Subversion Repositories gelsvn

Rev

Details | Last modification | View Log | RSS feed

Rev Author Line No. Line
346 awk 1
#include "path_tracer.hpp"
2
 
3
using namespace CGLA;
4
 
5
path_tracer::path_tracer(int w, int h, bool explicit_direct, int subsamples)
6
: tracer(w, h)
7
{
8
	explicit_direct_ = explicit_direct;
9
	subsamples_ = subsamples;
10
}
11
 
12
CGLA::Vec3f path_tracer::trace(const ray& r, bool include_emitted)
13
{
14
	//intersect ray with
15
	hit_info hi;
16
	bool hit = scene_->intersect(r, hi);
17
 
18
	if (!hit)
19
		return Vec3f(0.f);
20
 
21
	//Vec3f x, y, z = hi.shading_normal;
22
	//orthogonal(z, x, y);
23
	//return (Vec3f(hi.texcoords(0),hi.texcoords(1),0) + Vec3f(0.f)) / 1.f;
24
 
25
	//only include emitted light if requested
26
	CGLA::Vec3f Le(0.f);
27
	if (include_emitted)
28
		Le = hi.emitted;
29
 
30
	//compute reflectance for each bsdf component
31
	float rho_diffuse = intensity(hi.diffuse);
32
	float rho_glossy = intensity(hi.glossy);
33
	float rho_reflection = intensity(hi.reflection);
34
	float rho_refraction = intensity(hi.refraction);
35
	float rho_total = rho_diffuse+rho_glossy+rho_reflection+rho_refraction;
36
	assert(rho_total < 1.f);
37
 
38
	if (rho_total == 0.f)
39
		return Le;
40
 
41
	//compute direct lighting on hit point
42
	CGLA::Vec3f Ld(0.f);
43
	Vec3f wo = -r.direction;
44
	if (explicit_direct_ && rho_diffuse+rho_glossy>0.f)
45
	{
46
		size_t nlums = scene_->luminaires();
47
		for (size_t i=0; i<nlums; ++i)
48
		{
49
			const luminaire* lum = scene_->get_luminaire(i);
50
			int samples = lum->samples();
51
 
52
			Vec3f L(0.f);
53
			for (int j=0; j<samples; ++j)
54
			{
55
				Vec3f Li, wi;
56
				if (lum->sample(r, hi, Li, wi))
57
				{
58
					float cost = std::max(dot(hi.shading_normal, wi),0.f);
59
					L += Li * cost * bsdf_evaluate(hi, wi, wo);
60
				}
61
 
62
				Ld += L / float(samples);
63
			}
64
		}
65
	}
66
 
67
	//use russian roulette to terminate path
68
	float prussian = 1.f;
69
	float rr = random();
70
 
71
	if (r.depth > 3)
72
	{
73
		prussian = rho_total;
74
 
75
		if (rr >= prussian)
76
			return Ld + Le;
77
	}
78
 
79
	//figure out which bXdf to sample
80
	float pdiffuse = rho_diffuse/rho_total;
81
	float pglossy = rho_glossy/rho_total;
82
	float preflection = rho_reflection/rho_total;
83
	float prefraction = rho_refraction/rho_total;
84
 
85
	Vec3f wi;
86
	float pwi;
87
	Vec3f fs;
88
	bool sample_emitted = !explicit_direct_;
89
	if (rr <= pdiffuse)
90
	{
91
		//sample diffuse
92
		float pwi = sample_lambertian(hi, wo, wi);
93
		fs = lambertian_brdf(hi, wi, wo) / (pwi * pdiffuse * prussian);
94
	}
95
	else if (rr <= pdiffuse+pglossy)
96
	{
97
		//sample glossy part
98
		float pwi = sample_phong(hi, wo, wi);
99
 
100
		if (dot(hi.shading_normal, wi) <= 0.f)
101
			return Le + Ld;
102
 
103
		fs = phong_brdf(hi, wi, wo) / (pwi * pglossy * prussian);
104
	}
105
	else if (rr <= pdiffuse+pglossy+preflection)
106
	{
107
		//sample perfect specular reflection
108
		wi = reflect(hi.shading_normal, wo);
109
		pwi = 1.f;
110
		float cost = dot(hi.shading_normal, wo);
111
		fs = hi.reflection / (pwi * preflection * cost);
112
		sample_emitted = true;
113
	}
114
	else if (rr <= pdiffuse+pglossy+preflection+prefraction)
115
	{
116
		//sample perfect specular refraction
117
		bool not_tir = refract(hi.shading_normal, wo, 1.f/hi.ior, wi);
118
		assert(not_tir);
119
		pwi = 1.f;
120
		float cost = std::abs(dot(hi.shading_normal, wi));
121
		fs = hi.refraction / (pwi * prefraction * cost);
122
		sample_emitted = true;
123
	}
124
	else
125
		assert(false);
126
 
127
	//create aux ray
128
	ray s;
129
	s.origin = hi.position + epsilon * wi;
130
	s.direction = wi;
131
	s.depth = r.depth + 1;
132
	s.distance = std::numeric_limits<float>::infinity();
133
	float cost = std::abs(dot(hi.shading_normal, wi));
134
	Vec3f Li = cost * fs * trace(s, sample_emitted);
135
 
136
	//returm sum of emitted + direct + indirect
137
	return Le + Ld + Li;
138
}
139
 
140
Vec3f path_tracer::compute_pixel(int w, int h)
141
{
142
	assert(scene_);
143
 
144
	//supersample
145
	Vec3f L(0.f);
146
	for (int j=0; j<subsamples_; ++j)
147
	{
148
		float y  = h + (j + 0.5f) / subsamples_;
149
 
150
		for (int i=0; i<subsamples_; ++i)
151
		{
152
			float x  = w + (i + 0.5f) / subsamples_;
153
 
154
			//ask camera for initial ray..
155
			Vec2f uv(x/width_, y/height_);
156
			ray r = scene_->get_camera()->generate(uv);
157
 
158
			//trace ray
159
			L += trace(r, true);
160
		}
161
	}
162
 
163
	return L / float(subsamples_ * subsamples_);
164
}
165
 
166
//02566 framework, Anders Wang Kristensen, awk@imm.dtu.dk, 2007