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minpt_generic.cpp
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minpt_generic.cpp
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#define _CRT_SECURE_NO_WARNINGS
#include <iostream>
#include <algorithm>
#include <atomic>
#include <condition_variable>
#include <cstring>
#include <filesystem>
#include <fstream>
#include <numeric>
#include <omp.h>
#include <optional>
#include <queue>
#include <random>
#include <thread>
#include <unordered_map>
#include <vector>
#include <cstdlib>
#include <type_traits>
#include <variant>
#include <tuple>
#include <cassert>
#include <functional>
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
// ----------------------------------------------------------------------------
#define UNREACHABLE() assert(0)
#define UNREACHABLE_RETURN() assert(0); return {}
// ----------------------------------------------------------------------------
// Platform-dependent settings
#ifdef _MSC_VER
// Reverses byte order
int bswap(int x) { return _byteswap_ulong(x); }
// Sanitizes directory separator
std::string sanitizeSeparator(std::string p) { return p; }
#elif defined(__GNUC__)
#error TODO
#define NORETURN __attribute__((noreturn))
int bswap(int x) { return __builtin_bswap32(x); }
std::string pp(std::string p) {
replace(p.begin(), p.end(), '\\', '/');
return p;
}
#endif
// ----------------------------------------------------------------------------
// Type aliases and constants
namespace constant {
template <typename F> constexpr F Inf = F(1e+10);
template <typename F> constexpr F Eps = F(1e-4);
template <typename F> constexpr F Pi = F(3.14159265358979323846);
}
#define USE_SIMPLIFIED_CONSTANT(F, Name) \
static constexpr F Name = constant::Name<F>
#define USE_MATH_CONSTANTS(F) \
USE_SIMPLIFIED_CONSTANT(F, Inf); \
USE_SIMPLIFIED_CONSTANT(F, Eps); \
USE_SIMPLIFIED_CONSTANT(F, Pi)
// ----------------------------------------------------------------------------
// Useful functions
template <typename F>
F sq(F v) { return v * v; }
// ----------------------------------------------------------------------------
// 3d vector
// F: Floating point number type
template <typename F>
struct V {
F x, y, z;
V(F v = 0) : V(v, v, v) {}
V(F x, F y, F z) : x(x), y(y), z(z) {}
// Operators
F operator[](int i) const { return (&x)[i]; }
friend V operator+(V a, V b) { return { a.x + b.x, a.y + b.y, a.z + b.z }; }
friend V operator-(V a, V b) { return { a.x - b.x, a.y - b.y, a.z - b.z }; }
friend V operator*(V a, V b) { return { a.x * b.x, a.y * b.y, a.z * b.z }; }
friend V operator/(V a, V b) { return { a.x / b.x, a.y / b.y, a.z / b.z }; }
friend V operator-(V v) { return { -v.x, -v.y, -v.z }; }
// Maximum element
F m() const { return std::max({ x, y, z }); }
// Element-wise min
friend V vmin(V a, V b) {
return { std::min(a.x, b.x), std::min(a.y, b.y), std::min(a.z, b.z) };
}
// Element-wise max
friend V vmax(V a, V b) {
return { std::max(a.x, b.x), std::max(a.y, b.y), std::max(a.z, b.z) };
}
// Dot product
friend F dot(V a, V b) {
return a.x * b.x + a.y * b.y + a.z * b.z;
}
// Normalize
friend V norm(V v) {
return v / std::sqrt(dot(v, v));
}
// Reflected direction
friend V refl(V w, V n) {
return F(2) * dot(w, n) * n - w;
}
// Refracted direction
friend std::optional<V> refr(V wi, V n, F et) {
const F t = dot(wi, n);
const F t2 = F(1) - et * et * (F(1) - t * t);
return t2 > 0 ? et * (n * t - wi) - n * sqrt(t2) : std::optional<V>{};
}
// Interpolation on barycentric coordinates
friend V intp(V a, V b, V c, F u, F v) {
return a * (F(1) - u - v) + b * u + c * v;
}
// Cross product
friend V cross(V a, V b) {
return { a.y * b.z - a.z * b.y,
a.z * b.x - a.x * b.z,
a.x * b.y - a.y * b.x };
}
// Orthogonal basis computation [Duff et al. 2017]
friend std::tuple<V, V> odr(V n) {
const F s = copysign(F(1), n.z);
const F a = -F(1) / (s + n.z);
const F b = n.x * n.y * a;
const V u(1 + s * n.x * n.x * a, s * b, -s * n.x);
const V v(b, s + n.y * n.y * a, -n.y);
return { u, v };
}
};
// ----------------------------------------------------------------------------
// Sampling-related
// Random number generator
template <typename F>
struct Rng {
USE_MATH_CONSTANTS(F);
std::mt19937 eng;
std::uniform_real_distribution<F> dist;
Rng(){};
Rng(int seed) {
eng.seed(seed);
dist.reset();
}
// Sample unifom random number in [0,1)
F u() { return dist(eng); }
// Cosine-weighted direction sampling
V<F> uD() {
F r = sqrt(u()), t = F(2) * Pi * u();
F x = r * cos(t), y = r * sin(t);
return V(x, y, std::sqrt(std::max(F(0), F(1) - x * x - y * y)));
}
};
// ----------------------------------------------------------------------------
// 1d discrete distribution
template <typename F>
struct Dist {
std::vector<F> c{ F(0) }; // CDF
// Add a value to the distribution
void add(F v) {
c.push_back(c.back() + v);
}
// Normalize the distribution
void norm() {
F sum = c.back();
for (F& v : c) {
v /= sum;
}
}
// Evaluate pmf
F p(int i) const {
return (i < 0 || i + 1 >= int(c.size())) ? 0 : c[i + 1] - c[i];
}
// Sample from the distribution
int samp(Rng<F>& rn) const {
const auto it = std::upper_bound(c.begin(), c.end(), rn.u());
return std::clamp(int(std::distance(c.begin(), it)) - 1, 0, int(c.size()) - 2);
}
};
// ----------------------------------------------------------------------------
// 2d discrete distribution
template <typename F>
struct Dist2 {
std::vector<Dist<F>> ds; // Conditional distribution correspoinding to a row
Dist<F> m; // Marginal distribution
int w, h; // Size of the distribution
// Add values to the distribution
void init(const std::vector<F>& v, int a, int b) {
w = a;
h = b;
ds.assign(h, {});
for (int i = 0; i < h; i++) {
auto& d = ds[i];
for (int j = 0; j < w; j++) {
d.add(v[i * w + j]);
}
m.add(d.c.back());
d.norm();
}
m.norm();
}
// Evaluate pmf
F p(F u, F v) const {
const int y = std::min(int(v * h), h - 1);
return m.p(y) * ds[y].p(int(u * w)) * w * h;
}
// Sample from the distribution
std::tuple<F, F> samp(Rng<F>& rn) const {
const int y = m.samp(rn);
const int x = ds[y].samp(rn);
return {(x + rn.u()) / w, (y + rn.u()) / h};
}
};
// ----------------------------------------------------------------------------
#define USE_SIMPLIFIED_TYPE(F, Type) \
using Type = Type<F>
#define USE_MATH_TYPES(F) \
USE_MATH_CONSTANTS(F); \
USE_SIMPLIFIED_TYPE(F, V); \
USE_SIMPLIFIED_TYPE(F, Rng); \
USE_SIMPLIFIED_TYPE(F, Dist); \
USE_SIMPLIFIED_TYPE(F, Dist2)
// ----------------------------------------------------------------------------
// Surface geometry
// Set of vertex data representing scene geometry
template <typename F>
struct Geo {
std::vector<V<F>> ps; // Positions
std::vector<V<F>> ns; // Normals
std::vector<V<F>> ts; // Texture coordinates
};
// Ray
template <typename F>
struct Ray {
V<F> o; // Origin
V<F> d; // Direction
};
// Surface point
template <typename F>
struct Surf {
USE_MATH_TYPES(F);
V p; // Position
V n; // Normal
V t; // Texture coordinates
V u, v; // Orthogonal tangent vectors
Surf() {}
Surf(V p, V n, V t) : p(p), n(n), t(t) {
std::tie(u, v) = odr(n);
}
// Returns true if wi and wo is same direction according to the normal n
bool op(V wi, V wo) const {
return dot(wi, n) * dot(wo, n) <= 0;
}
// Returns orthonormal basis according to the incident direction wi
std::tuple<V, V, V> obn(V wi) const {
const int i = dot(wi, n) > 0;
return {i ? n : -n, u, i ? v : -v};
}
// Geometry term
friend F gt(const Surf& s1, const Surf& s2) {
V d = s2.p - s1.p;
const F L2 = dot(d, d);
d = d / sqrt(L2);
return abs(dot(s1.n, d)) * abs(dot(s2.n, -d)) / L2;
}
};
// ----------------------------------------------------------------------------
// 2d texture
template <typename F>
struct Tex {
USE_MATH_TYPES(F);
std::string name;
int w; // Width of the texture
int h; // Height of the texture
std::vector<F> cs; // Colors
std::vector<F> as; // Alphas
Tex() = default;
// Calculate pixel coordinate of the vertically-flipped image
int fl(int i) {
const int j = i / 3;
const int x = j % w;
const int y = j / w;
return 3 * ((h - y - 1) * w + x) + i % 3;
}
// Post procses a pixel for pmp textures
F pf(int i, F e, std::vector<uint8_t>& ct) {
// Gamma expansion
return pow(F(ct[fl(i)]) / e, F(2.2));
}
// Post procses a pixel for pmf textures
F pf(int i, F e, std::vector<float>& ct) {
if (e < 0) {
return ct[fl(i)];
}
auto m = bswap(*(int32_t *)&ct[fl(i)]);
return *(float *)&m;
}
// Load a ppm or a pfm texture
template <typename T>
void loadpxm(std::vector<F>& c, std::string p) {
std::cout << "Loading texture: " << p << std::endl;
static std::vector<T> ct;
FILE *f = std::fopen(p.c_str(), "rb");
if (!f) {
return;
}
double e;
std::fscanf(f, "%*s %d %d %lf%*c", &w, &h, &e);
const int sz = w * h * 3;
ct.assign(sz, 0);
c.assign(sz, 0);
std::fread(ct.data(), sizeof(T), sz, f);
for (int i = 0; i < sz; i++) {
c[i] = pf(i, F(e), ct);
}
std::fclose(f);
}
// Load pfm texture
void loadpfm(std::string p) {
loadpxm<float>(cs, p);
}
// Load ppm texture
void load(std::string p) {
auto b = std::filesystem::path(p);
auto pc = b.replace_extension(".ppm").string();
auto pa = (b.parent_path() / std::filesystem::path(b.stem().string() + "_alpha.ppm")).string();
loadpxm<uint8_t>(cs, pc);
loadpxm<uint8_t>(as, pa);
}
// Load png texture
void loadpng(const std::string& p) {
std::cout << "Loading texture: " << p << std::endl;
//int width = 0;
//int height = 0;
int channels = 0;
if (stbi_is_hdr(p.c_str())) {
float* pixels = stbi_loadf(p.c_str(), &w, &h, &channels, 0);
}
else {
unsigned char* pixels = stbi_load(p.c_str(), &w, &h, &channels, 4);
const int sz = w * h;
cs.assign(sz * 3, 0);
if (channels > 3) as.assign(sz, 0);
for (int i = 0; i < sz; ++i) {
for (int c = 0; c <= 2; ++c) {
cs[i * 3 + c] = float(pixels[i * channels + c]) / 255.0;
}
if (channels > 3) as[i] = float(pixels[i * channels + 3]) / 255.0;
//else as[i] = 1.0;
}
stbi_image_free(pixels);
}
}
// Evaluate the texture on the given pixel coordinate
V ev(V t, bool alpha = false) const {
const F u = t.x - floor(t.x);
const F v = t.y - floor(t.y);
const int x = std::clamp(int(u * w), 0, w - 1);
const int y = std::clamp(int(v * h), 0, h - 1);
const int i = w * y + x;
return V(cs[3 * i], cs[3 * i + 1], cs[3 * i + 2]);
}
F evAlpha(V t) const {
const F u = t.x - floor(t.x);
const F v = t.y - floor(t.y);
const int x = std::clamp(int(u * w), 0, w - 1);
const int y = std::clamp(int(v * h), 0, h - 1);
const int i = w * y + x;
//return as[3 * i];
return as[i];
}
};
// ----------------------------------------------------------------------------
// Axis-aligned bounding box
template <typename F>
struct B {
USE_MATH_TYPES(F);
V mi = V(Inf);
V ma = V(-Inf);
V operator[](int i) const { return (&mi)[i]; }
// Centroid of the bound
V center() const { return (mi + ma) * .5; }
// Surface area of the bound
F sa() const {
V d = ma - mi;
return F(2) * (d.x * d.y + d.y * d.z + d.z * d.x);
}
// Check intersection to the ray
// http://psgraphics.blogspot.de/2016/02/new-simple-ray-box-test-from-andrew.html
bool isect(const Ray<F>& r, F tl, F th) const {
for (int i = 0; i < 3; i++) {
const F vd = F(1) / r.d[i];
F t1 = (mi[i] - r.o[i]) * vd;
F t2 = (ma[i] - r.o[i]) * vd;
if (vd < 0) {
std::swap(t1, t2);
}
tl = std::max(t1, tl);
th = std::min(t2, th);
if (th < tl) {
return false;
}
}
return true;
}
// Merges a bound and a point
friend B merge(B b, V p) {
return { vmin(b.mi, p), vmax(b.ma, p) };
}
// Merges two bounds
friend B merge(B a, B b) {
return { vmin(a.mi, b.mi), vmax(a.ma, b.ma) };
}
};
// ----------------------------------------------------------------------------
#define USE_RENDER_PRIMITIVE_TYPE(F) \
USE_MATH_TYPES(F); \
USE_SIMPLIFIED_TYPE(F, Geo); \
USE_SIMPLIFIED_TYPE(F, Ray); \
USE_SIMPLIFIED_TYPE(F, Surf); \
USE_SIMPLIFIED_TYPE(F, Tex); \
USE_SIMPLIFIED_TYPE(F, B);
// ----------------------------------------------------------------------------
// Indices to vertex information
struct Ind {
int p = -1; // Index to position
int t = -1; // Index to texture coordinates
int n = -1; // Index to normal
};
// Sample result
template <typename F>
struct Sample {
Ray<F> ray;
V<F> weight;
};
template <typename F>
struct LightSample {
V<F> wo; // Sampled direction
F d; // Distance to the sampled position
V<F> fs; // Evaluated Le
F p; // Evaluated probablity
};
// Forward declaration
template <typename F> class Obj;
// ----------------------------------------------------------------------------
// Area light
template <typename F>
class AreaL {
private:
USE_RENDER_PRIMITIVE_TYPE(F);
private:
V Ke_; // Luminance
Dist dist_; // For surface sampling of area lights
F invA_; // Inverse area of area lights
const Geo& geo_; // Refence of scene geometry
std::vector<Ind> fs_; // Face indices
public:
AreaL(V Ke, const Geo& geo, const std::vector<Ind>& fs) : Ke_(Ke), geo_(geo), fs_(fs) {
for (size_t fi = 0; fi < fs.size(); fi += 3) {
const V a = geo.ps[fs[fi].p];
const V b = geo.ps[fs[fi + 1].p];
const V c = geo.ps[fs[fi + 2].p];
const V cr = cross(b - a, c - a);
dist_.add(sqrt(dot(cr, cr)) * F(.5));
}
invA_ = F(1) / dist_.c.back();
dist_.norm();
}
std::optional<Sample<F>> samp(Rng& rn, const Surf& sp, const V& wi) const {
throw std::runtime_error("not implemented");
return {};
}
std::optional<LightSample<F>> sampL(Rng& rn, const Surf& sp) const {
const int i = dist_.samp(rn);
const F s = std::sqrt(std::max(F(0), rn.u()));
const V a = geo_.ps[fs_[3 * i].p];
const V b = geo_.ps[fs_[3 * i + 1].p];
const V c = geo_.ps[fs_[3 * i + 2].p];
const Surf spL(intp(a, b, c, 1 - s, rn.u() * s), norm(cross(b - a, c - a)), {});
const V pp = spL.p - sp.p;
const V wo = norm(pp);
const F p = pdfL(sp, spL, -wo);
if (p == F(0)) {
return {};
}
return LightSample<F>{ wo, sqrt(dot(pp, pp)), ev(spL, {}, -wo), p };
}
F pdfL(const Surf& sp, const Surf& spL, const V& wo) const {
F G = gt(sp, spL);
return G == F(0) ? F(0) : invA_ / G;
}
V ev(const Surf& sp, const V& wi, const V& wo) const {
return dot(wo, sp.n) <= F(0) ? V() : Ke_;
}
};
// Environment light
template <typename F>
class EnvL {
private:
USE_RENDER_PRIMITIVE_TYPE(F);
private:
Tex map_; // Environment map
F rot_; // Rotation of the environment map around (0,1,0)
Dist2 dist_; // For samplign directions
public:
struct Params {
std::string env; // Path to .pfm file for environment map
F rot; // Rotation angle of the environment map
};
EnvL(const Params& params) {
map_.loadpfm(params.env);
rot_ = params.rot * Pi / F(180);
auto& cs = map_.cs;
const int w = map_.w;
const int h = map_.h;
std::vector<F> ls(w * h);
for (int i = 0; i < w * h; i++) {
V v(cs[3*i], cs[3*i+1], cs[3*i+2]);
ls[i] = v.m() * sin(Pi * (F(i)/w + F(.5)) / h);
}
dist_.init(ls, w, h);
}
std::optional<Sample<F>> samp(Rng& rn, const Surf& sp, const V& wi) const {
throw std::runtime_error("not implemented");
return {};
}
std::optional<LightSample<F>> sampL(Rng& rn, const Surf& sp) const {
auto[u, v] = dist_.samp(rn);
F t = Pi * v, st = sin(t);
F p = 2 * Pi * u + rot_;
V wo(st * sin(p), cos(t), st * cos(p));
F pL = pdfL(sp, {}, -wo);
if (pL == F(0)) {
return {};
}
return LightSample<F>{ wo, Inf, ev({}, {}, -wo), pL };
}
F pdfL(const Surf& sp, const Surf& spL, const V& wo) const {
V d = -wo;
F at = atan2(d.x, d.z);
at = at < F(0) ? at + F(2) * Pi : at;
F t = (at - rot_) * F(.5) / Pi;
F u = t - floor(t);
F v = acos(d.y) / Pi;
F st = sqrt(1 - d.y * d.y);
return st == F(0) ? F(0) : dist_.p(u, v) / (F(2) * Pi*Pi*st*abs(dot(-wo, sp.n)));
}
V ev(const Surf& sp, const V& wi, const V& wo) const {
const V d = -wo;
F at = atan2(d.x, d.z);
at = at < F(0) ? at + F(2) * Pi : at;
F t = (at - rot_) * F(.5) / Pi;
return map_.ev({ t - floor(t), acos(d.y) / Pi, F(0) });
}
};
// Pinhole camera
template <typename F>
class PinholeE {
private:
USE_RENDER_PRIMITIVE_TYPE(F);
private:
V position_; // Sensor position
V u_, v_, w_; // Basis for camera coordinates
F tf_; // Target focus distance
F aspect_; // Aspect ratio
public:
struct Params {
using Base = PinholeE<F>;
V e; // Camera position
V c; // Look-at position
V u; // Up vector
F fv; // Vertical FoV
F aspect; // Aspect ratio
};
PinholeE(const Params& params) {
position_ = params.e;
tf_ = tan(params.fv * Pi / F(180) * F(.5));
aspect_ = params.aspect;
w_ = norm(params.e - params.c);
u_ = norm(cross(params.u, w_));
v_ = cross(w_, u_);
}
std::optional<Sample<F>> samp(Rng& rn, const Surf& sp, const V& wi) const {
const V rp = 2 * wi - 1;
// Direction in sensor coodinates
const V d = -norm(V(aspect_ * tf_ * rp.x, tf_ * rp.y, F(1)));
return Sample<F>{ Ray{ position_, u_*d.x+v_*d.y+w_*d.z }, V(1) };
}
};
// Realistic camera
template <typename F>
class RealisticE {
private:
USE_RENDER_PRIMITIVE_TYPE(F);
private:
// Lens element
// See Fig.1 of [Kolb et al. 1995] for detail.
struct Lens {
F cr; // Curvature radius
F t; // Thickness
F e; // Indef of refraction
F ar; // Aperture radius
};
V position_; // Sensor position
V u_, v_, w_; // Basis for camera coordinates
F tf_; // Target focus distance
F aspect_; // Aspect ratio
F sensorSize_; // Diagonal length of the sensor
F sensitivity_; // Sensitivity of the sensor
// Calculated distance from the sensor to the nearest lens element
F distanceToNearestLensElement_;
// Lens elements added from the object side
std::vector<Lens> lens_;
// Bounds of exit pupils measured from several positions in the image plane
std::vector<std::optional<B>> exitPopilBounds_;
public:
struct Params {
using Base = RealisticE<F>;
std::string lensFile; // Path to lens file
V e, c, u; // Camera position, look-at position, up vector
F fv; // Vertical FoV
F fd; // Focus distance
F sensorSize; // Diagonal length of the sensor
F sensitivity; // Sensitivity
F aspect; // Aspect ratio
};
RealisticE(const Params& params) {
// Assign parameters
position_ = params.e;
tf_ = tan(params.fv * Pi / F(180) * F(.5));
aspect_ = params.aspect;
sensitivity_ = params.sensitivity;
sensorSize_ = params.sensorSize * F(.001);
w_ = norm(params.e - params.c);
u_ = norm(cross(params.u, w_));
v_ = cross(w_, u_);
// Loads lens system data
char l[4096];
std::ifstream f(params.lensFile);
std::cout << "Loading lens file: " << params.lensFile << std::endl;
while (f.getline(l, 4096)) {
if (l[0] == '#' || l[0] == '\0') {
continue;
}
double cr, t, eta, ar;
sscanf(l, "%lf %lf %lf %lf", &cr, &t, &eta, &ar);
lens_.push_back({F(cr * .001), F(t * .001), F(eta), F(ar * .001 * .5)});
}
if (lens_.empty()) {
throw std::runtime_error("Invalid lens file");
}
// Autofocus
distanceToNearestLensElement_ = [&]() {
F lo = Eps, hi = Inf;
for (int i = 0; i < 99; i++) {
F mi = (lo + hi) * F(.5);
(ffd(mi) < params.fd ? hi : lo) = mi;
}
return hi;
}();
// Precompute exit pupils
// Computes exit pupils for several positions in the image plane.
// It is enough to check one axis perpendicular to the optical axis
// because the lens system is symmetric aroudn the optical axis.
Rng rn(42);
int n = 64;
exitPopilBounds_.assign(n, {});
F cfv = -1;
F sy = sqrt(sensorSize_ * sensorSize_ / (1 + aspect_ * aspect_));
F sx = aspect_ * sy;
int m = 1 << 12;
for (int i = 0; i < n; i++) {
B b;
bool f = 0;
auto& lb = lens_.back();
V p(0, 0, -lb.t + distanceToNearestLensElement_);
for (int j = 0; j < m; j++) {
p.x = (i + rn.u()) / n * sensorSize_ * F(.5);
const F r = sqrt(rn.u());
const F t = F(2) * Pi * rn.u();
const V pl(r * cos(t) * lb.ar, r * sin(t) * lb.ar, -lb.t);
const auto rt = trl({p, norm(pl - p)});
if (rt) {
f = 1;
b = merge(b, pl);
if (p.x < sx * .5) {
cfv = std::max(cfv, rt->d.z);
}
}
}
if (f) {
exitPopilBounds_[i] = b;
}
}
// Prints effective vertical field of view
printf("Effective vertical FoV: %lf\n",
std::atan(std::tan(Pi - std::acos(cfv)) / aspect_) * F(180) / Pi * F(2));
}
std::optional<Sample<F>> samp(Rng& rn, const Surf& sp, const V& wi) const {
const V rp = 2 * wi - 1;
const int n = int(exitPopilBounds_.size());
const auto &lb = lens_.back();
// Determine a position on the sensor plane
const F sy = std::sqrt(sensorSize_ * sensorSize_ / (F(1) + aspect_ * aspect_));
const V o = rp * V(aspect_*sy*F(.5), sy*F(.5), 0) + V(F(0), F(0), distanceToNearestLensElement_);
// Selects a bound of the exit pupil corresponding to the pixel position
const F l = std::sqrt(o.x * o.x + o.y * o.y);
const int i = std::clamp(int(l / sensorSize_ * 2 * n), 0, n - 1);
const auto &b = exitPopilBounds_[i];
if (!b) {
return {};
}
// Sample a position on the exit pupil and calculate the initial ray direction
const V bl = b->ma - b->mi;
const V p = b->mi + bl * V(rn.u(), rn.u(), 0);
const F s = l != 0 ? o.y / l : 0, c = l != 0 ? o.x / l : 1;
const V d = norm(V(c*p.x - s*p.y, s*p.x + c*p.y, p.z) - o);
// Trace rays through the lens system
const auto r = trl({ o, d });
if (!r) {
return {};
}
// Calculate contribution
const F A = bl.x * bl.y;
const F Z = lb.t + distanceToNearestLensElement_;
const F w = d.z * d.z * d.z * d.z * A / (Z * Z);
return Sample<F>{ Ray{ u_*r->o.x+v_*r->o.y+w_*r->o.z+position_,
u_*r->d.x+v_*r->d.y+w_*r->d.z }, V(w*sensitivity_) };
}
private:
// Traces the lens system. Returns outgoing ray passing through the lens system.
// Returns nullopt if it failed.
std::optional<Ray> trl(Ray r) const {
F z = 0;
for (int i = int(lens_.size()) - 1; i >= 0; i--) {
const auto& l = lens_[i];
z -= l.t;
// Intersection with lens element
struct LH { // ----- Lens hit information
F t; // Distance in the direction of the current ray
V n; // Normal at the hit point
};
auto h = [&]() -> std::optional<LH> {
// Case: aperture stop
if (l.cr == 0) {
// Check intersection w/ aperture stop
F t = (z - r.o.z) / r.d.z;
return t < 0 ? std::optional<LH>{} : LH{t, {}};
}
// Case: spherical lens element
// Check intersection w/ spherical lens element
const V c(0, 0, z + l.cr);
const V oc = c - r.o;
const F b = dot(oc, r.d);
const F dt = b * b - dot(oc, oc) + l.cr * l.cr;
if (dt < 0) {
// No intersection
return {};
}
const F t0 = b - sqrt(dt);
const F t1 = b + sqrt(dt);
const F t = (r.d.z > 0) ^ (l.cr < 0)
? std::min(t0, t1) : std::max(t0, t1);
if (t < 0) {
// No intersection in positive direction
return {};
}
V n = (r.o + t * r.d - c) / l.cr;
n = dot(n, -r.d) < 0 ? -n : n;
return LH{t, n};
}();
if (!h) {
return {};
}
// Intersection with apearture
const V p = r.o + r.d * h->t;
if (p.x * p.x + p.y * p.y > l.ar * l.ar) {
return {};
}
// Setup next ray
// Case: aperture stop
r.o = p;
if (l.cr == 0) {
// Use the same direction
continue;
}
// Case: spherical lens element
// Calculates the refracted direction
const F et = l.e / (i > 0 && lens_[i-1].e != 0 ? lens_[i-1].e : 1);
const auto wt = refr(-r.d, h->n, et);
if (!wt) {
// Total internal reflection
return {};
}
r.d = *wt;
}
return r;
}
// Computes effective focus distance given the distance between
// the last lens element and the image plane.
F ffd(F id) const {
std::optional<Ray> r;
const auto& lb = lens_.back();
// Trace several rays parallel to the optical axis
for (int i = 9; i > 0; i--) {
if (r = trl({V(0,0,-lb.t+id), norm(V(lb.ar*i/10,0,-id))})) {
break;
}
}
if (!r) {
return Inf;
}
const F t = -r->o.x / r->d.x;
const F z = (r->o + t * r->d).z;
F sz = 0;
for (const auto& l : lens_) {
sz += l.t;
}
// The value is valid if the ray is intersected with
// optical axis before the initial lens element.
return z < sz ? -z : Inf;
}
};
// Diffuse material
template <typename F>
class D {
private:
USE_RENDER_PRIMITIVE_TYPE(F);
friend class Obj<F>;
private:
V Kd_;
const Tex* mapKd_ = nullptr;
public:
D(V Kd, const Tex* mapKd) : Kd_(Kd), mapKd_(mapKd) {}
std::optional<Sample<F>> samp(Rng& rn, const Surf& sp, const V& wi) const {
auto[n, u, v] = sp.obn(wi);
const V Kd = mapKd_ ? mapKd_->ev(sp.t) : Kd_;
const V d = rn.uD();
return Sample<F>{ { sp.p, u*d.x+v*d.y+n*d.z }, Kd };
}
F pdf(const Surf& sp, const V& wi, const V& wo) const {
return sp.op(wi, wo) ? F(0) : F(1) / Pi;
}
V ev(const Surf& sp, const V& wi, const V& wo) const {
if (sp.op(wi, wo)) {
return {};
}
const F a = (mapKd_ && !mapKd_->as.empty()) ? mapKd_->evAlpha(sp.t) : F(1);
return (mapKd_ ? mapKd_->ev(sp.t) : Kd_) * (a / Pi);
}
};
// Glossy material
template <typename F>
class G {
private:
USE_RENDER_PRIMITIVE_TYPE(F);
friend class Obj<F>;
private:
// Specular reflectance, roughness
V Ks_;
F ax_, ay_;
public:
G(V Ks, F Ns, F an) : Ks_(Ks) {
F r = F(2) / (F(2) + Ns);
F as = std::sqrt(F(1) - an * F(.9));
ax_ = std::max(F(1e-3), r / as);
ay_ = std::max(F(1e-3), r * as);
}
std::optional<Sample<F>> samp(Rng& rn, const Surf& sp, const V& wi) const {
const auto[n, u, v] = sp.obn(wi);
const F u1 = rn.u() * 2 * Pi;
const F u2 = rn.u();
const V wh = norm(sqrt(u2 / (F(1) - u2))*(ax_*cos(u1)*u + ay_*sin(u1)*v) + n);
const V wo = refl(wi, wh);
if (sp.op(wi, wo)) {
return {};
}
return Sample<F>{ { sp.p, wo }, ev(sp, wi, wo) / pdf(sp, wi, wo) };