一、先上图:
左边整个渲染过程耗时:1小时
右边整个渲染过程耗时:35小时(未用多线程)
还是右边好看点(tmd当然了)
二:代码
Vector3f Scene::castRay(const Ray &ray, int depth) const
{
Vector3f L_dir = { 0,0,0 };
Vector3f L_indir = { 0,0,0 };
Intersection intersection = Scene::intersect(ray);
if (!intersection.happened)
{
return {};
}
//打到光源
if (intersection.m->hasEmission())
return intersection.m->getEmission();
//打到物体后对光源均匀采样
Intersection lightpos;
float lightpdf = 0.0f;
sampleLight(lightpos, lightpdf);//获得对光源的采样,包括光源的位置和采样的pdf
Vector3f collisionlight = lightpos.coords - intersection.coords;
float dis = collisionlight.squrenorm();
Vector3f collisionlightdir = collisionlight.normalized();
Ray objray(intersection.coords, collisionlightdir);
Intersection ishaveobj = Scene::intersect(objray);
//L_dir = L_i * f_r * cos_theta * cos_theta_x / |x - p | ^ 2 / pdf_light
if (ishaveobj.distance - collisionlight.norm() > -EPSILON)//说明之间没有遮挡
L_dir = lightpos.emit * intersection.m->eval(ray.direction, collisionlightdir, intersection.normal) * dotProduct(collisionlightdir, intersection.normal) * dotProduct(-collisionlightdir, lightpos.normal) / dis / lightpdf;
打到物体后对半圆随机采样使用RR算法
if (get_random_float() > RussianRoulette)
return L_dir;
Vector3f w0 = intersection.m->sample(ray.direction, intersection.normal).normalized();
Ray objrayobj(intersection.coords, w0);
Intersection islight = Scene::intersect(objrayobj);
// shade(q, wi) * f_r * cos_theta / pdf_hemi / P_RR
if (islight.happened && !islight.m->hasEmission())
{
float pdf = intersection.m->pdf(ray.direction, w0, intersection.normal);
L_indir = castRay(objrayobj, depth + 1) * intersection.m->eval(ray.direction, w0, intersection.normal) * dotProduct(w0, intersection.normal) / pdf / RussianRoulette;
}
return L_dir + L_indir;
}