示例#1
0
 public void scatterPhoton(ShadingState state, Color power)
 {
     Color diffuse;
     // make sure we are on the right side of the material
     if (Vector3.dot(state.getNormal(), state.getRay().getDirection()) > 0.0)
     {
         state.getNormal().negate();
         state.getGeoNormal().negate();
     }
     diffuse = getDiffuse(state);
     state.storePhoton(state.getRay().getDirection(), power, diffuse);
     float avg = diffuse.getAverage();
     double rnd = state.getRandom(0, 0, 1);
     if (rnd < avg)
     {
         // photon is scattered
         power.mul(diffuse).mul(1.0f / avg);
         OrthoNormalBasis onb = state.getBasis();
         double u = 2 * Math.PI * rnd / avg;
         double v = state.getRandom(0, 1, 1);
         float s = (float)Math.Sqrt(v);
         float s1 = (float)Math.Sqrt(1.0 - v);
         Vector3 w = new Vector3((float)Math.Cos(u) * s, (float)Math.Sin(u) * s, s1);
         w = onb.transform(w, new Vector3());
         state.traceDiffusePhoton(new Ray(state.getPoint(), w), power);
     }
 }
示例#2
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 public FakeGIEngine(Options options)
 {
     up = options.getVector("gi.fake.up", new Vector3(0, 1, 0)).normalize();
     sky = options.getColor("gi.fake.sky", Color.WHITE).copy();
     ground = options.getColor("gi.fake.ground", Color.BLACK).copy();
     sky.mul((float)Math.PI);
     ground.mul((float)Math.PI);
 }
示例#3
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 public bool init(Options options, Scene scene)
 {
     up = options.getVector("gi.fake.up", new Vector3(0, 1, 0)).normalize();
     sky = options.getColor("gi.fake.sky", Color.WHITE).copy();
     ground = options.getColor("gi.fake.ground", Color.BLACK).copy();
     sky.mul((float) Math.PI);
     ground.mul((float) Math.PI);
     return true;
 }
示例#4
0
 public void scatterPhoton(ShadingState state, Color power)
 {
     // make sure we are on the right side of the material
     state.faceforward();
     Color d = getDiffuse(state);
     state.storePhoton(state.getRay().getDirection(), power, d);
     float avgD = d.getAverage();
     float avgS = spec.getAverage();
     double rnd = state.getRandom(0, 0, 1);
     if (rnd < avgD)
     {
         // photon is scattered diffusely
         power.mul(d).mul(1.0f / avgD);
         OrthoNormalBasis onb = state.getBasis();
         double u = 2 * Math.PI * rnd / avgD;
         double v = state.getRandom(0, 1, 1);
         float s = (float)Math.Sqrt(v);
         float s1 = (float)Math.Sqrt(1.0f - v);
         Vector3 w = new Vector3((float)Math.Cos(u) * s, (float)Math.Sin(u) * s, s1);
         w = onb.transform(w, new Vector3());
         state.traceDiffusePhoton(new Ray(state.getPoint(), w), power);
     }
     else if (rnd < avgD + avgS)
     {
         // photon is scattered specularly
         float dn = 2.0f * state.getCosND();
         // reflected direction
         Vector3 refDir = new Vector3();
         refDir.x = (dn * state.getNormal().x) + state.getRay().dx;
         refDir.y = (dn * state.getNormal().y) + state.getRay().dy;
         refDir.z = (dn * state.getNormal().z) + state.getRay().dz;
         power.mul(spec).mul(1.0f / avgS);
         OrthoNormalBasis onb = state.getBasis();
         double u = 2 * Math.PI * (rnd - avgD) / avgS;
         double v = state.getRandom(0, 1, 1);
         float s = (float)Math.Pow(v, 1 / (this.power + 1));
         float s1 = (float)Math.Sqrt(1 - s * s);
         Vector3 w = new Vector3((float)Math.Cos(u) * s1, (float)Math.Sin(u) * s1, s);
         w = onb.transform(w, new Vector3());
         state.traceReflectionPhoton(new Ray(state.getPoint(), w), power);
     }
 }
示例#5
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 public void ScatterPhoton(ShadingState state, Color power)
 {
     float avg = color.getAverage();
     double rnd = state.getRandom(0, 0, 1);
     if (rnd >= avg)
         return;
     state.faceforward();
     float cos = state.getCosND();
     power.mul(color).mul(1.0f / avg);
     // photon is reflected
     float dn = 2 * cos;
     Vector3 dir = new Vector3();
     dir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
     dir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
     dir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
     state.traceReflectionPhoton(new Ray(state.getPoint(), dir), power);
 }
示例#6
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 public void getPhoton(double randX1, double randY1, double randX2, double randY2, Point3 p, Vector3 dir, Color power)
 {
     float z = (float)(1 - 2 * randX2);
     float r = (float)Math.Sqrt(Math.Max(0, 1 - z * z));
     float phi = (float)(2 * Math.PI * randY2);
     float x = r * (float)Math.Cos(phi);
     float y = r * (float)Math.Sin(phi);
     p.x = center.x + x * radius;
     p.y = center.y + y * radius;
     p.z = center.z + z * radius;
     OrthoNormalBasis basis = OrthoNormalBasis.makeFromW(new Vector3(x, y, z));
     phi = (float)(2 * Math.PI * randX1);
     float cosPhi = (float)Math.Cos(phi);
     float sinPhi = (float)Math.Sin(phi);
     float sinTheta = (float)Math.Sqrt(randY1);
     float cosTheta = (float)Math.Sqrt(1 - randY1);
     dir.x = cosPhi * sinTheta;
     dir.y = sinPhi * sinTheta;
     dir.z = cosTheta;
     basis.transform(dir);
     power.set(radiance);
     power.mul((float)(Math.PI * Math.PI * 4 * r2));
 }
示例#7
0
 public void ScatterPhoton(ShadingState state, Color power)
 {
     Color diffuse;
     // make sure we are on the right side of the material
     state.faceforward();
     diffuse = getDiffuse(state);
     state.storePhoton(state.getRay().getDirection(), power, diffuse);
     float d = diffuse.getAverage();
     float r = d * refl;
     double rnd = state.getRandom(0, 0, 1);
     if (rnd < d)
     {
         // photon is scattered
         power.mul(diffuse).mul(1.0f / d);
         OrthoNormalBasis onb = state.getBasis();
         double u = 2 * Math.PI * rnd / d;
         double v = state.getRandom(0, 1, 1);
         float s = (float)Math.Sqrt(v);
         float s1 = (float)Math.Sqrt(1.0 - v);
         Vector3 w = new Vector3((float)Math.Cos(u) * s, (float)Math.Sin(u) * s, s1);
         w = onb.transform(w, new Vector3());
         state.traceDiffusePhoton(new Ray(state.getPoint(), w), power);
     }
     else if (rnd < d + r)
     {
         float cos = -Vector3.dot(state.getNormal(), state.getRay().getDirection());
         power.mul(diffuse).mul(1.0f / d);
         // photon is reflected
         float dn = 2 * cos;
         Vector3 dir = new Vector3();
         dir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
         dir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
         dir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
         state.traceReflectionPhoton(new Ray(state.getPoint(), dir), power);
     }
 }
示例#8
0
            public void Run()
            {
                ByteUtil.InitByteUtil();
                IntersectionState istate = new IntersectionState();
                for (int i = start; i < end; i++)
                {
                    lock (lockObj)
                    {
                        UI.taskUpdate(server.photonCounter);
                        server.photonCounter++;
                        if (UI.taskCanceled())
                            return;
                    }

                    int qmcI = i + seed;

                    double rand = QMC.halton(0, qmcI) * histogram[histogram.Length - 1];
                    int j = 0;
                    while (rand >= histogram[j] && j < histogram.Length)
                        j++;
                    // make sure we didn't pick a zero-probability light
                    if (j == histogram.Length)
                        continue;

                    double randX1 = (j == 0) ? rand / histogram[0] : (rand - histogram[j]) / (histogram[j] - histogram[j - 1]);
                    double randY1 = QMC.halton(1, qmcI);
                    double randX2 = QMC.halton(2, qmcI);
                    double randY2 = QMC.halton(3, qmcI);
                    Point3 pt = new Point3();
                    Vector3 dir = new Vector3();
                    Color power = new Color();
                    server.lights[j].getPhoton(randX1, randY1, randX2, randY2, pt, dir, power);
                    power.mul(scale);
                    Ray r = new Ray(pt, dir);
                    server.scene.trace(r, istate);
                    if (istate.hit())
                        server.shadePhoton(ShadingState.createPhotonState(r, istate, qmcI, map, server), power);
                }
            }
示例#9
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        public void precomputeRadiance()
        {
            if (storedPhotons == 0)
                return;
            // precompute the radiance for all photons that are neither
            // leaves nor parents of leaves in the tree.
            int quadStoredPhotons = halfStoredPhotons / 2;
            Point3 p = new Point3();
            Vector3 n = new Vector3();
            Point3 ppos = new Point3();
            Vector3 pdir = new Vector3();
            Vector3 pvec = new Vector3();
            Color irr = new Color();
            Color pow = new Color();
            float maxDist2 = gatherRadius * gatherRadius;
            NearestPhotons np = new NearestPhotons(p, numGather, maxDist2);
            Photon[] temp = new Photon[quadStoredPhotons + 1];
            UI.taskStart("Precomputing radiance", 1, quadStoredPhotons);
            for (int i = 1; i <= quadStoredPhotons; i++)
            {
                UI.taskUpdate(i);
                Photon curr = photons[i];
                p.set(curr.x, curr.y, curr.z);
                Vector3.decode(curr.normal, n);
                irr.set(Color.BLACK);
                np.reset(p, maxDist2);
                locatePhotons(np);
                if (np.found < 8)
                {
                    curr.data = 0;
                    temp[i] = curr;
                    continue;
                }
                float invArea = 1.0f / ((float)Math.PI * np.dist2[0]);
                float maxNDist = np.dist2[0] * 0.05f;
                for (int j = 1; j <= np.found; j++)
                {
                    Photon phot = np.index[j];
                    Vector3.decode(phot.dir, pdir);
                    float cos = -Vector3.dot(pdir, n);
                    if (cos > 0.01f)
                    {
                        ppos.set(phot.x, phot.y, phot.z);
                        Point3.sub(ppos, p, pvec);
                        float pcos = Vector3.dot(pvec, n);
                        if ((pcos < maxNDist) && (pcos > -maxNDist))
                            irr.add(pow.setRGBE(phot.power));
                    }
                }
                irr.mul(invArea);
                // compute radiance
                irr.mul(new Color(curr.data)).mul(1.0f / (float)Math.PI);
                curr.data = irr.toRGBE();
                temp[i] = curr;
            }
            UI.taskStop();

            // resize photon map to only include irradiance photons
            numGather /= 4;
            maxRadius = 1.4f * (float)Math.Sqrt(maxPower * numGather);
            if (gatherRadius > maxRadius)
                gatherRadius = maxRadius;
            storedPhotons = quadStoredPhotons;
            halfStoredPhotons = storedPhotons / 2;
            log2n = (int)Math.Ceiling(Math.Log(storedPhotons) / Math.Log(2.0));
            photons = temp;
            hasRadiance = true;
        }
示例#10
0
 public void ScatterPhoton(ShadingState state, Color power)
 {
     Color diffuse, specular;
     // make sure we are on the right side of the material
     state.faceforward();
     diffuse = getDiffuse(state);
     specular = getSpecular(state);
     state.storePhoton(state.getRay().getDirection(), power, diffuse);
     float d = diffuse.getAverage();
     float r = specular.getAverage();
     double rnd = state.getRandom(0, 0, 1);
     if (rnd < d)
     {
         // photon is scattered
         power.mul(diffuse).mul(1.0f / d);
         OrthoNormalBasis onb = state.getBasis();
         double u = 2 * Math.PI * rnd / d;
         double v = state.getRandom(0, 1, 1);
         float s = (float)Math.Sqrt(v);
         float s1 = (float)Math.Sqrt(1.0 - v);
         Vector3 w = new Vector3((float)Math.Cos(u) * s, (float)Math.Sin(u) * s, s1);
         w = onb.transform(w, new Vector3());
         state.traceDiffusePhoton(new Ray(state.getPoint(), w), power);
     }
     else if (rnd < d + r)
     {
         if (glossyness == 0)
         {
             float cos = -Vector3.dot(state.getNormal(), state.getRay().getDirection());
             power.mul(diffuse).mul(1.0f / d);
             // photon is reflected
             float dn = 2 * cos;
             Vector3 dir = new Vector3();
             dir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
             dir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
             dir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
             state.traceReflectionPhoton(new Ray(state.getPoint(), dir), power);
         }
         else
         {
             float dn = 2.0f * state.getCosND();
             // reflected direction
             Vector3 refDir = new Vector3();
             refDir.x = (dn * state.getNormal().x) + state.getRay().dx;
             refDir.y = (dn * state.getNormal().y) + state.getRay().dy;
             refDir.z = (dn * state.getNormal().z) + state.getRay().dz;
             power.mul(spec).mul(1.0f / r);
             OrthoNormalBasis onb = state.getBasis();
             double u = 2 * Math.PI * (rnd - r) / r;
             double v = state.getRandom(0, 1, 1);
             float s = (float)Math.Pow(v, 1 / ((1.0f / glossyness) + 1));
             float s1 = (float)Math.Sqrt(1 - s * s);
             Vector3 w = new Vector3((float)Math.Cos(u) * s1, (float)Math.Sin(u) * s1, s);
             w = onb.transform(w, new Vector3());
             state.traceReflectionPhoton(new Ray(state.getPoint(), w), power);
         }
     }
 }
示例#11
0
        public void scatterPhoton(ShadingState state, Color power)
        {
            // make sure we are on the right side of the material
            state.faceforward();
            Color d = getDiffuse(state);
            state.storePhoton(state.getRay().getDirection(), power, d);
            float avgD = d.getAverage();
            float avgS = rhoS.getAverage();
            double rnd = state.getRandom(0, 0, 1);
            if (rnd < avgD)
            {
                // photon is scattered diffusely
                power.mul(d).mul(1.0f / avgD);
                OrthoNormalBasis onb = state.getBasis();
                double u = 2 * Math.PI * rnd / avgD;
                double v = state.getRandom(0, 1, 1);
                float s = (float)Math.Sqrt(v);
                float s1 = (float)Math.Sqrt(1.0f - v);
                Vector3 w = new Vector3((float)Math.Cos(u) * s, (float)Math.Sin(u) * s, s1);
                w = onb.transform(w, new Vector3());
                state.traceDiffusePhoton(new Ray(state.getPoint(), w), power);
            }
            else if (rnd < avgD + avgS)
            {
                // photon is scattered specularly
                power.mul(rhoS).mul(1 / avgS);
                OrthoNormalBasis basis = state.getBasis();
                Vector3 inv = state.getRay().getDirection().negate(new Vector3());
                double r1 = rnd / avgS;
                double r2 = state.getRandom(0, 1, 1);

                float alphaRatio = alphaY / alphaX;
                float phi = 0;
                if (r1 < 0.25)
                {
                    double val = 4 * r1;
                    phi = (float)Math.Atan(alphaRatio * Math.Tan(Math.PI / 2 * val));
                }
                else if (r1 < 0.5)
                {
                    double val = 1 - 4 * (0.5 - r1);
                    phi = (float)Math.Atan(alphaRatio * Math.Tan(Math.PI / 2 * val));
                    phi = (float)Math.PI - phi;
                }
                else if (r1 < 0.75)
                {
                    double val = 4 * (r1 - 0.5);
                    phi = (float)Math.Atan(alphaRatio * Math.Tan(Math.PI / 2 * val));
                    phi += (float)Math.PI;
                }
                else
                {
                    double val = 1 - 4 * (1 - r1);
                    phi = (float)Math.Atan(alphaRatio * Math.Tan(Math.PI / 2 * val));
                    phi = 2 * (float)Math.PI - phi;
                }

                float cosPhi = (float)Math.Cos(phi);
                float sinPhi = (float)Math.Sin(phi);

                float denom = (cosPhi * cosPhi) / (alphaX * alphaX) + (sinPhi * sinPhi) / (alphaY * alphaY);
                float theta = (float)Math.Atan(Math.Sqrt(-Math.Log(1 - r2) / denom));

                float sinTheta = (float)Math.Sin(theta);
                float cosTheta = (float)Math.Cos(theta);

                Vector3 h = new Vector3();
                h.x = sinTheta * cosPhi;
                h.y = sinTheta * sinPhi;
                h.z = cosTheta;
                basis.transform(h);

                Vector3 o = new Vector3();
                float ih = Vector3.dot(h, inv);
                o.x = 2 * ih * h.x - inv.x;
                o.y = 2 * ih * h.y - inv.y;
                o.z = 2 * ih * h.z - inv.z;

                Ray r = new Ray(state.getPoint(), o);
                state.traceReflectionPhoton(r, power);
            }
        }
示例#12
0
 public static Color mul(float s, Color c)
 {
     return(Color.mul(s, c, new Color()));
 }
示例#13
0
 public static Color mul(Color c1, Color c2)
 {
     return(Color.mul(c1, c2, new Color()));
 }
示例#14
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 public void ScatterPhoton(ShadingState state, Color power)
 {
     Color refr = Color.mul(1 - f0, color);
     Color refl = Color.mul(f0, color);
     float avgR = refl.getAverage();
     float avgT = refr.getAverage();
     double rnd = state.getRandom(0, 0, 1);
     if (rnd < avgR)
     {
         state.faceforward();
         // don't reflect internally
         if (state.isBehind())
             return;
         // photon is reflected
         float cos = state.getCosND();
         power.mul(refl).mul(1.0f / avgR);
         float dn = 2 * cos;
         Vector3 dir = new Vector3();
         dir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
         dir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
         dir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
         state.traceReflectionPhoton(new Ray(state.getPoint(), dir), power);
     }
     else if (rnd < avgR + avgT)
     {
         state.faceforward();
         // photon is refracted
         float cos = state.getCosND();
         float neta = state.isBehind() ? eta : 1.0f / eta;
         power.mul(refr).mul(1.0f / avgT);
         float wK = -neta;
         float arg = 1 - (neta * neta * (1 - (cos * cos)));
         Vector3 dir = new Vector3();
         if (state.isBehind() && absorptionDistance > 0)
         {
             // this ray is inside the object and leaving it
             // compute attenuation that occured along the ray
             power.mul(Color.mul(-state.getRay().getMax() / absorptionDistance, absorptionColor.copy().opposite()).exp());
         }
         if (arg < 0)
         {
             // TIR
             float dn = 2 * cos;
             dir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
             dir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
             dir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
             state.traceReflectionPhoton(new Ray(state.getPoint(), dir), power);
         }
         else
         {
             float nK = (neta * cos) - (float)Math.Sqrt(arg);
             dir.x = (-wK * state.getRay().dx) + (nK * state.getNormal().x);
             dir.y = (-wK * state.getRay().dy) + (nK * state.getNormal().y);
             dir.z = (-wK * state.getRay().dz) + (nK * state.getNormal().z);
             state.traceRefractionPhoton(new Ray(state.getPoint(), dir), power);
         }
     }
 }
示例#15
0
 public void ScatterPhoton(ShadingState state, Color power)
 {
     int side = state.getPrimitiveID();
     Color kd = null;
     switch (side)
     {
         case 0:
             kd = left;
             break;
         case 1:
             kd = right;
             break;
         case 3:
             kd = back;
             break;
         case 4:
             kd = bottom;
             break;
         case 5:
             float lx = state.getPoint().x;
             float ly = state.getPoint().y;
             if (lx >= lxmin && lx < lxmax && ly >= lymin && ly < lymax && state.getRay().dz > 0)
                 return;
             kd = top;
             break;
         default:
             Debug.Assert(false);
             break;
     }
     // make sure we are on the right side of the material
     if (Vector3.dot(state.getNormal(), state.getRay().getDirection()) > 0)
     {
         state.getNormal().negate();
         state.getGeoNormal().negate();
     }
     state.storePhoton(state.getRay().getDirection(), power, kd);
     double avg = kd.getAverage();
     double rnd = state.getRandom(0, 0, 1);
     if (rnd < avg)
     {
         // photon is scattered
         power.mul(kd).mul(1 / (float)avg);
         OrthoNormalBasis onb = OrthoNormalBasis.makeFromW(state.getNormal());
         double u = 2 * Math.PI * rnd / avg;
         double v = state.getRandom(0, 1, 1);
         float s = (float)Math.Sqrt(v);
         float s1 = (float)Math.Sqrt(1.0 - v);
         Vector3 w = new Vector3((float)Math.Cos(u) * s, (float)Math.Sin(u) * s, s1);
         w = onb.transform(w, new Vector3());
         state.traceDiffusePhoton(new Ray(state.getPoint(), w), power);
     }
 }