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C++ Octree::Add方法代码示例

本文整理汇总了C++中Octree::Add方法的典型用法代码示例。如果您正苦于以下问题:C++ Octree::Add方法的具体用法?C++ Octree::Add怎么用?C++ Octree::Add使用的例子?那么恭喜您, 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Octree的用法示例。


在下文中一共展示了Octree::Add方法的1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: IndirectLo

Spectrum IrradianceCache::IndirectLo(const Point &p,
		const Normal &n, const Vector &wo, BSDF *bsdf,
		BxDFType flags, const Sample *sample,
		const Scene *scene) const {
	if (bsdf->NumComponents(flags) == 0)
		return Spectrum(0.);
	Spectrum E;
	if (!InterpolateIrradiance(scene, p, n, &E)) {
		// Compute irradiance at current point
		u_int scramble[2] = { RandomUInt(), RandomUInt() };
		float sumInvDists = 0.;
		for (int i = 0; i < nSamples; ++i) {
			// Trace ray to sample radiance for irradiance estimate
			// Update irradiance statistics for rays traced
			static StatsCounter nIrradiancePaths("Irradiance Cache",
				"Paths followed for irradiance estimates");
			++nIrradiancePaths;
			float u[2];
			Sample02(i, scramble, u);
			Vector w = CosineSampleHemisphere(u[0], u[1]);
			RayDifferential r(p, bsdf->LocalToWorld(w));
			if (Dot(r.d, n) < 0) r.d = -r.d;
			Spectrum L(0.);
			// Do path tracing to compute radiance along ray for estimate
			{
			// Declare common path integration variables
			Spectrum pathThroughput = 1.;
			RayDifferential ray(r);
			bool specularBounce = false;
			for (int pathLength = 0; ; ++pathLength) {
				// Find next vertex of path
				Intersection isect;
				if (!scene->Intersect(ray, &isect))
					break;
				if (pathLength == 0)
					r.maxt = ray.maxt;
				pathThroughput *= scene->Transmittance(ray);
				// Possibly add emitted light at path vertex
				if (specularBounce)
					L += pathThroughput * isect.Le(-ray.d);
				// Evaluate BSDF at hit point
				BSDF *bsdf = isect.GetBSDF(ray);
				// Sample illumination from lights to find path contribution
				const Point &p = bsdf->dgShading.p;
				const Normal &n = bsdf->dgShading.nn;
				Vector wo = -ray.d;
				L += pathThroughput *
					UniformSampleOneLight(scene, p, n, wo, bsdf, sample);
				if (pathLength+1 == maxIndirectDepth) break;
				// Sample BSDF to get new path direction
				// Get random numbers for sampling new direction, \mono{bs1}, \mono{bs2}, and \mono{bcs}
				float bs1 = RandomFloat(), bs2 = RandomFloat(), bcs = RandomFloat();
				Vector wi;
				float pdf;
				BxDFType flags;
				Spectrum f = bsdf->Sample_f(wo, &wi, bs1, bs2, bcs,
					&pdf, BSDF_ALL, &flags);
				if (f.Black() || pdf == 0.)
					break;
				specularBounce = (flags & BSDF_SPECULAR) != 0;
				pathThroughput *= f * AbsDot(wi, n) / pdf;
				ray = RayDifferential(p, wi);
				// Possibly terminate the path
				if (pathLength > 3) {
					float continueProbability = .5f;
					if (RandomFloat() > continueProbability)
						break;
					pathThroughput /= continueProbability;
				}
			}
			}
			E += L;
			float dist = r.maxt * r.d.Length();
			sumInvDists += 1.f / dist;
		}
		E *= M_PI / float(nSamples);
		// Add computed irradiance value to cache
		// Update statistics for new irradiance sample
		static StatsCounter nSamplesComputed("Irradiance Cache",
			"Irradiance estimates computed");
		++nSamplesComputed;
		// Compute bounding box of irradiance sample's contribution region
		static float minMaxDist =
			.001f * powf(scene->WorldBound().Volume(), 1.f/3.f);
		static float maxMaxDist =
			.125f * powf(scene->WorldBound().Volume(), 1.f/3.f);
		float maxDist = nSamples / sumInvDists;
		if (minMaxDist > 0.f)
			maxDist = Clamp(maxDist, minMaxDist, maxMaxDist);
		maxDist *= maxError;
		BBox sampleExtent(p);
		sampleExtent.Expand(maxDist);
		octree->Add(IrradianceSample(E, p, n, maxDist),
			sampleExtent);
	}
	return .5f * bsdf->rho(wo, flags) * E;
}
开发者ID:acpa2691,项目名称:cs348b,代码行数:97,代码来源:irradiancecache.cpp


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