GAMES101-现代计算机图形学学习笔记(作业07)

参考:https://blog.csdn.net/qq_36242312/article/details/116307626

思路

上节课的代码:

Triangle::getIntersection

inline Intersection Triangle::getIntersection(Ray ray)
{
	Intersection inter;

	if (dotProduct(ray.direction, normal) > 0)
		return inter;
	double u, v, t_tmp = 0;
	Vector3f pvec = crossProduct(ray.direction, e2);
	double det = dotProduct(e1, pvec);
	if (fabs(det) < EPSILON)
		return inter;

	double det_inv = 1. / det;
	Vector3f tvec = ray.origin - v0;
	u = dotProduct(tvec, pvec) * det_inv;
	if (u < 0 || u > 1)
		return inter;
	Vector3f qvec = crossProduct(tvec, e1);
	v = dotProduct(ray.direction, qvec) * det_inv;
	if (v < 0 || u + v > 1)
		return inter;
	t_tmp = dotProduct(e2, qvec) * det_inv;

	if (t_tmp < 0)
	{
		return inter;
	}

	inter.distance = t_tmp;
	inter.coords = ray(t_tmp);
	inter.happened = true;
	inter.m = m;
	inter.normal = normal;
	inter.obj = this;

	return inter;

}

Bounds3::IntersectP

inline bool Bounds3::IntersectP(const Ray& ray, const Vector3f& invDir, const std::array<int, 3>& dirIsNeg) const
{
	// 光线进入点
	float tEnter = -std::numeric_limits<float>::infinity();
	// 光线离开点
	float tExit = std::numeric_limits<float>::infinity();
	for (int i = 0; i < 3; i++)
	{
		float min = (pMin[i] - ray.origin[i]) * invDir[i];
		float max = (pMax[i] - ray.origin[i]) * invDir[i];
		// 坐标为负的话,需要进行交换
		if (!dirIsNeg[i])
		{
			std::swap(min, max);
		}
		tEnter = std::max(min, tEnter);
		tExit = std::min(max, tExit);
	}
	return tEnter <= tExit && tExit >= 0;
}

BVHAccel::getIntersection

Intersection BVHAccel::getIntersection(BVHBuildNode* node, const Ray& ray) const
{
	Intersection inter;

	// 光线方向
	float x = ray.direction.x;
	float y = ray.direction.y;
	float z = ray.direction.z;
	// 判断坐标是否为负
	std::array<int, 3> dirsIsNeg{ int(x > 0),int(y > 0),int(z > 0) };

	// 判断结点的包围盒与光线是否相交
	if (node->bounds.IntersectP(ray, ray.direction_inv, dirsIsNeg) == false) return inter;

	if (node->left == nullptr && node->right == nullptr)
	{
		inter = node->object->getIntersection(ray);
		return inter;
	}

	// 递归判断子节点是否存在与光线相交的情况
	auto hit1 = getIntersection(node->left, ray);
	auto hit2 = getIntersection(node->right, ray);

	if (hit1.distance < hit2.distance)
		return hit1;
	return hit2;
}

本次作业的代码:

①实现着色过程:

castRay(const Ray ray, int depth) in Scene.cpp: 是用来实现 Path Tracing 算法的,它会用到以下几个函数/变量:

intersect(const Ray ray) in Scene.cpp: 求一条光线与场景的交点

sampleLight(Intersection pos, float pdf) in Scene.cpp: 在场景的所有光源上按面积 uniform 地 sample 一个点,并计算该 sample 的概率密度

sample(const Vector3f wi, const Vector3f N) in Material.cpp: 按照该材质的性质,给定入射方向与法向量,用某种分布采样一个出射方向

pdf(const Vector3f wi, const Vector3f wo, const Vector3f N) in Material.cpp: 给定一对入射、出射方向与法向量,计算 sample 方法得到该出射方向的概率密度

eval(const Vector3f wi, const Vector3f wo, const Vector3f N) in Material.cpp: 给定一对入射、出射方向与法向量,计算这种情况下的 f_r 值

RussianRoulette in Scene.cpp: P_RR, Russian Roulette 的概率

需要注意的几点:

1、我们将光照对物体表面某一点的贡献分为光源和其他反射物,当光源直接能够打到物体上时,不需要再考虑其他反射物的贡献,因为这根光线直接击中了光源
2、需要判断每一根光线是否击中光源
3、没有击中光源才需要通过 Russian Roulette 来计算其他反射物的光照贡献(间接光照)

// Implementation of Path Tracing
Vector3f Scene::castRay(const Ray &ray, int depth) const
{
    // TO DO Implement Path Tracing Algorithm here
    //hero:检测从像素采样的光线
    Intersection inter = intersect(ray);
    if (inter.happened)
    {
        if (inter.m->hasEmission())
        {
            
            if (depth == 0)
            {
                //射线采样到光源,且在最前面,直接返回对光源的采样、
                return inter.m->getEmission();
            }
            else return Vector3f(0, 0, 0);
        }
        Vector3f L_dir(0, 0, 0);
        Vector3f L_indir(0, 0, 0);
        //随机sample灯光
        Intersection lightInter;
        float pdf_light = 0.0f;
        //hero:可以理解随机从面光源上采集了一个点,而且每次都构建一个直接光部分(但是照到与否要进行判断)
        sampleLight(lightInter, pdf_light);

        auto& N = inter.normal;
        auto& NN = lightInter.normal;
        auto& objPos = inter.coords;
        auto& lightPos = lightInter.coords;
        float lightDistance = diff.x * diff.x + diff.y * diff.y + diff.z * diff.z;
        
        Ray light(objPos, lightDir);
        Intersection light2obj = intersect(light);
        // hero:如果反射击中光源,就证明光源无遮挡
        if (light2obj.happened && (light2obj.coords - lightPos).norm() < 1e-2)
        {
            //hero:ray.direction视线方向、lightDir灯方向、N物体采样点的法向,f_r是BDRF(与物体的材质有关,决定了反射贡献)
            Vector3f f_r = inter.m->eval(ray.direction, lightDir, N);
            //下面直接考虑灯光的直接光照部分
            L_dir = lightInter.emit * f_r * dotProduct(lightDir, N) * dotProduct(-lightDir, NN) / lightDistance / pdf_light;
        }
        //hero:小于俄罗斯轮盘的随机数,则继续进行pathTracing
        if (get_random_float() < RussianRoulette)
        {
            //按照物理属性随机一个可能的采样方向
            Vector3f nextDir = inter.m->sample(ray.direction, N).normalized();
            //构建下一条采样路线,进行pathtracing
            Ray nextRay(objPos, nextDir);
            //检查是否有交叉物
            Intersection nextInter = intersect(nextRay);
            //如果二次碰撞采样,是漫反射物体
            if (nextInter.happened && !nextInter.m->hasEmission())
            {
                //根据wo、wi,计算该采样路线的pdf(概率密度)
                float pdf = inter.m->pdf(ray.direction, nextDir, N);
                //hero:计算BDRF
                Vector3f f_r = inter.m->eval(ray.direction, nextDir, N);
                /*hero:①由于使用RussianRoulette,要确保E = P * (Lo / P) + (1 - P) * 0 = Lo(最终期望值)②且递归进行,因为每次castRay都至少计算了L_dir,所以下个采样就符合radiance直接光照 */
                L_indir = castRay(nextRay, depth + 1) * f_r * dotProduct(nextDir, N) / pdf / RussianRoulette;
            }
        }

        return L_dir + L_indir;

    }
    //没有与物体交叉则为0;
    return Vector3f(0, 0, 0);

}

② 多线程

我们可以将成像平面进行分块,然后分块地计算 Path Tracing

需要修改 Renderer::Render(const Scene& scene)

void Renderer::Render(const Scene& scene)
{
	std::vector<Vector3f> framebuffer(scene.width * scene.height);

	float scale = tan(deg2rad(scene.fov * 0.5));
	float imageAspectRatio = scene.width / (float)scene.height;
	//hero:自定义了一个位置
	Vector3f eye_pos(278, 273, -800);
	int m = 0;

	// 射线数量
	int spp = 16;
	std::cout << "SPP: " << spp << "\n";

	int process = 0;

	// 创造匿名函数,为不同线程划分不同块
	auto castRayMultiThreading = [&](uint32_t rowStart, uint32_t rowEnd, uint32_t colStart, uint32_t colEnd)
	{
		for (uint32_t j = rowStart; j < rowEnd; ++j) {
			int m = j * scene.width + colStart;
			for (uint32_t i = colStart; i < colEnd; ++i) {
				// generate primary ray direction
				float x = (2 * (i + 0.5) / (float)scene.width - 1) *
					imageAspectRatio * scale;
				float y = (1 - 2 * (j + 0.5) / (float)scene.height) * scale;

				Vector3f dir = normalize(Vector3f(-x, y, 1));
				//hero:改进了,每个像素采样spp个射线
				for (int k = 0; k < spp; k++) {
					framebuffer[m] += scene.castRay(Ray(eye_pos, dir), 0) / spp;
				}
				m++;
				process++;
			}

			// 互斥锁,用于打印处理进程
			std::lock_guard<std::mutex> g1(mutex_ins);
			UpdateProgress(1.0 * process / scene.width / scene.height);
		}
	};

	int id = 0;
	constexpr int bx = 5;
	constexpr int by = 5;
	//开个5*5的线程
	std::thread th[bx * by];

	int strideX = (scene.width + 1) / bx;
	int strideY = (scene.height + 1) / by;

	// 分块计算光线追踪
	for (int i = 0; i < scene.height; i += strideX)
	{
		for (int j = 0; j < scene.width; j += strideY)
		{
			//每一个线程负责渲染5*5的块
			th[id] = std::thread(castRayMultiThreading, i, std::min(i + strideX, scene.height), j, std::min(j + strideY, scene.width));
			id++;
		}
	}

	for (int i = 0; i < bx * by; i++) th[i].join();
	UpdateProgress(1.f);

	//for (uint32_t j = 0; j < scene.height; ++j) {
	//    for (uint32_t i = 0; i < scene.width; ++i) {
	//        // generate primary ray direction
	//        float x = (2 * (i + 0.5) / (float)scene.width - 1) *
	//                  imageAspectRatio * scale;
	//        float y = (1 - 2 * (j + 0.5) / (float)scene.height) * scale;

	//        Vector3f dir = normalize(Vector3f(-x, y, 1));
	//        for (int k = 0; k < spp; k++){
	//            framebuffer[m] += scene.castRay(Ray(eye_pos, dir), 0) / spp;  
	//        }
	//        m++;
	//    }
	//    UpdateProgress(j / (float)scene.height);
	//}
	//UpdateProgress(1.f);

	// save framebuffer to file
	FILE* fp;
	errno_t error;
	// save framebuffer to file
	//FILE* fp = fopen_s("binary.ppm", "wb", "w+");
	error = fopen_s(&fp, "D:\\color\\color.txt", "w+");
	(void)fprintf(fp, "P6\n%d %d\n255\n", scene.width, scene.height);
	for (auto i = 0; i < scene.height * scene.width; ++i) {
		static unsigned char color[3];
		color[0] = (unsigned char)(255 * std::pow(clamp(0, 1, framebuffer[i].x), 0.6f));
		color[1] = (unsigned char)(255 * std::pow(clamp(0, 1, framebuffer[i].y), 0.6f));
		color[2] = (unsigned char)(255 * std::pow(clamp(0, 1, framebuffer[i].z), 0.6f));
		fwrite(color, 1, 3, fp);
	}
	fclose(fp);
}

 

 

 

 

 

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