本文整理汇总了C++中Intersection::toWorld方法的典型用法代码示例。如果您正苦于以下问题:C++ Intersection::toWorld方法的具体用法?C++ Intersection::toWorld怎么用?C++ Intersection::toWorld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类Intersection
的用法示例。
在下文中一共展示了Intersection::toWorld方法的11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: handleSurfaceInteraction
void CaptureParticleWorker::handleSurfaceInteraction(int depth, int nullInteractions,
bool caustic, const Intersection &its, const Medium *medium,
const Spectrum &weight) {
if (its.isSensor()) {
if (!m_bruteForce && !caustic)
return;
const Sensor *sensor = its.shape->getSensor();
if (sensor != m_sensor)
return;
Vector wi = its.toWorld(its.wi);
Point2 uv;
Spectrum value = sensor->eval(its, wi, uv) * weight;
if (value.isZero())
return;
m_workResult->put(uv, (Float *) &value[0]);
return;
}
if (m_bruteForce || (depth >= m_maxPathDepth && m_maxPathDepth > 0))
return;
int maxInteractions = m_maxPathDepth - depth - 1;
DirectSamplingRecord dRec(its);
Spectrum value = weight * m_scene->sampleAttenuatedSensorDirect(
dRec, its, medium, maxInteractions,
m_sampler->next2D(), m_sampler);
if (value.isZero())
return;
const BSDF *bsdf = its.getBSDF();
Vector wo = dRec.d;
BSDFSamplingRecord bRec(its, its.toLocal(wo), EImportance);
/* Prevent light leaks due to the use of shading normals -- [Veach, p. 158] */
Vector wi = its.toWorld(its.wi);
Float wiDotGeoN = dot(its.geoFrame.n, wi),
woDotGeoN = dot(its.geoFrame.n, wo);
if (wiDotGeoN * Frame::cosTheta(bRec.wi) <= 0 ||
woDotGeoN * Frame::cosTheta(bRec.wo) <= 0)
return;
/* Adjoint BSDF for shading normals -- [Veach, p. 155] */
Float correction = std::abs(
(Frame::cosTheta(bRec.wi) * woDotGeoN)/
(Frame::cosTheta(bRec.wo) * wiDotGeoN));
value *= bsdf->eval(bRec) * correction;
/* Splat onto the accumulation buffer */
m_workResult->put(dRec.uv, (Float *) &value[0]);
}
示例2: Li
Color3f Li(const Scene *scene, Sampler *sampler, const Ray3f &ray) const {
/* Find the surface that is visible in the requested direction */
Intersection its;
//check if the ray intersects the scene
if (!scene->rayIntersect(ray, its)) {
//check if a distant disk light is set
const Emitter* distantsDisk = scene->getDistantEmitter();
if(distantsDisk == nullptr ) return Color3f(0.0f);
//sample the distant disk light
return distantsDisk->sampleL(ray.d);
}
//get the radiance of hitten object
Color3f Le(0.0f, 0.0f, 0.0f);
if (its.mesh->isEmitter() ) {
const Emitter* areaLightEM = its.mesh->getEmitter();
const areaLight* aEM = static_cast<const areaLight *> (areaLightEM);
Le = aEM->sampleL(-ray.d, its.shFrame.n, its);
}
//get the asigned BSDF
const BSDF* curBSDF = its.mesh->getBSDF();
Color3f Ld(0.0f, 0.0f, 0.0f);
Color3f f(0.0f, 0.0f, 0.0f);
Color3f totalLight(0.0f, 0.0f, 0.0f);
//transform to the local frame
//create a BRDF Query
BSDFQueryRecord query = BSDFQueryRecord(its.toLocal(-ray.d), Vector3f(0.0f), EMeasure::ESolidAngle);
//sample the BRDF
Color3f mats = curBSDF->sample(query, sampler->next2D());
if(mats.maxCoeff() > 0.0f) {
//Check for the light source
Vector3f wo = its.toWorld(query.wo);
Ray3f shadowRay(its.p, wo);
Intersection itsShadow;
if (scene->rayIntersect(shadowRay, itsShadow)) {
//intersection check if mesh is emitter
if(itsShadow.mesh->isEmitter()){
Ld = itsShadow.mesh->getEmitter()->radiance();
}
} else {
//check for distant disk light
const Emitter* distantsDisk = scene->getDistantEmitter();
if(distantsDisk != nullptr ) Ld = distantsDisk->sampleL(wo);
}
totalLight += Ld * mats;
}
return Le + totalLight;
}
示例3: handleSurfaceInteraction
void CaptureParticleWorker::handleSurfaceInteraction(int depth,
bool caustic, const Intersection &its, const Medium *medium,
const Spectrum &weight) {
const ProjectiveCamera *camera = static_cast<const ProjectiveCamera *>(m_camera.get());
Point2 screenSample;
if (camera->positionToSample(its.p, screenSample)) {
Point cameraPosition = camera->getPosition(screenSample);
Float t = dot(camera->getImagePlaneNormal(), its.p-cameraPosition);
if (t < camera->getNearClip() || t > camera->getFarClip())
return;
if (its.isMediumTransition())
medium = its.getTargetMedium(cameraPosition - its.p);
Spectrum transmittance = m_scene->getTransmittance(its.p,
cameraPosition, its.time, medium);
if (transmittance.isZero())
return;
const BSDF *bsdf = its.shape->getBSDF();
Vector wo = cameraPosition - its.p;
Float dist = wo.length(); wo /= dist;
BSDFQueryRecord bRec(its, its.toLocal(wo));
bRec.quantity = EImportance;
Float importance;
if (m_isPerspectiveCamera)
importance = ((const PerspectiveCamera *) camera)->importance(screenSample) / (dist * dist);
else
importance = 1/camera->areaDensity(screenSample);
Vector wi = its.toWorld(its.wi);
/* Prevent light leaks due to the use of shading normals -- [Veach, p. 158] */
Float wiDotGeoN = dot(its.geoFrame.n, wi),
woDotGeoN = dot(its.geoFrame.n, wo);
if (wiDotGeoN * Frame::cosTheta(bRec.wi) <= 0 ||
woDotGeoN * Frame::cosTheta(bRec.wo) <= 0)
return;
/* Adjoint BSDF for shading normals -- [Veach, p. 155] */
Float correction = std::abs(
(Frame::cosTheta(bRec.wi) * woDotGeoN)/
(Frame::cosTheta(bRec.wo) * wiDotGeoN));
/* Splat onto the accumulation buffer */
Ray ray(its.p, wo, 0, dist, its.time);
Spectrum sampleVal = weight * bsdf->fCos(bRec)
* transmittance * (importance * correction);
m_workResult->splat(screenSample, sampleVal, m_filter);
}
}
示例4: sample
virtual Vec sample(
Intersection const &isect,
float u1, float u2,
Vec& WiW,
float& pdfResult,
int &bxdfType) const
{
pdfResult = 1.f;
WiW = isect.toWorld(cosineSampleHemisphere(u1, u2));
bxdfType = BxDF_DIFFUSE;
return isect.texSample;
}
示例5: generateVPLs
size_t generateVPLs(const Scene *scene, Random *random,
size_t offset, size_t count, int maxDepth, bool prune, std::deque<VPL> &vpls) {
if (maxDepth <= 1)
return 0;
static Sampler *sampler = NULL;
if (!sampler) {
Properties props("halton");
props.setInteger("scramble", 0);
sampler = static_cast<Sampler *> (PluginManager::getInstance()->
createObject(MTS_CLASS(Sampler), props));
sampler->configure();
}
const Sensor *sensor = scene->getSensor();
Float time = sensor->getShutterOpen()
+ 0.5f * sensor->getShutterOpenTime();
const Frame stdFrame(Vector(1,0,0), Vector(0,1,0), Vector(0,0,1));
while (vpls.size() < count) {
sampler->setSampleIndex(++offset);
PositionSamplingRecord pRec(time);
DirectionSamplingRecord dRec;
Spectrum weight = scene->sampleEmitterPosition(pRec,
sampler->next2D());
size_t start = vpls.size();
/* Sample an emitted particle */
const Emitter *emitter = static_cast<const Emitter *>(pRec.object);
if (!emitter->isEnvironmentEmitter() && emitter->needsDirectionSample()) {
VPL lumVPL(EPointEmitterVPL, weight);
lumVPL.its.p = pRec.p;
lumVPL.its.shFrame = pRec.n.isZero() ? stdFrame : Frame(pRec.n);
lumVPL.emitter = emitter;
appendVPL(scene, random, lumVPL, prune, vpls);
weight *= emitter->sampleDirection(dRec, pRec, sampler->next2D());
} else {
/* Hack to get the proper information for directional VPLs */
DirectSamplingRecord diRec(
scene->getKDTree()->getAABB().getCenter(), pRec.time);
Spectrum weight2 = emitter->sampleDirect(diRec, sampler->next2D())
/ scene->pdfEmitterDiscrete(emitter);
if (weight2.isZero())
continue;
VPL lumVPL(EDirectionalEmitterVPL, weight2);
lumVPL.its.p = Point(0.0);
lumVPL.its.shFrame = Frame(-diRec.d);
lumVPL.emitter = emitter;
appendVPL(scene, random, lumVPL, false, vpls);
dRec.d = -diRec.d;
Point2 offset = Warp::squareToUniformDiskConcentric(sampler->next2D());
Vector perpOffset = Frame(diRec.d).toWorld(Vector(offset.x, offset.y, 0));
BSphere geoBSphere = scene->getKDTree()->getAABB().getBSphere();
pRec.p = geoBSphere.center + (perpOffset - dRec.d) * geoBSphere.radius;
weight = weight2 * M_PI * geoBSphere.radius * geoBSphere.radius;
}
int depth = 2;
Ray ray(pRec.p, dRec.d, time);
Intersection its;
while (!weight.isZero() && (depth < maxDepth || maxDepth == -1)) {
if (!scene->rayIntersect(ray, its))
break;
const BSDF *bsdf = its.getBSDF();
BSDFSamplingRecord bRec(its, sampler, EImportance);
Spectrum bsdfVal = bsdf->sample(bRec, sampler->next2D());
if (bsdfVal.isZero())
break;
/* Assuming that BSDF importance sampling is perfect,
the following should equal the maximum albedo
over all spectral samples */
Float approxAlbedo = std::min((Float) 0.95f, bsdfVal.max());
if (sampler->next1D() > approxAlbedo)
break;
else
weight /= approxAlbedo;
VPL vpl(ESurfaceVPL, weight);
vpl.its = its;
if (BSDF::getMeasure(bRec.sampledType) == ESolidAngle)
appendVPL(scene, random, vpl, prune, vpls);
weight *= bsdfVal;
Vector wi = -ray.d, wo = its.toWorld(bRec.wo);
ray = Ray(its.p, wo, 0.0f);
//.........这里部分代码省略.........
示例6: Li
Color3f Li(const Scene *scene, Sampler *sampler, const Ray3f &ray) const {
/* Find the surface that is visible in the requested direction */
Intersection its;
//check if the ray intersects the scene
if (!scene->rayIntersect(ray, its)) {
//check if a distant disk light is set
const Emitter* distantsDisk = scene->getDistantEmitter();
if(distantsDisk == nullptr ) return Color3f(0.0f);
//sample the distant disk light
Vector3f d = ray.d;
return distantsDisk->sampleL(d);
}
//get the Number of lights from the scene
const std::vector<Emitter *> lights = scene->getEmitters();
uint32_t nLights = lights.size();
Color3f tp(1.0f, 1.0f, 1.0f);
Color3f L(0.0f, 0.0f, 0.0f);
Ray3f pathRay(ray.o, ray.d);
bool deltaFlag = true;
while(true) {
if (its.mesh->isEmitter() && deltaFlag) {
const Emitter* areaLightEM = its.mesh->getEmitter();
const areaLight* aEM = static_cast<const areaLight *> (areaLightEM);
L += tp * aEM->sampleL(-pathRay.d, its.shFrame.n, its);
}
//Light sampling
//randomly select a lightsource
uint32_t var = uint32_t(std::min(sampler->next1D()*nLights, float(nLights) - 1.0f));
//init the light color
Color3f Li(0.0f, 0.0f, 0.0f);
Color3f Ld(1.0f, 1.0f, 1.0f);
//create a sample for the light
const BSDF* curBSDF = its.mesh->getBSDF();
const Point2f lightSample = sampler->next2D();
VisibilityTester vis;
Vector3f wo;
float lightpdf;
float bsdfpdf;
Normal3f n = its.shFrame.n;
deltaFlag = curBSDF->isDeltaBSDF();
//sample the light
{
Li = lights[var]->sampleL(its.p, Epsilon, lightSample , &wo, &lightpdf, &vis);
lightpdf /= float(nLights);
//check if the pdf of the sample is greater than 0 and if the color is not black
if(lightpdf > 0 && Li.maxCoeff() != 0.0f) {
//calculate the cosine term wi in my case the vector to the light
float cosTerm = std::abs(n.dot(wo));
const BSDFQueryRecord queryEM = BSDFQueryRecord(its.toLocal(- pathRay.d), its.toLocal(wo), EMeasure::ESolidAngle, sampler);
Color3f f = curBSDF->eval(queryEM);
if(f.maxCoeff() > 0.0f && f.minCoeff() >= 0.0f && vis.Unoccluded(scene)) {
bsdfpdf = curBSDF->pdf(queryEM);
float weight = BalanceHeuristic(float(1), lightpdf, float(1), bsdfpdf);
if(curBSDF->isDeltaBSDF()) weight = 1.0f;
if(bsdfpdf > 0.0f) {
Ld = (weight * f * Li * cosTerm) / lightpdf;
L += tp * Ld;
} else {
//cout << "bsdfpdf = " << bsdfpdf << endl;
//cout << "f = " << f << endl;
}
}
}
}
//Material part
BSDFQueryRecord queryMats = BSDFQueryRecord(its.toLocal(-pathRay.d), Vector3f(0.0f), EMeasure::ESolidAngle, sampler);
Color3f fi = curBSDF->sample(queryMats, sampler->next2D());
bsdfpdf = curBSDF->pdf(queryMats);
lightpdf = 0.0f;
if(fi.maxCoeff() > 0.0f && fi.minCoeff() >= 0.0f) {
if(bsdfpdf > 0.0f) {
Ray3f shadowRay(its.p, its.toWorld(queryMats.wo));
Intersection lightIsect;
if (scene->rayIntersect(shadowRay, lightIsect)) {
if(lightIsect.mesh->isEmitter()){
const Emitter* areaLightEMcur = lightIsect.mesh->getEmitter();
const areaLight* aEMcur = static_cast<const areaLight *> (areaLightEMcur);
Li = aEMcur->sampleL(-shadowRay.d, lightIsect.shFrame.n, lightIsect);
lightpdf = aEMcur->pdf(its.p, (lightIsect.p - its.p).normalized(), lightIsect.p, Normal3f(lightIsect.shFrame.n));
}
} else {
const Emitter* distantsDisk = scene->getDistantEmitter();
//.........这里部分代码省略.........
示例7: process
//.........这里部分代码省略.........
/* Radiative Transfer Equation sampling */
/* ==================================================================== */
if (medium && medium->sampleDistance(Ray(ray, 0, its.t), mRec, m_sampler)) {
/* Sample the integral
\int_x^y tau(x, x') [ \sigma_s \int_{S^2} \rho(\omega,\omega') L(x,\omega') d\omega' ] dx'
*/
throughput *= mRec.sigmaS * mRec.transmittance / mRec.pdfSuccess;
/* Forward the medium scattering event to the attached handler */
handleMediumInteraction(depth, nullInteractions,
delta, mRec, medium, -ray.d, throughput*power);
PhaseFunctionSamplingRecord pRec(mRec, -ray.d, EImportance);
throughput *= medium->getPhaseFunction()->sample(pRec, m_sampler);
delta = false;
ray = Ray(mRec.p, pRec.wo, ray.time);
ray.mint = 0;
} else if (its.t == std::numeric_limits<Float>::infinity()) {
/* There is no surface in this direction */
break;
} else {
/* Sample
tau(x, y) (Surface integral). This happens with probability mRec.pdfFailure
Account for this and multiply by the proper per-color-channel transmittance.
*/
if (medium)
throughput *= mRec.transmittance / mRec.pdfFailure;
const BSDF *bsdf = its.getBSDF();
/* Forward the surface scattering event to the attached handler */
handleSurfaceInteraction(depth, nullInteractions, delta, its, medium, throughput*power);
BSDFSamplingRecord bRec(its, m_sampler, EImportance);
Spectrum bsdfWeight = bsdf->sample(bRec, m_sampler->next2D());
if (bsdfWeight.isZero())
break;
/* Prevent light leaks due to the use of shading normals -- [Veach, p. 158] */
Vector wi = -ray.d, wo = its.toWorld(bRec.wo);
Float wiDotGeoN = dot(its.geoFrame.n, wi),
woDotGeoN = dot(its.geoFrame.n, wo);
if (wiDotGeoN * Frame::cosTheta(bRec.wi) <= 0 ||
woDotGeoN * Frame::cosTheta(bRec.wo) <= 0)
break;
/* Keep track of the weight, medium and relative
refractive index along the path */
throughput *= bsdfWeight;
if (its.isMediumTransition())
medium = its.getTargetMedium(woDotGeoN);
if (bRec.sampledType & BSDF::ENull)
++nullInteractions;
else
delta = bRec.sampledType & BSDF::EDelta;
#if 0
/* This is somewhat unfortunate: for accuracy, we'd really want the
correction factor below to match the path tracing interpretation
of a scene with shading normals. However, this factor can become
extremely large, which adds unacceptable variance to output
renderings.
So for now, it is disabled. The adjoint particle tracer and the
photon mapping variants still use this factor for the last
bounce -- just not for the intermediate ones, which introduces
a small (though in practice not noticeable) amount of error. This
is also what the implementation of SPPM by Toshiya Hachisuka does.
Ultimately, we'll need better adjoint BSDF sampling strategies
that incorporate these extra terms */
/* Adjoint BSDF for shading normals -- [Veach, p. 155] */
throughput *= std::abs(
(Frame::cosTheta(bRec.wi) * woDotGeoN)/
(Frame::cosTheta(bRec.wo) * wiDotGeoN));
#endif
ray.setOrigin(its.p);
ray.setDirection(wo);
ray.mint = Epsilon;
}
if (depth++ >= m_rrDepth) {
/* Russian roulette: try to keep path weights equal to one,
Stop with at least some probability to avoid
getting stuck (e.g. due to total internal reflection) */
Float q = std::min(throughput.max(), (Float) 0.95f);
if (m_sampler->next1D() >= q)
break;
throughput /= q;
}
}
}
}
示例8: Li
Spectrum MisPathTracer::Li(const Scene* scene, Sampler& sampler, Ray3f& ray) const
{
Spectrum L(0.f);
Intersection its;
Spectrum throughput(1.f);
bool isSpecular = true;
while (true)
{
if (!scene->rayIntersect(ray, its))
break;
if (isSpecular && its.shape->getEmitter())
{
EmitterSample emittanceSample(ray.o, its.p, its.shFrame.n);
L += throughput * its.shape->getEmitter()->eval(emittanceSample);
}
if (its.shape->getBSDF()->getType() != BSDFType::Delta)
{
EmitterSample emSam(its.p);
auto lightSpec = scene->sampleEmitter(its, sampler, emSam);
float cosFactor = its.shFrame.n.dot(emSam.wi);
if (!(cosFactor <= 0.f || lightSpec.isZero() || scene->rayIntersect(emSam.shadowRay)))
{
BSDFSample bsdfSam(its.p, its.toLocal(-ray.d), its.toLocal(emSam.wi));
bsdfSam.measure = Measure::SolidAngle;
auto bsdfSpec = its.shape->getBSDF()->eval(bsdfSam);
float pdfEm = emSam.pdf;
float pdfBsdf = its.shape->getBSDF()->pdf(bsdfSam);
L += throughput * bsdfSpec * lightSpec * cosFactor * miWeight(pdfEm, pdfBsdf);
}
}
BSDFSample bsdfSample(its.p, its.toLocal(-ray.d));
auto bsdf = its.shape->getBSDF()->sample(bsdfSample, sampler);
Intersection bsdfIts;
Ray3f bsdfRay(its.p, its.toWorld(bsdfSample.wo));
if (scene->rayIntersect(bsdfRay, bsdfIts) && bsdfIts.shape->getEmitter())
{
const auto* em = bsdfIts.shape->getEmitter();
EmitterSample emSam(its.p, bsdfIts.p, bsdfIts.shFrame.n);
emSam.wi = bsdfRay.d;
auto lightSpec = em->eval(emSam);
float pdfBsdf = its.shape->getBSDF()->pdf(bsdfSample);
float pdfEm = em->pdf(emSam) * scene->getEmitterPdf();
if (pdfBsdf + pdfEm > 0.f)
L += throughput * bsdf * lightSpec * miWeight(pdfBsdf, pdfEm);
}
isSpecular = its.shape->getBSDF()->getType() == BSDFType::Delta;
throughput *= bsdf;
ray = bsdfRay;
float q = 1.f - std::min(throughput.maxCoeff(), 0.99f);
if (sampler.next1D() > q)
throughput /= (1.f - q);
else
break;
}
return L;
}
示例9: preprocess
void preprocess(const Scene *scene) {
/* Create a sample generator for the preprocess step */
Sampler *sampler = static_cast<Sampler *>(
NoriObjectFactory::createInstance("independent", PropertyList()));
Emitter* distantsDisk = scene->getDistantEmitter();
if(distantsDisk != nullptr ) {
float lngstDir = scene->getBoundingBox().getLongestDirection();
distantsDisk->setMaxRadius(lngstDir);
}
/* Allocate memory for the photon map */
m_photonMap = std::unique_ptr<PhotonMap>(new PhotonMap());
m_photonMap->reserve(m_photonCount);
/* Estimate a default photon radius */
if (m_photonRadius == 0)
m_photonRadius = scene->getBoundingBox().getExtents().norm() / 500.0f;
int storedPhotons = 0;
const std::vector<Emitter *> lights = scene->getEmitters();
int nLights = lights.size();
Color3f tp(1.0f, 1.0f, 1.0f);
cout << "Starting to create "<< m_photonCount << " photons!" << endl;
int percentDone= 0;
int onePercent = int(floor(m_photonCount / 100.0));
// create the expected number of photons
while(storedPhotons < m_photonCount) {
//uniformly sample 1 light (assuming that we only have area lights)
int var = int(std::min(sampler->next1D()*nLights, float(nLights) - 1.0f));
const areaLight* curLight = static_cast<const areaLight *> (lights[var]);
//sample a photon
Photon curPhoton;
Vector3f unQuantDir(0.0f,0.0f,0.0f);
curLight->samplePhoton(sampler, curPhoton, 1, nLights, unQuantDir);
Color3f alpha = curPhoton.getPower();
Color3f tp(1.0f, 1.0f, 1.0f);
//trace the photon
Intersection its;
Ray3f photonRay(curPhoton.getPosition(), unQuantDir);
m_shootedRays++;
if (scene->rayIntersect(photonRay, its)) {
while(true) {
const BSDF* curBSDF = its.mesh->getBSDF();
if (curBSDF->isDiffuse()) {
//store the photon
m_photonMap->push_back(Photon(
its.p /* Position */,
-photonRay.d /* Direction*/,
tp * alpha /* Power */
));
storedPhotons++;
}
if(!(storedPhotons < m_photonCount)) break;
BSDFQueryRecord query = BSDFQueryRecord(its.toLocal(-photonRay.d), Vector3f(0.0f), EMeasure::ESolidAngle);
Color3f fi = curBSDF->sample(query, sampler->next2D());
if(fi.maxCoeff() == 0.0f) break;
tp *= fi;
Vector3f wo = its.toWorld(query.wo);
photonRay = Ray3f(its.p, wo);
//ray escapes the scene
if (!scene->rayIntersect(photonRay, its)) break;
//stop critirium russian roulette
float q = tp.maxCoeff();
if(q < sampler->next1D()) break;
tp /= q;
}
}
if(onePercent != 0) {
if(storedPhotons % onePercent == 0){
int percent = int(floor(storedPhotons / onePercent));
if(percent % 10 == 0 && percentDone != percent){
percentDone = percent;
cout << percent << "%" << endl;
}
}
}
}
/* Build the photon map */
m_photonMap->build();
}
示例10: Li
Color3f Li(const Scene *scene, Sampler *sampler, const Ray3f &ray) const {
/* Find the surface that is visible in the requested direction */
Intersection its;
//check if the ray intersects the scene
if (!scene->rayIntersect(ray, its)) {
return Color3f(0.0f);
}
Color3f tp(1.0f, 1.0f, 1.0f);
Color3f L(0.0f, 0.0f, 0.0f);
Ray3f pathRay(ray.o, ray.d);
while(true) {
//get the radiance of hitten object
if (its.mesh->isEmitter() ) {
const Emitter* areaLightEM = its.mesh->getEmitter();
const areaLight* aEM = static_cast<const areaLight *> (areaLightEM);
L += tp * aEM->sampleL(-pathRay.d, its.shFrame.n, its);
}
//get the asigned BSDF
const BSDF* curBSDF = its.mesh->getBSDF();
//transform to the local frame
BSDFQueryRecord query = BSDFQueryRecord(its.toLocal(-pathRay.d), Vector3f(0.0f), EMeasure::ESolidAngle);
//Normal3f n = its.shFrame.n;
if(curBSDF->isDiffuse()) {
std::vector<uint32_t> results;
m_photonMap->search(its.p, m_photonRadius, results);
Color3f Li(0.0f, 0.0f, 0.0f);
int k = results.size();
//cout << k << endl;
if(k > 0) {
//cout << results.size() << " Photons found!" << endl;
//get the power from all photons
//for (uint32_t i : results)
//const Photon &photonk = (*m_photonMap)[k-1];
Color3f Lindir(0.0f, 0.0f, 0.0f);
for (int i = 0; i < k; ++i)
{
const Photon &photon = (*m_photonMap)[results[i]];
Vector3f wi = its.toLocal(photon.getDirection());
Vector3f wo = its.toLocal(its.shFrame.n);
BSDFQueryRecord dummy = BSDFQueryRecord(wi, wo, EMeasure::ESolidAngle);
Color3f f = curBSDF->eval(dummy);
Lindir += (tp * f) * photon.getPower() / (M_PI * m_photonRadius * m_photonRadius);
}
Li += Lindir;
//cout << "Li = " << Li.toString() << endl;
if(Li.maxCoeff() > 0.0f)
L += Li / m_shootedRays;
}
break;
}
//sample the BRDF
Color3f fi = curBSDF->sample(query, sampler->next2D());
//check for black brdf
if(fi.maxCoeff() > 0.0f) {
tp *= fi;
} else {
//stop
// hit a black brdf
break;
}
Vector3f wo = its.toWorld(query.wo);
pathRay = Ray3f(its.p, wo);
//ray escapes the scene
if (!scene->rayIntersect(pathRay, its)) break;
//stop critirium russian roulette
float maxCoeff = tp.maxCoeff();
float q = std::min(0.99f, maxCoeff);
if(q < sampler->next1D()) break;
tp /= q;
}
return L;
}
示例11: Li
Color3f Li(const Scene *scene, Sampler *sampler, const Ray3f &r) const {
/* Find the surface that is visible in the requested direction */
Intersection its;
Ray3f ray(r);
if (!scene->rayIntersect(ray, its))
return Color3f(0.0f);
Color3f radiance(0.0f);
bool specularBounce = false;
Color3f pathThroughput(1.0f);
for ( int bounces = 0; ; ++bounces ) {
const Luminaire* luminaire = its.mesh->getLuminaire();
if ((bounces == 0 || specularBounce) && luminaire != NULL) {
Vector3f wo = (-ray.d).normalized();
Color3f emission = luminaire->le(its.p, its.shFrame.n, wo);
radiance += pathThroughput*emission;
}
const Texture* texture = its.mesh->getTexture();
Color3f texel(1.0f);
if ( texture ) {
texel = texture->lookUp(its.uv.x(), its.uv.y());
}
const BSDF* bsdf = its.mesh->getBSDF();
// sample illumination from lights, add to path contribution
if (!bsdf->isSpecular()){
radiance += pathThroughput*UniformSampleAllLights(scene, ray, its, sampler, m_samplePolicy)*texel;
}
// sample bsdf to get new path direction
BSDFQueryRecord bRec(its.toLocal((-ray.d)).normalized());
Color3f f = bsdf->sample(bRec, sampler->next2D() );
if (f.isZero() ) { // farther path no contribution
break;
}
specularBounce = bsdf->isSpecular();
Vector3f d = its.toWorld(bRec.wo);
f *= texel;
pathThroughput *= f;
ray = Ray3f(its.p, d );
// possibly termination
if (bounces > kSampleDepth) {
#if 0
float continueProbability = std::min( 0.5f, pathThroughput.y() );
if ( sampler->next1D() > continueProbability ) {
break;
}
#else
float continueProbability = std::max(f.x(),
std::max(f.y(), f.z()));
if ( sampler->next1D() > continueProbability ) {
break;
}
#endif
pathThroughput /= continueProbability;
}
if (bounces == m_maxDepth) {
break;
}
// find next vertex of path
if ( !scene->rayIntersect(ray, its) ) {
break;
}
}
return radiance;
}