added ex04 solution

This commit is contained in:
jp 2022-12-06 13:48:21 +01:00
parent 668e73ba36
commit f8f9f627d8
5 changed files with 113 additions and 7 deletions

View file

@ -100,8 +100,13 @@ bool Triangle::intersect(Ray &ray) const {
return false;
// Calculate the normal
// IMPLEMENT smooth triangles, if available
ray.normal = normalized(crossProduct(edge1, edge2));
if (length(this->normal[0]) * length(this->normal[1]) * length(this->normal[2]) > EPSILON)
ray.normal = normalized(u * this->normal[1] + v * this->normal[2] + (1 - u - v) * this->normal[0]);
else
ray.normal = normalized(crossProduct(edge1, edge2));
// calculate the tangent and bitangent vectors as well
ray.tangent = normalized(u * this->tangent[1] + v * this->tangent[2] + (1 - u - v) * this->tangent[0]);
ray.bitangent = normalized(u * this->bitangent[1] + v * this->bitangent[2] + (1 - u - v) * this->bitangent[0]);
// Calculate the surface position
ray.surface = u * this->surface[1] + v * this->surface[2] + (1 - u - v) * this->surface[0];

View file

@ -6,8 +6,42 @@ BrdfShader::BrdfShader(char const *fileName, Color const &scale)
: scale(scale), brdf(std::make_unique<BRDFRead>(fileName)) {}
Color BrdfShader::shade(Scene const &scene, Ray const &ray) const {
Color illuminationColor;
// Calculate theta and phi
float thetaIn = std::acos(dotProduct(-ray.normal, ray.direction));
float phiIn = 0.0f;
// IMPLEMENT ME
// Derive local coordinate system
Vector3d const x = crossProduct(-ray.direction, ray.normal);
Vector3d const y = crossProduct(ray.normal, x);
// Accumulate the light over all light sources
Color illuminationColor;
for (const auto &light : scene.lights()) {
Light::Illumination illum;
illum = light->illuminate(scene, ray);
// Diffuse term
float const cosine = dotProduct(-illum.direction, ray.normal);
if (cosine > 0) {
Color color;
// Avoid numeric instability
if (cosine < 1) {
float const thetaOut = std::acos(cosine);
// Project outgoing vector into local coordinate system
Vector3d const c = crossProduct(-illum.direction, ray.normal);
float const phiOut = std::atan2(dotProduct(c, y), dotProduct(c, x));
color = Color(brdf->lookupBrdfValues(thetaIn, phiIn, thetaOut, phiOut));
} else {
color = Color(brdf->lookupBrdfValues(thetaIn, phiIn, 0, 0));
}
// Calculate colors
Color const diffuseColor = scale * color * cosine;
illuminationColor += diffuseColor * illum.color;
}
}
return illuminationColor;
}

View file

@ -4,10 +4,51 @@
CookTorranceShader::CookTorranceShader(Color const &diffCol, Color const &ctCol, float IOR, float roughness, float diffCoeff, float ctCoeff) : diffuseColor(diffCol * diffCoeff), ctColor(ctCol * ctCoeff), F0(IOR), m(roughness) {}
float CookTorranceShader::D(float NdotH) const {
// Beckmann distribution
float const r2 = m * m;
float const NdotH2 = NdotH * NdotH;
return expf((NdotH2 - 1.0f) / (r2 * NdotH2)) / (4.0f * r2 * powf(NdotH, 4.0f));
}
float CookTorranceShader::F(float VdotH) const {
// Schlicks approximation
return F0 + (1.0f - F0) * powf(1.0f - VdotH, 5);
}
float CookTorranceShader::G(float NdotH, float NdotV, float VdotH, float NdotL) const { return std::min(1.0f, std::min(2.0f * NdotH * NdotV / VdotH, 2.0f * NdotH * NdotL / VdotH)); }
Color CookTorranceShader::shade(Scene const &scene, Ray const &ray) const {
Color fragmentColor;
// IMPLEMENT ME
if (m >= 0.0f) {
// Accumulate the light over all light sources
for (const auto &light : scene.lights()) {
Light::Illumination illum;
illum = light->illuminate(scene, ray);
float const NdotL = std::max(0.0f, dotProduct(-illum.direction, ray.normal));
if (NdotL <= 0.0f)
continue;
// Diffuse term
Color const diffuse = this->diffuseColor / float(PI);
fragmentColor += diffuse * NdotL * illum.color;
// Cook-Torrance term
// half angle vector
Vector3d const H = normalized(-illum.direction - ray.direction);
float const NdotH = std::max(0.0f, dotProduct(ray.normal, H));
float const NdotV = std::max(0.0f, dotProduct(ray.normal, -ray.direction));
float const VdotH = std::max(0.0f, dotProduct(-ray.direction, H));
if (NdotV * NdotL > EPSILON) {
Color const specular = this->ctColor * (F(VdotH) * D(NdotH) * G(NdotH, NdotV, VdotH, NdotL)) / (float(PI) * NdotV * NdotL);
fragmentColor += specular * NdotL * illum.color;
}
}
}
return fragmentColor;
}

View file

@ -7,7 +7,13 @@ LambertShader::LambertShader(Color const &diffuseColor) : diffuseColor(diffuseCo
Color LambertShader::shade(Scene const &scene, Ray const &ray) const {
Color fragmentColor;
// IMPLEMENT ME
// Accumulate the light over all light sources
for (const auto &light : scene.lights()) {
Light::Illumination const illum = light->illuminate(scene, ray);
// Diffuse term
Color const diffuse = this->diffuseColor * std::max(dotProduct(-illum.direction, ray.normal), 0.0f);
fragmentColor += diffuse * illum.color;
}
return fragmentColor;
}

View file

@ -10,7 +10,27 @@ PhongShader::PhongShader(Color const &diffuseColor, float diffuseCoefficient, Co
Color PhongShader::shade(Scene const &scene, Ray const &ray) const {
Color fragmentColor;
// IMPLEMENT ME
// Calculate the reflection vector
Vector3d const reflection = ray.direction - 2 * dotProduct(ray.normal, ray.direction) * ray.normal;
// Accumulate the light over all light sources
for (const auto &light : scene.lights()) {
Light::Illumination illum;
illum = light->illuminate(scene, ray);
// Diffuse term
Color const diffuse =
this->diffuseCoefficient * this->diffuseColor * std::max(dotProduct(-illum.direction, ray.normal), 0.0f);
fragmentColor += diffuse * illum.color;
// Specular term
float const cosine = dotProduct(-illum.direction, reflection);
if (cosine > 0) {
Color const specular = this->specularCoefficient * this->specularColor // highlight
* powf(cosine, this->shininessExponent); // shininess factor
fragmentColor += specular * illum.color;
}
}
return fragmentColor;
}