本文整理汇总了C++中Spectrum::IsInf方法的典型用法代码示例。如果您正苦于以下问题:C++ Spectrum::IsInf方法的具体用法?C++ Spectrum::IsInf怎么用?C++ Spectrum::IsInf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Spectrum
的用法示例。
在下文中一共展示了Spectrum::IsInf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: RenderFunc
void LightCPURenderThread::RenderFunc() {
//SLG_LOG("[LightCPURenderThread::" << threadIndex << "] Rendering thread started");
//--------------------------------------------------------------------------
// Initialization
//--------------------------------------------------------------------------
LightCPURenderEngine *engine = (LightCPURenderEngine *)renderEngine;
RandomGenerator *rndGen = new RandomGenerator(engine->seedBase + threadIndex);
Scene *scene = engine->renderConfig->scene;
PerspectiveCamera *camera = scene->camera;
Film *film = threadFilm;
// Setup the sampler
double metropolisSharedTotalLuminance, metropolisSharedSampleCount;
Sampler *sampler = engine->renderConfig->AllocSampler(rndGen, film,
&metropolisSharedTotalLuminance, &metropolisSharedSampleCount);
const u_int sampleBootSize = 11;
const u_int sampleEyeStepSize = 4;
const u_int sampleLightStepSize = 5;
const u_int sampleSize =
sampleBootSize + // To generate the initial setup
engine->maxPathDepth * sampleEyeStepSize + // For each eye vertex
engine->maxPathDepth * sampleLightStepSize; // For each light vertex
sampler->RequestSamples(sampleSize);
//--------------------------------------------------------------------------
// Trace light paths
//--------------------------------------------------------------------------
vector<SampleResult> sampleResults;
while (!boost::this_thread::interruption_requested()) {
sampleResults.clear();
// Select one light source
float lightPickPdf;
const LightSource *light = scene->SampleAllLights(sampler->GetSample(2), &lightPickPdf);
// Initialize the light path
float lightEmitPdfW;
Ray nextEventRay;
Spectrum lightPathFlux = light->Emit(scene,
sampler->GetSample(3), sampler->GetSample(4), sampler->GetSample(5), sampler->GetSample(6),
&nextEventRay.o, &nextEventRay.d, &lightEmitPdfW);
if (lightPathFlux.Black()) {
sampler->NextSample(sampleResults);
continue;
}
lightPathFlux /= lightEmitPdfW * lightPickPdf;
assert (!lightPathFlux.IsNaN() && !lightPathFlux.IsInf());
// Sample a point on the camera lens
Point lensPoint;
if (!camera->SampleLens(sampler->GetSample(7), sampler->GetSample(8),
&lensPoint)) {
sampler->NextSample(sampleResults);
continue;
}
//----------------------------------------------------------------------
// I don't try to connect the light vertex directly with the eye
// because InfiniteLight::Emit() returns a point on the scene bounding
// sphere. Instead, I trace a ray from the camera like in BiDir.
// This is also a good why to test the Film Per-Pixel-Normalization and
// the Per-Screen-Normalization Buffers used by BiDir.
//----------------------------------------------------------------------
TraceEyePath(sampler, &sampleResults);
//----------------------------------------------------------------------
// Trace the light path
//----------------------------------------------------------------------
int depth = 1;
while (depth <= engine->maxPathDepth) {
const u_int sampleOffset = sampleBootSize + sampleEyeStepSize * engine->maxPathDepth +
(depth - 1) * sampleLightStepSize;
RayHit nextEventRayHit;
BSDF bsdf;
Spectrum connectionThroughput;
if (scene->Intersect(device, true, sampler->GetSample(sampleOffset),
&nextEventRay, &nextEventRayHit, &bsdf, &connectionThroughput)) {
// Something was hit
lightPathFlux *= connectionThroughput;
//--------------------------------------------------------------
// Try to connect the light path vertex with the eye
//--------------------------------------------------------------
ConnectToEye(sampler->GetSample(sampleOffset + 1),
bsdf, lensPoint, lightPathFlux, sampleResults);
if (depth >= engine->maxPathDepth)
break;
//--------------------------------------------------------------
// Build the next vertex path ray
//--------------------------------------------------------------
//.........这里部分代码省略.........
示例2: RenderFunc
//.........这里部分代码省略.........
const float screenX = min(sampler->GetSample(0) * filmWidth, (float)(filmWidth - 1));
const float screenY = min(sampler->GetSample(1) * filmHeight, (float)(filmHeight - 1));
camera->GenerateRay(screenX, screenY, &eyeRay,
sampler->GetSample(2), sampler->GetSample(3));
int depth = 1;
bool lastSpecular = true;
float lastPdfW = 1.f;
Spectrum radiance;
Spectrum pathThrouput(1.f, 1.f, 1.f);
BSDF bsdf;
while (depth <= engine->maxPathDepth) {
const unsigned int sampleOffset = sampleBootSize + (depth - 1) * sampleStepSize;
RayHit eyeRayHit;
Spectrum connectionThroughput;
if (!scene->Intersect(device, false, sampler->GetSample(sampleOffset),
&eyeRay, &eyeRayHit, &bsdf, &connectionThroughput)) {
// Nothing was hit, look for infinitelight
DirectHitInfiniteLight(lastSpecular, pathThrouput * connectionThroughput, eyeRay.d,
lastPdfW, &radiance);
if (depth == 1)
alpha = 0.f;
break;
}
pathThrouput *= connectionThroughput;
// Something was hit
// Check if it is a light source
if (bsdf.IsLightSource()) {
DirectHitFiniteLight(lastSpecular, pathThrouput,
eyeRayHit.t, bsdf, lastPdfW, &radiance);
}
// Note: pass-through check is done inside SceneIntersect()
//------------------------------------------------------------------
// Direct light sampling
//------------------------------------------------------------------
DirectLightSampling(sampler->GetSample(sampleOffset + 1),
sampler->GetSample(sampleOffset + 2),
sampler->GetSample(sampleOffset + 3),
sampler->GetSample(sampleOffset + 4),
sampler->GetSample(sampleOffset + 5),
pathThrouput, bsdf, depth, &radiance);
//------------------------------------------------------------------
// Build the next vertex path ray
//------------------------------------------------------------------
Vector sampledDir;
BSDFEvent event;
float cosSampledDir;
const Spectrum bsdfSample = bsdf.Sample(&sampledDir,
sampler->GetSample(sampleOffset + 6),
sampler->GetSample(sampleOffset + 7),
&lastPdfW, &cosSampledDir, &event);
if (bsdfSample.Black())
break;
lastSpecular = ((event & SPECULAR) != 0);
if ((depth >= engine->rrDepth) && !lastSpecular) {
// Russian Roulette
const float prob = Max(bsdfSample.Filter(), engine->rrImportanceCap);
if (sampler->GetSample(sampleOffset + 8) < prob)
lastPdfW *= prob;
else
break;
}
pathThrouput *= bsdfSample * (cosSampledDir / lastPdfW);
assert (!pathThrouput.IsNaN() && !pathThrouput.IsInf());
eyeRay = Ray(bsdf.hitPoint, sampledDir);
++depth;
}
assert (!radiance.IsNaN() && !radiance.IsInf());
sampleResults[0].screenX = screenX;
sampleResults[0].screenY = screenY;
sampleResults[0].radiance = radiance;
sampleResults[0].alpha = alpha;
sampler->NextSample(sampleResults);
#ifdef WIN32
// Work around Windows bad scheduling
renderThread->yield();
#endif
}
delete sampler;
delete rndGen;
//SLG_LOG("[PathCPURenderEngine::" << threadIndex << "] Rendering thread halted");
}