Пример #1
0
 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);
             }
         }
     }
 }
Пример #2
0
        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);
                }
            }
        }
Пример #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, 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);
                    }
                }
            }
        }
Пример #4
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);
            }
        }
Пример #5
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);
                    }
                }
            }
        }
Пример #6
0
            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);
                    }
                }
            }
Пример #7
0
        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);
            }
        }