use of org.sunflow.core.Ray in project joons-renderer by joonhyublee.
the class GlassShader method getRadiance.
public Color getRadiance(ShadingState state) {
if (!state.includeSpecular()) {
return Color.BLACK;
}
Vector3 reflDir = new Vector3();
Vector3 refrDir = new Vector3();
state.faceforward();
float cos = state.getCosND();
boolean inside = state.isBehind();
float neta = inside ? eta : 1.0f / eta;
float dn = 2 * cos;
reflDir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
reflDir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
reflDir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
// refracted ray
float arg = 1 - (neta * neta * (1 - (cos * cos)));
boolean tir = arg < 0;
if (tir) {
refrDir.x = refrDir.y = refrDir.z = 0;
} else {
float nK = (neta * cos) - (float) Math.sqrt(arg);
refrDir.x = (neta * state.getRay().dx) + (nK * state.getNormal().x);
refrDir.y = (neta * state.getRay().dy) + (nK * state.getNormal().y);
refrDir.z = (neta * state.getRay().dz) + (nK * state.getNormal().z);
}
// compute Fresnel terms
float cosTheta1 = Vector3.dot(state.getNormal(), reflDir);
float cosTheta2 = -Vector3.dot(state.getNormal(), refrDir);
float pPara = (cosTheta1 - eta * cosTheta2) / (cosTheta1 + eta * cosTheta2);
float pPerp = (eta * cosTheta1 - cosTheta2) / (eta * cosTheta1 + cosTheta2);
float kr = 0.5f * (pPara * pPara + pPerp * pPerp);
float kt = 1 - kr;
Color absorbtion = null;
if (inside && absorptionDistance > 0) {
// this ray is inside the object and leaving it
// compute attenuation that occured along the ray
absorbtion = Color.mul(-state.getRay().getMax() / absorptionDistance, absorptionColor.copy().opposite()).exp();
if (absorbtion.isBlack()) {
// nothing goes through
return Color.BLACK;
}
}
// refracted ray
Color ret = Color.black();
if (!tir) {
ret.madd(kt, state.traceRefraction(new Ray(state.getPoint(), refrDir), 0)).mul(color);
}
if (!inside || tir) {
ret.add(Color.mul(kr, state.traceReflection(new Ray(state.getPoint(), reflDir), 0)).mul(color));
}
return absorbtion != null ? ret.mul(absorbtion) : ret;
}
use of org.sunflow.core.Ray in project joons-renderer by joonhyublee.
the class InstantGI method getIrradiance.
@Override
public Color getIrradiance(ShadingState state, Color diffuseReflectance) {
float b = (float) Math.PI * c / diffuseReflectance.getMax();
Color irr = Color.black();
Point3 p = state.getPoint();
Vector3 n = state.getNormal();
int set = (int) (state.getRandom(0, 1, 1) * numSets);
for (PointLight vpl : virtualLights[set]) {
Ray r = new Ray(p, vpl.p);
float dotNlD = -(r.dx * vpl.n.x + r.dy * vpl.n.y + r.dz * vpl.n.z);
float dotND = r.dx * n.x + r.dy * n.y + r.dz * n.z;
if (dotNlD > 0 && dotND > 0) {
float r2 = r.getMax() * r.getMax();
Color opacity = state.traceShadow(r);
Color power = Color.blend(vpl.power, Color.BLACK, opacity);
float g = (dotND * dotNlD) / r2;
irr.madd(0.25f * Math.min(g, b), power);
}
}
// bias compensation
int nb = (state.getDiffuseDepth() == 0 || numBias <= 0) ? numBias : 1;
if (nb <= 0) {
return irr;
}
OrthoNormalBasis onb = state.getBasis();
Vector3 w = new Vector3();
float scale = (float) Math.PI / nb;
for (int i = 0; i < nb; i++) {
float xi = (float) state.getRandom(i, 0, nb);
float xj = (float) state.getRandom(i, 1, nb);
float phi = (float) (xi * 2 * Math.PI);
float cosPhi = (float) Math.cos(phi);
float sinPhi = (float) Math.sin(phi);
float sinTheta = (float) Math.sqrt(xj);
float cosTheta = (float) Math.sqrt(1.0f - xj);
w.x = cosPhi * sinTheta;
w.y = sinPhi * sinTheta;
w.z = cosTheta;
onb.transform(w);
Ray r = new Ray(state.getPoint(), w);
r.setMax((float) Math.sqrt(cosTheta / b));
ShadingState temp = state.traceFinalGather(r, i);
if (temp != null) {
temp.getInstance().prepareShadingState(temp);
if (temp.getShader() != null) {
float dist = temp.getRay().getMax();
float r2 = dist * dist;
float cosThetaY = -Vector3.dot(w, temp.getNormal());
if (cosThetaY > 0) {
float g = (cosTheta * cosThetaY) / r2;
// was this path accounted for yet?
if (g > b) {
irr.madd(scale * (g - b) / g, temp.getShader().getRadiance(temp));
}
}
}
}
}
return irr;
}
use of org.sunflow.core.Ray in project joons-renderer by joonhyublee.
the class PathTracingGIEngine method getIrradiance.
@Override
public Color getIrradiance(ShadingState state, Color diffuseReflectance) {
if (samples <= 0) {
return Color.BLACK;
}
// compute new sample
Color irr = Color.black();
OrthoNormalBasis onb = state.getBasis();
Vector3 w = new Vector3();
int n = state.getDiffuseDepth() == 0 ? samples : 1;
for (int i = 0; i < n; i++) {
float xi = (float) state.getRandom(i, 0, n);
float xj = (float) state.getRandom(i, 1, n);
float phi = (float) (xi * 2 * Math.PI);
float cosPhi = (float) Math.cos(phi);
float sinPhi = (float) Math.sin(phi);
float sinTheta = (float) Math.sqrt(xj);
float cosTheta = (float) Math.sqrt(1.0f - xj);
w.x = cosPhi * sinTheta;
w.y = sinPhi * sinTheta;
w.z = cosTheta;
onb.transform(w);
ShadingState temp = state.traceFinalGather(new Ray(state.getPoint(), w), i);
if (temp != null) {
temp.getInstance().prepareShadingState(temp);
if (temp.getShader() != null) {
irr.add(temp.getShader().getRadiance(temp));
}
}
}
irr.mul((float) Math.PI / n);
return irr;
}
use of org.sunflow.core.Ray 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);
}
}
use of org.sunflow.core.Ray 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);
}
}
}
}
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