library: render: bidirectional: first draft
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@ -1,13 +1,15 @@
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use super::super::Renderer;
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use super::path::*;
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use crate::core::LinearColor;
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use crate::material::Material;
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use crate::render::utils::sample_hemisphere;
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use crate::render::utils::{buffer_to_image, sample_hemisphere};
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use crate::scene::{Object, Scene};
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use crate::shape::Shape;
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use crate::{Point, Vector};
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use beevee::ray::Ray;
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use image::RgbImage;
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use nalgebra::Unit;
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use rayon::prelude::*;
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/// Render the [`Scene`] using Bidirectional-Pathtracing
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///
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@ -30,12 +32,126 @@ impl BidirectionalPathtracer {
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///
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/// [`Scene`]: ../scene/scene/struct.Scene.html
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pub fn render(&self) -> RgbImage {
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todo!()
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let (width, height) = (
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self.scene.camera.film().width(),
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self.scene.camera.film().height(),
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);
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let total = width * height;
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let (img_buf, _) = (0..self.scene.shot_rays.max(1))
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.map(|_| {
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let mut buffer: Vec<LinearColor> = Vec::new();
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buffer.resize_with(total as usize, LinearColor::black);
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buffer
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.par_chunks_mut(width as usize)
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.enumerate()
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.for_each(|(y, row)| {
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for x in 0..width {
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row[x as usize] = self.pixel_ray(x as f32, y as f32);
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}
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});
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buffer
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})
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.fold(
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{
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let mut vec = Vec::new();
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vec.resize_with(total as usize, LinearColor::black);
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let count = 0usize;
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(vec, count)
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},
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|(mut acc, count), buf| {
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for (i, pixel) in buf.into_iter().enumerate() {
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acc[i] += pixel;
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}
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let count = count + 1; // Because count is 0-indexed
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if self.scene.steps.contains(&count) {
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let image = buffer_to_image(&acc, count as u32, width, height);
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image
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.save(format!("{}_passes.png", count))
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.expect("writing image failed!");
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}
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(acc, count) // Count has been updated previously
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},
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);
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buffer_to_image(&img_buf, self.scene.shot_rays, width, height)
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}
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fn pixel_ray(&self, x: f32, y: f32) -> LinearColor {
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let light_paths = self
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.scene
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.lights
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.sample_lights_iter()
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.map(|l| {
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let light_ray = l.sample_ray();
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self.construct_light_path(light_ray.origin, light_ray.direction, l.luminance())
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})
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.collect::<Vec<_>>();
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let (x, y) = self.scene.camera.film().pixel_ratio(x, y);
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let ray = self.scene.camera.ray_with_ratio(x, y);
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self.cast_ray(ray).map_or_else(
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|| self.scene.background.clone(),
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|(t, obj)| self.radiance(ray, t, obj, &light_paths, self.scene.reflection_limit),
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)
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}
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fn radiance(
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&self,
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ray: Ray,
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t: f32,
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obj: &Object,
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light_paths: &[Path],
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limit: u32,
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) -> LinearColor {
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let hit_pos = ray.origin + ray.direction.as_ref() * t;
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let texel = obj.shape.project_texel(&hit_pos);
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let properties = obj.material.properties(texel);
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let mut light_samples = LinearColor::black();
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for path in light_paths {
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for point in &path.points {
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light_samples += point.luminance.clone() / (hit_pos - point.point).norm();
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}
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}
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if limit == 0 {
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return properties.emitted;
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}
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let brdf = properties.diffuse;
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let normal = obj.shape.normal(&hit_pos);
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let new_direction = sample_hemisphere(normal);
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let new_ray = Ray::new(hit_pos + new_direction.as_ref() * 0.001, new_direction);
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let incoming = self
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.cast_ray(new_ray)
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.map_or_else(LinearColor::black, |(t, obj)| {
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self.radiance(new_ray, t, obj, light_paths, limit - 1)
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});
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light_samples + properties.emitted + (brdf * incoming)
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}
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#[allow(unused)]
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fn construct_path(&self, mut origin: Point, mut direction: Unit<Vector>) -> Path {
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fn construct_light_path(
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&self,
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mut origin: Point,
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mut direction: Unit<Vector>,
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luminance: LinearColor,
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) -> Path {
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let mut res = Path::new(origin);
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let mut previous_luminance = luminance.clone();
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let light_point = PathPoint::new(origin, luminance);
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res.push_point(light_point);
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for _ in 0..self.scene.reflection_limit {
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let ray = Ray::new(origin, direction);
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match self.cast_ray(ray) {
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@ -43,15 +159,20 @@ impl BidirectionalPathtracer {
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let hit_pos = origin + direction.as_ref() * distance;
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let texel = obj.shape.project_texel(&hit_pos);
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let properties = obj.material.properties(texel);
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let emitted = properties.emitted;
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let diffuse = properties.diffuse;
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let normal = obj.shape.normal(&hit_pos);
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let p = PathPoint::new(origin, direction, normal, properties);
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let luminance = emitted + (diffuse * (previous_luminance / distance));
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let p = PathPoint::new(hit_pos, luminance.clone());
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res.push_point(p);
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let new_direction = sample_hemisphere(normal);
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// Calculate the incoming light along the new ray
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origin = hit_pos + new_direction.as_ref() * 0.001;
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direction = new_direction;
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previous_luminance = luminance;
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}
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None => break,
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}
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@ -1,25 +1,15 @@
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use crate::core::LightProperties;
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use crate::{Point, Vector};
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use nalgebra::Unit;
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use crate::core::LinearColor;
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use crate::Point;
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pub struct PathPoint {
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pub point: Point,
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pub pdf: f32,
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pub properties: LightProperties,
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pub luminance: LinearColor,
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}
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impl PathPoint {
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#[allow(unused)]
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pub fn new(
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point: Point,
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pdf: 32,
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properties: LightProperties,
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) -> Self {
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PathPoint {
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point,
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pdf,
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properties,
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}
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pub fn new(point: Point, luminance: LinearColor) -> Self {
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PathPoint { point, luminance }
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}
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}
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