255 lines
7.5 KiB
C++
255 lines
7.5 KiB
C++
#include "application_integrator.h"
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#include "algorithms/parallel_for.h"
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#include "imgui.h"
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#include "math/vec2.h"
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#include "math/vec3fa.h"
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#include "random_sampler.hpp"
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#include "random_sampler_wrapper.hpp"
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#include "tasking/taskschedulerinternal.h"
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#include <vector>
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ApplicationIntegrator::ApplicationIntegrator(int argc, char **argv,
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const std::string &name)
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: Application(argc, argv, name) {
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resetRender();
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}
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void ApplicationIntegrator::drawGUI() {
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bool bDirty = false;
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if (ImGui::SliderInt("num chains", &num_chains, 1, 2000))
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resetRender();
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if (ImGui::SliderInt("chain lengths", &chain_lengths, 1, 200000))
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resetRender();
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if (ImGui::SliderFloat("small step size", &small_step_size, 0.0, 0.1))
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resetRender();
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if (ImGui::SliderFloat("large step probability", &large_step_probability, 0.0,
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1.0))
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resetRender();
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if (ImGui::Checkbox("Metropolis", &bMetropolis)) {
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resetRender();
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}
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if (bDirty) {
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resetRender();
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}
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}
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inline float luminance(Vec3fa v) {
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return 0.2126f * v.x + 0.7152f * v.y + 0.0722f * v.z;
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}
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void ApplicationIntegrator::resetRender() {
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Application::resetRender();
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if (bMetropolis) {
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data.film.count = false;
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} else {
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data.film.count = true;
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data.film.scalar = 1.0;
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}
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}
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void ApplicationIntegrator::render(int *pixels, int width, int height,
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float time, const ISPCCamera &camera) {
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deviceRender(camera);
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if (!bMetropolis) {
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mcRender(pixels, width, height, time, camera);
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} else {
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mltRender(pixels, width, height, time, camera);
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}
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}
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class MLTRandomSampler : public RandomSamplerWrapper {
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private:
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size_t index;
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std::vector<float> data;
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std::vector<float> new_data;
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std::vector<size_t> last_changed;
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size_t time;
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size_t last_large_step;
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float small_step_size;
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float large_step_probability;
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bool large_step;
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float normalize(float x) {
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if (x < 0.0) {
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return x + 1.0;
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} else if (x >= 1.0) {
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return x - 1.0;
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}
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return x;
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}
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public:
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MLTRandomSampler(float small_step_size, float large_step_probability)
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: index(0), data({}), last_changed({}), time(0), last_large_step(0),
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small_step_size(small_step_size),
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large_step_probability(large_step_probability) {}
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void init(int id) override { RandomSampler_init(sampler, id); }
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void accept() {
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time++;
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for (size_t i = 0; i < new_data.size(); i++) {
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if (i >= data.size()) {
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data.push_back(new_data[i]);
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last_changed.push_back(time);
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} else {
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data.at(i) = new_data.at(i);
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last_changed.at(i) = time;
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}
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}
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new_data.clear();
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}
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void new_ray(bool l) {
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large_step = l;
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}
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bool is_large_step() { return large_step; }
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float get1D() override {
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if (is_large_step()) {
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float r = RandomSampler_get1D(sampler);
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new_data.push_back(r);
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index++;
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return r;
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} else {
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if (index >= data.size()) {
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float r = RandomSampler_get1D(sampler);
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data.push_back(r);
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last_changed.push_back(time);
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new_data.push_back(r);
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index++;
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return r;
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} else if (last_changed.at(index) < last_large_step) {
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float r = RandomSampler_get1D(sampler);
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data.at(index) = r;
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last_changed.at(index) = time;
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new_data.push_back(r);
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index++;
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return r;
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} else {
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size_t steps = time - last_changed.at(index);
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float d = data.at(index);
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for (size_t i = 0; i < steps; i++) {
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float r = RandomSampler_get1D(sampler);
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float o = r * small_step_size - (small_step_size / 2.0);
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d = normalize(d + o);
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}
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data.at(index) = d;
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last_changed.at(index) = time;
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float r = RandomSampler_get1D(sampler);
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float o = r * small_step_size - (small_step_size / 2.0);
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d = normalize(d + o);
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new_data.push_back(d);
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return d;
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}
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}
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}
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Vec2f get2D() override { return Vec2f(get1D(), get1D()); }
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Vec3fa get3D() override { return Vec3fa(get1D(), get1D(), get1D()); }
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};
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void ApplicationIntegrator::mltRender(int *pixels, int width, int height,
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float time, const ISPCCamera &camera) {
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// data.film.scalar = ... use it for setting up the correct normalization
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// coefficient
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//
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//
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// you may want to use Distribution1D for the bootstrap
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// d = Distribution1D(float* bis_values, num_bins)
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// float integral = d.funcInt;
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// int index_of_the_sampled_bin = d.SampleDiscrete(rng.get1D());
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parallel_for(size_t(0), size_t(num_chains), [&](const range<size_t> &range) {
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const int threadIndex = (int)TaskScheduler::threadIndex();
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for (size_t i = range.begin(); i < range.end(); i++) {
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MLTRandomSampler sampler(small_step_size, large_step_probability);
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sampler.init(data.frame_count * num_chains + i);
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float last_l = 0.0;
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for (size_t j = 0; j < chain_lengths; j++) {
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sampler.new_ray(RandomSampler_get1D(sampler.sampler) < large_step_probability);
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float x = sampler.get1D() * width;
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float y = sampler.get1D() * height;
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int x_pixel = x;
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int y_pixel = y;
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Vec3f f = renderPixel(x, y, camera, g_stats[threadIndex], sampler);
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float l = luminance(f);
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if ((last_l == 0.0 && l > 0.0) || (last_l > 0.0 && RandomSampler_get1D(sampler.sampler) < l / last_l)) {
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data.film.addSplat(x_pixel, y_pixel, f / l);
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sampler.accept();
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}
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}
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}
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});
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}
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void ApplicationIntegrator::mcRender(int *pixels, int width, int height,
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float time, const ISPCCamera &camera) {
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const int numTilesX = (width + TILE_SIZE_X - 1) / TILE_SIZE_X;
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const int numTilesY = (height + TILE_SIZE_Y - 1) / TILE_SIZE_Y;
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parallel_for(size_t(0), size_t(numTilesX * numTilesY),
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[&](const range<size_t> &range) {
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const int threadIndex = (int)TaskScheduler::threadIndex();
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for (size_t i = range.begin(); i < range.end(); i++)
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renderTile((int)i, threadIndex, pixels, width, height, time,
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camera, numTilesX, numTilesY);
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});
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}
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/* renders a single screen tile */
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void ApplicationIntegrator::mcRenderTile(int taskIndex, int threadIndex,
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int *pixels, const unsigned int width,
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const unsigned int height, const float time,
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const ISPCCamera &camera,
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const int numTilesX,
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const int numTilesY) {
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const unsigned int tileY = taskIndex / numTilesX;
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const unsigned int tileX = taskIndex - tileY * numTilesX;
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const unsigned int x0 = tileX * TILE_SIZE_X;
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const unsigned int x1 = min(x0 + TILE_SIZE_X, width);
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const unsigned int y0 = tileY * TILE_SIZE_Y;
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const unsigned int y1 = min(y0 + TILE_SIZE_Y, height);
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for (unsigned int y = y0; y < y1; y++)
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for (unsigned int x = x0; x < x1; x++) {
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RandomSamplerWrapper sampler;
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Vec3fa L = Vec3fa(0.0f);
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for (int i = 0; i < data.spp; i++) {
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sampler.init(x, y, (data.frame_count) * data.spp + i);
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/* calculate pixel color */
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float fx = x + sampler.get1D();
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float fy = y + sampler.get1D();
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L = L + renderPixel(fx, fy, camera, g_stats[threadIndex], sampler);
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}
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L = L / (float)data.spp;
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/* write color to framebuffer */
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data.film.addSplat(x, y, L);
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}
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}
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