本文整理汇总了C++中PathSampleGenerator::nextBoolean方法的典型用法代码示例。如果您正苦于以下问题:C++ PathSampleGenerator::nextBoolean方法的具体用法?C++ PathSampleGenerator::nextBoolean怎么用?C++ PathSampleGenerator::nextBoolean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PathSampleGenerator
的用法示例。
在下文中一共展示了PathSampleGenerator::nextBoolean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: traceSample
Vec3f PhotonTracer::traceSample(Vec2u pixel, const KdTree<Photon> &surfaceTree,
const KdTree<VolumePhoton> *mediumTree, PathSampleGenerator &sampler,
float gatherRadius)
{
PositionSample point;
if (!_scene->cam().samplePosition(sampler, point))
return Vec3f(0.0f);
DirectionSample direction;
if (!_scene->cam().sampleDirection(sampler, point, pixel, direction))
return Vec3f(0.0f);
sampler.advancePath();
Vec3f throughput = point.weight*direction.weight;
Ray ray(point.p, direction.d);
ray.setPrimaryRay(true);
IntersectionTemporary data;
IntersectionInfo info;
const Medium *medium = _scene->cam().medium().get();
Vec3f result(0.0f);
int bounce = 0;
bool didHit = _scene->intersect(ray, data, info);
while ((medium || didHit) && bounce < _settings.maxBounces - 1) {
if (medium) {
if (mediumTree) {
Vec3f beamEstimate(0.0f);
mediumTree->beamQuery(ray.pos(), ray.dir(), ray.farT(), [&](const VolumePhoton &p, float t, float distSq) {
Ray mediumQuery(ray);
mediumQuery.setFarT(t);
beamEstimate += (3.0f*INV_PI*sqr(1.0f - distSq/p.radiusSq))/p.radiusSq
*medium->phaseFunction(p.pos)->eval(ray.dir(), -p.dir)
*medium->transmittance(mediumQuery)*p.power;
});
result += throughput*beamEstimate;
}
throughput *= medium->transmittance(ray);
}
if (!didHit)
break;
const Bsdf &bsdf = *info.bsdf;
SurfaceScatterEvent event = makeLocalScatterEvent(data, info, ray, &sampler);
Vec3f transparency = bsdf.eval(event.makeForwardEvent(), false);
float transparencyScalar = transparency.avg();
Vec3f wo;
if (sampler.nextBoolean(DiscreteTransparencySample, transparencyScalar)) {
wo = ray.dir();
throughput *= transparency/transparencyScalar;
} else {
event.requestedLobe = BsdfLobes::SpecularLobe;
if (!bsdf.sample(event, false))
break;
wo = event.frame.toGlobal(event.wo);
throughput *= event.weight;
}
bool geometricBackside = (wo.dot(info.Ng) < 0.0f);
medium = info.primitive->selectMedium(medium, geometricBackside);
ray = ray.scatter(ray.hitpoint(), wo, info.epsilon);
if (std::isnan(ray.dir().sum() + ray.pos().sum()))
break;
if (std::isnan(throughput.sum()))
break;
sampler.advancePath();
bounce++;
if (bounce < _settings.maxBounces)
didHit = _scene->intersect(ray, data, info);
}
if (!didHit) {
if (!medium && _scene->intersectInfinites(ray, data, info))
result += throughput*info.primitive->evalDirect(data, info);
return result;
}
if (info.primitive->isEmissive())
result += throughput*info.primitive->evalDirect(data, info);
int count = surfaceTree.nearestNeighbours(ray.hitpoint(), _photonQuery.get(), _distanceQuery.get(),
_settings.gatherCount, gatherRadius);
if (count == 0)
return result;
const Bsdf &bsdf = *info.bsdf;
SurfaceScatterEvent event = makeLocalScatterEvent(data, info, ray, &sampler);
Vec3f surfaceEstimate(0.0f);
for (int i = 0; i < count; ++i) {
event.wo = event.frame.toLocal(-_photonQuery[i]->dir);
// Asymmetry due to shading normals already compensated for when storing the photon,
// so we don't use the adjoint BSDF here
surfaceEstimate += _photonQuery[i]->power*bsdf.eval(event, false)/std::abs(event.wo.z());
//.........这里部分代码省略.........