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public interface Scattering
A Scattering
instance represents a scattering entity:
Either a surface Shader
, a Light
source,
or a Sensor
. Methods are provided that a
Monte Carlo-based raytracer needs for lighting calculations. This allows
for any desired bidirectional scattering
distribution functions (BSDF) in implementations of Scattering
.
Field Summary | |
---|---|
static float |
DELTA_FACTOR
A large float value (1010) used as a
common factor for representing non-zero values of δ-distributions. |
static int |
IS_NON_OPAQUE
|
static int |
MIN_UNUSED_FLAG
|
static int |
NEEDS_NORMAL
|
static int |
NEEDS_POINT
|
static int |
NEEDS_TANGENTS
|
static int |
NEEDS_TRANSFORMATION
|
static int |
NEEDS_UV
|
static int |
RANDOM_RAYS_GENERATE_ORIGINS
|
Method Summary | |
---|---|
float |
computeBSDF(Environment env,
Vector3f in,
Spectrum specIn,
Vector3f out,
boolean adjoint,
Spectrum bsdf)
Evaluates bidirectional scattering distribution function for given input. |
void |
generateRandomRays(Environment env,
Vector3f out,
Spectrum specOut,
RayList rays,
boolean adjoint,
java.util.Random random)
Pseudorandomly generates, for the given input, a set of scattered rays. |
int |
getAverageColor()
Returns an average color for the scattering entity. |
int |
getFlags()
|
Field Detail |
---|
static final float DELTA_FACTOR
float
value (1010) used as a
common factor for representing non-zero values of δ-distributions.
static final int IS_NON_OPAQUE
static final int MIN_UNUSED_FLAG
static final int NEEDS_NORMAL
static final int NEEDS_POINT
static final int NEEDS_TANGENTS
static final int NEEDS_TRANSFORMATION
static final int NEEDS_UV
static final int RANDOM_RAYS_GENERATE_ORIGINS
Method Detail |
---|
float computeBSDF(Environment env, Vector3f in, Spectrum specIn, Vector3f out, boolean adjoint, Spectrum bsdf)
The computed spectrum is an integral over the spectrum of the following product:
env.point
,
ωi the (negated) direction of the incoming light ray,
νi the frequency where the incoming ray is sampled,
ωo the direction of the outgoing light ray,
νo the frequency where the outgoing ray is sampled,
and θ the angle between the surface normal and out
.
If adjoint
is false
, in
and
out
describe true light rays from light sources to sensors.
In this case, ωi = in
,
ωo = out
, and the integral is
bsdf
(ν) = |cos θ| ∫ BSDF(in
, νi;
out
, ν) specIn
(νi) dνi
adjoint
is true
. in
and
out
then describe importance rays (inverse light rays
from sensors to light sources). In this case,
ωi = out
,
ωo = in
, and the integral is
bsdf
(ν) = |cos θ| ∫
BSDF(out
, ν;
in
, νo) specIn
(νo) dνo
If this Scattering
instance is in fact a
Light
source, adjoint
is false
,
and the BSDF is defined as BSDF(in
, μ; ω, ν)
= L1(ω, ν) δ(μ - ν),
i.e., the directional distribution
of the emitted radiance at env.point
, see Emitter
.
In this case, in
is not used.
If this Scattering
instance is in fact a
Sensor
, adjoint
is true
,
and the BSDF is defined as BSDF(ω, ν; in
, μ)
= W1(ω, ν) δ(μ - ν),
i.e., the directional distribution
of the emitted importance at env.point
, see Emitter
.
In this case, in
is not used.
The computation should be physically valid. This excludes, e.g., ambient or emissive light contributions.
The returned value
is the value of the probability density pω
that would be calculated by generateRandomRays(de.grogra.ray.physics.Environment, javax.vecmath.Vector3f, de.grogra.ray.physics.Spectrum, de.grogra.ray.util.RayList, boolean, java.util.Random)
if
the ray happened to be one of the randomly generated rays.
env
- the environment for scatteringin
- the (negated) direction unit vector of the incoming ray
(i.e., pointing away from the surface)specIn
- the spectrum of the incoming rayout
- the direction unit vector of the outgoing ray
(i.e., pointing away from the surface)adjoint
- light ray or importance ray?bsdf
- the computed spectrum of the outgoing ray will be placed in here
void generateRandomRays(Environment env, Vector3f out, Spectrum specOut, RayList rays, boolean adjoint, java.util.Random random)
adjoint
is false
,
out
= ωo describes
the direction of an outgoing light ray.
In this case, the integration is with respect to ωi.
Let g(ω, ν; out
, μ)
= BSDF(ω, ν; out
, μ)
adjoint
is true
. In this case,
out
= ωi describes
the direction of an outgoing importance ray (an inverse light ray).
Now the integration is with respect to ωo.
Let g(ω, ν; out
, μ)
= BSDF(out
, μ; ω, ν)
rays.size
). Then, for every
frequency ν the sum
out
, μ)
specOut
(μ) dμ dω
If this Scattering
instance is in fact a
Light
source, adjoint
is true
,
and the BSDF is defined as BSDF(out
, μ; ω, ν)
= L1(ω, ν) δ(μ - ν),
i.e., the directional distribution
of the emitted radiance at env.point
, see Emitter
.
In this case, out
is not used.
If this Scattering
instance is in fact a
Sensor
, adjoint
is false
,
and the BSDF is defined as BSDF(ω, ν; out
, μ)
= W1(ω, ν) δ(μ - ν),
i.e., the directional distribution
of the emitted importance at env.point
, see Emitter
.
In this case, out
is not used.
Let pω be the probability density
used for the ray direction (measured with respect to
solid angle ω),
then the field directionDensity
of the ray i
is set to pω(di).
For ideal specular reflection or transmission, or for directional
lights or sensors, pω is not
a regular function, the value directionDensity
will
be set to a multiple of DELTA_FACTOR
.
The ray properties which are not mentioned in the given formulas are neither used nor modified. These are the origin and its density.
env
- the environment for scatteringout
- the direction unit vector of the outgoing ray
(i.e., pointing away from the surface)specOut
- the spectrum of the outgoing rayrays
- the rays to be generatedadjoint
- represents out
a light ray or an importance ray?random
- pseudorandom generatorcomputeBSDF(de.grogra.ray.physics.Environment, javax.vecmath.Vector3f, de.grogra.ray.physics.Spectrum, javax.vecmath.Vector3f, boolean, de.grogra.ray.physics.Spectrum)
int getAverageColor()
int getFlags()
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