public void scatterPhoton(ShadingState state, Color power) { Color diffuse; // make sure we are on the right side of the material if (Vector3.dot(state.getNormal(), state.getRay().getDirection()) > 0.0) { state.getNormal().negate(); state.getGeoNormal().negate(); } diffuse = getDiffuse(state); state.storePhoton(state.getRay().getDirection(), power, diffuse); float avg = diffuse.getAverage(); double rnd = state.getRandom(0, 0, 1); if (rnd < avg) { // photon is scattered power.mul(diffuse).mul(1.0f / avg); OrthoNormalBasis onb = state.getBasis(); double u = 2 * Math.PI * rnd / avg; double v = state.getRandom(0, 1, 1); float s = (float)Math.Sqrt(v); float s1 = (float)Math.Sqrt(1.0 - v); Vector3 w = new Vector3((float)Math.Cos(u) * s, (float)Math.Sin(u) * s, s1); w = onb.transform(w, new Vector3()); state.traceDiffusePhoton(new Ray(state.getPoint(), w), power); } }
public Color getRadiance(ShadingState state) { if (!state.includeSpecular) { return(Color.BLACK); } state.faceforward(); float cos = state.getCosND(); float dn = 2 * cos; Vector3 refDir = new Vector3(); refDir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x; refDir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y; refDir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z; Ray refRay = new Ray(state.getPoint(), refDir); // compute Fresnel term cos = 1 - cos; float cos2 = cos * cos; float cos5 = cos2 * cos2 * cos; Color ret = Color.white(); ret.sub(color); ret.mul(cos5); ret.add(color); return(ret.mul(state.traceReflection(refRay, 0))); }
public void prepareShadingState(ShadingState state) { state.init(); Instance i = state.getInstance(); state.getRay().getPoint(state.getPoint()); Ray r = state.getRay(); IShader s = i.getShader(0); state.setShader(s != null ? s : this); int primID = state.getPrimitiveID(); int hair = primID / numSegments; int line = primID % numSegments; int vRoot = hair * 3 * (numSegments + 1); int v0 = vRoot + line * 3; // tangent vector Vector3 v = getTangent(line, v0, state.getV()); v = state.transformVectorObjectToWorld(v); state.setBasis(OrthoNormalBasis.makeFromWV(v, new Vector3(-r.dx, -r.dy, -r.dz))); state.getBasis().swapVW(); // normal state.getNormal().set(0, 0, 1); state.getBasis().transform(state.getNormal()); state.getGeoNormal().set(state.getNormal()); state.getUV().set(0, (line + state.getV()) / numSegments); }
public Color GetRadiance(ShadingState state) { // make sure we are on the right side of the material state.faceforward(); // direct lighting state.initLightSamples(); state.initCausticSamples(); Color d = getDiffuse(state); Color lr = state.diffuse(d); if (!state.includeSpecular) return lr; if (glossyness == 0) { float cos = state.getCosND(); float dn = 2 * cos; Vector3 refDir = new Vector3(); refDir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x; refDir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y; refDir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z; Ray refRay = new Ray(state.getPoint(), refDir); // compute Fresnel term cos = 1 - cos; float cos2 = cos * cos; float cos5 = cos2 * cos2 * cos; Color spec = getSpecular(state); Color ret = Color.white(); ret.sub(spec); ret.mul(cos5); ret.add(spec); return lr.add(ret.mul(state.traceReflection(refRay, 0))); } else return lr.add(state.specularPhong(getSpecular(state), 2 / glossyness, numSamples)); }
public void ScatterPhoton(ShadingState state, Color power) { Color diffuse; // make sure we are on the right side of the material if (Vector3.dot(state.getNormal(), state.getRay().getDirection()) > 0.0) { state.getNormal().negate(); state.getGeoNormal().negate(); } diffuse = Color.GRAY; state.storePhoton(state.getRay().getDirection(), power, diffuse); float avg = diffuse.getAverage(); double rnd = state.getRandom(0, 0, 1); if (rnd < avg) { // photon is scattered power.mul(diffuse).mul(1.0f / avg); OrthoNormalBasis onb = state.getBasis(); double u = 2 * Math.PI * rnd / avg; double v = state.getRandom(0, 1, 1); float s = (float)Math.Sqrt(v); float s1 = (float)Math.Sqrt(1.0 - v); Vector3 w = new Vector3((float)Math.Cos(u) * s, (float)Math.Sin(u) * s, s1); w = onb.transform(w, new Vector3()); state.traceDiffusePhoton(new Ray(state.getPoint(), w), power); } }
public void prepareShadingState(ShadingState state) { state.init(); state.getRay().getPoint(state.getPoint()); Instance parent = state.getInstance(); Point3 localPoint = state.transformWorldToObject(state.getPoint()); state.getNormal().set(localPoint.x, localPoint.y, 0); state.getNormal().normalize(); float phi = (float)Math.Atan2(state.getNormal().y, state.getNormal().x); if (phi < 0) { phi += (float)(2.0 * Math.PI); } state.getUV().x = phi / (float)(2 * Math.PI); state.getUV().y = (localPoint.z + 1) * 0.5f; state.setShader(parent.getShader(0)); state.setModifier(parent.getModifier(0)); // into world space Vector3 worldNormal = state.transformNormalObjectToWorld(state.getNormal()); Vector3 v = state.transformVectorObjectToWorld(new Vector3(0, 0, 1)); state.getNormal().set(worldNormal); state.getNormal().normalize(); state.getGeoNormal().set(state.getNormal()); // compute basis in world space state.setBasis(OrthoNormalBasis.makeFromWV(state.getNormal(), v)); }
public Color GetRadiance(ShadingState state) { Vector3 n = state.getNormal(); float f = n == null ? 1.0f : Math.Abs(state.getRay().dot(n)); return(new Color(state.getInstance().GetHashCode()).mul(f)); }
public Color GetRadiance(ShadingState state) { Vector3 n = state.getNormal(); float f = n == null ? 1.0f : Math.Abs(state.getRay().dot(n)); return(BORDERS[state.getPrimitiveID() % BORDERS.Length].copy().mul(f)); }
public void getSamples(ShadingState state) { if (Vector3.dot(dir, state.getGeoNormal()) < 0 && Vector3.dot(dir, state.getNormal()) < 0) { // project point onto source plane float x = state.getPoint().x - src.x; float y = state.getPoint().y - src.y; float z = state.getPoint().z - src.z; float t = ((x * dir.x) + (y * dir.y) + (z * dir.z)); if (t >= 0.0) { x -= (t * dir.x); y -= (t * dir.y); z -= (t * dir.z); if (((x * x) + (y * y) + (z * z)) <= r2) { Point3 p = new Point3(); p.x = src.x + x; p.y = src.y + y; p.z = src.z + z; LightSample dest = new LightSample(); dest.setShadowRay(new Ray(state.getPoint(), p)); dest.setRadiance(radiance, radiance); dest.traceShadow(state); state.addSample(dest); } } } }
public Color GetRadiance(ShadingState state) { if (!state.includeSpecular) return Color.BLACK; Vector3 reflDir = new Vector3(); Vector3 refrDir = new Vector3(); state.faceforward(); float cos = state.getCosND(); bool inside = state.isBehind(); float neta = inside ? eta : 1.0f / eta; float dn = 2 * cos; reflDir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x; reflDir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y; reflDir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z; // refracted ray float arg = 1 - (neta * neta * (1 - (cos * cos))); bool tir = arg < 0; if (tir) refrDir.x = refrDir.y = refrDir.z = 0; else { float nK = (neta * cos) - (float)Math.Sqrt(arg); refrDir.x = (neta * state.getRay().dx) + (nK * state.getNormal().x); refrDir.y = (neta * state.getRay().dy) + (nK * state.getNormal().y); refrDir.z = (neta * state.getRay().dz) + (nK * state.getNormal().z); } // compute Fresnel terms float cosTheta1 = Vector3.dot(state.getNormal(), reflDir); float cosTheta2 = -Vector3.dot(state.getNormal(), refrDir); float pPara = (cosTheta1 - eta * cosTheta2) / (cosTheta1 + eta * cosTheta2); float pPerp = (eta * cosTheta1 - cosTheta2) / (eta * cosTheta1 + cosTheta2); float kr = 0.5f * (pPara * pPara + pPerp * pPerp); float kt = 1 - kr; Color absorption = null; if (inside && absorptionDistance > 0) { // this ray is inside the object and leaving it // compute attenuation that occured along the ray absorption = Color.mul(-state.getRay().getMax() / absorptionDistance, absorptionColor.copy().opposite()).exp(); if (absorption.isBlack()) return Color.BLACK; // nothing goes through } // refracted ray Color ret = Color.black(); if (!tir) { ret.madd(kt, state.traceRefraction(new Ray(state.getPoint(), refrDir), 0)).mul(color); } if (!inside || tir) ret.add(Color.mul(kr, state.traceReflection(new Ray(state.getPoint(), reflDir), 0)).mul(color)); return absorption != null ? ret.mul(absorption) : ret; }
public void ScatterPhoton(ShadingState state, Color power) { float avg = color.getAverage(); double rnd = state.getRandom(0, 0, 1); if (rnd >= avg) return; state.faceforward(); float cos = state.getCosND(); power.mul(color).mul(1.0f / avg); // photon is reflected float dn = 2 * cos; Vector3 dir = new Vector3(); dir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x; dir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y; dir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z; state.traceReflectionPhoton(new Ray(state.getPoint(), dir), power); }
public void prepareShadingState(ShadingState state) { state.init(); state.getRay().getPoint(state.getPoint()); Instance parent = state.getInstance(); // get local point Point3 p = state.transformWorldToObject(state.getPoint()); // compute local normal float deriv = p.x * p.x + p.y * p.y + p.z * p.z - ri2 - ro2; state.getNormal().set(p.x * deriv, p.y * deriv, p.z * deriv + 2 * ro2 * p.z); state.getNormal().normalize(); double phi = Math.Asin(MathUtils.clamp(p.z / ri, -1, 1)); double theta = Math.Atan2(p.y, p.x); if (theta < 0) { theta += 2 * Math.PI; } state.getUV().x = (float)(theta / (2 * Math.PI)); state.getUV().y = (float)((phi + Math.PI / 2) / Math.PI); state.setShader(parent.getShader(0)); state.setModifier(parent.getModifier(0)); // into world space Vector3 worldNormal = state.transformNormalObjectToWorld(state.getNormal()); state.getNormal().set(worldNormal); state.getNormal().normalize(); state.getGeoNormal().set(state.getNormal()); // make basis in world space state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal())); }
public void scatterPhoton(ShadingState state, Color power) { Color diffuse, specular; // make sure we are on the right side of the material state.faceforward(); diffuse = getDiffuse(state); specular = getSpecular(state); state.storePhoton(state.getRay().getDirection(), power, diffuse); float d = diffuse.getAverage(); float r = specular.getAverage(); double rnd = state.getRandom(0, 0, 1); if (rnd < d) { // photon is scattered power.mul(diffuse).mul(1.0f / d); OrthoNormalBasis onb = state.getBasis(); double u = 2 * Math.PI * rnd / d; double v = state.getRandom(0, 1, 1); float s = (float)Math.Sqrt(v); float s1 = (float)Math.Sqrt(1.0 - v); Vector3 w = new Vector3((float)Math.Cos(u) * s, (float)Math.Sin(u) * s, s1); w = onb.transform(w, new Vector3()); state.traceDiffusePhoton(new Ray(state.getPoint(), w), power); } else if (rnd < d + r) { if (glossyness == 0) { float cos = -Vector3.dot(state.getNormal(), state.getRay().getDirection()); power.mul(diffuse).mul(1.0f / d); // photon is reflected float dn = 2 * cos; Vector3 dir = new Vector3(); dir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x; dir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y; dir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z; state.traceReflectionPhoton(new Ray(state.getPoint(), dir), power); } else { float dn = 2.0f * state.getCosND(); // reflected direction Vector3 refDir = new Vector3(); refDir.x = (dn * state.getNormal().x) + state.getRay().dx; refDir.y = (dn * state.getNormal().y) + state.getRay().dy; refDir.z = (dn * state.getNormal().z) + state.getRay().dz; power.mul(spec).mul(1.0f / r); OrthoNormalBasis onb = state.getBasis(); double u = 2 * Math.PI * (rnd - r) / r; double v = state.getRandom(0, 1, 1); float s = (float)Math.Pow(v, 1 / ((1.0f / glossyness) + 1)); float s1 = (float)Math.Sqrt(1 - s * s); Vector3 w = new Vector3((float)Math.Cos(u) * s1, (float)Math.Sin(u) * s1, s); w = onb.transform(w, new Vector3()); state.traceReflectionPhoton(new Ray(state.getPoint(), w), power); } } }
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 scatterPhoton(ShadingState state, Color power) { // make sure we are on the right side of the material state.faceforward(); Color d = getDiffuse(state); state.storePhoton(state.getRay().getDirection(), power, d); float avgD = d.getAverage(); float avgS = spec.getAverage(); double rnd = state.getRandom(0, 0, 1); if (rnd < avgD) { // photon is scattered diffusely power.mul(d).mul(1.0f / avgD); OrthoNormalBasis onb = state.getBasis(); double u = 2 * Math.PI * rnd / avgD; double v = state.getRandom(0, 1, 1); float s = (float)Math.Sqrt(v); float s1 = (float)Math.Sqrt(1.0f - v); Vector3 w = new Vector3((float)Math.Cos(u) * s, (float)Math.Sin(u) * s, s1); w = onb.transform(w, new Vector3()); state.traceDiffusePhoton(new Ray(state.getPoint(), w), power); } else if (rnd < avgD + avgS) { // photon is scattered specularly float dn = 2.0f * state.getCosND(); // reflected direction Vector3 refDir = new Vector3(); refDir.x = (dn * state.getNormal().x) + state.getRay().dx; refDir.y = (dn * state.getNormal().y) + state.getRay().dy; refDir.z = (dn * state.getNormal().z) + state.getRay().dz; power.mul(spec).mul(1.0f / avgS); OrthoNormalBasis onb = state.getBasis(); double u = 2 * Math.PI * (rnd - avgD) / avgS; double v = state.getRandom(0, 1, 1); float s = (float)Math.Pow(v, 1 / (this.power + 1)); float s1 = (float)Math.Sqrt(1 - s * s); Vector3 w = new Vector3((float)Math.Cos(u) * s1, (float)Math.Sin(u) * s1, s); w = onb.transform(w, new Vector3()); state.traceReflectionPhoton(new Ray(state.getPoint(), w), power); } }
public void prepareShadingState(ShadingState state) { state.init(); state.getRay().getPoint(state.getPoint()); Instance parent = state.getInstance(); Vector3 normal; switch (state.getPrimitiveID()) { case 0: normal = new Vector3(-1, 0, 0); break; case 1: normal = new Vector3(1, 0, 0); break; case 2: normal = new Vector3(0, -1, 0); break; case 3: normal = new Vector3(0, 1, 0); break; case 4: normal = new Vector3(0, 0, -1); break; case 5: normal = new Vector3(0, 0, 1); break; default: normal = new Vector3(0, 0, 0); break; } state.getNormal().set(state.transformNormalObjectToWorld(normal)); state.getGeoNormal().set(state.getNormal()); state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal())); state.setShader(parent.getShader(0)); state.setModifier(parent.getModifier(0)); }
public Color getIrradiance(ShadingState state, Color diffuseReflectance) { float cosTheta = Vector3.dot(up, state.getNormal()); float sin2 = (1 - cosTheta * cosTheta); float sine = sin2 > 0 ? (float)Math.Sqrt(sin2) * 0.5f : 0; if (cosTheta > 0) return Color.blend(sky, ground, sine); else return Color.blend(ground, sky, sine); }
public Color getRadiance(ShadingState state) { Vector3 n = state.getNormal(); if (n == null) return Color.BLACK; float r = (n.x + 1) * 0.5f; float g = (n.y + 1) * 0.5f; float b = (n.z + 1) * 0.5f; return new Color(r, g, b); }
public Color getRadiance(ShadingState state) { state.faceforward(); state.initCausticSamples(); // integrate a diffuse function Color lr = Color.black(); foreach (LightSample sample in state) lr.madd(sample.dot(state.getNormal()), sample.getDiffuseRadiance()); return lr.mul(1.0f / (float)Math.PI); }
public void prepareShadingState(ShadingState state) { state.init(); state.getRay().getPoint(state.getPoint()); int n = state.getPrimitiveID(); /* * * * switch (n) * { * case 0: * state.getNormal().set(new Vector3(1, 0, 0)); * break; * case 1: * state.getNormal().set(new Vector3(-1, 0, 0)); * break; * case 2: * state.getNormal().set(new Vector3(0, 1, 0)); * break; * case 3: * state.getNormal().set(new Vector3(0, -1, 0)); * break; * case 4: * state.getNormal().set(new Vector3(0, 0, 1)); * break; * case 5: * state.getNormal().set(new Vector3(0, 0, -1)); * break; * default: * state.getNormal().set(new Vector3(0, 0, 0)); * break; * } * */ state.getNormal().set(normalVectors[n]); state.getGeoNormal().set(state.getNormal()); state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal())); state.setShader(state.getInstance().getShader(0)); state.setModifier(state.getInstance().getModifier(0)); }
public void getSamples(ShadingState state) { if (storedPhotons == 0) { return; } NearestPhotons np = new NearestPhotons(state.getPoint(), gatherNum, gatherRadius * gatherRadius); locatePhotons(np); if (np.found < 8) { return; } Point3 ppos = new Point3(); Vector3 pdir = new Vector3(); Vector3 pvec = new Vector3(); float invArea = 1.0f / ((float)Math.PI * np.dist2[0]); float maxNDist = np.dist2[0] * 0.05f; float f2r2 = 1.0f / (filterValue * filterValue * np.dist2[0]); float fInv = 1.0f / (1.0f - 2.0f / (3.0f * filterValue)); for (int i = 1; i <= np.found; i++) { Photon phot = np.index[i]; Vector3.decode(phot.dir, pdir); float cos = -Vector3.dot(pdir, state.getNormal()); if (cos > 0.001) { ppos.set(phot.x, phot.y, phot.z); Point3.sub(ppos, state.getPoint(), pvec); float pcos = Vector3.dot(pvec, state.getNormal()); if ((pcos < maxNDist) && (pcos > -maxNDist)) { LightSample sample = new LightSample(); sample.setShadowRay(new Ray(state.getPoint(), pdir.negate())); sample.setRadiance(new Color().setRGBE(np.index[i].power).mul(invArea / cos), Color.BLACK); sample.getDiffuseRadiance().mul((1.0f - (float)Math.Sqrt(np.dist2[i] * f2r2)) * fInv); state.addSample(sample); } } } }
public void store(ShadingState state, Vector3 dir, Color power, Color diffuse) { Photon p = new Photon(state.getPoint(), state.getNormal(), dir, power, diffuse); lock (lockObj) { storedPhotons++; photonList.Add(p); bounds.include(new Point3(p.x, p.y, p.z)); maxPower = Math.Max(maxPower, power.getMax()); } }
public void modify(ShadingState state) { Point3 p = state.transformWorldToObject(state.getPoint()); p.x *= size; p.y *= size; p.z *= size; Vector3 normal = state.transformNormalWorldToObject(state.getNormal()); double f0 = f(p.x, p.y, p.z); double fx = f(p.x + .0001, p.y, p.z); double fy = f(p.x, p.y + .0001, p.z); double fz = f(p.x, p.y, p.z + .0001); normal.x -= scale * (float)((fx - f0) / .0001); normal.y -= scale * (float)((fy - f0) / .0001); normal.z -= scale * (float)((fz - f0) / .0001); normal.normalize(); state.getNormal().set(state.transformNormalObjectToWorld(normal)); state.getNormal().normalize(); state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal())); }
public Color getGlobalRadiance(ShadingState state) { if (globalPhotonMap == null) { if (state.getShader() != null) return state.getShader().getRadiance(state); else return Color.BLACK; } else return globalPhotonMap.getRadiance(state.getPoint(), state.getNormal()); }
public void set(ShadingState state) { if (state == null) { c = Color.BLACK; } else { c = state.getResult(); checkNanInf(); shader = state.getShader(); instance = state.getInstance(); if (state.getNormal() != null) { nx = state.getNormal().x; ny = state.getNormal().y; nz = state.getNormal().z; } } n = 1; }
public Color GetRadiance(ShadingState state) { // make sure we are on the right side of the material state.faceforward(); // direct lighting state.initLightSamples(); state.initCausticSamples(); Color d = getDiffuse(state); Color lr = state.diffuse(d); if (!state.includeSpecular) { return(lr); } if (glossyness == 0) { float cos = state.getCosND(); float dn = 2 * cos; Vector3 refDir = new Vector3(); refDir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x; refDir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y; refDir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z; Ray refRay = new Ray(state.getPoint(), refDir); // compute Fresnel term cos = 1 - cos; float cos2 = cos * cos; float cos5 = cos2 * cos2 * cos; Color spec = getSpecular(state); Color ret = Color.white(); ret.sub(spec); ret.mul(cos5); ret.add(spec); return(lr.add(ret.mul(state.traceReflection(refRay, 0)))); } else { return(lr.add(state.specularPhong(getSpecular(state), 2 / glossyness, numSamples))); } }
public void prepareShadingState(ShadingState state) { state.init(); state.getRay().getPoint(state.getPoint()); Instance parent = state.getInstance(); float u = state.getU(); float v = state.getV(); float[] bu = bernstein(u); float[] bdu = bernsteinDeriv(u); float[] bv = bernstein(v); float[] bdv = bernsteinDeriv(v); getPatchPoint(u, v, patches[state.getPrimitiveID()], bu, bv, bdu, bdv, new Point3(), state.getNormal()); state.getNormal().set(parent.transformNormalObjectToWorld(state.getNormal())); state.getNormal().normalize(); state.getGeoNormal().set(state.getNormal()); state.getUV().set(u, v); state.setShader(parent.getShader(0)); state.setModifier(parent.getModifier(0)); // FIXME: use actual derivatives to create basis state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal())); }
public void scatterPhoton(ShadingState state, Color power) { float avg = color.getAverage(); double rnd = state.getRandom(0, 0, 1); if (rnd >= avg) { return; } state.faceforward(); float cos = state.getCosND(); power.mul(color).mul(1.0f / avg); // photon is reflected float dn = 2 * cos; Vector3 dir = new Vector3(); dir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x; dir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y; dir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z; state.traceReflectionPhoton(new Ray(state.getPoint(), dir), power); }
public Color getRadiance(ShadingState state) { state.faceforward(); state.initCausticSamples(); // integrate a diffuse function Color lr = Color.black(); foreach (LightSample sample in state) { lr.madd(sample.dot(state.getNormal()), sample.getDiffuseRadiance()); } return(lr.mul(1.0f / (float)Math.PI)); }
public void store(ShadingState state, Vector3 dir, Color power, Color diffuse) { state.faceforward(); PointLight vpl = new PointLight(); vpl.p = state.getPoint(); vpl.n = state.getNormal(); vpl.power = power; lock (lockObj) { virtualLights.Add(vpl); } }
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 scatterPhoton(ShadingState state, Color power) { Color diffuse; // make sure we are on the right side of the material state.faceforward(); diffuse = getDiffuse(state); state.storePhoton(state.getRay().getDirection(), power, diffuse); float d = diffuse.getAverage(); float r = d * refl; double rnd = state.getRandom(0, 0, 1); if (rnd < d) { // photon is scattered power.mul(diffuse).mul(1.0f / d); OrthoNormalBasis onb = state.getBasis(); double u = 2 * Math.PI * rnd / d; double v = state.getRandom(0, 1, 1); float s = (float)Math.Sqrt(v); float s1 = (float)Math.Sqrt(1.0 - v); Vector3 w = new Vector3((float)Math.Cos(u) * s, (float)Math.Sin(u) * s, s1); w = onb.transform(w, new Vector3()); state.traceDiffusePhoton(new Ray(state.getPoint(), w), power); } else if (rnd < d + r) { float cos = -Vector3.dot(state.getNormal(), state.getRay().getDirection()); power.mul(diffuse).mul(1.0f / d); // photon is reflected float dn = 2 * cos; Vector3 dir = new Vector3(); dir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x; dir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y; dir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z; state.traceReflectionPhoton(new Ray(state.getPoint(), dir), power); } }
public Color GetRadiance(ShadingState state) { Vector3 n = state.getNormal(); if (n == null) { return(Color.BLACK); } float r = (n.x + 1) * 0.5f; float g = (n.y + 1) * 0.5f; float b = (n.z + 1) * 0.5f; return(new Color(r, g, b)); }
public Color GetRadiance(ShadingState state) { if (!state.includeSpecular) return Color.BLACK; state.faceforward(); float cos = state.getCosND(); float dn = 2 * cos; Vector3 refDir = new Vector3(); refDir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x; refDir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y; refDir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z; Ray refRay = new Ray(state.getPoint(), refDir); // compute Fresnel term cos = 1 - cos; float cos2 = cos * cos; float cos5 = cos2 * cos2 * cos; Color ret = Color.white(); ret.sub(color); ret.mul(cos5); ret.add(color); return ret.mul(state.traceReflection(refRay, 0)); }
public Color getIrradiance(ShadingState state, Color diffuseReflectance) { float cosTheta = Vector3.dot(up, state.getNormal()); float sin2 = (1 - cosTheta * cosTheta); float sine = sin2 > 0 ? (float)Math.Sqrt(sin2) * 0.5f : 0; if (cosTheta > 0) { return(Color.blend(sky, ground, sine)); } else { return(Color.blend(ground, sky, sine)); } }
public void prepareShadingState(ShadingState state) { state.init(); state.getRay().getPoint(state.getPoint()); int n = state.getPrimitiveID(); switch (n) { case 0: state.getNormal().set(new Vector3(1, 0, 0)); break; case 1: state.getNormal().set(new Vector3(-1, 0, 0)); break; case 2: state.getNormal().set(new Vector3(0, 1, 0)); break; case 3: state.getNormal().set(new Vector3(0, -1, 0)); break; case 4: state.getNormal().set(new Vector3(0, 0, 1)); break; case 5: state.getNormal().set(new Vector3(0, 0, -1)); break; default: state.getNormal().set(new Vector3(0, 0, 0)); break; } state.getGeoNormal().set(state.getNormal()); state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal())); state.setShader(state.getInstance().getShader(0)); state.setModifier(state.getInstance().getModifier(0)); }
public void getSamples(ShadingState state) { if (storedPhotons == 0) return; NearestPhotons np = new NearestPhotons(state.getPoint(), gatherNum, gatherRadius * gatherRadius); locatePhotons(np); if (np.found < 8) return; Point3 ppos = new Point3(); Vector3 pdir = new Vector3(); Vector3 pvec = new Vector3(); float invArea = 1.0f / ((float)Math.PI * np.dist2[0]); float maxNDist = np.dist2[0] * 0.05f; float f2r2 = 1.0f / (filterValue * filterValue * np.dist2[0]); float fInv = 1.0f / (1.0f - 2.0f / (3.0f * filterValue)); for (int i = 1; i <= np.found; i++) { Photon phot = np.index[i]; Vector3.decode(phot.dir, pdir); float cos = -Vector3.dot(pdir, state.getNormal()); if (cos > 0.001) { ppos.set(phot.x, phot.y, phot.z); Point3.sub(ppos, state.getPoint(), pvec); float pcos = Vector3.dot(pvec, state.getNormal()); if ((pcos < maxNDist) && (pcos > -maxNDist)) { LightSample sample = new LightSample(); sample.setShadowRay(new Ray(state.getPoint(), pdir.negate())); sample.setRadiance(new Color().setRGBE(np.index[i].power).mul(invArea / cos), Color.BLACK); sample.getDiffuseRadiance().mul((1.0f - (float)Math.Sqrt(np.dist2[i] * f2r2)) * fInv); state.addSample(sample); } } } }
public Color GetRadiance(ShadingState state) { if (state.getNormal() == null) { // if this shader has been applied to an infinite instance because of shader overrides // run the default shader, otherwise, just shade black return state.getShader() != this ? state.getShader().GetRadiance(state) : Color.BLACK; } // make sure we are on the right side of the material state.faceforward(); // setup lighting state.initLightSamples(); state.initCausticSamples(); return state.diffuse(Color.GRAY); }
public Color GetRadiance(ShadingState state) { if (state.getNormal() == null) { // if this shader has been applied to an infinite instance because of shader overrides // run the default shader, otherwise, just shade black return(state.getShader() != this ? state.getShader().GetRadiance(state) : Color.BLACK); } // make sure we are on the right side of the material state.faceforward(); // setup lighting state.initLightSamples(); state.initCausticSamples(); return(state.diffuse(Color.GRAY)); }
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); } }
public void prepareShadingState(ShadingState state) { state.init(); state.getRay().getPoint(state.getPoint()); Instance parent = state.getInstance(); Vector3 worldNormal = state.transformNormalObjectToWorld(normal); state.getNormal().set(worldNormal); state.getGeoNormal().set(worldNormal); state.setShader(parent.getShader(0)); state.setModifier(parent.getModifier(0)); Point3 p = state.transformWorldToObject(state.getPoint()); float hu, hv; switch (k) { case 0: { hu = p.y; hv = p.z; break; } case 1: { hu = p.z; hv = p.x; break; } case 2: { hu = p.x; hv = p.y; break; } default: hu = hv = 0; break; } state.getUV().x = hu * bnu + hv * bnv + bnd; state.getUV().y = hu * cnu + hv * cnv + cnd; state.setBasis(OrthoNormalBasis.makeFromW(normal)); }
public Color getGlobalRadiance(ShadingState state) { Point3 p = state.getPoint(); Vector3 n = state.getNormal(); int set = (int)(state.getRandom(0, 1, 1) * numSets); float maxAvgPow = 0; float minDist = 1; Color pow = null; foreach (PointLight vpl in virtualLights[set]) { maxAvgPow = Math.Max(maxAvgPow, vpl.power.getAverage()); if (Vector3.dot(n, vpl.n) > 0.9f) { float d = vpl.p.distanceToSquared(p); if (d < minDist) { pow = vpl.power; minDist = d; } } } return pow == null ? Color.BLACK : pow.copy().mul(1.0f / maxAvgPow); }
public void prepareShadingState(ShadingState state) { state.init(); state.getRay().getPoint(state.getPoint()); Instance parent = state.getInstance(); Point3 n = parent.transformWorldToObject(state.getPoint()); state.getNormal().set(n.x * (2 * n.x * n.x - 1), n.y * (2 * n.y * n.y - 1), n.z * (2 * n.z * n.z - 1)); state.getNormal().normalize(); state.setShader(parent.getShader(0)); state.setModifier(parent.getModifier(0)); // into world space Vector3 worldNormal = parent.transformNormalObjectToWorld(state.getNormal()); state.getNormal().set(worldNormal); state.getNormal().normalize(); state.getGeoNormal().set(state.getNormal()); // create basis in world space state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal())); }
public void ScatterPhoton(ShadingState state, Color power) { Color diffuse; // make sure we are on the right side of the material state.faceforward(); diffuse = getDiffuse(state); state.storePhoton(state.getRay().getDirection(), power, diffuse); float d = diffuse.getAverage(); float r = d * refl; double rnd = state.getRandom(0, 0, 1); if (rnd < d) { // photon is scattered power.mul(diffuse).mul(1.0f / d); OrthoNormalBasis onb = state.getBasis(); double u = 2 * Math.PI * rnd / d; double v = state.getRandom(0, 1, 1); float s = (float)Math.Sqrt(v); float s1 = (float)Math.Sqrt(1.0 - v); Vector3 w = new Vector3((float)Math.Cos(u) * s, (float)Math.Sin(u) * s, s1); w = onb.transform(w, new Vector3()); state.traceDiffusePhoton(new Ray(state.getPoint(), w), power); } else if (rnd < d + r) { float cos = -Vector3.dot(state.getNormal(), state.getRay().getDirection()); power.mul(diffuse).mul(1.0f / d); // photon is reflected float dn = 2 * cos; Vector3 dir = new Vector3(); dir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x; dir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y; dir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z; state.traceReflectionPhoton(new Ray(state.getPoint(), dir), power); } }
/** * Prepare the shading state for shader invocation. This also runs the * currently attached surface modifier. * * @param state shading state to be prepared */ public void prepareShadingState(ShadingState state) { geometry.prepareShadingState(state); if (state.getNormal() != null && state.getGeoNormal() != null) state.correctShadingNormal(); // run modifier if it was provided if (state.getModifier() != null) state.getModifier().modify(state); }
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 (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 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 getRadiance(ShadingState state) { // make sure we are on the right side of the material state.faceforward(); OrthoNormalBasis onb = state.getBasis(); // direct lighting and caustics state.initLightSamples(); state.initCausticSamples(); Color lr = Color.black(); // compute specular contribution if (state.includeSpecular) { Vector3 inv = state.getRay().getDirection().negate(new Vector3()); foreach (LightSample sample in state) { float cosNL = sample.dot(state.getNormal()); float fr = brdf(inv, sample.getShadowRay().getDirection(), onb); lr.madd(cosNL * fr, sample.getSpecularRadiance()); } // indirect lighting - specular if (numRays > 0) { int n = state.getDepth() == 0 ? numRays : 1; for (int i = 0; i < n; i++) { // specular indirect lighting double r1 = state.getRandom(i, 0, n); double r2 = state.getRandom(i, 1, n); float alphaRatio = alphaY / alphaX; float phi = 0; if (r1 < 0.25) { double val = 4 * r1; phi = (float)Math.Atan(alphaRatio * Math.Tan(Math.PI / 2 * val)); } else if (r1 < 0.5) { double val = 1 - 4 * (0.5 - r1); phi = (float)Math.Atan(alphaRatio * Math.Tan(Math.PI / 2 * val)); phi = (float)Math.PI - phi; } else if (r1 < 0.75) { double val = 4 * (r1 - 0.5); phi = (float)Math.Atan(alphaRatio * Math.Tan(Math.PI / 2 * val)); phi += (float)Math.PI; } else { double val = 1 - 4 * (1 - r1); phi = (float)Math.Atan(alphaRatio * Math.Tan(Math.PI / 2 * val)); phi = 2 * (float)Math.PI - phi; } float cosPhi = (float)Math.Cos(phi); float sinPhi = (float)Math.Sin(phi); float denom = (cosPhi * cosPhi) / (alphaX * alphaX) + (sinPhi * sinPhi) / (alphaY * alphaY); float theta = (float)Math.Atan(Math.Sqrt(-Math.Log(1 - r2) / denom)); float sinTheta = (float)Math.Sin(theta); float cosTheta = (float)Math.Cos(theta); Vector3 h = new Vector3(); h.x = sinTheta * cosPhi; h.y = sinTheta * sinPhi; h.z = cosTheta; onb.transform(h); Vector3 o = new Vector3(); float ih = Vector3.dot(h, inv); o.x = 2 * ih * h.x - inv.x; o.y = 2 * ih * h.y - inv.y; o.z = 2 * ih * h.z - inv.z; float no = onb.untransformZ(o); float ni = onb.untransformZ(inv); float w = ih * cosTheta * cosTheta * cosTheta * (float)Math.Sqrt(Math.Abs(no / ni)); Ray r = new Ray(state.getPoint(), o); lr.madd(w / n, state.traceGlossy(r, i)); } } lr.mul(rhoS); } // add diffuse contribution lr.add(state.diffuse(getDiffuse(state))); return lr; }
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 void store(ShadingState state, Vector3 dir, Color power, Color diffuse) { // don't store on the wrong side of a surface if (Vector3.dot(state.getNormal(), dir) > 0) return; Point3 pt = state.getPoint(); // outside grid bounds ? if (!bounds.contains(pt)) return; Vector3 ext = bounds.getExtents(); int ix = (int)(((pt.x - bounds.getMinimum().x) * nx) / ext.x); int iy = (int)(((pt.y - bounds.getMinimum().y) * ny) / ext.y); int iz = (int)(((pt.z - bounds.getMinimum().z) * nz) / ext.z); ix = MathUtils.clamp(ix, 0, nx - 1); iy = MathUtils.clamp(iy, 0, ny - 1); iz = MathUtils.clamp(iz, 0, nz - 1); int id = ix + iy * nx + iz * nx * ny; lock (lockObj) { int hid = id % cellHash.Length; PhotonGroup g = cellHash[hid]; PhotonGroup last = null; bool hasID = false; while (g != null) { if (g.id == id) { hasID = true; if (Vector3.dot(state.getNormal(), g.normal) > NORMAL_THRESHOLD) break; } last = g; g = g.next; } if (g == null) { g = new PhotonGroup(id, state.getNormal()); if (last == null) cellHash[hid] = g; else last.next = g; if (!hasID) { hashSize++; // we have not seen this ID before // resize hash if we have grown too large if (hashSize > cellHash.Length) growPhotonHash(); } } g.count++; g.flux.add(power); g.diffuse.add(diffuse); numStoredPhotons++; } }
public void ScatterPhoton(ShadingState state, Color power) { Color diffuse, specular; // make sure we are on the right side of the material state.faceforward(); diffuse = getDiffuse(state); specular = getSpecular(state); state.storePhoton(state.getRay().getDirection(), power, diffuse); float d = diffuse.getAverage(); float r = specular.getAverage(); double rnd = state.getRandom(0, 0, 1); if (rnd < d) { // photon is scattered power.mul(diffuse).mul(1.0f / d); OrthoNormalBasis onb = state.getBasis(); double u = 2 * Math.PI * rnd / d; double v = state.getRandom(0, 1, 1); float s = (float)Math.Sqrt(v); float s1 = (float)Math.Sqrt(1.0 - v); Vector3 w = new Vector3((float)Math.Cos(u) * s, (float)Math.Sin(u) * s, s1); w = onb.transform(w, new Vector3()); state.traceDiffusePhoton(new Ray(state.getPoint(), w), power); } else if (rnd < d + r) { if (glossyness == 0) { float cos = -Vector3.dot(state.getNormal(), state.getRay().getDirection()); power.mul(diffuse).mul(1.0f / d); // photon is reflected float dn = 2 * cos; Vector3 dir = new Vector3(); dir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x; dir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y; dir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z; state.traceReflectionPhoton(new Ray(state.getPoint(), dir), power); } else { float dn = 2.0f * state.getCosND(); // reflected direction Vector3 refDir = new Vector3(); refDir.x = (dn * state.getNormal().x) + state.getRay().dx; refDir.y = (dn * state.getNormal().y) + state.getRay().dy; refDir.z = (dn * state.getNormal().z) + state.getRay().dz; power.mul(spec).mul(1.0f / r); OrthoNormalBasis onb = state.getBasis(); double u = 2 * Math.PI * (rnd - r) / r; double v = state.getRandom(0, 1, 1); float s = (float)Math.Pow(v, 1 / ((1.0f / glossyness) + 1)); float s1 = (float)Math.Sqrt(1 - s * s); Vector3 w = new Vector3((float)Math.Cos(u) * s1, (float)Math.Sin(u) * s1, s); w = onb.transform(w, new Vector3()); state.traceReflectionPhoton(new Ray(state.getPoint(), w), power); } } }
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; }