예제 #1
0
        public KdTree(int maxDepth, int maxLeavePrimitives, SceneDatabase sceneDatabase)
        {
            mMaxNumOfPrimitives = maxLeavePrimitives;
            mMaxDepth           = maxDepth;

            //
            List <RTGeometry> allGeom  = new List <RTGeometry>();
            Vector3           worldMin = new Vector3(float.MaxValue);
            Vector3           worldMax = new Vector3(float.MinValue);

            // we need to compute the compute the world min/max
            for (int i = 0; i < sceneDatabase.GetNumGeom(); i++)
            {
                RTGeometry g = sceneDatabase.GetGeom(i);
                allGeom.Add(g);
                worldMin = Vector3.Min(worldMin, g.Min);
                worldMax = Vector3.Max(worldMax, g.Max);
            }

            int rootDepth = 0;

            mRoot = new KdTreeNode(worldMin, worldMax, new KdTreeAxis(rootDepth), allGeom);

            BuildKDTree(mRoot, rootDepth, allGeom);
        }
예제 #2
0
        /// <summary>
        /// Percentage of the light that is visible from the visiblePt
        /// </summary>
        /// <param name="visiblePt"></param>
        /// <param name="exceptGeomIndex">this geometry can never block the light (geomIndex of the visiblePt)</param>
        /// <param name="database"></param>
        /// <returns></returns>
        public virtual float PercentVisible(Vector3 visiblePt, int exceptGeomIndex, SceneDatabase sceneDatabase)
        {
            IntersectionRecord rec = new IntersectionRecord(DistanceToLight(visiblePt));
            Ray r = Ray.CrateRayFromPtDir(visiblePt, GetNormalizedDirection(visiblePt));

            bool blocked = false;
            int  count   = 0;

            while ((!blocked) && (count < sceneDatabase.GetNumGeom()))
            {
                if (count != exceptGeomIndex)
                {
                    blocked = sceneDatabase.GetGeom(count).Intersect(r, rec);
                }
                count++;
            }
            return(blocked ? 0f : 1f);
        }
예제 #3
0
        public KdTree(int maxDepth, int maxLeavePrimitives, SceneDatabase sceneDatabase)
        {
            mMaxNumOfPrimitives = maxLeavePrimitives;
            mMaxDepth = maxDepth;

            //
            List<RTGeometry> allGeom = new List<RTGeometry>();
            Vector3 worldMin = new Vector3(float.MaxValue);
            Vector3 worldMax = new Vector3(float.MinValue);

            // we need to compute the compute the world min/max
            for (int i = 0; i < sceneDatabase.GetNumGeom(); i++)
            {
                RTGeometry g = sceneDatabase.GetGeom(i);
                allGeom.Add(g);
                worldMin = Vector3.Min(worldMin, g.Min);
                worldMax = Vector3.Max(worldMax, g.Max);
            }

            int rootDepth = 0;
            mRoot = new KdTreeNode(worldMin, worldMax, new KdTreeAxis(rootDepth), allGeom);

            BuildKDTree(mRoot, rootDepth, allGeom);
        }
        private int mRes = 128; // depth map resolution is Res x Res

        #endregion Fields

        #region Methods

        private void InitDepthMap(SceneDatabase sceneDatabase)
        {
            if (null != mDepthMap)
                return; // done

            // remember!! mDireciton is L, or a vector from Visible point to the light.
            // Here we want direction from light source towards the scene
            Vector3 useDir = -mDirection;

            // 1. Find a Up direction
            //         guess up direction to be (0, 1, 0), if view direction is also this,
            //         use (1, 0, 0) as view direction
            Vector3 up = Vector3.UnitY;
            if (Math.Abs(Vector3.Dot(up, useDir)) > 0.99999)
                up = Vector3.UnitX;

            // 2. define Orthonormal base
            Vector3 sideV = Vector3.Cross(up, useDir);
            up = Vector3.Cross(useDir, sideV);
            sideV.Normalize();
            up.Normalize();

            // 3. compute the depth map image plane,
            //    define the image plane to be located at ... a distance of kDepthImageDist away
            Vector3 ptOnImage = mPosition + kDepthImageDist * useDir;

            // 4. compute depth map image size
            float halfImageSize = kDepthImageDist * (float)Math.Tan(mOuterAngle/2f);

            // 5. Compute the 4 vertices the defines the depth map
            Vector3[] v = new Vector3[4];
            v[0] = ptOnImage - halfImageSize * up - halfImageSize * sideV;
            v[1] = ptOnImage - halfImageSize * up + halfImageSize * sideV;
            v[2] = ptOnImage + halfImageSize * up + halfImageSize * sideV;
            v[3] = ptOnImage + halfImageSize * up - halfImageSize * sideV;

            // 6. create a Geometry that represents the map
            // ** Be caureful **!!
            //     RTRectangle uses v[0] as the origin for texture lookup
            //     we _MUST_ follow the same in order to take advante of GetUV() function!
            mDepthMapGeom = new RTRectangle(v);

            // 7. Now allocate memory for the actual map
            mDepthMap = new float[mRes][];
            mGeomID = new int[mRes][];
            for (int i = 0; i<mRes; i++) {
                mDepthMap[i] = new float[mRes];
                mGeomID[i] = new int[mRes];
            }

            // now, trace rays through each of the pixels in the depth map and record the depth and geomID
            float pixelSize = halfImageSize / (0.5f * mRes);
            Vector3 upPixelVector = pixelSize * up;
            Vector3 sidePixelVector = pixelSize * sideV;
            for (int y = 0; y < mRes; y++) {
                Vector3 yDisp = v[0] + (y+0.5f) * upPixelVector;
                for (int x = 0; x < mRes; x++) {
                    Vector3 pixelPos = ((x+0.5f) * sidePixelVector) + yDisp;
                    Ray r = new Ray(mPosition, pixelPos);
                    IntersectionRecord rec = new IntersectionRecord();

                    for (int i = 0; i < sceneDatabase.GetNumGeom(); i++)
                    {
                        RTGeometry g = sceneDatabase.GetGeom(i);
                        g.Intersect(r, rec);
                    }
                    mDepthMap[x][y] = rec.HitDistance;
                    // closes intersection distance, any object that is
                    // further away from the light than this distance is in the shadow of this light
                    mGeomID[x][y] = rec.GeomIndex;
                    // this object can never be in shadow, becuase it is the closest to the light!
                }
            }
        }
 /// <summary>
 /// Looks up attribute from the texture table! NO ERROR CHECKINGG! If mTextureIndex is invalid, this function will crash!!
 /// </summary>
 /// <param name="database"></param>
 /// <param name="rec"></param>
 /// <returns></returns>
 public Vector3 AttributeLookup(SceneDatabase database, IntersectionRecord rec)
 {
     return(database.GetTexture(mTextureIndex).TextureLookup(rec, database.GetGeom(rec.GeomIndex)));
 }
예제 #6
0
        private const float kDepthImageDist = 1f; // depth map image plane distance from the light source

        private void InitDepthMap(SceneDatabase sceneDatabase)
        {
            if (null != mDepthMap)
            {
                return; // done
            }
            // remember!! mDireciton is L, or a vector from Visible point to the light.
            // Here we want direction from light source towards the scene
            Vector3 useDir = -mDirection;

            // 1. Find a Up direction
            //         guess up direction to be (0, 1, 0), if view direction is also this,
            //         use (1, 0, 0) as view direction
            Vector3 up = Vector3.UnitY;

            if (Math.Abs(Vector3.Dot(up, useDir)) > 0.99999)
            {
                up = Vector3.UnitX;
            }


            // 2. define Orthonormal base
            Vector3 sideV = Vector3.Cross(up, useDir);

            up = Vector3.Cross(useDir, sideV);
            sideV.Normalize();
            up.Normalize();

            // 3. compute the depth map image plane,
            //    define the image plane to be located at ... a distance of kDepthImageDist away
            Vector3 ptOnImage = mPosition + kDepthImageDist * useDir;

            // 4. compute depth map image size
            float halfImageSize = kDepthImageDist * (float)Math.Tan(mOuterAngle / 2f);

            // 5. Compute the 4 vertices the defines the depth map
            Vector3[] v = new Vector3[4];
            v[0] = ptOnImage - halfImageSize * up - halfImageSize * sideV;
            v[1] = ptOnImage - halfImageSize * up + halfImageSize * sideV;
            v[2] = ptOnImage + halfImageSize * up + halfImageSize * sideV;
            v[3] = ptOnImage + halfImageSize * up - halfImageSize * sideV;

            // 6. create a Geometry that represents the map
            // ** Be caureful **!!
            //     RTRectangle uses v[0] as the origin for texture lookup
            //     we _MUST_ follow the same in order to take advante of GetUV() function!
            mDepthMapGeom = new RTRectangle(v);

            // 7. Now allocate memory for the actual map
            mDepthMap = new float[mRes][];
            mGeomID   = new int[mRes][];
            for (int i = 0; i < mRes; i++)
            {
                mDepthMap[i] = new float[mRes];
                mGeomID[i]   = new int[mRes];
            }

            // now, trace rays through each of the pixels in the depth map and record the depth and geomID
            float   pixelSize       = halfImageSize / (0.5f * mRes);
            Vector3 upPixelVector   = pixelSize * up;
            Vector3 sidePixelVector = pixelSize * sideV;

            for (int y = 0; y < mRes; y++)
            {
                Vector3 yDisp = v[0] + (y + 0.5f) * upPixelVector;
                for (int x = 0; x < mRes; x++)
                {
                    Vector3            pixelPos = ((x + 0.5f) * sidePixelVector) + yDisp;
                    Ray                r        = new Ray(mPosition, pixelPos);
                    IntersectionRecord rec      = new IntersectionRecord();

                    for (int i = 0; i < sceneDatabase.GetNumGeom(); i++)
                    {
                        RTGeometry g = sceneDatabase.GetGeom(i);
                        g.Intersect(r, rec);
                    }
                    mDepthMap[x][y] = rec.HitDistance;
                    // closes intersection distance, any object that is
                    // further away from the light than this distance is in the shadow of this light
                    mGeomID[x][y] = rec.GeomIndex;
                    // this object can never be in shadow, becuase it is the closest to the light!
                }
            }
        }