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earstracer.cpp
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earstracer.cpp
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/* Adapted From Rath et. al.'s EARS
* https://github.com/irath96/ears */
#include <chrono>
#include "tracer.h"
static float computeElapsedSeconds(std::chrono::steady_clock::time_point start) {
auto current = std::chrono::steady_clock::now();
auto ms = std::chrono::duration_cast<std::chrono::milliseconds>(current - start);
return (float)ms.count() / 1000;
}
EARSTracer::LiOutput EARSTracer::Li(EARSTracer::LiInput &input, PathSampleGenerator& sampler) {
EARSTracer::LiOutput output;
if (input.depth > maxBounces) {
output.markAsLeaf(input.depth);
return output;
}
Intersection iinfo;
IntersectionData idata;
SurfaceScatterEvent its;
bool hit = scene->intersect(input.ray, iinfo, idata);
its = makeLocalScatterEvent(iinfo, idata, input.ray, &sampler);
output.cost += COST_BSDF;
if (!hit) {
output.markAsLeaf(input.depth);
return output;
}
if (idata.primitive->emissive() && input.wasSpecular) {
output.emitted += idata.primitive->evalEmissionDirect(iinfo, idata);
} else {
input.wasSpecular = false;
}
if (input.depth >= maxBounces) {
output.markAsLeaf(input.depth);
return output;
}
//const bool bsdfHasSmoothComponent = true;
Vec3f albedo = idata.primitive->material->albedo;
const int histogramBinIndex = mapOutgoingDirectionToHistogramBin(input.ray.d());
const EARS::Octtree::SamplingNode* samplingNode = nullptr;
EARS::Octtree::TrainingNode* trainingNode = nullptr;
cache.lookup(mapPointToUnitCube(its.data->p), histogramBinIndex, samplingNode, trainingNode);
// const float splittingFactor = 1.0f;
const float splittingFactor = rrs.evaluate(
samplingNode, imageEarsFactor,
albedo, input.weight, 0.0f, true,
input.depth
);
Vec3f lrSum(0.0f);
Vec3f lrSumSquares(0.0f);
float lrSumCosts = 0.0f;
const int numSamples = int(splittingFactor + sampler.next1D());
output.numSamples = numSamples;
if (output.numSamples > 1)
output.numSamples = numSamples;
for (int sampleIndex = 0; sampleIndex < numSamples; sampleIndex++) {
Vec3f irradianceEstimate(0.0f);
Vec3f LrEstimate(0.0f);
float LrCost(0.0f);
/* ==================================================================== */
/* Direct illumination sampling */
/* ==================================================================== */
LrCost += COST_NEE;
LightSample lightsample;
auto light = scene->primitives.at("Light");
/* Sample direct illumination */
Vec3f value(0.0f);
if (light->sampleLightDirect(its.data->p, *its.sampler, lightsample))
value = light->evalEmissionDirect(iinfo, idata);
its.wo = its.frame.toLocal(lightsample.d);
/* Test visibility */
Ray shadowRay = input.ray.scatter(its.data->p, lightsample.d, its.data->epsilon);
Intersection ishadow;
IntersectionData dshadow;
if (scene->intersect(shadowRay, ishadow, dshadow) && dshadow.primitive != light.get())
value *= 0.0f;
/* Attenuate direct illumination with bsdf */
Vec3f bsdfVal = its.data->primitive->evalBsdf(its);
if (bsdfVal != 0.0f && its.frame.normal.dot(lightsample.d) * its.wo.z() > 0) {
float bsdfPdf = its.data->primitive->bsdfPdf(its);
float misWeight = powerHeuristic(lightsample.pdf, bsdfPdf);
float absCosTheta = std::abs(its.wo.z());
LrEstimate += bsdfVal * value * misWeight / lightsample.pdf;
irradianceEstimate += absCosTheta * value * misWeight;
}
/* ==================================================================== */
/* BSDF sampling */
/* ==================================================================== */
Vec3f bsdfWeight(0.0f);
float bsdfPdf;
Vec3f LiEstimate(0.0f);
do {
EARSTracer::LiInput inputNested = input;
inputNested.weight *= 1.f / splittingFactor;
Intersection iinfoNested = iinfo;
IntersectionData idataNested = idata;
Ray& rayNested = inputNested.ray;
SurfaceScatterEvent itsNested = makeLocalScatterEvent(iinfoNested, idataNested, rayNested, &sampler);
if (!itsNested.data->primitive->sampleBsdf(itsNested) || itsNested.weight == 0.0f)
break;
bsdfWeight = itsNested.weight;
bsdfPdf = itsNested.pdf;
Vec3f wo = itsNested.frame.toGlobal(itsNested.wo);
float absCosTheta = std::abs(wo.z());
bool hitEmitter = false;
Vec3f value;
rayNested = Ray(itsNested.data->p, wo);
LrCost += COST_BSDF;
if (scene->intersect(rayNested, iinfoNested, idataNested)) {
itsNested = makeLocalScatterEvent(iinfoNested, idataNested, rayNested, &sampler);
if (idataNested.primitive->emissive() && !iinfoNested.backface || idataNested.backSide) {
value = idataNested.primitive->evalEmissionDirect(iinfoNested, idataNested);
hitEmitter = true;
}
}
else {
break;
}
inputNested.weight *= bsdfWeight;
if (hitEmitter) {
LightSample lightsampleNested;
itsNested.data->primitive->sampleLightDirect(itsNested.data->p, sampler, lightsampleNested);
float lumPdf = lightsampleNested.pdf;
float misWeight = powerHeuristic(bsdfPdf, lumPdf);
LrEstimate += bsdfWeight * value * misWeight;
irradianceEstimate += absCosTheta * (value / bsdfPdf) * misWeight;
}
/* ==================================================================== */
/* Indirect illumination */
/* ==================================================================== */
inputNested.depth++;
EARSTracer::LiOutput outputNested = Li(inputNested, sampler);
LrEstimate += bsdfWeight * outputNested.totalContribution();
irradianceEstimate += absCosTheta * (outputNested.totalContribution() / bsdfPdf);
LrCost += outputNested.cost;
output.depthAcc += outputNested.depthAcc;
output.depthWeight += outputNested.depthWeight;
} while (false);
output.reflected += LrEstimate / splittingFactor;
output.cost += LrCost;
lrSum += LrEstimate;
lrSumSquares += LrEstimate * LrEstimate;
lrSumCosts += LrCost;
}
if (numSamples > 0) {
trainingNode->splatLrEstimate(
lrSum,
lrSumSquares,
lrSumCosts,
numSamples
);
}
if (output.depthAcc == 0) {
output.markAsLeaf(input.depth);
}
return output;
}
Vec3f EARSTracer::trace(const Vec2i& px, PathSampleGenerator& sampler) {
const Vec3f nanDirColor = Vec3f(0.0f);
const Vec3f nanEnvDirColor = Vec3f(0.0f);
const Vec3f nanBsdfColor = Vec3f(0.0f);
const Vec3f pixelEstimate = imageEstimate.get(px);
const Vec3f metricNorm = rrs.useAbsoluteThroughput ? Vec3f(1.0f) : pixelEstimate + Vec3f(1e-2);
const Vec3f expectedContribution = pixelEstimate / metricNorm;
Camera cam = scene->camera;
PositionSample point;
DirectionSample direction;
cam.samplePosition(point, sampler);
cam.sampleDirection(px, direction, sampler);
sampler.advancePath();
Ray ray(point.p, direction.d);
Vec3f weight(1.0f);
if (!rrs.useAbsoluteThroughput)
weight /= (pixelEstimate + Vec3f(1e-2));
int bounce = 0;
EARSTracer::LiInput input{weight, ray, bounce, true};
EARSTracer::LiOutput output = Li(input, sampler);
const Vec3f pixelContribution = (Vec3f(1.0f) / metricNorm) * output.totalContribution();
const Vec3f diff = pixelContribution - expectedContribution;
// TODO: compute image in blocks and accumulate statistics
blockStatistics += EARS::OutlierRejectedAverage::Sample{
diff * diff,
output.cost
};
depthAcc += output.depthAcc;
depthWeight += output.depthWeight;
primarySplit += output.numSamples;
samplesTaken += 1;
return output.totalContribution();
}
Vec3f EARSTracer::LrEstimate(const Vec2i& px, PathSampleGenerator& sampler) {
Camera cam = scene->camera;
PositionSample point;
DirectionSample direction;
cam.samplePosition(point, sampler);
cam.sampleDirection(px, direction, sampler);
sampler.advancePath();
Ray ray(point.p, direction.d);
Intersection iinfo;
IntersectionData idata;
scene->intersect(ray, iinfo, idata);
const int histogramBinIndex = mapOutgoingDirectionToHistogramBin(ray.d());
const EARS::Octtree::SamplingNode* samplingNode = nullptr;
EARS::Octtree::TrainingNode* trainingNode = nullptr;
cache.lookup(mapPointToUnitCube(idata.p), histogramBinIndex, samplingNode, trainingNode);
if (samplingNode == nullptr) {
return {};
}
else {
return samplingNode->lrEstimate;
}
}