예제 #1
0
        private void CalculateRays()
        {
            while (true)
            {
                Parallel.For(0, 1000, (_) => {
                    var x = ThreadSafeRandom.NextDouble() - 0.5;
                    var y = ThreadSafeRandom.NextDouble() - 0.5;

                    var pixel  = Model.Eye + x * Right + y * Up;
                    var source = Model.Eye - Forward * FocalLength;
                    var ray    = new Ray(source, pixel - source);

                    var result = ray.March(Model.Field, 0.01, 200.0, Model.Fog);
                    displayMethod.AddPoint(new ColoredPoint(result.Color, x, -y));
                });
            }
        }
예제 #2
0
        public SampleResult March(DistanceField field, double minimum, double maximum, Vec3 fog)
        {
            SampleResult result = field.Sample(CurrentPosition);

            while (true)
            {
                if (result.Distance < minimum)
                {
                    break;
                }
                if (DistanceTraveled > maximum)
                {
                    DistanceTraveled = maximum;
                    break;
                }
                CurrentPosition   = CurrentPosition + Direction * result.Distance;
                DistanceTraveled += result.Distance;
                result            = field.Sample(CurrentPosition);
            }

            var bouncedColor = Vec3.Zero;

            if (result.Source)
            {
                bouncedColor = result.Color;
            }
            else if (DistanceTraveled < maximum)
            {
                var  colorSum = Vec3.Zero;
                Vec3 target   = result.Normal + Vec3.Random();
                // Linearly interpolate between the perfect reflection and the scattered normal.
                if (ThreadSafeRandom.NextDouble() < result.Reflectance)
                {
                    var reflectionTarget = Direction - 2 * result.Normal * result.Normal.Dot(Direction);
                    target = reflectionTarget * (1 - result.Roughness) + target * result.Roughness;
                }
                var ray = new Ray(CurrentPosition + result.Normal * minimum * 2, target);

                var reflectionResult = ray.March(field, minimum, maximum - DistanceTraveled, fog);
                var rAmount          = Utils.Interpolate(result.Color.X, 1, result.Reflectance);
                var gAmount          = Utils.Interpolate(result.Color.Y, 1, result.Reflectance);
                var bAmount          = Utils.Interpolate(result.Color.Z, 1, result.Reflectance);
                bouncedColor = new Vec3(
                    reflectionResult.Color.X * rAmount * (1 - result.Absorbance),
                    reflectionResult.Color.Y * gAmount * (1 - result.Absorbance),
                    reflectionResult.Color.Z * bAmount * (1 - result.Absorbance)
                    );
            }
            else
            {
                bouncedColor = new Vec3(1.0, 0.0, 0.0);
            }

            var fogAmount = DistanceTraveled / maximum;

            if (maximum == 0)
            {
                fogAmount = 1;
            }
            result.Color = Utils.Interpolate(bouncedColor, fog, fogAmount);

            return(result);
        }