Better disk surface sampling.

This commit is contained in:
2017-02-12 04:28:21 -04:00
parent 85ff1de130
commit 501e2afc14
6 changed files with 49 additions and 24 deletions

View File

@@ -5,29 +5,39 @@
#include "ray.hpp"
using glm::normalize;
const float BIAS = 0.000001f;
using glm::dot;
vec3 DiskAreaLight::diffuse(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
float d, att;
float d, att, ln_dot_d, d2, g;
vec3 l_dir, ref;
l_dir = normalize(direction(i_pos));
d = distance(i_pos);
att = 1.0f / (m_const_att + (m_lin_att * d) + (m_quad_att * (d * d)));
ln_dot_d = dot(-m_n_at_last_sample, l_dir);
if (ln_dot_d > 0.0f) {
d2 = glm::distance(m_last_sample, i_pos);
d2 *= d2;
g = ln_dot_d / d2;
d = distance(i_pos);
att = 1.0f / (m_const_att + (m_lin_att * d) + (m_quad_att * (d * d)));
return (att * m.m_brdf->diffuse(l_dir, normal, r, i_pos, m_diffuse) * g) / m_figure->pdf();
return (att * m.m_brdf->diffuse(l_dir, normal, r, i_pos, m_diffuse)) / m_figure->pdf();
} else
return vec3(0.0f);
}
vec3 DiskAreaLight::specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
float d, att;
float d, att, ln_dot_d;
vec3 l_dir, ref;
l_dir = normalize(direction(i_pos));
d = distance(i_pos);
att = 1.0f / (m_const_att + (m_lin_att * d) + (m_quad_att * (d * d)));
ln_dot_d = dot(-m_n_at_last_sample, l_dir);
if (ln_dot_d > 0.0f) {
d = distance(i_pos);
att = 1.0f / (m_const_att + (m_lin_att * d) + (m_quad_att * (d * d)));
return (att * m.m_brdf->specular(l_dir, normal, r, i_pos, m_specular, m.m_shininess)) / m_figure->pdf();
return (att * m.m_brdf->specular(l_dir, normal, r, i_pos, m_specular, m.m_shininess)) / m_figure->pdf();
} else
return vec3(0.0f);
}
void DiskAreaLight::sample_at_surface(vec3 point) {