Exemplo n.º 1
0
 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);
     }
 }
Exemplo n.º 2
0
        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);
                    }
                }
            }
        }
Exemplo n.º 3
0
        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);
                    }
                }
            }
        }