public override bool IntersectP(Ray r) { float phi; Point phit = new Point(); Ray ray = (WorldToObject)[r]; float A = ray.Direction.X * ray.Direction.X + ray.Direction.Y * ray.Direction.Y; float B = 2 * (ray.Direction.X * ray.Origin.X + ray.Direction.Y * ray.Origin.Y); float C = ray.Origin.X * ray.Origin.X + ray.Origin.Y * ray.Origin.Y - Radius * Radius; float t0 = 0, t1 = 0; if (!MathHelper.Quadratic(A, B, C, ref t0, ref t1)) return false; if (t0 > ray.MaxT || t1 < ray.MinT) return false; float thit = t0; if (t0 < ray.MinT) { thit = t1; if (thit > ray.MaxT) return false; } phit = ray[thit]; phi = MathHelper.Atan2(phit.Y, phit.X); if (phi < 0) phi += 2.0f * MathHelper.PI; if (phit.Z < ZMin || phit.Z > ZMax || phi > PhiMax) { if (thit == t1) return false; thit = t1; if (t1 > ray.MaxT) return false; phit = ray[thit]; phi = MathHelper.Atan2(phit.Y, phit.X); if (phi < 0) phi += 2.0f * MathHelper.PI; if (phit.Z < ZMin || phit.Z > ZMax || phi > PhiMax) return false; } return true; }
public override bool Intersect(Ray r, Pointer<float> tHit, Pointer<float> rayEpsilon, Pointer<DifferentialGeometry> dg) { Ray ray = (WorldToObject)[r]; if (MathHelper.Abs(ray.Direction.Z) < 1e-7) return false; float thit = (Height - ray.Origin.Z) / ray.Direction.Z; if (thit < ray.MinT || thit > ray.MaxT) return false; Point phit = ray[thit]; float dist2 = phit.X * phit.X + phit.Y * phit.Y; if (dist2 > Radius * Radius || dist2 < InnerRadius * InnerRadius) return false; float phi = MathHelper.Atan2(phit.Y, phit.X); if (phi < 0) phi += 2.0f * MathHelper.PI; if (phi > PhiMax) return false; float u = phi / PhiMax; float oneMinusV = ((MathHelper.Sqrt(dist2) - InnerRadius) / (Radius - InnerRadius)); float invOneMinusV = (oneMinusV > 0.0f) ? (1.0f / oneMinusV) : 0.0f; float v = 1.0f - oneMinusV; Vector dpdu = new Vector(-PhiMax * phit.Y, PhiMax * phit.X, 0); Vector dpdv = new Vector(-phit.X * invOneMinusV, -phit.Y * invOneMinusV, 0); dpdu *= PhiMax * MathHelper.InvTwoPI; dpdv *= (Radius - InnerRadius) / Radius; Normal dndu = new Normal(0, 0, 0), dndv = new Normal(0, 0, 0); Transform o2w = ObjectToWorld; dg[0] = new DifferentialGeometry(o2w[phit], o2w[dpdu], o2w[dpdv], o2w[dndu], o2w[dndv], u, v, this); tHit[0] = thit; rayEpsilon[0] = 5e-4f * ~tHit; return true; }
public Ray(Point orig, Vector dir, Ray parent, float start, float end = float.MaxValue) { Origin = orig; Direction = dir; MinT = start; MaxT = end; Time = parent.Time; Depth = parent.Depth + 1; }
public Ray(Ray ray) { Origin = ray.Origin; Direction = ray.Direction; MaxT = ray.MaxT; MinT = ray.MinT; Time = ray.Time; Depth = ray.Depth; }
public override bool Intersect(Ray r, Pointer<float> tHit, Pointer<float> rayEpsilon, Pointer<DifferentialGeometry> dg) { float phi; Point phit; Ray ray = (WorldToObject)[r]; float A = ray.Direction.X * ray.Direction.X + ray.Direction.Y * ray.Direction.Y; float B = 2 * (ray.Direction.X * ray.Origin.X + ray.Direction.Y * ray.Origin.Y); float C = ray.Origin.X * ray.Origin.X + ray.Origin.Y * ray.Origin.Y - Radius * Radius; float t0 = 0, t1 = 0; if (!MathHelper.Quadratic(A, B, C, ref t0, ref t1)) return false; if (t0 > ray.MaxT || t1 < ray.MinT) return false; float thit = t0; if (t0 < ray.MinT) { thit = t1; if (thit > ray.MaxT) return false; } phit = ray[thit]; phi = MathHelper.Atan2(phit.Y, phit.X); if (phi < 0) phi += 2.0f * MathHelper.PI; if (phit.Z < ZMin || phit.Z > ZMax || phi > PhiMax) { if (thit == t1) return false; thit = t1; if (t1 > ray.MaxT) return false; phit = ray[thit]; phi = MathHelper.Atan2(phit.Y, phit.X); if (phi < 0) phi += 2.0f * MathHelper.PI; if (phit.Z < ZMin || phit.Z > ZMax || phi > PhiMax) return false; } float u = phi / PhiMax; float v = (phit.Z - ZMin) / (ZMax - ZMin); Vector dpdu = new Vector(-PhiMax * phit.Y, PhiMax * phit.X, 0); Vector dpdv = new Vector(0, 0, ZMax - ZMin); Vector d2Pduu = -PhiMax * PhiMax * new Vector(phit.X, phit.Y, 0); Vector d2Pduv = new Vector(0, 0, 0), d2Pdvv = new Vector(0, 0, 0); float E = Vector.Dot(dpdu, dpdu); float F = Vector.Dot(dpdu, dpdv); float G = Vector.Dot(dpdv, dpdv); Vector N = Vector.Normalize(Vector.Cross(dpdu, dpdv)); float e = Vector.Dot(N, d2Pduu); float f = Vector.Dot(N, d2Pduv); float g = Vector.Dot(N, d2Pdvv); float invEGF2 = 1.0f / (E * G - F * F); Normal dndu = new Normal((f * F - e * G) * invEGF2 * dpdu + (e * F - f * E) * invEGF2 * dpdv); Normal dndv = new Normal((g * F - f * G) * invEGF2 * dpdu + (f * F - g * E) * invEGF2 * dpdv); Transform o2w = ObjectToWorld; dg[0] = new DifferentialGeometry(o2w[phit], o2w[dpdu], o2w[dpdv], o2w[dndu], o2w[dndv], u, v, this); tHit[0] = thit; rayEpsilon[0] = 5e-4f * ~tHit; return true; }
public virtual float Pdf(Point p, Vector wi) { Pointer<DifferentialGeometry> dgLight = new Pointer<DifferentialGeometry>(new DifferentialGeometry()); Ray ray = new Ray(p, wi, 1e-3f); ray.Depth = -1; Pointer<float> thit = (Pointer<float>)0, rayEpsilon = (Pointer<float>)0; if (!Intersect(ray, thit, rayEpsilon, dgLight)) return 0.0f; float pdf = (Point.DistanceSquared(p, ray[thit])) / (Vector.AbsDot((Vector)(~dgLight).nn, -1.0f * wi) * Area); if (float.IsInfinity(pdf)) pdf = 0.0f; return pdf; }
public override bool IntersectP(Ray r) { Ray ray = (WorldToObject)[r]; if (MathHelper.Abs(ray.Direction.Z) < 1e-7) return false; float thit = (Height - ray.Origin.Z) / ray.Direction.Z; if (thit < ray.MinT || thit > ray.MaxT) return false; Point phit = ray[thit]; float dist2 = phit.X * phit.X + phit.Y * phit.Y; if (dist2 > Radius * Radius || dist2 < InnerRadius * InnerRadius) return false; float phi = MathHelper.Atan2(phit.Y, phit.X); if (phi < 0) phi += 2.0f * MathHelper.PI; if (phi > PhiMax) return false; return true; }
public override Point Sample(Point p, float u1, float u2, Pointer<Normal> ns) { Point Pcenter = (ObjectToWorld)[(new Point(0, 0, 0))]; Vector wc = Vector.Normalize(Pcenter - p); Vector wcX, wcY; Extensions.CoordinateSystem(wc, out wcX, out wcY); if (Point.DistanceSquared(p, Pcenter) - Radius * Radius < 1e-4f) return Sample(u1, u2, ns); float sinThetaMax2 = Radius * Radius / Point.DistanceSquared(p, Pcenter); float cosThetaMax = MathHelper.Sqrt(MathHelper.Max(0.0f, 1.0f - sinThetaMax2)); Pointer<DifferentialGeometry> dgSphere = new Pointer<DifferentialGeometry>(new DifferentialGeometry()); Pointer<float> thit = (Pointer<float>)0, rayEpsilon = (Pointer<float>)0; Point ps; Ray r = new Ray(p, Extensions.UniformSampleCone(u1, u2, cosThetaMax, wcX, wcY, wc), 1e-3f); if (!Intersect(r, thit, rayEpsilon, dgSphere)) thit[0] = Vector.Dot(Pcenter - p, Vector.Normalize(r.Direction)); ps = r[thit]; ns[0] = new Normal(Vector.Normalize(ps - Pcenter)); if (ReverseOrientation) ns[0] *= -1.0f; return ps; }
public Ray this[Ray ray] { get { Ray r = new Ray(); r.Origin = this[ray.Origin]; r.Direction = this[ray.Direction]; return r; } }
public override bool IntersectP(Ray r) { float phi, v; Point phit; Ray ray = (WorldToObject)[r]; float A = a * ray.Direction.X * ray.Direction.X + a * ray.Direction.Y * ray.Direction.Y - c * ray.Direction.Z * ray.Direction.Z; float B = 2.0f * (a * ray.Direction.X * ray.Origin.X + a * ray.Direction.Y * ray.Origin.Y - c * ray.Direction.Z * ray.Origin.Z); float C = a * ray.Origin.X * ray.Origin.X + a * ray.Origin.Y * ray.Origin.Y - c * ray.Origin.Z * ray.Origin.Z - 1; float t0 = 0, t1 = 0; if (!MathHelper.Quadratic(A, B, C, ref t0, ref t1)) return false; if (t0 > ray.MaxT || t1 < ray.MinT) return false; float thit = t0; if (t0 < ray.MinT) { thit = t1; if (thit > ray.MaxT) return false; } phit = ray[thit]; v = (phit.Z - p1.Z) / (p2.Z - p1.Z); Point pr = (1.0f - v) * p1 + v * p2; phi = MathHelper.Atan2(pr.X * phit.Y - phit.X * pr.Y, phit.X * pr.X + phit.Y * pr.Y); if (phi < 0) phi += 2 * MathHelper.PI; if (phit.Z < zmin || phit.Z > zmax || phi > phiMax) { if (thit == t1) return false; thit = t1; if (t1 > ray.MaxT) return false; phit = ray[thit]; v = (phit.Z - p1.Z) / (p2.Z - p1.Z); Point pr2 = (1.0f - v) * p1 + v * p2; phi = MathHelper.Atan2(pr2.X * phit.Y - phit.X * pr2.Y, phit.X * pr2.X + phit.Y * pr2.Y); if (phi < 0) phi += 2 * MathHelper.PI; if (phit.Z < zmin || phit.Z > zmax || phi > phiMax) return false; } return true; }
public override bool Intersect(Ray r, Pointer<float> tHit, Pointer<float> rayEpsilon, Pointer<DifferentialGeometry> dg) { float phi, v; Point phit; Ray ray = (WorldToObject)[r]; float A = a * ray.Direction.X * ray.Direction.X + a * ray.Direction.Y * ray.Direction.Y - c * ray.Direction.Z * ray.Direction.Z; float B = 2.0f * (a * ray.Direction.X * ray.Origin.X + a * ray.Direction.Y * ray.Origin.Y - c * ray.Direction.Z * ray.Origin.Z); float C = a * ray.Origin.X * ray.Origin.X + a * ray.Origin.Y * ray.Origin.Y - c * ray.Origin.Z * ray.Origin.Z - 1; float t0 = 0, t1 = 0; if (!MathHelper.Quadratic(A, B, C, ref t0, ref t1)) return false; if (t0 > ray.MaxT || t1 < ray.MinT) return false; float thit = t0; if (t0 < ray.MinT) { thit = t1; if (thit > ray.MaxT) return false; } phit = ray[thit]; v = (phit.Z - p1.Z) / (p2.Z - p1.Z); Point pr = (1.0f - v) * p1 + v * p2; phi = MathHelper.Atan2(pr.X * phit.Y - phit.X * pr.Y, phit.X * pr.X + phit.Y * pr.Y); if (phi < 0) phi += 2 * MathHelper.PI; if (phit.Z < zmin || phit.Z > zmax || phi > phiMax) { if (thit == t1) return false; thit = t1; if (t1 > ray.MaxT) return false; phit = ray[thit]; v = (phit.Z - p1.Z) / (p2.Z - p1.Z); Point pr2 = (1.0f - v) * p1 + v * p2; phi = MathHelper.Atan2(pr2.X * phit.Y - phit.X * pr2.Y, phit.X * pr2.X + phit.Y * pr2.Y); if (phi < 0) phi += 2 * MathHelper.PI; if (phit.Z < zmin || phit.Z > zmax || phi > phiMax) return false; } float u = phi / phiMax; float cosphi = MathHelper.Cos(phi), sinphi = MathHelper.Sin(phi); Vector dpdu = new Vector(-phiMax * phit.Y, phiMax * phit.X, 0); Vector dpdv = new Vector((p2.X - p1.X) * cosphi - (p2.Y - p1.Y) * sinphi, (p2.X - p1.X) * sinphi + (p2.Y - p1.Y) * cosphi, p2.Z - p1.Z); Vector d2Pduu = -phiMax * phiMax * new Vector(phit.X, phit.Y, 0); Vector d2Pduv = phiMax * new Vector(-dpdv.Y, dpdv.X, 0); Vector d2Pdvv = new Vector(0, 0, 0); float E = Vector.Dot(dpdu, dpdu); float F = Vector.Dot(dpdu, dpdv); float G = Vector.Dot(dpdv, dpdv); Vector N = Vector.Normalize(Vector.Cross(dpdu, dpdv)); float e = Vector.Dot(N, d2Pduu); float f = Vector.Dot(N, d2Pduv); float g = Vector.Dot(N, d2Pdvv); float invEGF2 = 1.0f / (E * G - F * F); Normal dndu = new Normal((f * F - e * G) * invEGF2 * dpdu + (e * F - f * E) * invEGF2 * dpdv); Normal dndv = new Normal((g * F - f * G) * invEGF2 * dpdu + (f * F - g * E) * invEGF2 * dpdv); Transform o2w = ObjectToWorld; dg[0] = new DifferentialGeometry(o2w[phit], o2w[dpdu], o2w[dpdv], o2w[dndu], o2w[dndv], u, v, this); tHit[0] = thit; rayEpsilon[0] = 5e-4f * tHit; return true; }
public override bool IntersectP(Ray r) { float phi; Point phit = new Point(); Ray ray = WorldToObject[r]; float A = ray.Direction.X * ray.Direction.X + ray.Direction.Y * ray.Direction.Y + ray.Direction.Z * ray.Direction.Z; float B = 2 * (ray.Direction.X * ray.Origin.X + ray.Direction.Y * ray.Origin.Y + ray.Direction.Z * ray.Origin.Z); float C = ray.Origin.X * ray.Origin.X + ray.Origin.Y * ray.Origin.Y + ray.Origin.Z * ray.Origin.Z - Radius * Radius; float t0 = 0, t1 = 0; if (!MathHelper.Quadratic(A, B, C, ref t0, ref t1)) return false; if (t0 > ray.MaxT || t1 < ray.MinT) return false; float thit = t0; if (t0 < ray.MinT) { thit = t1; if (thit > ray.MaxT) return false; } phit = ray[thit]; if (phit.X == 0.0f && phit.Y == 0.0f) phit.X = 1e-5f * Radius; phi = MathHelper.Atan2(phit.Y, phit.X); if (phi < 0.0f) phi += 2.0f * MathHelper.PI; if ((zmin > -Radius && phit.Z < zmin) || (zmax < Radius && phit.Z > zmax) || phi > phiMax) { if (thit == t1) return false; if (t1 > ray.MaxT) return false; thit = t1; phit = ray[thit]; if (phit.X == 0.0f && phit.Y == 0.0f) phit.X = 1e-5f * Radius; phi = MathHelper.Atan2(phit.Y, phit.X); if (phi < 0.0f) phi += 2.0f * MathHelper.PI; if ((zmin > -Radius && phit.Z < zmin) || (zmax < Radius && phit.Z > zmax) || phi > phiMax) return false; } return true; }
public override bool Intersect(Ray r, Pointer<float> tHit, Pointer<float> rayEpsilon, Pointer<DifferentialGeometry> dg) { float phi; Point phit = new Point(); Ray ray = (WorldToObject)[r]; float A = ray.Direction.X * ray.Direction.X + ray.Direction.Y * ray.Direction.Y + ray.Direction.Z * ray.Direction.Z; float B = 2 * (ray.Direction.X * ray.Origin.X + ray.Direction.Y * ray.Origin.Y + ray.Direction.Z * ray.Origin.Z); float C = ray.Origin.X * ray.Origin.X + ray.Origin.Y * ray.Origin.Y + ray.Origin.Z * ray.Origin.Z - Radius * Radius; float t0 = 0, t1 = 0; if (!MathHelper.Quadratic(A, B, C, ref t0, ref t1)) return false; if (t0 > ray.MaxT || t1 < ray.MinT) return false; float thit = t0; if (t0 < ray.MinT) { thit = t1; if (thit > ray.MaxT) return false; } phit = ray[thit]; if (phit.X == 0.0f && phit.Y == 0.0f) phit.X = 1e-5f * Radius; phi = MathHelper.Atan2(phit.Y, phit.X); if (phi < 0.0f) phi += 2.0f * MathHelper.PI; if ((zmin > -Radius && phit.Z < zmin) || (zmax < Radius && phit.Z > zmax) || phi > phiMax) { if (thit == t1) return false; if (t1 > ray.MaxT) return false; thit = t1; phit = ray[thit]; if (phit.X == 0.0f && phit.Y == 0.0f) phit.X = 1e-5f * Radius; phi = MathHelper.Atan2(phit.Y, phit.X); if (phi < 0.0f) phi += 2.0f * MathHelper.PI; if ((zmin > -Radius && phit.Z < zmin) || (zmax < Radius && phit.Z > zmax) || phi > phiMax) return false; } float u = phi / phiMax; float theta = MathHelper.Acos(MathHelper.Clamp(phit.Z / Radius, -1.0f, 1.0f)); float v = (theta - thetaMin) / (thetaMax - thetaMin); float zradius = MathHelper.Sqrt(phit.X * phit.X + phit.Y * phit.Y); float invzradius = 1.0f / zradius; float cosphi = phit.X * invzradius; float sinphi = phit.Y * invzradius; Vector dpdu = new Vector(-phiMax * phit.Y, phiMax * phit.X, 0); Vector dpdv = (thetaMax - thetaMin) * new Vector(phit.Z * cosphi, phit.Z * sinphi, -Radius * MathHelper.Sin(theta)); Vector d2Pduu = -phiMax * phiMax * new Vector(phit.X, phit.Y, 0); Vector d2Pduv = (thetaMax - thetaMin) * phit.Z * phiMax * new Vector(-sinphi, cosphi, 0.0f); Vector d2Pdvv = -(thetaMax - thetaMin) * (thetaMax - thetaMin) * new Vector(phit.X, phit.Y, phit.Z); float E = Vector.Dot(dpdu, dpdu); float F = Vector.Dot(dpdu, dpdv); float G = Vector.Dot(dpdv, dpdv); Vector N = Vector.Normalize(Vector.Cross(dpdu, dpdv)); float e = Vector.Dot(N, d2Pduu); float f = Vector.Dot(N, d2Pduv); float g = Vector.Dot(N, d2Pdvv); float invEGF2 = 1.0f / (E * G - F * F); Normal dndu = new Normal((f * F - e * G) * invEGF2 * dpdu + (e * F - f * E) * invEGF2 * dpdv); Normal dndv = new Normal((g * F - f * G) * invEGF2 * dpdu + (f * F - g * E) * invEGF2 * dpdv); Transform o2w = ObjectToWorld; dg[0] = new DifferentialGeometry(o2w[phit], o2w[dpdu], o2w[dpdv], o2w[dndu], o2w[dndv], u, v, this); tHit[0] = thit; rayEpsilon[0] = 5e-4f * ~tHit; return true; }
public RayDifferential(Point orig, Vector dir, Ray parent, float start, float end = float.MaxValue) : base(orig, dir, start, end, parent.Time, parent.Depth + 1) { HasDifferentials = false; }
public RayDifferential(Ray ray) : base(ray) { HasDifferentials = false; }
public Ray this[Ray r] { get { Ray tr = new Ray(); if (!actuallyAnimated || r.Time <= startTime) tr = (startTransform)[r]; else if (r.Time >= endTime) tr = (endTransform)[r]; else { Transform t = new Transform(); Interpolate(r.Time, t); tr = t[r]; } tr.Time = r.Time; return tr; } }
public override bool IntersectP(Ray ray) { Point p1 = mesh.p[v[0]]; Point p2 = mesh.p[v[1]]; Point p3 = mesh.p[v[2]]; Vector e1 = p2 - p1; Vector e2 = p3 - p1; Vector s1 = Vector.Cross(ray.Direction, e2); float divisor = Vector.Dot(s1, e1); if (divisor == 0.0f) return false; float invDivisor = 1.0f / divisor; Vector d = ray.Origin - p1; float b1 = Vector.Dot(d, s1) * invDivisor; if (b1 < 0 || b1 > 1) return false; Vector s2 = Vector.Cross(d, e1); float b2 = Vector.Dot(ray.Direction, s2) * invDivisor; if (b2 < 0 || b1 + b2 > 1) return false; float t = Vector.Dot(e2, s2) * invDivisor; if (t < ray.MinT || t > ray.MaxT) return false; if (ray.Depth != -1 && mesh.alphaTexture != null) { Vector dpdu, dpdv; float[][] uvs = new float[3][]; uvs[0] = new float[2]; uvs[1] = new float[2]; uvs[2] = new float[2]; GetUVs(uvs); float du1 = uvs[0][0] - uvs[2][0]; float du2 = uvs[1][0] - uvs[2][0]; float dv1 = uvs[0][1] - uvs[2][1]; float dv2 = uvs[1][1] - uvs[2][1]; Vector dp1 = p1 - p3, dp2 = p2 - p3; float determinant = du1 * dv2 - dv1 * du2; if (determinant == 0.0f) { Extensions.CoordinateSystem(Vector.Normalize(Vector.Cross(e2, e1)), out dpdu, out dpdv); } else { float invdet = 1.0f / determinant; dpdu = (dv2 * dp1 - dv1 * dp2) * invdet; dpdv = (-du2 * dp1 + du1 * dp2) * invdet; } float b0 = 1 - b1 - b2; float tu = b0 * uvs[0][0] + b1 * uvs[1][0] + b2 * uvs[2][0]; float tv = b0 * uvs[0][1] + b1 * uvs[1][1] + b2 * uvs[2][1]; DifferentialGeometry dgLocal = new DifferentialGeometry(ray[t], dpdu, dpdv, new Normal(0,0,0), new Normal(0,0,0), tu, tv, this); if (mesh.alphaTexture.Evaluate(dgLocal) == 0.0f) return false; } return true; }
public bool IntersectRay(Ray ray, ref float hitt0, ref float hitt1) { float t0 = ray.MinT, t1 = ray.MaxT; for (int i = 0; i < 3; ++i) { float invRayDir = 1.0f / ray.Direction[i]; float tNear = (Min[i] - ray.Origin[i]) * invRayDir; float tFar = (Max[i] - ray.Origin[i]) * invRayDir; if (tNear > tFar) MathHelper.Swap<float>(ref tNear,ref tFar); t0 = tNear > t0 ? tNear : t0; t1 = tFar < t1 ? tFar : t1; if (t0 > t1) return false; } hitt0 = t0; hitt1 = t1; return true; }
public virtual bool Intersect(Ray r, Pointer<float> tHit, Pointer<float> rayEpsilon, Pointer<DifferentialGeometry> dg) { return false; }
public virtual bool IntersectP(Ray r) { return false; }