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pathtraceintegrator_MIS.cpp
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331 lines (282 loc) · 12.4 KB
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// ======================================================================== //
// Copyright 2009-2011 Intel Corporation //
// //
// Licensed under the Apache License, Version 2.0 (the "License"); //
// you may not use this file except in compliance with the License. //
// You may obtain a copy of the License at //
// //
// http://www.apache.org/licenses/LICENSE-2.0 //
// //
// Unless required by applicable law or agreed to in writing, software //
// distributed under the License is distributed on an "AS IS" BASIS, //
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. //
// See the License for the specific language governing permissions and //
// limitations under the License. //
// ======================================================================== //
#define _CRT_RAND_S
#include "integrators/pathtraceintegrator.h"
#include "renderer/materials/obj.h"
#include <typeinfo>
namespace embree
{
PathTraceIntegrator::PathTraceIntegrator(const Parms& parms)
: lightSampleID(-1), firstScatterSampleID(-1), firstScatterTypeSampleID(-1)
{
maxDepth = parms.getInt ("maxDepth" ,10 );
minContribution = parms.getFloat("minContribution",0.01f );
epsilon = parms.getFloat("epsilon" ,128.0f)*float(ulp);
backplate = parms.getImage("backplate");
}
float mis ( float pdf1, float pdf2 )
{
return pdf1 / (pdf1 + pdf2);
}
__forceinline Col3f BRDF_sample(const Ref<BackendScene>& scene, Col3f c, DifferentialGeometry dg,const Sample3f wi, float epsilon)
{
if (wi.pdf <= 0.0f)
return zero;
Ray r( dg.P, wi.value, dg.error*epsilon, inf );
DifferentialGeometry diff;
scene->accel->intersect( r, diff );
scene->postIntersect( r, diff );
Col3f radiance = Col3f( 0.0f,0.0f,0.0f );
float pdflight = 0.0f;
if ( diff.light )
{
radiance = diff.light->Le(diff, -wi.value );
pdflight = diff.light->pdf( dg, wi );
}
float weight = mis(wi.pdf, pdflight);
if ( dot( diff.Ng, -r.dir ) > 0 )
return radiance * c * weight / wi.pdf;
}
__forceinline Col3f LS_sample (const Ref<BackendScene>& scene,const Sample3f wo, DifferentialGeometry dg,const Sample3f wi, BRDFType giBRDFTypes, CompositedBRDF brdfs,
Sampler* sampler, int lightSampleID)
{
return zero;
}
void PathTraceIntegrator::requestSamples(Ref<SamplerFactory>& samplerFactory, const Ref<BackendScene>& scene)
{
precomputedLightSampleID.resize(scene->allLights.size());
lightSampleID = samplerFactory->request2D();
for (size_t i=0; i<scene->allLights.size(); i++) {
precomputedLightSampleID[i] = -1;
if (scene->allLights[i]->precompute())
precomputedLightSampleID[i] = samplerFactory->requestLightSample(lightSampleID, scene->allLights[i]);
}
firstScatterSampleID = samplerFactory->request2D((int)maxDepth);
firstScatterTypeSampleID = samplerFactory->request1D((int)maxDepth);
}
Col3f PathTraceIntegrator::Li(const LightPath& lightPathOrig, const Ref<BackendScene>& scene, Sampler* sampler, size_t& numRays)
{
bool done = false;
Col3f coeff = Col3f(1,1,1);
Col3f Lsum = zero;
Col3f L = zero;
LightPath lightPath = lightPathOrig;
bool doneDiffuse = false;
while (!done)
{
BRDFType directLightingBRDFTypes = (BRDFType)(DIFFUSE);
BRDFType giBRDFTypes = (BRDFType)(ALL);
/*! Terminate path if too long or contribution too low. */
L = zero;
if (lightPath.depth >= maxDepth) // || reduce_max(coeff) < minContribution)
return Lsum;
//std::cout << maxDepth << "\n";
/*! Traverse ray. */
DifferentialGeometry dg;
scene->accel->intersect(lightPath.lastRay,dg);
scene->postIntersect(lightPath.lastRay,dg);
const Vec3f wo = -lightPath.lastRay.dir;
numRays++;
/*! Environment shading when nothing hit. */
if (!dg)
{
if (backplate && lightPath.unbend) {
Vec2f raster = sampler->getPrimary();
int width = sampler->getImageSize().x;
int height = sampler->getImageSize().y;
int x = (int)((raster.x / width) * backplate->width);
x = clamp(x, 0, int(backplate->width)-1);
int y = (int)((raster.y / height) * backplate->height);
y = clamp(y, 0, int(backplate->height)-1);
L = backplate->get(x, y);
}
else {
if (!lightPath.ignoreVisibleLights)
for (size_t i=0; i<scene->envLights.size(); i++)
L += scene->envLights[i]->Le(wo);
}
return Lsum + L*coeff;
}
/*! Shade surface. */
CompositedBRDF brdfs;
if (dg.material) dg.material->shade(lightPath.lastRay, lightPath.lastMedium, dg, brdfs);
/*! face forward normals */
bool backfacing = false;
#if defined(__EMBREE_CONSISTENT_NORMALS__) && __EMBREE_CONSISTENT_NORMALS__ > 1
return Col3f(abs(dg.Ns.x),abs(dg.Ns.y),abs(dg.Ns.z));
#else
if (dot(dg.Ng, lightPath.lastRay.dir) > 0) {
backfacing = true; dg.Ng = -dg.Ng; dg.Ns = -dg.Ns;
}
#endif
// Sample BRDF
Col3f c; Sample3f wi;BRDFType type;
Vec2f s = sampler->getVec2f(firstScatterSampleID + lightPath.depth);
float ss = sampler->getFloat(firstScatterTypeSampleID + lightPath.depth);
c = brdfs.sample(wo, dg, wi, type, s, ss, giBRDFTypes);
/*! Add light emitted by hit area light source. */
if (!lightPath.ignoreVisibleLights && dg.light && !backfacing)
L += dg.light->Le(dg,wo);
/*! Check if any BRDF component uses direct lighting. */
bool useDirectLighting = false;
for (size_t i=0; i<brdfs.size(); i++)
useDirectLighting |= (brdfs[i]->type & directLightingBRDFTypes) != NONE;
/*! Direct lighting. Shoot shadow rays to all light sources. */
if (useDirectLighting)
{
std::vector<float> accumRad;
float sum = 0;
LightSample ls;
float weight = 1.0f;
if ( wi.pdf > 0.0f )
{
Ray r( dg.P, wi.value, dg.error*epsilon, inf );
DifferentialGeometry diff;
scene->accel->intersect( r, diff );
scene->postIntersect( r, diff );
Col3f red = Col3f( 1.0f, 0.0f, 0.0f);
Col3f radiance = Col3f( 0.0f,0.0f,0.0f );
float pdflight = 0.0f;
if ( diff.light )
{
radiance = diff.light->Le(diff, -wi.value );
pdflight = diff.light->pdf( dg, wi );
}
weight = mis(wi.pdf, pdflight);
if (typeid(Obj) == typeid(*dg.material) && !(type && SPECULAR)) weight = 1.0f;
if ( dot( diff.Ng, -r.dir ) > 0 )
L += radiance * c * weight / wi.pdf;
}
/*! Run through all the lightsources and sample or compute the distribution function for rnd gen */
for (size_t i=0; i<scene->allLights.size(); i++)
{
/*! Either use precomputed samples for the light or sample light now. */
// LightSample ls;
if (scene->allLights[i]->precompute()) ls = sampler->getLightSample(precomputedLightSampleID[i]);
else ls.L = scene->allLights[i]->sample(dg, ls.wi, ls.tMax, sampler->getVec2f(lightSampleID));
/*! Start using only one random lightsource after first Lambertian reflection */
if (true)//donedif
{
/*! run through all the lighsources and compute radiance accumulatively */
float boo = reduce_max(ls.L)/ls.tMax;//reduce_max(scene->allLights[i]->eval(dg,ls.wi));
sum += boo;
accumRad.push_back(boo);
//std::cout << "\nrad" << boo;
}
else
{
/*! Ignore zero radiance or illumination from the back. */
if (ls.L == Col3f(zero) || ls.wi.pdf == 0.0f || dot(dg.Ns,Vec3f(ls.wi)) <= 0.0f) continue;
/*! Test for shadows. */
bool inShadow = scene->accel->occluded(Ray(dg.P, ls.wi, dg.error*epsilon, ls.tMax-dg.error*epsilon));
numRays++;
if (inShadow) continue;
/*! Evaluate BRDF. */
L += ls.L * brdfs.eval(wo, dg, ls.wi, directLightingBRDFTypes) * rcp(ls.wi.pdf);
}
}
/*! After fisrt Lambertian reflection pick one random lightsource and compute contribution */
if (true && scene->allLights.size() != 0)//donedif
{
/*! Generate the random value */
unsigned int RndVal;
if (rand_s(&RndVal)) std::cout << "\nRND gen error!\n";
float rnd((float)RndVal/(float)UINT_MAX);
/*! Pick the particular lightsource according the radiosity-given distribution */
size_t i = 0;
float accum = accumRad[i]/sum;
while (i < scene->allLights.size() && rnd > accum)
{
++i;
accum +=accumRad[i]/sum;
}
//std::cout << "\nsvetlo " << i;// << "\n";
//std::cout << "\npocet " << scene->allLights.size();
//std::cout << "\nsuma " << sum;
//std::cout << "\npst preziti " << accumRad[i]/sum;// << "\n";
//std::cout << "\n1/pst preziti " << rcp(accumRad[i]/sum) << "\n";
/*! Sample the selected lightsource and compute contribution */
if ( i >= scene->allLights.size() ) i = scene->allLights.size() -1;
float ql = accumRad[i]/sum;
LightSample ls;
if (scene->allLights[i]->precompute()) ls = sampler->getLightSample(precomputedLightSampleID[i]);
else ls.L = scene->allLights[i]->sample(dg, ls.wi, ls.tMax, sampler->getVec2f(lightSampleID));
/*! run through all the lighsources and compute radiance accumulatively */
//sum += reduce_max(scene->allLights[i]->eval(dg,ls.wi));
//accumRad.push_back(sum);
/*! Ignore zero radiance or illumination from the back. */
//if (ls.L == Col3f(zero) || ls.wi.pdf == 0.0f || dot(dg.Ns,Vec3f(ls.wi)) <= 0.0f) continue;
if (ls.L != Col3f(zero) && ls.wi.pdf != 0.0f && dot(dg.Ns,Vec3f(ls.wi)) > 0.0f)
{
/*! Ignore zero radiance or illumination from the back. */
// if (ls.L == Col3f(zero) || ls.wi.pdf == 0.0f || dot(dg.Ns,Vec3f(ls.wi)) <= 0.0f) continue;
/*! Test for shadows. */
bool inShadow = scene->accel->occluded(Ray(dg.P, ls.wi, dg.error*epsilon, ls.tMax-dg.error*epsilon));
numRays++;
if (!inShadow)
weight = mis( ls.wi.pdf, brdfs.pdf( wo, dg, wi, giBRDFTypes ) );
/*! Evaluate BRDF. */
L += ls.L * brdfs.eval(wo, dg, ls.wi, directLightingBRDFTypes) * rcp(ls.wi.pdf*ql) * weight;
}
}
}
/* Add the resulting light */
Lsum += coeff * L;
/*! Global illumination. Pick one BRDF component and sample it. */
if (lightPath.depth < maxDepth) //always true
{
/*! sample brdf */
Sample3f wi; BRDFType type;
Vec2f s = sampler->getVec2f(firstScatterSampleID + lightPath.depth);
float ss = sampler->getFloat(firstScatterTypeSampleID + lightPath.depth);
Col3f c = brdfs.sample(wo, dg, wi, type, s, ss, giBRDFTypes);
/*! Continue only if we hit something valid. */
if (c != Col3f(zero) && wi.pdf > 0.0f)
{
/*! detect the first diffuse */
if (wi.pdf < 0.33) doneDiffuse = true;
/*! Compute simple volumetric effect. */
const Col3f& transmission = lightPath.lastMedium.transmission;
if (transmission != Col3f(one)) c *= pow(transmission,dg.t);
/*! Tracking medium if we hit a medium interface. */
Medium nextMedium = lightPath.lastMedium;
if (type & TRANSMISSION) nextMedium = dg.material->nextMedium(lightPath.lastMedium);
/*! Continue the path. */
//const LightPath scatteredPath = lightPath.extended(Ray(dg.P, wi, dg.error*epsilon, inf), nextMedium, c, (type & directLightingBRDFTypes) != NONE);
/* Pr(ray absorbtion) */
float q = 1;
if (doneDiffuse) { //std::cout << "\ndifusni\n";
q = min(abs(reduce_max(c) * rcp(wi.pdf)), (float)1);
// std::cout << q << "\n";
unsigned int RndVal;
if (rand_s(&RndVal)) std::cout << "\nRND gen error!\n";
if ((float)RndVal/(float)UINT_MAX > q) { // std::cout << "konec";
return Lsum;// + L*coeff;
}
}
//Lsum += coeff * L;
lightPath = lightPath.extended(Ray(dg.P, wi, dg.error*epsilon, inf), nextMedium, c, (type & directLightingBRDFTypes) != NONE);
coeff = coeff * c * rcp(q * wi.pdf);
//done = true;
}else done = true;
}
}
return Lsum;// + L * coeff;
}
Col3f PathTraceIntegrator::Li(const Ray& ray, const Ref<BackendScene>& scene, Sampler* sampler, size_t& numRays) {
return Li(LightPath(ray),scene,sampler,numRays);
}
}