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C++ BSDF::evaluate方法代码示例

本文整理汇总了C++中BSDF::evaluate方法的典型用法代码示例。如果您正苦于以下问题:C++ BSDF::evaluate方法的具体用法?C++ BSDF::evaluate怎么用?C++ BSDF::evaluate使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在BSDF的用法示例。


在下文中一共展示了BSDF::evaluate方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: compute_ibl_environment_sampling

void compute_ibl_environment_sampling(
    SamplingContext&        sampling_context,
    const ShadingContext&   shading_context,
    const EnvironmentEDF&   environment_edf,
    const ShadingPoint&     shading_point,
    const Vector3d&         outgoing,
    const BSDF&             bsdf,
    const void*             bsdf_data,
    const int               env_sampling_modes,
    const size_t            bsdf_sample_count,
    const size_t            env_sample_count,
    Spectrum&               radiance)
{
    assert(is_normalized(outgoing));

    const Vector3d& geometric_normal = shading_point.get_geometric_normal();
    const Basis3d& shading_basis = shading_point.get_shading_basis();

    radiance.set(0.0f);

    // todo: if we had a way to know that a BSDF is purely specular, we could
    // immediately return black here since there will be no contribution from
    // such a BSDF.

    sampling_context.split_in_place(2, env_sample_count);

    for (size_t i = 0; i < env_sample_count; ++i)
    {
        // Generate a uniform sample in [0,1)^2.
        const Vector2d s = sampling_context.next_vector2<2>();

        // Sample the environment.
        InputEvaluator input_evaluator(shading_context.get_texture_cache());
        Vector3d incoming;
        Spectrum env_value;
        double env_prob;
        environment_edf.sample(
            input_evaluator,
            s,
            incoming,
            env_value,
            env_prob);

        // Cull samples behind the shading surface.
        assert(is_normalized(incoming));
        const double cos_in = dot(incoming, shading_basis.get_normal());
        if (cos_in < 0.0)
            continue;

        // Discard occluded samples.
        const double transmission =
            shading_context.get_tracer().trace(
                shading_point,
                incoming,
                ShadingRay::ShadowRay);
        if (transmission == 0.0)
            continue;

        // Evaluate the BSDF.
        Spectrum bsdf_value;
        const double bsdf_prob =
            bsdf.evaluate(
                bsdf_data,
                false,                          // not adjoint
                true,                           // multiply by |cos(incoming, normal)|
                geometric_normal,
                shading_basis,
                outgoing,
                incoming,
                env_sampling_modes,
                bsdf_value);
        if (bsdf_prob == 0.0)
            continue;

        // Compute MIS weight.
        const double mis_weight =
            mis_power2(
                env_sample_count * env_prob,
                bsdf_sample_count * bsdf_prob);

        // Add the contribution of this sample to the illumination.
        env_value *= static_cast<float>(transmission / env_prob * mis_weight);
        env_value *= bsdf_value;
        radiance += env_value;
    }

    if (env_sample_count > 1)
        radiance /= static_cast<float>(env_sample_count);
}
开发者ID:Lorenz25,项目名称:appleseed,代码行数:89,代码来源:imagebasedlighting.cpp

示例2: sp

    SampledSpectrum PathTracingRenderer::Job::contribution(const Scene &scene, const WavelengthSamples &initWLs, const Ray &initRay, IndependentLightPathSampler &pathSampler, ArenaAllocator &mem) const {
        WavelengthSamples wls = initWLs;
        Ray ray = initRay;
        SurfacePoint surfPt;
        SampledSpectrum alpha = SampledSpectrum::One;
        float initY = alpha.importance(wls.selectedLambda);
        SampledSpectrumSum sp(SampledSpectrum::Zero);
        uint32_t pathLength = 0;
        
        Intersection isect;
        if (!scene.intersect(ray, &isect))
            return SampledSpectrum::Zero;
        isect.getSurfacePoint(&surfPt);
        
        Vector3D dirOut_sn = surfPt.shadingFrame.toLocal(-ray.dir);
        if (surfPt.isEmitting()) {
            EDF* edf = surfPt.createEDF(wls, mem);
            SampledSpectrum Le = surfPt.emittance(wls) * edf->evaluate(EDFQuery(), dirOut_sn);
            sp += alpha * Le;
        }
        if (surfPt.atInfinity)
            return sp;

        while (true) {
            ++pathLength;
            if (pathLength >= 100)
                break;
            Normal3D gNorm_sn = surfPt.shadingFrame.toLocal(surfPt.gNormal);
            BSDF* bsdf = surfPt.createBSDF(wls, mem);
            BSDFQuery fsQuery(dirOut_sn, gNorm_sn, wls.selectedLambda);
            
            // Next Event Estimation (explicit light sampling)
            if (bsdf->hasNonDelta()) {
                float lightProb;
                Light light;
                scene.selectLight(pathSampler.getLightSelectionSample(), &light, &lightProb);
                SLRAssert(!std::isnan(lightProb) && !std::isinf(lightProb), "lightProb: unexpected value detected: %f", lightProb);
                
                LightPosQuery lpQuery(ray.time, wls);
                LightPosQueryResult lpResult;
                SampledSpectrum M = light.sample(lpQuery, pathSampler.getLightPosSample(), &lpResult);
                SLRAssert(!std::isnan(lpResult.areaPDF)/* && !std::isinf(xpResult.areaPDF)*/, "areaPDF: unexpected value detected: %f", lpResult.areaPDF);
                
                if (scene.testVisibility(surfPt, lpResult.surfPt, ray.time)) {
                    float dist2;
                    Vector3D shadowDir = lpResult.surfPt.getDirectionFrom(surfPt.p, &dist2);
                    Vector3D shadowDir_l = lpResult.surfPt.shadingFrame.toLocal(-shadowDir);
                    Vector3D shadowDir_sn = surfPt.shadingFrame.toLocal(shadowDir);
                    
                    EDF* edf = lpResult.surfPt.createEDF(wls, mem);
                    SampledSpectrum Le = M * edf->evaluate(EDFQuery(), shadowDir_l);
                    float lightPDF = lightProb * lpResult.areaPDF;
                    SLRAssert(!Le.hasNaN() && !Le.hasInf(), "Le: unexpected value detected: %s", Le.toString().c_str());
                    
                    SampledSpectrum fs = bsdf->evaluate(fsQuery, shadowDir_sn);
                    float cosLight = absDot(-shadowDir, lpResult.surfPt.gNormal);
                    float bsdfPDF = bsdf->evaluatePDF(fsQuery, shadowDir_sn) * cosLight / dist2;
                    
                    float MISWeight = 1.0f;
                    if (!lpResult.posType.isDelta() && !std::isinf(lpResult.areaPDF))
                        MISWeight = (lightPDF * lightPDF) / (lightPDF * lightPDF + bsdfPDF * bsdfPDF);
                    SLRAssert(MISWeight <= 1.0f, "Invalid MIS weight: %g", MISWeight);
                    
                    float G = absDot(shadowDir_sn, gNorm_sn) * cosLight / dist2;
                    sp += alpha * Le * fs * (G * MISWeight / lightPDF);
                    SLRAssert(!std::isnan(G) && !std::isinf(G), "G: unexpected value detected: %f", G);
                }
            }
            
            // get a next direction by sampling BSDF.
            BSDFQueryResult fsResult;
            SampledSpectrum fs = bsdf->sample(fsQuery, pathSampler.getBSDFSample(), &fsResult);
            if (fs == SampledSpectrum::Zero || fsResult.dirPDF == 0.0f)
                break;
            if (fsResult.dirType.isDispersive()) {
                fsResult.dirPDF /= WavelengthSamples::NumComponents;
                wls.flags |= WavelengthSamples::LambdaIsSelected;
            }
            alpha *= fs * absDot(fsResult.dir_sn, gNorm_sn) / fsResult.dirPDF;
            SLRAssert(!alpha.hasInf() && !alpha.hasNaN(),
                      "alpha: %s\nlength: %u, cos: %g, dirPDF: %g",
                      alpha.toString().c_str(), pathLength, absDot(fsResult.dir_sn, gNorm_sn), fsResult.dirPDF);
            
            Vector3D dirIn = surfPt.shadingFrame.fromLocal(fsResult.dir_sn);
            ray = Ray(surfPt.p, dirIn, ray.time, Ray::Epsilon);
            
            // find a next intersection point.
            isect = Intersection();
            if (!scene.intersect(ray, &isect))
                break;
            isect.getSurfacePoint(&surfPt);
            
            dirOut_sn = surfPt.shadingFrame.toLocal(-ray.dir);
            
            // implicit light sampling
            if (surfPt.isEmitting()) {
                float bsdfPDF = fsResult.dirPDF;
                
                EDF* edf = surfPt.createEDF(wls, mem);
                SampledSpectrum Le = surfPt.emittance(wls) * edf->evaluate(EDFQuery(), dirOut_sn);
//.........这里部分代码省略.........
开发者ID:shocker-0x15,项目名称:SLR,代码行数:101,代码来源:PathTracingRenderer.cpp


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