1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
use std::sync::Arc;
use crate::core::camera::Camera;
use crate::core::geometry::{vec3_abs_dot_nrmf, vec3_dot_nrmf};
use crate::core::geometry::{Bounds2i, Normal3f, Ray, RayDifferential, Vector3f};
use crate::core::interaction::{Interaction, InteractionCommon, SurfaceInteraction};
use crate::core::light::VisibilityTester;
use crate::core::material::TransportMode;
use crate::core::pbrt::{Float, Spectrum};
use crate::core::reflection::BxdfType;
use crate::core::sampler::Sampler;
use crate::core::scene::Scene;
pub struct WhittedIntegrator {
pub camera: Arc<Camera>,
pub sampler: Box<Sampler>,
pixel_bounds: Bounds2i,
max_depth: u32,
}
impl WhittedIntegrator {
pub fn new(
max_depth: u32,
camera: Arc<Camera>,
sampler: Box<Sampler>,
pixel_bounds: Bounds2i,
) -> Self {
WhittedIntegrator {
camera,
sampler,
pixel_bounds,
max_depth,
}
}
pub fn preprocess(&mut self, _scene: &Scene) {}
pub fn li(
&self,
ray: &mut Ray,
scene: &Scene,
sampler: &mut Sampler,
depth: i32,
) -> Spectrum {
let mut l: Spectrum = Spectrum::default();
let mut isect: SurfaceInteraction = SurfaceInteraction::default();
if scene.intersect(ray, &mut isect) {
let n: Normal3f = isect.shading.n;
let wo: Vector3f = isect.common.wo;
let mode: TransportMode = TransportMode::Radiance;
isect.compute_scattering_functions(ray, false, mode);
if let Some(ref _bsdf) = isect.bsdf {
} else {
return self.li(&mut isect.spawn_ray(&ray.d), scene, sampler, depth);
}
l += isect.le(&wo);
for light in &scene.lights {
let mut light_intr: InteractionCommon = InteractionCommon::default();
let mut wi: Vector3f = Vector3f::default();
let mut pdf: Float = 0.0 as Float;
let mut visibility: VisibilityTester = VisibilityTester::default();
let li: Spectrum = light.sample_li(
&isect.common,
&mut light_intr,
sampler.get_2d(),
&mut wi,
&mut pdf,
&mut visibility,
);
if li.is_black() || pdf == 0.0 as Float {
continue;
}
if let Some(ref bsdf) = isect.bsdf {
let bsdf_flags: u8 = BxdfType::BsdfAll as u8;
let f: Spectrum = bsdf.f(&wo, &wi, bsdf_flags);
if !f.is_black() && visibility.unoccluded(scene) {
l += f * li * vec3_abs_dot_nrmf(&wi, &n) / pdf;
}
} else {
panic!("no isect.bsdf found");
}
}
if depth as u32 + 1 < self.max_depth {
l += self.specular_reflect(
ray, &isect, scene, sampler,
depth,
);
l += self.specular_transmit(
ray, &isect, scene, sampler,
depth,
);
}
l
} else {
for light in &scene.lights {
l += light.le(ray);
}
l
}
}
pub fn get_camera(&self) -> Arc<Camera> {
self.camera.clone()
}
pub fn get_sampler(&self) -> &Sampler {
&self.sampler
}
pub fn get_pixel_bounds(&self) -> Bounds2i {
self.pixel_bounds
}
pub fn specular_reflect(
&self,
ray: &Ray,
isect: &SurfaceInteraction,
scene: &Scene,
sampler: &mut Sampler,
depth: i32,
) -> Spectrum {
let wo: Vector3f = isect.common.wo;
let mut wi: Vector3f = Vector3f::default();
let mut pdf: Float = 0.0 as Float;
let ns: Normal3f = isect.shading.n;
let mut sampled_type: u8 = 0_u8;
let bsdf_flags: u8 = BxdfType::BsdfReflection as u8 | BxdfType::BsdfSpecular as u8;
let f: Spectrum;
if let Some(ref bsdf) = isect.bsdf {
f = bsdf.sample_f(
&wo,
&mut wi,
&sampler.get_2d(),
&mut pdf,
bsdf_flags,
&mut sampled_type,
);
if pdf > 0.0 as Float && !f.is_black() && vec3_abs_dot_nrmf(&wi, &ns) != 0.0 as Float {
let mut rd: Ray = isect.spawn_ray(&wi);
if let Some(d) = ray.differential.iter().next() {
let dndx: Normal3f = isect.shading.dndu * isect.dudx.get()
+ isect.shading.dndv * isect.dvdx.get();
let dndy: Normal3f = isect.shading.dndu * isect.dudy.get()
+ isect.shading.dndv * isect.dvdy.get();
let dwodx: Vector3f = -d.rx_direction - wo;
let dwody: Vector3f = -d.ry_direction - wo;
let ddndx: Float = vec3_dot_nrmf(&dwodx, &ns) + vec3_dot_nrmf(&wo, &dndx);
let ddndy: Float = vec3_dot_nrmf(&dwody, &ns) + vec3_dot_nrmf(&wo, &dndy);
let diff: RayDifferential = RayDifferential {
rx_origin: isect.common.p + isect.dpdx.get(),
ry_origin: isect.common.p + isect.dpdy.get(),
rx_direction: wi - dwodx
+ Vector3f::from(dndx * vec3_dot_nrmf(&wo, &ns) + ns * ddndx)
* 2.0 as Float,
ry_direction: wi - dwody
+ Vector3f::from(dndy * vec3_dot_nrmf(&wo, &ns) + ns * ddndy)
* 2.0 as Float,
};
rd.differential = Some(diff);
}
f * self.li(&mut rd, scene, sampler, depth + 1)
* Spectrum::new(vec3_abs_dot_nrmf(&wi, &ns) / pdf)
} else {
Spectrum::new(0.0)
}
} else {
Spectrum::new(0.0)
}
}
pub fn specular_transmit(
&self,
ray: &Ray,
isect: &SurfaceInteraction,
scene: &Scene,
sampler: &mut Sampler,
depth: i32,
) -> Spectrum {
let wo: Vector3f = isect.common.wo;
let mut wi: Vector3f = Vector3f::default();
let mut pdf: Float = 0.0 as Float;
let ns: Normal3f = isect.shading.n;
let mut sampled_type: u8 = 0_u8;
let bsdf_flags: u8 = BxdfType::BsdfTransmission as u8 | BxdfType::BsdfSpecular as u8;
let f: Spectrum;
if let Some(ref bsdf) = isect.bsdf {
f = bsdf.sample_f(
&wo,
&mut wi,
&sampler.get_2d(),
&mut pdf,
bsdf_flags,
&mut sampled_type,
);
if pdf > 0.0 as Float && !f.is_black() && vec3_abs_dot_nrmf(&wi, &ns) != 0.0 as Float {
let mut rd: Ray = isect.spawn_ray(&wi);
if let Some(d) = ray.differential.iter().next() {
let mut eta: Float = bsdf.eta;
let w: Vector3f = -wo;
if vec3_dot_nrmf(&wo, &ns) < 0.0 as Float {
eta = 1.0 / eta;
}
let dndx: Normal3f = isect.shading.dndu * isect.dudx.get()
+ isect.shading.dndv * isect.dvdx.get();
let dndy: Normal3f = isect.shading.dndu * isect.dudy.get()
+ isect.shading.dndv * isect.dvdy.get();
let dwodx: Vector3f = -d.rx_direction - wo;
let dwody: Vector3f = -d.ry_direction - wo;
let ddndx: Float = vec3_dot_nrmf(&dwodx, &ns) + vec3_dot_nrmf(&wo, &dndx);
let ddndy: Float = vec3_dot_nrmf(&dwody, &ns) + vec3_dot_nrmf(&wo, &dndy);
let mu: Float = eta * vec3_dot_nrmf(&w, &ns) - vec3_dot_nrmf(&wi, &ns);
let dmudx: Float = (eta
- (eta * eta * vec3_dot_nrmf(&w, &ns)) / vec3_dot_nrmf(&wi, &ns))
* ddndx;
let dmudy: Float = (eta
- (eta * eta * vec3_dot_nrmf(&w, &ns)) / vec3_dot_nrmf(&wi, &ns))
* ddndy;
let diff: RayDifferential = RayDifferential {
rx_origin: isect.common.p + isect.dpdx.get(),
ry_origin: isect.common.p + isect.dpdy.get(),
rx_direction: wi + dwodx * eta - Vector3f::from(dndx * mu + ns * dmudx),
ry_direction: wi + dwody * eta - Vector3f::from(dndy * mu + ns * dmudy),
};
rd.differential = Some(diff);
}
f * self.li(&mut rd, scene, sampler, depth + 1)
* Spectrum::new(vec3_abs_dot_nrmf(&wi, &ns) / pdf)
} else {
Spectrum::new(0.0)
}
} else {
Spectrum::new(0.0)
}
}
}