/// <inheritdoc /> public override double GenerateRayDifferential(CameraSample sample, out RayDifferential ray) { //ProfilePhase prof(Prof::GenerateCameraRay); // Compute raster and camera sample positions Point3D pFilm = new Point3D(sample.FilmPoint.X, sample.FilmPoint.Y, 0.0); Point3D pCamera = RasterToCamera.ExecuteTransform(pFilm); Vector3D dir = new Vector3D(pCamera.X, pCamera.Y, pCamera.Z).Normalize(); ray = new RayDifferential(new Point3D(0.0, 0.0, 0.0), dir); // Modify ray for depth of field if (LensRadius > 0.0) { // Sample point on lens Point2D pLens = LensRadius * Sampling.ConcentricSampleDisk(sample.LensPoint); // Compute point on plane of focus double ft = FocalDistance / ray.Direction.Z; Point3D pFocus = ray.AtPoint(ft); // Update ray for effect of lens ray.Origin = new Point3D(pLens.X, pLens.Y, 0.0); ray.Direction = (pFocus - ray.Origin).ToVector3D().Normalize(); } // Compute offset rays for _PerspectiveCamera_ ray differentials if (LensRadius > 0.0) { // Compute _PerspectiveCamera_ ray differentials accounting for lens // Sample point on lens Point2D pLens = LensRadius * Sampling.ConcentricSampleDisk(sample.LensPoint); Vector3D dx = (pCamera.ToVector3D() + _dxCamera).Normalize(); double ft = FocalDistance / dx.Z; Point3D pFocus = new Point3D(0.0, 0.0, 0.0) + (ft * dx).ToPoint3D(); ray.RxOrigin = new Point3D(pLens.X, pLens.Y, 0.0); ray.RxDirection = (pFocus - ray.RxOrigin).ToVector3D().Normalize(); Vector3D dy = (pCamera.ToVector3D() + _dyCamera).Normalize(); ft = FocalDistance / dy.Z; pFocus = new Point3D(0.0, 0.0, 0.0) + (ft * dy).ToPoint3D(); ray.RyOrigin = new Point3D(pLens.X, pLens.Y, 0.0); ray.RyDirection = (pFocus - ray.RyOrigin).ToVector3D().Normalize(); } else { ray.RxOrigin = ray.RyOrigin = ray.Origin; ray.RxDirection = (pCamera.ToVector3D() + _dxCamera).Normalize(); ray.RyDirection = (pCamera.ToVector3D() + _dyCamera).Normalize(); } ray.Time = PbrtMath.Lerp(sample.Time, ShutterOpen, ShutterClose); ray.Medium = Medium; ray = new RayDifferential(CameraToWorld.ExecuteTransform(ray)) { HasDifferentials = true }; return(1.0); }
/// <inheritdoc /> public override Spectrum We(Ray ray, out Point2D pRaster2) { // Interpolate camera matrix and check if $\w{}$ is forward-facing CameraToWorld.Interpolate(ray.Time, out Transform c2w); double cosTheta = ray.Direction.Dot(c2w.ExecuteTransform(new Vector3D(0.0, 0.0, 1.0))); if (cosTheta <= 0.0) { pRaster2 = null; return(Spectrum.Create(0.0)); } // Map ray $(\p{}, \w{})$ onto the raster grid Point3D pFocus = ray.AtPoint((LensRadius > 0.0 ? FocalDistance : 1.0) / cosTheta); Point3D pRaster = RasterToCamera.ExecuteTransform(c2w.Inverse().ExecuteTransform(pFocus)); //Point3D pRaster = Inverse(RasterToCamera)(Inverse(c2w.Inverse)(pFocus)); // Return raster position if requested pRaster2 = new Point2D(pRaster.X, pRaster.Y); // Return zero importance for out of bounds points Bounds2I sampleBounds = Film.GetSampleBounds(); if (pRaster.X < sampleBounds.MinPoint.X || pRaster.Z >= sampleBounds.MaxPoint.X || pRaster.Y < sampleBounds.MinPoint.Y || pRaster.Y >= sampleBounds.MaxPoint.Y) { return(Spectrum.Create(0.0)); } // Compute lens area of perspective camera double lensArea = LensRadius != 0.0 ? (Math.PI * LensRadius * LensRadius) : 1.0; // Return importance for point on image plane double cos2Theta = cosTheta * cosTheta; return(Spectrum.Create(1.0 / (_a * lensArea * cos2Theta * cos2Theta))); }