finish global illumination

This commit is contained in:
Shuo Feng 2024-03-20 23:37:20 -04:00
parent e59c6dbea4
commit a63aedc323
Signed by: sfeng
GPG key ID: 1E83AE6CD1C037B1
5 changed files with 41 additions and 20 deletions

View file

@ -40,6 +40,8 @@ Vector3f Sphere::normal(const Vector3f &p) const {
return (p - center).normalized();
}
Vector3f Sphere::sample() const { return center + Vector3f(radius, 0, 0); }
bool isInRectangle(const Vector3f &p, const Vector3f &a, const Vector3f &b,
const Vector3f &c, const Vector3f &d, const Vector3f &n) {
float s1 = (b - a).cross(p - a).dot(n);
@ -67,3 +69,5 @@ Optional<float> Rectangle::intersect(const Ray &r) const {
}
Vector3f Rectangle::normal(const Vector3f &p) const { return normal_; }
Vector3f Rectangle::sample() const { return p1; }

View file

@ -20,6 +20,7 @@ public:
virtual ~Geometry() = default;
virtual Optional<float> intersect(const Ray &) const = 0;
virtual Vector3f normal(const Vector3f &) const = 0;
virtual Vector3f sample() const = 0;
protected:
Geometry(Type type, float ka, float kd, float ks, const Vector3f &ca,
@ -54,6 +55,7 @@ public:
Optional<float> intersect(const Ray &) const override;
Vector3f normal(const Vector3f &) const override;
Vector3f sample() const override;
private:
float radius;
@ -70,6 +72,7 @@ public:
Optional<float> intersect(const Ray &) const override;
Vector3f normal(const Vector3f &) const override;
Vector3f sample() const override;
private:
Vector3f p1, p2, p3, p4;

View file

@ -22,6 +22,10 @@ bool Light::isUse() const { return use; }
Vector3f PointLight::getCenter() const { return center; }
bool lightOnSurface(Vector3f center, Geometry *g) {
return (g->sample() - center).dot(g->normal(center)) < 1e-5;
}
Vector3f PointLight::illumination(const HitRecord &hit,
const vector<Geometry *> &geometries) const {
Vector3f shadingPoint = hit.point();
@ -30,9 +34,9 @@ Vector3f PointLight::illumination(const HitRecord &hit,
Ray shadowRay(shadingPoint, rayDirection);
for (auto g : geometries)
if (g != geometry && g->intersect(shadowRay).hasValue() &&
g->type() == Geometry::Type::SPHERE)
return Vector3f::Zero();
if (g != geometry && g->intersect(shadowRay).hasValue())
if (g->type() == Geometry::Type::SPHERE || !lightOnSurface(center, g))
return Vector3f::Zero();
Vector3f ambient_ =
geometry->ka() * geometry->ca().array() * Scene::current->ai().array();

View file

@ -67,6 +67,11 @@ void RayTracer::parse() {
lights.push_back(Parser::getLight(*i));
}
Vector3f gammaCorrection(Vector3f color, float gammaInv) {
return Vector3f(std::pow(color.x(), gammaInv), std::pow(color.y(), gammaInv),
std::pow(color.z(), gammaInv));
}
/**
* Render the current scene
*
@ -109,7 +114,7 @@ void RayTracer::render() {
}
if (success)
color = accumulate / success;
color = gammaCorrection(accumulate / success, 1.0f / 2.1f);
} else {
Ray ray = getRay(x, y);
Optional<HitRecord> hitRecord = getHitRecord(ray);
@ -141,15 +146,12 @@ Vector3f RayTracer::calculateColor(const HitRecord &hit, int i) const {
/**
* Find the nearest geometry to intersect
*/
Optional<HitRecord> RayTracer::getHitRecord(Ray r, const Geometry *self,
bool notRectangle) const {
Optional<HitRecord> RayTracer::getHitRecord(Ray r, const Geometry *self) const {
priority_queue<HitRecord> records;
for (auto g : geometries) {
Optional<float> t = g->intersect(r);
if (t.hasValue() && g != self)
if (!notRectangle ||
notRectangle && g->type() != Geometry::Type::RECTANGLE)
records.push(HitRecord(t.value(), r, g));
records.push(HitRecord(t.value(), r, g));
}
if (!records.empty()) {
@ -161,12 +163,8 @@ Optional<HitRecord> RayTracer::getHitRecord(Ray r, const Geometry *self,
return Optional<HitRecord>::nullopt;
}
Optional<HitRecord> RayTracer::getHitRecord(Ray r, const Geometry *g) const {
return getHitRecord(r, g, false);
}
Optional<HitRecord> RayTracer::getHitRecord(Ray r) const {
return getHitRecord(r, nullptr, false);
return getHitRecord(r, nullptr);
}
Light *RayTracer::singleLightSource() const {
@ -199,8 +197,8 @@ void writeColor(int i, const Vector3f &color) {
Vector3f getRandomDirection() {
RETRY_RANDOM:
float x = (float)rand() / RAND_MAX;
float y = (float)rand() / RAND_MAX;
float x = ((float)rand() / RAND_MAX) * 2 - 1;
float y = ((float)rand() / RAND_MAX) * 2 - 1;
if (x * x + y * y > 1)
goto RETRY_RANDOM;
@ -222,6 +220,17 @@ Vector3f getGlobalRandDirection(Vector3f normal) {
return local2World * getRandomDirection();
}
bool lightOnSurface(HitRecord hit, const Light *l) {
Vector3f center = l->getCenter();
Geometry *g = hit.geometry();
Geometry::Type type = g->type();
if (type == Geometry::Type::RECTANGLE) {
return (g->sample() - center).dot(g->normal(center)) < 1e-5;
}
return false;
}
Vector3f RayTracer::trace(HitRecord hit, int bounce, float prob) const {
RETRY_TRACING:
bool finish = !bounce || ((float)rand() / RAND_MAX < prob);
@ -238,14 +247,16 @@ RETRY_TRACING:
direction.normalize();
Ray ray(point + hit.normal() * 1e-6, direction);
Optional<HitRecord> hitRecord = getHitRecord(ray, geometry, finish);
Optional<HitRecord> hitRecord = getHitRecord(ray, geometry);
Vector3f traceColor = Vector3f::Zero();
if (!finish && hitRecord.hasValue())
traceColor = trace(hitRecord.value(), bounce - 1, prob);
else if (!finish && !hitRecord.hasValue())
goto RETRY_TRACING;
else if (finish && !hitRecord.hasValue())
traceColor = light->id();
else if (finish)
if (!hitRecord.hasValue() ||
(hitRecord.hasValue() && lightOnSurface(hitRecord.value(), light)))
traceColor = light->id();
return traceColor.array() * geometry->cd().array() *
std::max(0.0f, hit.normal().dot(direction));

View file

@ -24,7 +24,6 @@ private:
void parse();
void render();
Optional<HitRecord> getHitRecord(Ray, const Geometry *, bool) const;
Optional<HitRecord> getHitRecord(Ray, const Geometry *) const;
Optional<HitRecord> getHitRecord(Ray) const;
Vector3f calculateColor(const HitRecord &, int) const;