Fix bugs.

This commit is contained in:
hal8174 2024-06-01 02:03:04 +02:00
parent 0b8021c139
commit c1e15155ad
2 changed files with 15 additions and 12 deletions

View file

@ -146,7 +146,6 @@ Vec3fa Application2::renderPixelHomogeneous(float x, float y, const ISPCCamera&
const Vec3fa wo = neg(ray.dir);
float mu_t = mu_a + mu_s;
// float mu_t = 0.1;
float t;
if (mu_t == 0) {
t = inf;
@ -159,16 +158,20 @@ Vec3fa Application2::renderPixelHomogeneous(float x, float y, const ISPCCamera&
// printf("t: %f;%f\n", t, ray.tfar);
// }
if (t > 0.0 && t < ray.tfar) {
// Nee
/* Light ray */
return {0.0, 0.0, 0.0};
// return {0.0, 0.0, 1.0};
int id = (int)(RandomSampler_get1D(sampler) * data.scene->lights.size());
if (id == data.scene->lights.size())
id = data.scene->lights.size() - 1;
const Light* l = data.scene->lights[id];
const Light* l = data.scene->lights.at(id);
Sample sample;
sample.P = ray.org + t * ray.dir;
sample.Ng = ray.dir;
sample.Ns = ray.dir;
Light_SampleRes ls = Lights_sample(l, sample, RandomSampler_get2D(sampler));
@ -183,11 +186,11 @@ Vec3fa Application2::renderPixelHomogeneous(float x, float y, const ISPCCamera&
rtcOccluded1(data.g_scene, RTCRay_(shadow), &sargs);
RayStats_addShadowRay(stats);
float scatter = phase(scattering_parameter, dot(ray.dir,shadow.dir));
float scatter = phase(scattering_parameter, -dot(-ray.dir,shadow.dir));
/* add light contribution if not occluded (NEE) */
if (shadow.tfar >= 0.0f) {
// L += Lw * light_diffuse * ls.weight;
L += Lw * std::pow(M_E, - mu_t * shadow.tfar) * scatter * mu_s * ls.weight * dot(sample.Ng, ls.dir) / data.scene->lights.size();
L += Lw * std::pow(M_E, - mu_t * shadow.tfar) * scatter * (mu_s / mu_t) * ls.weight * dot(sample.Ng, ls.dir) / data.scene->lights.size();
// L += Lw * light_diffuse * ls.weight/ data.scene->lights.size();
}
@ -196,7 +199,7 @@ Vec3fa Application2::renderPixelHomogeneous(float x, float y, const ISPCCamera&
float pdf;
Vec3fa o = sample_phase_function(-ray.dir, scattering_parameter, RandomSampler_get2D(sampler), pdf);
Lw *= std::pow(M_E, - mu_t * t) * mu_s;
Lw *= mu_s / mu_t;
ray = Ray(ray.org + t * ray.dir,o,EPS,inf);
@ -207,8 +210,8 @@ Vec3fa Application2::renderPixelHomogeneous(float x, float y, const ISPCCamera&
sample.P = ray.org + ray.tfar * ray.dir;
sample.Ng = ray.Ng;
sample.Ns = Ns;
int matId = data.scene->geometries[ray.geomID]->materialID;
unsigned lightID = data.scene->geometries[ray.geomID]->lightID;
int matId = data.scene->geometries.at(ray.geomID)->materialID;
unsigned lightID = data.scene->geometries.at(ray.geomID)->lightID;
sample.Ng = face_forward(ray.dir, normalize(sample.Ng));
sample.Ns = face_forward(ray.dir, normalize(sample.Ns));
@ -233,7 +236,7 @@ Vec3fa Application2::renderPixelHomogeneous(float x, float y, const ISPCCamera&
if (id == data.scene->lights.size())
id = data.scene->lights.size() - 1;
// printf("id: %d\n", id);
const Light* l = data.scene->lights[id];
const Light* l = data.scene->lights.at(id);
Light_SampleRes ls = Lights_sample(l, sample, RandomSampler_get2D(sampler));
@ -264,7 +267,7 @@ Vec3fa Application2::renderPixelHomogeneous(float x, float y, const ISPCCamera&
Vec3fa diffuse = Material__eval(material_array, matId, brdf, wo, sample, wi.v);
// printf("pdf: %f\n", wi.pdf);
Lw *= std::pow(M_E, - mu_t * ray.tfar) * diffuse / wi.pdf;
Lw *= diffuse / wi.pdf;
ray = Ray(sample.P,wi.v,EPS,inf);

View file

@ -25,7 +25,7 @@ private:
ImGui::SliderFloat("mu_a", &mu_a, 0.0, 1.0);
ImGui::SliderFloat("mu_s", &mu_s, 0.0, 1.0);
ImGui::SliderFloat("scattering parameter", &scattering_parameter, 0.0, 1.0);
ImGui::SliderFloat("scattering parameter", &scattering_parameter, -1.0, 1.0);
const char* scenes[] = {"Gnome", "Horse", "Heterogenous"};
int oldscene = scene;