Refactored some parts of Renderer to take up less memory and be faster.

Specifically, LightPath is now significantly smaller, and
resultingly faster to process.

Also finally fixed the bug where without light sources the light
from the sky wouldn't affect surfaces.
This commit is contained in:
Nathan Vegdahl 2017-05-11 20:23:19 -07:00
parent a3a19e53ef
commit 96db00b10a

View File

@ -293,15 +293,27 @@ impl<'a> Renderer<'a> {
} }
#[derive(Debug)]
enum LightPathEvent {
CameraRay,
BounceRay,
ShadowRay,
}
#[derive(Debug)] #[derive(Debug)]
pub struct LightPath { pub struct LightPath {
event: LightPathEvent,
bounce_count: u32,
pixel_co: (u32, u32), pixel_co: (u32, u32),
lds_offset: u32, lds_offset: u32,
dim_offset: Cell<u32>, dim_offset: Cell<u32>,
round: u32,
time: f32, time: f32,
wavelength: f32, wavelength: f32,
interaction: surface::SurfaceIntersection,
next_bounce_ray: Option<Ray>,
next_attentuation_fac: Float4,
light_attenuation: Float4, light_attenuation: Float4,
pending_color_addition: Float4, pending_color_addition: Float4,
color: Float4, color: Float4,
@ -317,13 +329,18 @@ impl LightPath {
lds_offset: u32) lds_offset: u32)
-> (LightPath, Ray) { -> (LightPath, Ray) {
(LightPath { (LightPath {
event: LightPathEvent::CameraRay,
bounce_count: 0,
pixel_co: pixel_co, pixel_co: pixel_co,
lds_offset: lds_offset, lds_offset: lds_offset,
dim_offset: Cell::new(6), dim_offset: Cell::new(6),
round: 0,
time: time, time: time,
wavelength: wavelength, wavelength: wavelength,
interaction: surface::SurfaceIntersection::Miss,
next_bounce_ray: None,
next_attentuation_fac: Float4::splat(1.0),
light_attenuation: Float4::splat(1.0), light_attenuation: Float4::splat(1.0),
pending_color_addition: Float4::splat(0.0), pending_color_addition: Float4::splat(0.0),
color: Float4::splat(0.0), color: Float4::splat(0.0),
@ -349,97 +366,133 @@ impl LightPath {
isect: &surface::SurfaceIntersection, isect: &surface::SurfaceIntersection,
ray: &mut Ray) ray: &mut Ray)
-> bool { -> bool {
self.round += 1; match self.event {
//--------------------------------------------------------------------
// Result of Camera or bounce ray, prepare next bounce and light rays
LightPathEvent::CameraRay |
LightPathEvent::BounceRay => {
if let &surface::SurfaceIntersection::Hit { intersection_data: ref idata,
ref closure } = isect {
// Hit something! Do the stuff
// Result of shading ray, prepare light ray // Prepare light ray
if self.round % 2 == 1 { let light_n = self.next_lds_samp();
if let &surface::SurfaceIntersection::Hit { intersection_data: ref idata, let light_uvw =
ref closure } = isect { (self.next_lds_samp(), self.next_lds_samp(), self.next_lds_samp());
// Hit something! Do the stuff xform_stack.clear();
self.interaction = *isect; // Store interaction for use in next phase let found_light = if let Some((light_color,
shadow_vec,
light_pdf,
light_sel_pdf,
is_infinite)) =
scene.sample_lights(xform_stack,
light_n,
light_uvw,
self.wavelength,
self.time,
isect) {
// Calculate and store the light that will be contributed
// to the film plane if the light is not in shadow.
self.pending_color_addition = {
let material = closure.as_surface_closure();
let la =
material.evaluate(ray.dir, shadow_vec, idata.nor, self.wavelength);
light_color.e * la.e * self.light_attenuation /
(light_pdf * light_sel_pdf)
};
// Prepare light ray // Calculate the shadow ray for testing if the light is
let light_n = self.next_lds_samp(); // in shadow or not.
let light_uvw = (self.next_lds_samp(), self.next_lds_samp(), self.next_lds_samp()); // TODO: use proper ray offsets for avoiding self-shadowing
xform_stack.clear(); // rather than this hacky stupid stuff.
if let Some((light_color, shadow_vec, light_pdf, light_sel_pdf, is_infinite)) = *ray = Ray::new(idata.pos + shadow_vec.normalized() * 0.001,
scene.sample_lights(xform_stack, shadow_vec,
light_n,
light_uvw,
self.wavelength,
self.time, self.time,
isect) { true);
// Calculate and store the light that will be contributed
// to the film plane if the light is not in shadow. // For distant lights
self.pending_color_addition = { if is_infinite {
let material = closure.as_surface_closure(); ray.max_t = std::f32::INFINITY;
let la = material.evaluate(ray.dir, shadow_vec, idata.nor, self.wavelength); }
light_color.e * la.e * self.light_attenuation / (light_pdf * light_sel_pdf)
true
} else {
false
}; };
// Calculate the shadow ray for testing if the light is // Prepare bounce ray
// in shadow or not. let do_bounce = if self.bounce_count < 2 {
// TODO: use proper ray offsets for avoiding self-shadowing self.bounce_count += 1;
// rather than this hacky stupid stuff.
*ray = Ray::new(idata.pos + shadow_vec.normalized() * 0.001,
shadow_vec,
self.time,
true);
// For distant lights // Sample material
if is_infinite { let (dir, filter, pdf) = {
ray.max_t = std::f32::INFINITY; let material = closure.as_surface_closure();
let u = self.next_lds_samp();
let v = self.next_lds_samp();
material.sample(idata.incoming, idata.nor, (u, v), self.wavelength)
};
// Account for the additional light attenuation from
// this bounce
self.next_attentuation_fac = filter.e / pdf;
// Calculate the ray for this bounce
self.next_bounce_ray = Some(Ray::new(idata.pos +
dir.normalized() * 0.0001,
dir,
self.time,
false));
true
} else {
self.next_bounce_ray = None;
false
};
// Book keeping for next event
if found_light && do_bounce {
self.event = LightPathEvent::ShadowRay;
return true;
} else if found_light {
self.event = LightPathEvent::ShadowRay;
return true;
} else if do_bounce {
*ray = self.next_bounce_ray.unwrap();
self.event = LightPathEvent::BounceRay;
self.light_attenuation *= self.next_attentuation_fac;
return true;
} else {
return false;
} }
} else {
// Didn't hit anything, so background color
self.color +=
scene.world.background_color.to_spectral_sample(self.wavelength).e *
self.light_attenuation;
return false;
}
}
//--------------------------------------------------------------------
// Result of shadow ray from sampling a light
LightPathEvent::ShadowRay => {
// If the light was not in shadow, add it's light to the film
// plane.
if let &surface::SurfaceIntersection::Miss = isect {
self.color += self.pending_color_addition;
}
// Set up for the next bounce, if any
if let Some(ref nbr) = self.next_bounce_ray {
*ray = *nbr;
self.light_attenuation *= self.next_attentuation_fac;
self.event = LightPathEvent::BounceRay;
return true; return true;
} else { } else {
return false; return false;
} }
} else {
// Didn't hit anything, so background color
self.color += scene.world.background_color.to_spectral_sample(self.wavelength).e *
self.light_attenuation;
return false;
} }
} }
// Result of light ray, prepare shading ray
else if self.round % 2 == 0 {
// If the light was not in shadow, add it's light to the film
// plane.
if let &surface::SurfaceIntersection::Miss = isect {
self.color += self.pending_color_addition;
}
// Calculate bounced lighting!
if self.round < 6 {
if let surface::SurfaceIntersection::Hit { intersection_data: ref idata,
ref closure } = self.interaction {
// Sample material
let (dir, filter, pdf) = {
let material = closure.as_surface_closure();
let u = self.next_lds_samp();
let v = self.next_lds_samp();
material.sample(idata.incoming, idata.nor, (u, v), self.wavelength)
};
// Account for the additional light attenuation from
// this bounce
self.light_attenuation *= filter.e / pdf;
// Calculate the ray for this bounce
*ray = Ray::new(idata.pos + dir.normalized() * 0.0001, dir, self.time, false);
return true;
} else {
return false;
}
} else {
return false;
}
} else {
// TODO
unimplemented!()
}
} }
} }