def get_radiance(self, ray_origin, ray_direction, last_hit=None): hit_ref, hit_position = self.scene_ref.get_intersection(ray_origin, ray_direction, last_hit) if hit_ref: surface_point = SurfacePoint(hit_ref, hit_position) local_emission = ZERO if last_hit else surface_point.get_emission(ray_origin, -ray_direction, False) illumination = self.sample_emitters(ray_direction, surface_point) next_direction, color = surface_point.get_next_direction(-ray_direction) reflection = ZERO if next_direction.is_zero() else color.mul(self.get_radiance(surface_point.position, next_direction, surface_point.triangle_ref)) return reflection + illumination + local_emission else: return self.scene_ref.get_default_emission(-ray_direction)
def get_radiance(self, ray_origin, ray_direction, last_hit=None): hit_ref, hit_position = self.scene_ref.get_intersection(ray_origin, ray_direction, last_hit) if hit_ref: surface_point = SurfacePoint(hit_ref, hit_position) local_emission = ZERO if last_hit else surface_point.get_emission(ray_origin, -ray_direction, False) illumination = self.sample_emitters(ray_direction, surface_point) next_direction, color = surface_point.get_next_direction(-ray_direction) reflection = ZERO if next_direction.is_zero() else color.mul(self.get_radiance(surface_point.position, next_direction, surface_point.triangle_ref)) return reflection + illumination + local_emission else: return self.scene_ref.get_default_emission(-ray_direction)
def get_radiance(self, ray_origin, ray_direction, last_hit=None): hit_ref, hit_position = self.scene_ref.get_intersection(ray_origin, ray_direction, last_hit) if hit_ref: surface_point = SurfacePoint(hit_ref, hit_position) local_emission = ZERO if last_hit else surface_point.get_emission(ray_origin, -ray_direction, False) # if not local_emission.is_zero(): # print "======================" # print "LOCAL_EMISSION != ZERO" # ray_origin.echovec() # (-ray_direction).echovec() # local_emission.echovec() illumination = self.sample_emitters(ray_direction, surface_point) next_direction, color = surface_point.get_next_direction(-ray_direction) reflection = ZERO if next_direction.is_zero() else color * self.get_radiance(surface_point.position, next_direction, surface_point.triangle_ref) return reflection + illumination + local_emission else: return self.scene_ref.get_default_emission(-ray_direction)
def sample_emitters(self, ray_direction, surface_point): emitter_position, emitter_ref = self.scene_ref.get_emitter() if emitter_ref: emit_direction = (emitter_position - surface_point.position).unitize() hit_ref, p = self.scene_ref.get_intersection(surface_point.position, emit_direction, surface_point.triangle_ref) emission_in = SurfacePoint(emitter_ref, emitter_position).get_emission(surface_point.position, -emit_direction, True) if not hit_ref or emitter_ref == hit_ref else ZERO return surface_point.get_reflection(emit_direction, emission_in * self.scene_ref.emitters_count(), -ray_direction) else: return ZERO
#pos = Vector3f(0.226992, 0.545000, 0.306121) #surfpos = SurfacePoint(tri, pos) #inDir = Vector3f(0.278000, 0.275000, -0.789000) #outDir = Vector3f(0.045177, -0.239136, -0.969935) #surfpos.get_emission(inDir, outDir, False).echovec() # REFLECTION TEST tri = Triangle() pos = Vector3f(0.349778707208, 0.0, 0.000250677650593) surfpos = SurfacePoint(tri, pos) inDir = Vector3f(0.15339004845, 0.0204784248673, -0.987953504549) #inRad = Vector3f(155.231030977, 41.0896754857, 0.512290680565) #outDir = Vector3f(-0.08556649943, 0.327824061739, -0.940855865008) #inDir.echovec() #tri.normal.echovec() #tri.tangent.echovec() #print inDir.dot(tri.normal) #surfpos.get_reflection(inDir, inRad, outDir).echovec() # NEXTDIRECTION TEST next, color = surfpos.get_next_direction(-inDir) next.echovec()