Пример #1
0
        public Color Li(
            Shape obj,
            ILight light,
            Vector4 point,
            Vector4 eyev,
            Vector4 normalv,
            double intensity = 1.0)
        {
            Color color, ambient, diffuse, specular;

            if (this.Pattern != null)
            {
                color = this.Pattern.GetColor(obj, point);
            }
            else
            {
                color = this.Color;
            }

            var effectiveColor = color * light.Intensity;

            ambient = effectiveColor * this.Ambient;

            var sum = Color.Black;

            foreach (var lightPos in light.Sample())
            {
                var lightv         = (lightPos - point).Normalize();
                var lightDotNormal = Vector4.Dot(lightv, normalv);

                if (lightDotNormal < 0)
                {
                    diffuse  = Color.Black;
                    specular = Color.Black;
                }
                else
                {
                    diffuse = effectiveColor * this.Diffuse * lightDotNormal;

                    var reflectv      = Vector4.Reflect(-lightv, normalv);
                    var reflectDotEye = Vector4.Dot(reflectv, eyev);

                    if (reflectDotEye <= 0)
                    {
                        specular = Color.Black;
                    }
                    else
                    {
                        var factor = (double)Math.Pow(reflectDotEye, this.Shininess);
                        specular = light.Intensity * this.Specular * factor;
                    }
                }

                sum += diffuse;
                sum += specular;
            }

            return(ambient + (sum * (1.0 / light.Samples)) * intensity);
        }
Пример #2
0
        public Color Lighting(Shape shape, ILight light, Point point, Vector eye, Vector normal, double intensity = 1.0)
        {
            Color ambient;
            Color diffuse;
            Color specular;

            Color  specColor = Color.Black;
            Vector bumpVec   = new Vector(0, 0, 0);
            Color  color     = this.Color;

            if (this.Pattern != null)
            {
                color = this.Pattern.PatternAtShape(shape, point);
            }
            if (this.SpecularMap != null)
            {
                specColor = this.SpecularMap.PatternAtShape(shape, point);
            }
            if (this.NormalMap != null)
            {
                var bumpColor = this.NormalMap.PatternAtShape(shape, point);
                bumpVec = new Vector(bumpColor.Red, bumpColor.Blue, bumpColor.Green).Normalize();
                normal  = normal + bumpVec * 10.0;
            }

            // combine the surface color with the light's color/intensity
            var effective_color = color * light.Color;

            // compute the ambient contribution
            ambient = effective_color * this.Ambient;

            var sum = Color.Black;

            foreach (Point sample in light.Sample())
            {
                // find the direction to the light source
                var lightv = (sample - point).Normalize();
                // light_dot_normal represents the cosine of the angle between the
                // light vector and the normal vector. A negative number means the
                // light is on the other side of the surface.
                var light_dot_normal = lightv.Dot(normal);
                if (light_dot_normal < 0)
                {
                    diffuse  = Color.Black;
                    specular = Color.Black;
                }
                else
                {
                    // compute the diffuse contribution
                    diffuse = effective_color * this.Diffuse * light_dot_normal;
                    // reflect_dot_eye represents the cosine of the angle between the
                    // reflection vector and the eye vector. A negative number means the
                    // light reflects away from the eye.
                    var reflect         = -lightv.Reflect(normal);
                    var reflect_dot_eye = reflect.Dot(eye);
                    if (reflect_dot_eye <= 0)
                    {
                        specular = Color.Black;
                    }
                    else
                    {
                        // compute the specular contribution
                        var factor = Math.Pow(reflect_dot_eye, this.Shininess);
                        if (this.SpecularMap != null)
                        {
                            specular = light.Color * this.Specular * specColor * factor;
                        }
                        else
                        {
                            specular = light.Color * this.Specular * factor;
                        }
                    }
                }
                sum = sum + diffuse;
                sum = sum + specular;
            }

            return(ambient + (sum / light.Samples) * intensity);
        }
Пример #3
0
        public static RgbSpectrum EstimateDirect(ref Vector wo, IAccellerationStructure intersector, SceneGeometryInfo scene, ILight light, IntersectionInfo isect, SurfaceBsdf bsdf, FastRandom rnd)
        {
            RgbSpectrum Ld = new RgbSpectrum();
            Vector wi;
            float lightPdf, bsdfPdf;
            RayInfo shadowRay;
            RgbSpectrum Li = light.Sample(ref isect.GeometryInfo.HitPoint, ref isect.GeometryInfo.GeoNormal, rnd.NextFloat(), rnd.NextFloat(), rnd.NextFloat(),
                                          out shadowRay, out lightPdf);
            if (lightPdf > 0f && !Li.IsBlack())
            {
                wi = -shadowRay.Dir;
                RgbSpectrum f ;
                bsdf.f(ref wo, ref wi, ref isect.GeometryInfo.GeoNormal, ref Ld, out f);
                if (!f.IsBlack() && !intersector.Intersect(shadowRay))
                {
                    // Add light's contribution to reflected radiance
                    //Li *= visibility.Transmittance(scene, renderer, NULL, rng, arena);
                    if (light.IsDelta)
                        Ld += f * Li * (Vector.AbsDot(ref wi, ref isect.GeometryInfo.GeoNormal) / lightPdf);
                    else
                    {
                        bsdfPdf = bsdf.Pdf(ref wo, ref wi, BxDFTypes.BSDF_ALL_TYPES);
                        float weight = MC.PowerHeuristic(1, lightPdf, 1, bsdfPdf);
                        Ld += f * Li * (Vector.AbsDot(ref wi, ref isect.GeometryInfo.GeoNormal) * weight / lightPdf);
                    }
                }
            }
            if (!light.IsDelta)
            {
                //float bsdfPdf;
                bool spb;
                BsdfSampleData result;
                bsdf.Sample_f(ref wo, ref isect.GeometryInfo.GeoNormal, ref isect.GeometryInfo.ShadingNormal, ref Ld, rnd.NextFloat(),
                                              rnd.NextFloat(), rnd.NextFloat(), ref isect.TextureData, out result);
                bsdfPdf = result.Pdf;
                if (!result.F.IsBlack() && result.Pdf > 0f)
                {
                    if (lightPdf > 0f)
                    {
                        float weight = MC.PowerHeuristic(1, bsdfPdf, 1, lightPdf);
                        IntersectionInfo lightIsect;
                        RgbSpectrum li = new RgbSpectrum();
                        var ray = new RayInfo(isect.GeometryInfo.HitPoint, result.Wi, 1e-4f, 1e+4f);
                        if (intersector.Intersect(ray, out lightIsect))
                        {
                            if (light is TriangleLight && lightIsect.PrimitiveId.Equals(((TriangleLight)light).Owner.Id))
                                li = light.Le(-result.Wi);
                        }
                        else
                            li = light.Le(ray.Dir);
                        if (!li.IsBlack())
                        {
                            //Li *= scene->Transmittance(ray);
                            Ld += result.F * li * Vector.AbsDot(ref result.Wi, ref isect.GeometryInfo.GeoNormal) * weight / bsdfPdf;
                        }
                    }
                }
            }
            /*

            if (!light->IsDeltaLight()) {
		BxDFType flags = BxDFType(BSDF_ALL & ~BSDF_SPECULAR);
		Spectrum f = bsdf->Sample_f(wo, &wi,
			bs1, bs2, bcs, &bsdfPdf, flags);
		if (!f.Black() && bsdfPdf > 0.) {
			lightPdf = light->Pdf(p, n, wi);
			if (lightPdf > 0.) {
				// Add light contribution from BSDF sampling
				float weight = PowerHeuristic(1, bsdfPdf, 1, lightPdf);
				Intersection lightIsect;
				Spectrum Li(0.f);
				RayDifferential ray(p, wi);
				if (scene->Intersect(ray, &lightIsect)) {
					if (lightIsect.primitive->GetAreaLight() == light)
						Li = lightIsect.Le(-wi);
				}
				else
					Li = light->Le(ray);
				if (!Li.Black()) {
					Li *= scene->Transmittance(ray);
					Ld += f * Li * AbsDot(wi, n) * weight / bsdfPdf;
				}
			}
		}
	} 
             */
            return Ld;
        }
Пример #4
0
        public Color PathTrace(Ray ray, HitRecord record, List <List <Sample> > subPathSamples, LightSample lightSample)
        {
            float q          = 0f;
            int   depth      = 0;
            Color pixelColor = new Color(0, 0, 0);
            Color alpha      = new Color(1, 1, 1);

            bool isGeneratedFromRefraction = false;

            while (depth < Constants.MaximalPathLength)
            {
                if (record == null)
                {
                    return(pixelColor);
                }
                //Select one light at random
                ILight light = Randomizer.PickRandomLight(lights);
                //Sample that light
                light.Sample(record, lightSample);

                if (isGeneratedFromRefraction && record.HitObject.Light != null)
                {
                    isGeneratedFromRefraction = false;
                    pixelColor.Append(record.HitObject.Light.LightColor);
                }

                pixelColor.Append(alpha.Mult(Shade(record, lightSample)).Div(lightSample.Pdf));

                //Break with Russian roulette
                if (depth > 2)
                {
                    q = 0.5f;
                    if (random.NextDouble() <= q)
                    {
                        return(pixelColor);
                    }
                }

                List <Sample> directionSamples = subPathSamples[depth];
                //Create the next Ray
                if (record.Material is LambertMaterial || record.Material is BlinnPhongMaterial)
                {
                    Sample  directionSample = Randomizer.PickRandomSample(directionSamples);
                    Vector3 direction       = UniformHemisphereSample(directionSample.X, directionSample.Y, record.SurfaceNormal);
                    record = scene.Intersect(new Ray(record.IntersectionPoint, direction));
                    if (record == null)
                    {
                        break;
                    }
                    alpha = alpha.Mult(record.Material.Diffuse.Div(1 - q));
                }
                else if (record.Material is MirrorMaterial)
                {
                    record = scene.Intersect(record.CreateReflectedRay());
                    isGeneratedFromRefraction = true;
                }
                else if (record.Material is RefractiveMaterial)
                {
                    isGeneratedFromRefraction = true;
                    float fresnel = Reflectance(record);
                    //Pick refraction / reflection path with p=0.5 each
                    if (random.NextDouble() < fresnel)
                    {
                        record = scene.Intersect(record.CreateReflectedRay());
                        alpha  = alpha.Mult(fresnel);
                    }
                    else
                    {
                        record = scene.Intersect(record.CreateRefractedRay());
                        alpha  = alpha.Mult(1 - fresnel);
                    }
                }

                depth++;
            }
            return(pixelColor);
        }