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📄 irradiancecachegiengine.java

📁 Sunflow是一个照片级的渲染系统
💻 JAVA
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package org.sunflow.core.gi;

import java.util.concurrent.locks.ReentrantReadWriteLock;

import org.sunflow.core.GIEngine;
import org.sunflow.core.GlobalPhotonMapInterface;
import org.sunflow.core.Options;
import org.sunflow.core.Ray;
import org.sunflow.core.Scene;
import org.sunflow.core.ShadingState;
import org.sunflow.core.photonmap.GlobalPhotonMap;
import org.sunflow.core.photonmap.GridPhotonMap;
import org.sunflow.image.Color;
import org.sunflow.math.MathUtils;
import org.sunflow.math.OrthoNormalBasis;
import org.sunflow.math.Point3;
import org.sunflow.math.Vector3;
import org.sunflow.system.UI;
import org.sunflow.system.UI.Module;

public class IrradianceCacheGIEngine implements GIEngine {
    private int samples;
    private float tolerance;
    private float invTolerance;
    private float minSpacing;
    private float maxSpacing;
    private Node root;
    private ReentrantReadWriteLock rwl;
    private GlobalPhotonMapInterface globalPhotonMap;

    public IrradianceCacheGIEngine(Options options) {
        samples = options.getInt("gi.irr-cache.samples", 256);
        tolerance = options.getFloat("gi.irr-cache.tolerance", 0.05f);
        invTolerance = 1.0f / tolerance;
        minSpacing = options.getFloat("gi.irr-cache.min_spacing", 0.05f);
        maxSpacing = options.getFloat("gi.irr-cache.max_spacing", 5.00f);
        root = null;
        rwl = new ReentrantReadWriteLock();
        globalPhotonMap = null;
        String gmap = options.getString("gi.irr-cache.gmap", null);
        if (gmap == null || gmap.equals("none"))
            return;
        int numEmit = options.getInt("gi.irr-cache.gmap.emit", 100000);
        int gather = options.getInt("gi.irr-cache.gmap.gather", 50);
        float radius = options.getFloat("gi.irr-cache.gmap.radius", 0.5f);
        if (gmap.equals("kd"))
            globalPhotonMap = new GlobalPhotonMap(numEmit, gather, radius);
        else if (gmap.equals("grid"))
            globalPhotonMap = new GridPhotonMap(numEmit, gather, radius);
        else
            UI.printWarning(Module.LIGHT, "Unrecognized global photon map type \"%s\" - ignoring", gmap);
    }

    public boolean init(Scene scene) {
        // check settings
        samples = Math.max(0, samples);
        minSpacing = Math.max(0.001f, minSpacing);
        maxSpacing = Math.max(0.001f, maxSpacing);
        // display settings
        UI.printInfo(Module.LIGHT, "Irradiance cache settings:");
        UI.printInfo(Module.LIGHT, "  * Samples: %d", samples);
        if (tolerance <= 0)
            UI.printInfo(Module.LIGHT, "  * Tolerance: off");
        else
            UI.printInfo(Module.LIGHT, "  * Tolerance: %.3f", tolerance);
        UI.printInfo(Module.LIGHT, "  * Spacing: %.3f to %.3f", minSpacing, maxSpacing);
        // prepare root node
        Vector3 ext = scene.getBounds().getExtents();
        root = new Node(scene.getBounds().getCenter(), 1.0001f * MathUtils.max(ext.x, ext.y, ext.z));
        // init global photon map
        return (globalPhotonMap != null) ? scene.calculatePhotons(globalPhotonMap, "global", 0) : true;
    }

    public Color getGlobalRadiance(ShadingState state) {
        if (globalPhotonMap == null) {
            if (state.getShader() != null)
                return state.getShader().getRadiance(state);
            else
                return Color.BLACK;
        } else
            return globalPhotonMap.getRadiance(state.getPoint(), state.getNormal());
    }

    public Color getIrradiance(ShadingState state, Color diffuseReflectance) {
        if (samples <= 0)
            return Color.BLACK;
        if (state.getDiffuseDepth() > 0) {
            // do simple path tracing for additional bounces (single ray)
            float xi = (float) state.getRandom(0, 0, 1);
            float xj = (float) state.getRandom(0, 1, 1);
            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);
            Vector3 w = new Vector3();
            w.x = cosPhi * sinTheta;
            w.y = sinPhi * sinTheta;
            w.z = cosTheta;
            OrthoNormalBasis onb = state.getBasis();
            onb.transform(w);
            Ray r = new Ray(state.getPoint(), w);
            ShadingState temp = state.traceFinalGather(r, 0);
            return temp != null ? getGlobalRadiance(temp).copy().mul((float) Math.PI) : Color.BLACK;
        }
        rwl.readLock().lock();
        Color irr = getIrradiance(state.getPoint(), state.getNormal());
        rwl.readLock().unlock();
        if (irr == null) {
            // compute new sample
            irr = Color.black();
            OrthoNormalBasis onb = state.getBasis();
            float invR = 0;
            float minR = Float.POSITIVE_INFINITY;
            Vector3 w = new Vector3();
            for (int i = 0; i < samples; i++) {
                float xi = (float) state.getRandom(i, 0, samples);
                float xj = (float) state.getRandom(i, 1, samples);
                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);
                ShadingState temp = state.traceFinalGather(r, i);
                if (temp != null) {
                    minR = Math.min(r.getMax(), minR);
                    invR += 1.0f / r.getMax();
                    temp.getInstance().prepareShadingState(temp);
                    irr.add(getGlobalRadiance(temp));
                }
            }
            irr.mul((float) Math.PI / samples);
            invR = samples / invR;
            rwl.writeLock().lock();
            insert(state.getPoint(), state.getNormal(), invR, irr);
            rwl.writeLock().unlock();
            // view irr-cache points
            // irr = Color.YELLOW.copy().mul(1e6f);
        }
        return irr;
    }

    private void insert(Point3 p, Vector3 n, float r0, Color irr) {
        if (tolerance <= 0)
            return;
        Node node = root;
        r0 = MathUtils.clamp(r0 * tolerance, minSpacing, maxSpacing) * invTolerance;
        if (root.isInside(p)) {
            while (node.sideLength >= (4.0 * r0 * tolerance)) {
                int k = 0;
                k |= (p.x > node.center.x) ? 1 : 0;
                k |= (p.y > node.center.y) ? 2 : 0;
                k |= (p.z > node.center.z) ? 4 : 0;
                if (node.children[k] == null) {
                    Point3 c = new Point3(node.center);
                    c.x += ((k & 1) == 0) ? -node.quadSideLength : node.quadSideLength;
                    c.y += ((k & 2) == 0) ? -node.quadSideLength : node.quadSideLength;
                    c.z += ((k & 4) == 0) ? -node.quadSideLength : node.quadSideLength;
                    node.children[k] = new Node(c, node.halfSideLength);
                }
                node = node.children[k];
            }
        }
        Sample s = new Sample(p, n, r0, irr);
        s.next = node.first;
        node.first = s;
    }

    private Color getIrradiance(Point3 p, Vector3 n) {
        if (tolerance <= 0)
            return null;
        Sample x = new Sample(p, n);
        float w = root.find(x);
        return (x.irr == null) ? null : x.irr.mul(1.0f / w);
    }

    private final class Node {
        Node[] children;
        Sample first;
        Point3 center;
        float sideLength;
        float halfSideLength;
        float quadSideLength;

        Node(Point3 center, float sideLength) {
            children = new Node[8];
            for (int i = 0; i < 8; i++)
                children[i] = null;
            this.center = new Point3(center);
            this.sideLength = sideLength;
            halfSideLength = 0.5f * sideLength;
            quadSideLength = 0.5f * halfSideLength;
            first = null;
        }

        final boolean isInside(Point3 p) {
            return (Math.abs(p.x - center.x) < halfSideLength) && (Math.abs(p.y - center.y) < halfSideLength) && (Math.abs(p.z - center.z) < halfSideLength);
        }

        final float find(Sample x) {
            float weight = 0;
            for (Sample s = first; s != null; s = s.next) {
                float c2 = 1.0f - (x.nix * s.nix + x.niy * s.niy + x.niz * s.niz);
                float d2 = (x.pix - s.pix) * (x.pix - s.pix) + (x.piy - s.piy) * (x.piy - s.piy) + (x.piz - s.piz) * (x.piz - s.piz);
                if (c2 > tolerance * tolerance || d2 > maxSpacing * maxSpacing)
                    continue;
                float invWi = (float) (Math.sqrt(d2) * s.invR0 + Math.sqrt(Math.max(c2, 0)));
                if (invWi < tolerance || d2 < minSpacing * minSpacing) {
                    float wi = Math.min(1e10f, 1.0f / invWi);
                    if (x.irr != null)
                        x.irr.madd(wi, s.irr);
                    else
                        x.irr = s.irr.copy().mul(wi);
                    weight += wi;
                }
            }
            for (int i = 0; i < 8; i++)
                if ((children[i] != null) && (Math.abs(children[i].center.x - x.pix) <= halfSideLength) && (Math.abs(children[i].center.y - x.piy) <= halfSideLength) && (Math.abs(children[i].center.z - x.piz) <= halfSideLength))
                    weight += children[i].find(x);
            return weight;
        }
    }

    private static final class Sample {
        float pix, piy, piz;
        float nix, niy, niz;
        float invR0;
        Color irr;
        Sample next;

        Sample(Point3 p, Vector3 n) {
            pix = p.x;
            piy = p.y;
            piz = p.z;
            Vector3 ni = new Vector3(n).normalize();
            nix = ni.x;
            niy = ni.y;
            niz = ni.z;
            irr = null;
            next = null;
        }

        Sample(Point3 p, Vector3 n, float r0, Color irr) {
            pix = p.x;
            piy = p.y;
            piz = p.z;
            Vector3 ni = new Vector3(n).normalize();
            nix = ni.x;
            niy = ni.y;
            niz = ni.z;
            invR0 = 1.0f / r0;
            this.irr = irr;
            next = null;
        }
    }
}

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