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use std::f32::consts::PI;
use std::sync::Arc;
use crate::core::efloat::quadratic_efloat;
use crate::core::efloat::EFloat;
use crate::core::geometry::{
nrm_abs_dot_vec3f, pnt3_distance_squaredf, pnt3_distancef, pnt3_offset_ray_origin,
spherical_direction_vec3, vec3_coordinate_system, vec3_cross_vec3, vec3_dot_vec3f,
};
use crate::core::geometry::{Bounds3f, Normal3f, Point2f, Point3f, Ray, Vector3f, XYEnum};
use crate::core::interaction::{Interaction, InteractionCommon, SurfaceInteraction};
use crate::core::material::Material;
use crate::core::pbrt::Float;
use crate::core::pbrt::{clamp_t, gamma, radians};
use crate::core::sampling::{uniform_cone_pdf, uniform_sample_sphere};
use crate::core::transform::Transform;
#[derive(Clone)]
pub struct Sphere {
pub radius: Float,
pub z_min: Float,
pub z_max: Float,
pub theta_min: Float,
pub theta_max: Float,
pub phi_max: Float,
pub object_to_world: Transform,
pub world_to_object: Transform,
pub reverse_orientation: bool,
pub transform_swaps_handedness: bool,
pub material: Option<Arc<Material>>,
}
impl Default for Sphere {
fn default() -> Self {
let object_to_world: Transform = Transform::default();
Sphere {
object_to_world,
world_to_object: Transform::default(),
reverse_orientation: false,
transform_swaps_handedness: object_to_world.swaps_handedness(),
radius: 1.0,
z_min: -1.0,
z_max: 1.0,
theta_min: (-1.0 as Float).acos(),
theta_max: (1.0 as Float).acos(),
phi_max: radians(360.0),
material: None,
}
}
}
impl Sphere {
pub fn new(
object_to_world: Transform,
world_to_object: Transform,
reverse_orientation: bool,
radius: Float,
z_min: Float,
z_max: Float,
phi_max: Float,
) -> Self {
Sphere {
object_to_world,
world_to_object,
reverse_orientation,
transform_swaps_handedness: object_to_world.swaps_handedness(),
radius,
z_min: clamp_t(z_min.min(z_max), -radius, radius),
z_max: clamp_t(z_min.max(z_max), -radius, radius),
theta_min: clamp_t(z_min.min(z_max) / radius, -1.0, 1.0).acos(),
theta_max: clamp_t(z_min.max(z_max) / radius, -1.0, 1.0).acos(),
phi_max: radians(clamp_t(phi_max, 0.0, 360.0)),
material: None,
}
}
pub fn object_bound(&self) -> Bounds3f {
Bounds3f {
p_min: Point3f {
x: -self.radius,
y: -self.radius,
z: self.z_min,
},
p_max: Point3f {
x: self.radius,
y: self.radius,
z: self.z_max,
},
}
}
pub fn world_bound(&self) -> Bounds3f {
self.object_to_world.transform_bounds(&self.object_bound())
}
pub fn intersect(&self, r: &Ray, t_hit: &mut Float, isect: &mut SurfaceInteraction) -> bool {
let mut o_err: Vector3f = Vector3f::default();
let mut d_err: Vector3f = Vector3f::default();
let ray: Ray = self
.world_to_object
.transform_ray_with_error(r, &mut o_err, &mut d_err);
let ox = EFloat::new(ray.o.x as f32, o_err.x as f32);
let oy = EFloat::new(ray.o.y as f32, o_err.y as f32);
let oz = EFloat::new(ray.o.z as f32, o_err.z as f32);
let dx = EFloat::new(ray.d.x as f32, d_err.x as f32);
let dy = EFloat::new(ray.d.y as f32, d_err.y as f32);
let dz = EFloat::new(ray.d.z as f32, d_err.z as f32);
let a: EFloat = dx * dx + dy * dy + dz * dz;
let b: EFloat = (dx * ox + dy * oy + dz * oz) * 2.0f32;
let c: EFloat = ox * ox + oy * oy + oz * oz
- EFloat::new(self.radius as f32, 0.0) * EFloat::new(self.radius as f32, 0.0);
let mut t0: EFloat = EFloat::default();
let mut t1: EFloat = EFloat::default();
if !quadratic_efloat(a, b, c, &mut t0, &mut t1) {
return false;
}
if t0.upper_bound() > ray.t_max.get() as f32 || t1.lower_bound() <= 0.0f32 {
return false;
}
let mut t_shape_hit: EFloat = t0;
if t_shape_hit.lower_bound() <= 0.0f32 {
t_shape_hit = t1;
if t_shape_hit.upper_bound() > ray.t_max.get() as f32 {
return false;
}
}
let mut p_hit: Point3f = ray.position(t_shape_hit.v);
p_hit *= self.radius / pnt3_distancef(&p_hit, &Point3f::default());
if p_hit.x == 0.0 && p_hit.y == 0.0 {
p_hit.x = 1e-5_f32 * self.radius;
}
let mut phi: Float = p_hit.y.atan2(p_hit.x);
if phi < 0.0 {
phi += 2.0_f32 * PI;
}
if (self.z_min > -self.radius && p_hit.z < self.z_min)
|| (self.z_max < self.radius && p_hit.z > self.z_max)
|| phi > self.phi_max
{
if t_shape_hit == t1 {
return false;
}
if t1.upper_bound() > ray.t_max.get() as f32 {
return false;
}
t_shape_hit = t1;
p_hit = ray.position(t_shape_hit.v);
p_hit *= self.radius / pnt3_distancef(&p_hit, &Point3f::default());
if p_hit.x == 0.0 && p_hit.y == 0.0 {
p_hit.x = 1e-5_f32 * self.radius;
}
phi = p_hit.y.atan2(p_hit.x);
if phi < 0.0 {
phi += 2.0_f32 * PI;
}
if (self.z_min > -self.radius && p_hit.z < self.z_min)
|| (self.z_max < self.radius && p_hit.z > self.z_max)
|| phi > self.phi_max
{
return false;
}
}
let u: Float = phi / self.phi_max;
let theta: Float = clamp_t(p_hit.z / self.radius, -1.0, 1.0).acos();
let v: Float = (theta - self.theta_min) / (self.theta_max - self.theta_min);
let z_radius: Float = (p_hit.x * p_hit.x + p_hit.y * p_hit.y).sqrt();
let inv_z_radius: Float = 1.0 / z_radius;
let cos_phi: Float = p_hit.x * inv_z_radius;
let sin_phi: Float = p_hit.y * inv_z_radius;
let dpdu: Vector3f = Vector3f {
x: -self.phi_max * p_hit.y,
y: self.phi_max * p_hit.x,
z: 0.0,
};
let dpdv: Vector3f = Vector3f {
x: p_hit.z * cos_phi,
y: p_hit.z * sin_phi,
z: -self.radius * theta.sin(),
} * (self.theta_max - self.theta_min);
let d2_p_duu: Vector3f = Vector3f {
x: p_hit.x,
y: p_hit.y,
z: 0.0,
} * -self.phi_max
* self.phi_max;
let d2_p_duv: Vector3f = Vector3f {
x: -sin_phi,
y: cos_phi,
z: 0.0,
} * (self.theta_max - self.theta_min)
* p_hit.z
* self.phi_max;
let d2_p_dvv: Vector3f = Vector3f {
x: p_hit.x,
y: p_hit.y,
z: p_hit.z,
} * -(self.theta_max - self.theta_min)
* (self.theta_max - self.theta_min);
let ec: Float = vec3_dot_vec3f(&dpdu, &dpdu);
let fc: Float = vec3_dot_vec3f(&dpdu, &dpdv);
let gc: Float = vec3_dot_vec3f(&dpdv, &dpdv);
let nc: Vector3f = vec3_cross_vec3(&dpdu, &dpdv).normalize();
let el: Float = vec3_dot_vec3f(&nc, &d2_p_duu);
let fl: Float = vec3_dot_vec3f(&nc, &d2_p_duv);
let gl: Float = vec3_dot_vec3f(&nc, &d2_p_dvv);
let inv_egf2: Float = 1.0 / (ec * gc - fc * fc);
let dndu = dpdu * (fl * fc - el * gc) * inv_egf2 + dpdv * (el * fc - fl * ec) * inv_egf2;
let dndu = Normal3f {
x: dndu.x,
y: dndu.y,
z: dndu.z,
};
let dndv = dpdu * (gl * fc - fl * gc) * inv_egf2 + dpdv * (fl * fc - gl * ec) * inv_egf2;
let dndv = Normal3f {
x: dndv.x,
y: dndv.y,
z: dndv.z,
};
let p_error: Vector3f = Vector3f {
x: p_hit.x,
y: p_hit.y,
z: p_hit.z,
}
.abs()
* gamma(5_i32);
let uv_hit: Point2f = Point2f { x: u, y: v };
let wo: Vector3f = -ray.d;
*isect = SurfaceInteraction::new(
&p_hit, &p_error, uv_hit, &wo, &dpdu, &dpdv, &dndu, &dndv, ray.time, None,
);
self.object_to_world.transform_surface_interaction(isect);
*t_hit = t_shape_hit.v as Float;
true
}
pub fn intersect_p(&self, r: &Ray) -> bool {
let mut o_err: Vector3f = Vector3f::default();
let mut d_err: Vector3f = Vector3f::default();
let ray: Ray = self
.world_to_object
.transform_ray_with_error(r, &mut o_err, &mut d_err);
let ox = EFloat::new(ray.o.x as f32, o_err.x as f32);
let oy = EFloat::new(ray.o.y as f32, o_err.y as f32);
let oz = EFloat::new(ray.o.z as f32, o_err.z as f32);
let dx = EFloat::new(ray.d.x as f32, d_err.x as f32);
let dy = EFloat::new(ray.d.y as f32, d_err.y as f32);
let dz = EFloat::new(ray.d.z as f32, d_err.z as f32);
let a: EFloat = dx * dx + dy * dy + dz * dz;
let b: EFloat = (dx * ox + dy * oy + dz * oz) * 2.0f32;
let c: EFloat = ox * ox + oy * oy + oz * oz
- EFloat::new(self.radius as f32, 0.0) * EFloat::new(self.radius as f32, 0.0);
let mut t0: EFloat = EFloat::default();
let mut t1: EFloat = EFloat::default();
if !quadratic_efloat(a, b, c, &mut t0, &mut t1) {
return false;
}
if t0.upper_bound() > ray.t_max.get() as f32 || t1.lower_bound() <= 0.0f32 {
return false;
}
let mut t_shape_hit: EFloat = t0;
if t_shape_hit.lower_bound() <= 0.0f32 {
t_shape_hit = t1;
if t_shape_hit.upper_bound() > ray.t_max.get() as f32 {
return false;
}
}
let mut p_hit: Point3f = ray.position(t_shape_hit.v);
p_hit *= self.radius / pnt3_distancef(&p_hit, &Point3f::default());
if p_hit.x == 0.0 && p_hit.y == 0.0 {
p_hit.x = 1e-5_f32 * self.radius;
}
let mut phi: Float = p_hit.y.atan2(p_hit.x);
if phi < 0.0 {
phi += 2.0_f32 * PI;
}
if (self.z_min > -self.radius && p_hit.z < self.z_min)
|| (self.z_max < self.radius && p_hit.z > self.z_max)
|| phi > self.phi_max
{
if t_shape_hit == t1 {
return false;
}
if t1.upper_bound() > ray.t_max.get() as f32 {
return false;
}
t_shape_hit = t1;
p_hit = ray.position(t_shape_hit.v);
p_hit *= self.radius / pnt3_distancef(&p_hit, &Point3f::default());
if p_hit.x == 0.0 && p_hit.y == 0.0 {
p_hit.x = 1e-5_f32 * self.radius;
}
phi = p_hit.y.atan2(p_hit.x);
if phi < 0.0 {
phi += 2.0_f32 * PI;
}
if (self.z_min > -self.radius && p_hit.z < self.z_min)
|| (self.z_max < self.radius && p_hit.z > self.z_max)
|| phi > self.phi_max
{
return false;
}
}
true
}
pub fn get_reverse_orientation(&self) -> bool {
self.reverse_orientation
}
pub fn get_transform_swaps_handedness(&self) -> bool {
self.transform_swaps_handedness
}
pub fn get_object_to_world(&self) -> Transform {
self.object_to_world
}
pub fn area(&self) -> Float {
self.phi_max * self.radius * (self.z_max - self.z_min)
}
pub fn sample(&self, u: Point2f, pdf: &mut Float) -> InteractionCommon {
let mut p_obj: Point3f = Point3f::default() + uniform_sample_sphere(u) * self.radius;
let mut it: InteractionCommon = InteractionCommon::default();
it.n = self
.object_to_world
.transform_normal(&Normal3f {
x: p_obj.x,
y: p_obj.y,
z: p_obj.z,
})
.normalize();
if self.reverse_orientation {
it.n *= -1.0 as Float;
}
p_obj *= self.radius / pnt3_distancef(&p_obj, &Point3f::default());
let p_obj_error: Vector3f = Vector3f::from(p_obj).abs() * gamma(5_i32);
it.p = self.object_to_world.transform_point_with_abs_error(
&p_obj,
&p_obj_error,
&mut it.p_error,
);
*pdf = 1.0 as Float / self.area();
it
}
pub fn sample_with_ref_point(
&self,
iref: &InteractionCommon,
u: Point2f,
pdf: &mut Float,
) -> InteractionCommon {
let p_center: Point3f = self.object_to_world.transform_point(&Point3f::default());
let p_origin: Point3f =
pnt3_offset_ray_origin(&iref.p, &iref.p_error, &iref.n, &(p_center - iref.p));
if pnt3_distance_squaredf(&p_origin, &p_center) <= self.radius * self.radius {
let intr: InteractionCommon = self.sample(u, pdf);
let mut wi: Vector3f = intr.p - iref.p;
if wi.length_squared() == 0.0 as Float {
*pdf = 0.0 as Float;
} else {
wi = wi.normalize();
*pdf *= pnt3_distance_squaredf(&iref.p, &intr.p) / nrm_abs_dot_vec3f(&intr.n, &-wi);
}
if (*pdf).is_infinite() {
*pdf = 0.0 as Float;
}
return intr;
}
let wc: Vector3f = (p_center - iref.p).normalize();
let mut wc_x: Vector3f = Vector3f::default();
let mut wc_y: Vector3f = Vector3f::default();
vec3_coordinate_system(&wc, &mut wc_x, &mut wc_y);
let sin_theta_max2: Float =
self.radius * self.radius / pnt3_distance_squaredf(&iref.p, &p_center);
let cos_theta_max: Float = (0.0 as Float).max(1.0 as Float - sin_theta_max2).sqrt();
let cos_theta: Float = (1.0 as Float - u[XYEnum::X]) + u[XYEnum::X] * cos_theta_max;
let sin_theta: Float = (0.0 as Float)
.max(1.0 as Float - cos_theta * cos_theta)
.sqrt();
let phi: Float = u[XYEnum::Y] * 2.0 as Float * PI;
let dc: Float = pnt3_distancef(&iref.p, &p_center);
let ds: Float = dc * cos_theta
- (0.0 as Float)
.max(self.radius * self.radius - dc * dc * sin_theta * sin_theta)
.sqrt();
let cos_alpha: Float =
(dc * dc + self.radius * self.radius - ds * ds) / (2.0 as Float * dc * self.radius);
let sin_alpha: Float = (0.0 as Float)
.max(1.0 as Float - cos_alpha * cos_alpha)
.sqrt();
let n_world: Vector3f =
spherical_direction_vec3(sin_alpha, cos_alpha, phi, &(-wc_x), &(-wc_y), &(-wc));
let p_world: Point3f = p_center
+ Point3f {
x: n_world.x,
y: n_world.y,
z: n_world.z,
} * self.radius;
let mut it: InteractionCommon = InteractionCommon::default();
it.p = p_world;
it.p_error = Vector3f::from(p_world).abs() * gamma(5_i32);
it.n = Normal3f::from(n_world);
if self.reverse_orientation {
it.n *= -1.0 as Float;
}
*pdf = 1.0 as Float / (2.0 as Float * PI * (1.0 as Float - cos_theta_max));
it
}
pub fn pdf_with_ref_point(&self, iref: &dyn Interaction, wi: &Vector3f) -> Float {
let p_center: Point3f = self.object_to_world.transform_point(&Point3f::default());
let p_origin: Point3f = pnt3_offset_ray_origin(
&iref.get_p(),
&iref.get_p_error(),
&iref.get_n(),
&(p_center - *iref.get_p()),
);
if pnt3_distance_squaredf(&p_origin, &p_center) <= self.radius * self.radius {
let ray: Ray = iref.spawn_ray(wi);
let mut t_hit: Float = 0.0;
let mut isect_light: SurfaceInteraction = SurfaceInteraction::default();
if self.intersect(&ray, &mut t_hit, &mut isect_light) {
let mut pdf: Float = pnt3_distance_squaredf(&iref.get_p(), &isect_light.common.p)
/ (nrm_abs_dot_vec3f(&isect_light.common.n, &-(*wi)) * self.area());
if pdf.is_infinite() {
pdf = 0.0 as Float;
}
return pdf;
} else {
return 0.0 as Float;
}
}
let sin_theta_max2: Float =
self.radius * self.radius / pnt3_distance_squaredf(&iref.get_p(), &p_center);
let cos_theta_max: Float = (0.0 as Float).max(1.0 as Float - sin_theta_max2).sqrt();
uniform_cone_pdf(cos_theta_max)
}
}