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Example 6 with LightSample

use of org.sunflow.core.LightSample in project joons-renderer by joonhyublee.

the class CausticPhotonMap method getSamples.

@Override
public void getSamples(ShadingState state) {
    if (storedPhotons == 0) {
        return;
    }
    NearestPhotons np = new NearestPhotons(state.getPoint(), gatherNum, gatherRadius * gatherRadius);
    locatePhotons(np);
    if (np.found < 8) {
        return;
    }
    Point3 ppos = new Point3();
    Vector3 pdir = new Vector3();
    Vector3 pvec = new Vector3();
    float invArea = 1.0f / ((float) Math.PI * np.dist2[0]);
    float maxNDist = np.dist2[0] * 0.05f;
    float f2r2 = 1.0f / (filterValue * filterValue * np.dist2[0]);
    float fInv = 1.0f / (1.0f - 2.0f / (3.0f * filterValue));
    for (int i = 1; i <= np.found; i++) {
        Photon phot = np.index[i];
        Vector3.decode(phot.dir, pdir);
        float cos = -Vector3.dot(pdir, state.getNormal());
        if (cos > 0.001) {
            ppos.set(phot.x, phot.y, phot.z);
            Point3.sub(ppos, state.getPoint(), pvec);
            float pcos = Vector3.dot(pvec, state.getNormal());
            if ((pcos < maxNDist) && (pcos > -maxNDist)) {
                LightSample sample = new LightSample();
                sample.setShadowRay(new Ray(state.getPoint(), pdir.negate()));
                sample.setRadiance(new Color().setRGBE(np.index[i].power).mul(invArea / cos), Color.BLACK);
                sample.getDiffuseRadiance().mul((1.0f - (float) Math.sqrt(np.dist2[i] * f2r2)) * fInv);
                state.addSample(sample);
            }
        }
    }
}
Also used : Point3(org.sunflow.math.Point3) LightSample(org.sunflow.core.LightSample) Color(org.sunflow.image.Color) Vector3(org.sunflow.math.Vector3) Ray(org.sunflow.core.Ray)

Example 7 with LightSample

use of org.sunflow.core.LightSample in project joons-renderer by joonhyublee.

the class CornellBox method getSamples.

@Override
public void getSamples(ShadingState state) {
    if (lightBounds.contains(state.getPoint()) && state.getPoint().z < maxZ) {
        int n = state.getDiffuseDepth() > 0 ? 1 : samples;
        float a = area / n;
        for (int i = 0; i < n; i++) {
            // random offset on unit square
            double randX = state.getRandom(i, 0, n);
            double randY = state.getRandom(i, 1, n);
            Point3 p = new Point3();
            p.x = (float) (lxmin * (1 - randX) + lxmax * randX);
            p.y = (float) (lymin * (1 - randY) + lymax * randY);
            p.z = maxZ - 0.001f;
            LightSample dest = new LightSample();
            // prepare shadow ray to sampled point
            dest.setShadowRay(new Ray(state.getPoint(), p));
            // check that the direction of the sample is the same as the
            // normal
            float cosNx = dest.dot(state.getNormal());
            if (cosNx <= 0) {
                return;
            }
            // light source facing point ?
            // (need to check with light source's normal)
            float cosNy = dest.getShadowRay().dz;
            if (cosNy > 0) {
                // compute geometric attenuation and probability scale
                // factor
                float r = dest.getShadowRay().getMax();
                float g = cosNy / (r * r);
                float scale = g * a;
                // set final sample radiance
                dest.setRadiance(radiance, radiance);
                dest.getDiffuseRadiance().mul(scale);
                dest.getSpecularRadiance().mul(scale);
                dest.traceShadow(state);
                state.addSample(dest);
            }
        }
    }
}
Also used : Point3(org.sunflow.math.Point3) LightSample(org.sunflow.core.LightSample) Ray(org.sunflow.core.Ray)

Example 8 with LightSample

use of org.sunflow.core.LightSample in project joons-renderer by joonhyublee.

the class ViewCausticsShader method getRadiance.

public Color getRadiance(ShadingState state) {
    state.faceforward();
    state.initCausticSamples();
    // integrate a diffuse function
    Color lr = Color.black();
    for (LightSample sample : state) {
        lr.madd(sample.dot(state.getNormal()), sample.getDiffuseRadiance());
    }
    return lr.mul(1.0f / (float) Math.PI);
}
Also used : LightSample(org.sunflow.core.LightSample) Color(org.sunflow.image.Color)

Example 9 with LightSample

use of org.sunflow.core.LightSample in project joons-renderer by joonhyublee.

the class SphereLight method getSamples.

public void getSamples(ShadingState state) {
    if (getNumSamples() <= 0) {
        return;
    }
    Vector3 wc = Point3.sub(center, state.getPoint(), new Vector3());
    float l2 = wc.lengthSquared();
    if (l2 <= r2) {
        // inside the sphere?
        return;
    }
    // top of the sphere as viewed from the current shading point
    float topX = wc.x + state.getNormal().x * radius;
    float topY = wc.y + state.getNormal().y * radius;
    float topZ = wc.z + state.getNormal().z * radius;
    if (state.getNormal().dot(topX, topY, topZ) <= 0) {
        // top of the sphere is below the horizon
        return;
    }
    float cosThetaMax = (float) Math.sqrt(Math.max(0, 1 - r2 / Vector3.dot(wc, wc)));
    OrthoNormalBasis basis = OrthoNormalBasis.makeFromW(wc);
    int samples = state.getDiffuseDepth() > 0 ? 1 : getNumSamples();
    float scale = (float) (2 * Math.PI * (1 - cosThetaMax));
    Color c = Color.mul(scale / samples, radiance);
    for (int i = 0; i < samples; i++) {
        // random offset on unit square
        double randX = state.getRandom(i, 0, samples);
        double randY = state.getRandom(i, 1, samples);
        // cone sampling
        double cosTheta = (1 - randX) * cosThetaMax + randX;
        double sinTheta = Math.sqrt(1 - cosTheta * cosTheta);
        double phi = randY * 2 * Math.PI;
        Vector3 dir = new Vector3((float) (Math.cos(phi) * sinTheta), (float) (Math.sin(phi) * sinTheta), (float) cosTheta);
        basis.transform(dir);
        // check that the direction of the sample is the same as the
        // normal
        float cosNx = Vector3.dot(dir, state.getNormal());
        if (cosNx <= 0) {
            continue;
        }
        float ocx = state.getPoint().x - center.x;
        float ocy = state.getPoint().y - center.y;
        float ocz = state.getPoint().z - center.z;
        float qa = Vector3.dot(dir, dir);
        float qb = 2 * ((dir.x * ocx) + (dir.y * ocy) + (dir.z * ocz));
        float qc = ((ocx * ocx) + (ocy * ocy) + (ocz * ocz)) - r2;
        double[] t = Solvers.solveQuadric(qa, qb, qc);
        if (t == null) {
            continue;
        }
        LightSample dest = new LightSample();
        // compute shadow ray to the sampled point
        dest.setShadowRay(new Ray(state.getPoint(), dir));
        // FIXME: arbitrary bias, should handle as in other places
        dest.getShadowRay().setMax((float) t[0] - 1e-3f);
        // prepare sample
        dest.setRadiance(c, c);
        dest.traceShadow(state);
        state.addSample(dest);
    }
}
Also used : LightSample(org.sunflow.core.LightSample) Color(org.sunflow.image.Color) Vector3(org.sunflow.math.Vector3) Ray(org.sunflow.core.Ray) OrthoNormalBasis(org.sunflow.math.OrthoNormalBasis)

Example 10 with LightSample

use of org.sunflow.core.LightSample in project joons-renderer by joonhyublee.

the class TriangleMeshLight method getSamples.

public void getSamples(ShadingState state) {
    if (numSamples == 0) {
        return;
    }
    Vector3 n = state.getNormal();
    Point3 p = state.getPoint();
    for (int tri3 = 0, i = 0; tri3 < triangles.length; tri3 += 3, i++) {
        // vector towards each vertex of the light source
        Vector3 p0 = Point3.sub(getPoint(triangles[tri3 + 0]), p, new Vector3());
        // cull triangle if it is facing the wrong way
        if (Vector3.dot(p0, ngs[i]) >= 0) {
            continue;
        }
        Vector3 p1 = Point3.sub(getPoint(triangles[tri3 + 1]), p, new Vector3());
        Vector3 p2 = Point3.sub(getPoint(triangles[tri3 + 2]), p, new Vector3());
        // if all three vertices are below the hemisphere, stop
        if (Vector3.dot(p0, n) <= 0 && Vector3.dot(p1, n) <= 0 && Vector3.dot(p2, n) <= 0) {
            continue;
        }
        p0.normalize();
        p1.normalize();
        p2.normalize();
        float dot = Vector3.dot(p2, p0);
        Vector3 h = new Vector3();
        h.x = p2.x - dot * p0.x;
        h.y = p2.y - dot * p0.y;
        h.z = p2.z - dot * p0.z;
        float hlen = h.length();
        if (hlen > 1e-6f) {
            h.div(hlen);
        } else {
            continue;
        }
        Vector3 n0 = Vector3.cross(p0, p1, new Vector3());
        float len0 = n0.length();
        if (len0 > 1e-6f) {
            n0.div(len0);
        } else {
            continue;
        }
        Vector3 n1 = Vector3.cross(p1, p2, new Vector3());
        float len1 = n1.length();
        if (len1 > 1e-6f) {
            n1.div(len1);
        } else {
            continue;
        }
        Vector3 n2 = Vector3.cross(p2, p0, new Vector3());
        float len2 = n2.length();
        if (len2 > 1e-6f) {
            n2.div(len2);
        } else {
            continue;
        }
        float cosAlpha = MathUtils.clamp(-Vector3.dot(n2, n0), -1.0f, 1.0f);
        float cosBeta = MathUtils.clamp(-Vector3.dot(n0, n1), -1.0f, 1.0f);
        float cosGamma = MathUtils.clamp(-Vector3.dot(n1, n2), -1.0f, 1.0f);
        float alpha = (float) Math.acos(cosAlpha);
        float beta = (float) Math.acos(cosBeta);
        float gamma = (float) Math.acos(cosGamma);
        float area = alpha + beta + gamma - (float) Math.PI;
        float cosC = MathUtils.clamp(Vector3.dot(p0, p1), -1.0f, 1.0f);
        float salpha = (float) Math.sin(alpha);
        float product = salpha * cosC;
        // use lower sampling depth for diffuse bounces
        int samples = state.getDiffuseDepth() > 0 ? 1 : numSamples;
        Color c = Color.mul(area / samples, radiance);
        for (int j = 0; j < samples; j++) {
            // random offset on unit square
            double randX = state.getRandom(j, 0, samples);
            double randY = state.getRandom(j, 1, samples);
            float phi = (float) randX * area - alpha + (float) Math.PI;
            float sinPhi = (float) Math.sin(phi);
            float cosPhi = (float) Math.cos(phi);
            float u = cosPhi + cosAlpha;
            float v = sinPhi - product;
            float q = (-v + cosAlpha * (cosPhi * -v + sinPhi * u)) / (salpha * (sinPhi * -v - cosPhi * u));
            float q1 = 1.0f - q * q;
            if (q1 < 0.0f) {
                q1 = 0.0f;
            }
            float sqrtq1 = (float) Math.sqrt(q1);
            float ncx = q * p0.x + sqrtq1 * h.x;
            float ncy = q * p0.y + sqrtq1 * h.y;
            float ncz = q * p0.z + sqrtq1 * h.z;
            dot = p1.dot(ncx, ncy, ncz);
            float z = 1.0f - (float) randY * (1.0f - dot);
            float z1 = 1.0f - z * z;
            if (z1 < 0.0f) {
                z1 = 0.0f;
            }
            Vector3 nd = new Vector3();
            nd.x = ncx - dot * p1.x;
            nd.y = ncy - dot * p1.y;
            nd.z = ncz - dot * p1.z;
            nd.normalize();
            float sqrtz1 = (float) Math.sqrt(z1);
            Vector3 result = new Vector3();
            result.x = z * p1.x + sqrtz1 * nd.x;
            result.y = z * p1.y + sqrtz1 * nd.y;
            result.z = z * p1.z + sqrtz1 * nd.z;
            // the right direction
            if (Vector3.dot(result, n) > 0 && Vector3.dot(result, state.getGeoNormal()) > 0 && Vector3.dot(result, ngs[i]) < 0) {
                // compute intersection with triangle (if any)
                Ray shadowRay = new Ray(state.getPoint(), result);
                if (!intersectTriangleKensler(tri3, shadowRay)) {
                    continue;
                }
                LightSample dest = new LightSample();
                dest.setShadowRay(shadowRay);
                // prepare sample
                dest.setRadiance(c, c);
                dest.traceShadow(state);
                state.addSample(dest);
            }
        }
    }
}
Also used : Point3(org.sunflow.math.Point3) LightSample(org.sunflow.core.LightSample) Color(org.sunflow.image.Color) Vector3(org.sunflow.math.Vector3) Ray(org.sunflow.core.Ray)

Aggregations

LightSample (org.sunflow.core.LightSample)11 Ray (org.sunflow.core.Ray)9 Color (org.sunflow.image.Color)8 Vector3 (org.sunflow.math.Vector3)8 Point3 (org.sunflow.math.Point3)4 OrthoNormalBasis (org.sunflow.math.OrthoNormalBasis)2 XYZColor (org.sunflow.image.XYZColor)1