist; float cosThetaY = -Vector3.dot(w, temp.getNormal()); if (cosThetaY > 0) { float g = (cosTheta * cosThetaY) / r2; // was this path accounted for yet? if (g > b) irr.madd(scale * (g - b) / g, temp.getShader().getRadiance(temp)); } } } } return irr; }