Add path tracer implementation to application3

This commit is contained in:
hal8174 2024-06-20 10:09:03 +02:00
parent 3369dc0567
commit fe92493afd
2 changed files with 171 additions and 50 deletions

View file

@ -1,5 +1,7 @@
#include "Application3.h"
#include "math/vec3fa.h"
#define EPS 0.01f
void Application3::initScene() {
Data_Constructor(&data, 1, 8);
@ -46,7 +48,7 @@ void Application3::causticScene() {
auto light = new SceneGraph::QuadLightMesh(Vec3fa(0.1, 1.0, 2.0), Vec3fa(-0.1, 1.2, 2.0),
Vec3fa(-0.1, 1.0, 2.0), Vec3fa(0.1, 1.2, 2.0),
Vec3fa(50, 50, 50));
Vec3fa(50, 50, 50) * 10);
sceneGraph->add(light);
@ -72,6 +74,16 @@ void Application3::causticScene() {
/* task that renders a single screen tile */
Vec3fa Application3::renderPixel(float x, float y, const ISPCCamera& camera, RayStats& stats, RandomSamplerWrapper& sampler) {
if (method == 0) {
return renderPixelPT(x,y , camera, stats, sampler);
} else if (method == 1) {
return renderPixelNEE(x,y , camera, stats, sampler);
} else {
return Vec3fa(0.0);
}
}
Vec3fa Application3::renderPixelPT(float x, float y, const ISPCCamera& camera, RayStats& stats, RandomSamplerWrapper& sampler) {
/* radiance accumulator and weight */
Vec3fa L = Vec3fa(0.0f);
Vec3fa Lw = Vec3fa(1.0f);
@ -80,6 +92,8 @@ Vec3fa Application3::renderPixel(float x, float y, const ISPCCamera& camera, Ray
Ray ray(Vec3fa(camera.xfm.p), Vec3fa(normalize(x * camera.xfm.l.vx + y * camera.xfm.l.vy + camera.xfm.l.vz)), 0.0f,
inf);
for (int i = 0; i < ray_depth; i++) {
/* intersect ray with scene */
RTCIntersectArguments iargs;
rtcInitIntersectArguments(&iargs);
@ -90,44 +104,112 @@ Vec3fa Application3::renderPixel(float x, float y, const ISPCCamera& camera, Ray
const Vec3fa wo = neg(ray.dir);
/* shade pixels */
if (ray.geomID != RTC_INVALID_GEOMETRY_ID) {
if (ray.geomID == RTC_INVALID_GEOMETRY_ID) {
break;
}
Vec3fa Ns = normalize(ray.Ng);
Sample sample;
sample.P = ray.org + ray.tfar * ray.dir;
sample.Ng = ray.Ng;
sample.Ns = Ns;
unsigned matId = data.scene->geometries[ray.geomID]->materialID;
int matId = data.scene->geometries[ray.geomID]->materialID;
unsigned lightID = data.scene->geometries[ray.geomID]->lightID;
sample.Ng = face_forward(ray.dir, normalize(sample.Ng));
sample.Ns = face_forward(ray.dir, normalize(sample.Ns));
// evaluate light
if (lightID != unsigned(-1)) {
const Light* l = data.scene->lights[lightID];
Light_EvalRes evalRes = Lights_eval(l, sample, -wo);
L += evalRes.value;
} else {
sample.Ng = face_forward(ray.dir, normalize(sample.Ng));
sample.Ns = face_forward(ray.dir, normalize(sample.Ns));
return Lw * evalRes.value;
break;
}
/* calculate BRDF */
BRDF brdf;
std::vector<Material *> material_array = data.scene->materials;
Material__preprocess(material_array, matId, brdf, wo, sample);
/* sample BRDF at hit point */
Sample3f wi1;
Material__sample(material_array, matId, brdf, Lw, wo, sample, wi1, sampler.get2D());
int id = (int)(sampler.get1D()* data.scene->lights.size());
Vec2f uv = sampler.get2D();
Sample3f wi;
Vec3fa diffuse = Material__sample(material_array, matId, brdf, Lw, wo, sample, wi, uv);
Lw *= diffuse / wi.pdf;
ray = Ray(sample.P,wi.v,EPS,inf);
}
return L;
}
Vec3fa Application3::renderPixelNEE(float x, float y, const ISPCCamera& camera, RayStats& stats, RandomSamplerWrapper& sampler) {
/* radiance accumulator and weight */
Vec3fa L = Vec3fa(0.0f);
Vec3fa Lw = Vec3fa(1.0f);
/* initialize ray */
Ray ray(Vec3fa(camera.xfm.p), Vec3fa(normalize(x * camera.xfm.l.vx + y * camera.xfm.l.vy + camera.xfm.l.vz)), 0.0f,
inf);
for (int i = 0; i < ray_depth; i++) {
/* intersect ray with scene */
RTCIntersectArguments iargs;
rtcInitIntersectArguments(&iargs);
iargs.feature_mask = RTC_FEATURE_FLAG_TRIANGLE;
rtcIntersect1(data.g_scene, RTCRayHit_(ray), &iargs);
RayStats_addRay(stats);
const Vec3fa wo = neg(ray.dir);
/* shade pixels */
if (ray.geomID == RTC_INVALID_GEOMETRY_ID) {
break;
}
Vec3fa Ns = normalize(ray.Ng);
Sample sample;
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;
sample.Ng = face_forward(ray.dir, normalize(sample.Ng));
sample.Ns = face_forward(ray.dir, normalize(sample.Ns));
// include direct light on first ray
if (lightID != unsigned(-1)) {
if (i == 0) {
const Light* l = data.scene->lights[lightID];
Light_EvalRes evalRes = Lights_eval(l, sample, -wo);
L += Lw * evalRes.value;
}
break;
}
/* calculate BRDF */
BRDF brdf;
std::vector<Material *> material_array = data.scene->materials;
Material__preprocess(material_array, matId, brdf, wo, sample);
/* Light ray */
int id = (int)(sampler.get1D() * data.scene->lights.size());
if (id == data.scene->lights.size())
id = data.scene->lights.size() - 1;
const Light* l = data.scene->lights[id];
Light_SampleRes ls = Lights_sample(l, sample, sampler.get2D());
Vec3fa diffuse = Material__eval(material_array, matId, brdf, wo, sample, ls.dir);
Vec3fa light_diffuse = Material__eval(material_array, matId, brdf, wo, sample, ls.dir);
/* initialize shadow ray */
Ray shadow(sample.P, ls.dir, 0.001f, ls.dist-0.001f, 0.0f);
Ray shadow(sample.P, ls.dir, EPS, ls.dist - EPS, 0.0f);
/* trace shadow ray */
RTCOccludedArguments sargs;
@ -136,11 +218,22 @@ Vec3fa Application3::renderPixel(float x, float y, const ISPCCamera& camera, Ray
rtcOccluded1(data.g_scene, RTCRay_(shadow), &sargs);
RayStats_addShadowRay(stats);
/* add light contribution if not occluded */
/* add light contribution if not occluded (NEE) */
if (shadow.tfar >= 0.0f) {
L += diffuse * ls.weight;
}
// L += Lw * light_diffuse * ls.weight;
L += Lw * light_diffuse * ls.weight * dot(sample.Ng, ls.dir) / data.scene->lights.size();
// L += Lw * light_diffuse * ls.weight/ data.scene->lights.size();
}
Vec2f uv = sampler.get2D();
Sample3f wi;
Vec3fa diffuse = Material__sample(material_array, matId, brdf, Lw, wo, sample, wi, uv);
Lw *= diffuse / wi.pdf;
ray = Ray(sample.P,wi.v,EPS,inf);
}
return L;

View file

@ -1,6 +1,7 @@
#pragma once
#include "helper.hpp"
#include "application_integrator.h"
#include "simd/vboolf4_sse2.h"
class Application3 : public ApplicationIntegrator {
@ -10,10 +11,34 @@ public:
private:
Vec3fa renderPixel(float x, float y, const ISPCCamera& camera, RayStats& stats, RandomSamplerWrapper& sampler) override;
Vec3fa renderPixelPT(float x, float y, const ISPCCamera& camera, RayStats& stats, RandomSamplerWrapper& sampler);
Vec3fa renderPixelNEE(float x, float y, const ISPCCamera& camera, RayStats& stats, RandomSamplerWrapper& sampler);
void drawGUI() override {
ApplicationIntegrator::drawGUI(); // NEW!
ImGui::InputInt("Ray depth", &ray_depth);
if (ray_depth < 1) {
ray_depth = 1;
}
const char* methods[] = {"PT", "NEE"};
if (ImGui::Combo("Methods", &method, methods, 2)) {
resetRender();
}
const char* scenes[] = {"Cornell", "Ring"};
int oldscene = scene;
ImGui::Combo("Scenes", &scene, scenes, 2);
if (scene != oldscene) {
Data_Destructor(&data);
Data_Constructor(&data, 1, 8);
if (scene == 0)
standardScene();
if (scene == 1)
causticScene();
}
}
void initScene() override;
@ -23,4 +48,7 @@ private:
void causticScene();
float colorLight[3] = {1.0f, 1.0f, 1.0f};
int ray_depth = 5;
int scene = 0;
int method = 0;
};