finished the Ward backport

metadata
Wenzel Jakob 2011-07-12 18:36:20 +02:00
parent 8d768908f8
commit 77ebb4b9ac
6 changed files with 183 additions and 86 deletions

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@ -121,4 +121,10 @@
<spectrum name="diffuseReflectance" value="0.2"/>
<spectrum name="specularReflectance" value="0.4"/>
</bsdf>
<!-- Test the anisotropic Ward model -->
<bsdf type="ward">
<float name="alphaU" value=".1"/>
<float name="alphaV" value=".3"/>
</bsdf>
</scene>

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@ -74,3 +74,52 @@
journal = {Communications of the ACM},
pages = {311--317},
}
@inproceedings{Ward1992Measuring,
author = {Ward, Gregory J.},
title = {Measuring and modeling anisotropic reflection},
booktitle = {Proceedings of the 19th annual conference on Computer graphics and interactive techniques},
series = {SIGGRAPH '92},
year = {1992},
pages = {265--272},
publisher = {ACM},
address = {New York, NY, USA},
}
@techreport{Walter2005Notes,
title = {Notes on the Ward BRDF},
author = {Walter, B.},
institution = {Program of Computer Graphics, Cornell University}
number = {PCG-05-06},
year = {2005}
}
@article{Dur2006Improved,
author = {Arne D\"ur},
title = {{An Improved Normalization For The Ward Reflectance Model}},
journal = {Journal of graphics, gpu, and game tools},
volume = {11},
number = {1},
pages = {51-59},
year = {2006}
}
@inproceedings{Geisler2010New,
title = {A New Ward BRDF Model with Bounded Albedo},
author = {Geisler-Moroder, D. and D\"ur, A.},
booktitle = {Computer Graphics Forum},
volume = {29},
number = {4},
pages = {1391--1398},
year = {2010},
organization = {Wiley Online Library}
}
@inproceedings{Ngan2005Experimental,
title = {Experimental analysis of BRDF models},
author = {Ngan, A. and Durand, F. and Matusik, W.},
booktitle = {Proceedings of the Eurographics Symposium on Rendering},
volume = {2},
year = {2005},
organization = {Eurographics Association}
}

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@ -27,28 +27,32 @@ MTS_NAMESPACE_BEGIN
* \parameter{exponent}{\Float\Or\Texture}{
* Specifies the Phong exponent \default{30}.
* }
* \parameter{specular\showbreak Reflectance}{\Spectrum\Or\Texture}{Optional
* factor used to modulate the specular reflectance component\default{1.0}}
* \parameter{diffuse\showbreak Reflectance}{\Spectrum\Or\Texture}{Optional
* factor used to modulate the diffuse reflectance component\default{0.5}}
* \parameter{specular\showbreak Reflectance}{\Spectrum\Or\Texture}{
* Specifies the weight of the specular reflectance component.\default{0.2}}
* \parameter{diffuse\showbreak Reflectance}{\Spectrum\Or\Texture}{
* Specifies the weight of the diffuse reflectance component\default{0.5}}
* }
* \renderings{
* \rendering{Exponent=60}
* {bsdf_phong_60}
* \rendering{Exponent=300)}
* {bsdf_phong_300}
* \rendering{Exponent$\,=60$}{bsdf_phong_60}
* \rendering{Exponent$\,=300$}{bsdf_phong_300}
* }
* This plugin implements the modified Phong reflectance model as described in
* \cite{Phong1975Illumination} and \cite{Lafortune1994Using}. This empirical
* model is mainly included for completness --- its use in new scenes is
* model is mainly included for historical reasons---its use in new scenes is
* discouraged, since significantly more realistic models have been developed
* since 1975.
*
* If possible, it is recommended to switch to a BRDF that is based on
* microfacet theory and has knowledge about the material's index of
* refraction. In Mitsuba, such alternatives to \pluginref{phong} are
* implemented in \pluginref{roughconductor} and \pluginref{roughplastic}.
* microfacet theory and includes knowledge about the material's index of
* refraction. In Mitsuba, two good alternatives to \pluginref{phong} are
* the plugins \pluginref{roughconductor} and \pluginref{roughplastic}
* (depending on the material type).
*
* When using this plugin, note that the diffuse and specular reflectance
* components should add up to a value less than or equal to one (for each
* color channel). Otherwise, they will be scaled appropriately to ensure
* energy conservation.
*/
class Phong : public BSDF {
public:
@ -336,7 +340,7 @@ public:
<< " + " << depNames[2] << "(uv) * specRef) * cosTheta(wo);" << endl
<< "}" << endl
<< "vec3 " << evalName << "_diffuse(vec2 uv, vec3 wi, vec3 wo) {" << endl
<< " if (wi.z < 0.0 || wo.z < 0.0)" << endl
<< " if (wi.z <= 0.0 || wo.z <= 0.0)" << endl
<< " return vec3(0.0);" << endl
<< " return " << depNames[1] << "(uv) * (0.31831 * cosTheta(wo));" << endl
<< "}" << endl;

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@ -22,26 +22,69 @@
MTS_NAMESPACE_BEGIN
/**
* Anisotropic Ward BRDF model based on the following four papers
/*!\plugin{ward}{Anisotropic Ward BRDF}
* \order{10}
* \parameters{
* \parameter{variant}{\String}{
* Determines the variant of the Ward model to use:
* \begin{enumerate}[(i)]
* \item \code{ward}: The original model by Ward \cite{Ward1992Measuring} --- suffers from
* energy loss at grazing angles.
* \item \code{ward-duer}: Corrected Ward model with lower energy loss
* at grazing angles \cite{Dur2006Improved}.
* Does not always conserve energy.
* \item \code{balanced}: Improved version of the \code{ward-duer}
* model with energy balance at all angles \cite{Geisler2010New}.
* \vspace{-4mm}
* \end{enumerate}
* }
* \parameter{alphaU, alphaV}{\Float\Or\Texture}{
* Specifies the anisotropic roughness values along the tangent and
* bitangent directions.
* \default{0.1}.
* }
* \parameter{specular\showbreak Reflectance}{\Spectrum\Or\Texture}{
* Specifies the weight of the specular reflectance component.\default{0.2}}
* \parameter{diffuse\showbreak Reflectance}{\Spectrum\Or\Texture}{
* Specifies the weight of the diffuse reflectance component\default{0.5}}
* }
* \renderings{
* \rendering{$\alpha_u=0.1,\ \alpha_v=0.3$}{bsdf_ward_01_03}
* \rendering{$\alpha_u=0.3,\ \alpha_v=0.1$}{bsdf_ward_03_01}
* }
* This plugin implements the anisotropic Ward reflectance model and
* several extensions. They are described in the papers
* \begin{enumerate}[(i)]
* \item ``Measuring and Modeling Anisotropic Reflection''
* by Greg Ward \cite{Ward1992Measuring}
* \item ``Notes on the Ward BRDF'' by Bruce Walter\cite{Walter2005Notes}
* \item ``An Improved Normalization for the Ward Reflectance Model''
* by Arne D\"ur \cite{Dur2006Improved}
* \item ``A New Ward BRDF Model with Bounded Albedo'' by
* Geisler-Moroder et al. \cite{Geisler2010New}
* \end{enumerate}
*
* "Measuring and Modeling Anisotropic Reflection" by
* Gregory J. Ward, SIGGRAPH 1992
* Like the Phong BRDF, the Ward model does not take the Fresnel reflectance
* of the material into account. In an experimental study performed by Ngan et al.
* \cite{Ngan2005Experimental}, the Ward model generally performed worse than
* microfacet-based approaches.
*
* "Notes on the Ward BRDF" by Bruce Walter, Technical Report
* PCG-05-06, Cornell University
* For this reason, it is usually preferable to switch to a microfacet theory-based model
* that incorporate knowledge about the material's index of refraction. In Mitsuba,
* two such alternatives to \pluginref{ward} are given by the plugins
* \pluginref{roughconductor} and \pluginref{roughplastic} (depending on the
* material type).
*
* "An Improved Normalization for the Ward Reflectance Model"
* by Arne Duer, Journal of Graphics Tools 11, 1 (2006), 5159
*
* "A New Ward BRDF Model with Bounded Albedo" by
* by David Geisler-Moroder and Arne Dur,
* Computer Graphics Forum, Volume 29, Issue 4
* When using this plugin, note that the diffuse and specular reflectance
* components should add up to a value less than or equal to one (for each
* color channel). Otherwise, they will be scaled appropriately to ensure
* energy conservation.
*/
class Ward : public BSDF {
public:
/// Supported model types
enum EModelType {
enum EModelVariant {
/// The original Ward model
EWard = 0,
/// Ward model with correction by Arne Duer
@ -58,13 +101,13 @@ public:
props.getSpectrum("specularReflectance", Spectrum(0.2f)));
std::string type =
boost::to_lower_copy(props.getString("type", "balanced"));
boost::to_lower_copy(props.getString("variant", "balanced"));
if (type == "ward")
m_modelType = EWard;
m_modelVariant = EWard;
else if (type == "ward-duer")
m_modelType = EWardDuer;
m_modelVariant = EWardDuer;
else if (type == "balanced")
m_modelType = EBalanced;
m_modelVariant = EBalanced;
else
Log(EError, "Specified an invalid model type \"%s\", must be "
"\"ward\", \"ward-duer\", or \"balanced\"!", type.c_str());
@ -82,7 +125,7 @@ public:
Ward(Stream *stream, InstanceManager *manager)
: BSDF(stream, manager) {
m_modelType = (EModelType) stream->readUInt();
m_modelVariant = (EModelVariant) stream->readUInt();
m_diffuseReflectance = static_cast<Texture *>(manager->getInstance(stream));
m_specularReflectance = static_cast<Texture *>(manager->getInstance(stream));
m_alphaU = static_cast<Texture *>(manager->getInstance(stream));
@ -124,6 +167,11 @@ public:
BSDF::configure();
}
Spectrum getDiffuseReflectance(const Intersection &its) const {
return m_diffuseReflectance->getValue(its);
}
Spectrum eval(const BSDFQueryRecord &bRec, EMeasure measure) const {
if (Frame::cosTheta(bRec.wi) <= 0 ||
Frame::cosTheta(bRec.wo) <= 0 || measure != ESolidAngle)
@ -141,7 +189,7 @@ public:
Float alphaV = m_alphaV->getValue(bRec.its).average();
Float factor1 = 0.0f;
switch (m_modelType) {
switch (m_modelVariant) {
case EWard:
factor1 = 1.0f / (4.0f * M_PI * alphaU * alphaV *
std::sqrt(Frame::cosTheta(bRec.wi)*Frame::cosTheta(bRec.wo)));
@ -304,21 +352,22 @@ public:
void serialize(Stream *stream, InstanceManager *manager) const {
BSDF::serialize(stream, manager);
stream->writeUInt(m_modelType);
stream->writeUInt(m_modelVariant);
manager->serialize(stream, m_diffuseReflectance.get());
manager->serialize(stream, m_specularReflectance.get());
manager->serialize(stream, m_alphaU.get());
manager->serialize(stream, m_alphaV.get());
}
//Shader *createShader(Renderer *renderer) const;
Shader *createShader(Renderer *renderer) const;
std::string toString() const {
std::ostringstream oss;
oss << "Ward[" << endl
<< " type = ";
<< " name = \"" << getName() << "\"," << endl
<< " variant = ";
switch (m_modelType) {
switch (m_modelVariant) {
case EWard: oss << "ward," << endl; break;
case EWardDuer: oss << "wardDuer," << endl; break;
case EBalanced: oss << "balanced," << endl; break;
@ -336,112 +385,101 @@ public:
MTS_DECLARE_CLASS()
private:
EModelType m_modelType;
EModelVariant m_modelVariant;
ref<Texture> m_diffuseReflectance;
ref<Texture> m_specularReflectance;
ref<Texture> m_alphaU;
ref<Texture> m_alphaV;
Float m_specularSamplingWeight;
};
#if 0
// ================ Hardware shader implementation ================
/**
* GLSL port of the Ward shader. This version only implements the variant
* with energy balance. When the roughness is lower than
* \alpha < 0.2, the shader clamps it to 0.2 so that it will still perform
* reasonably well in a VPL-based preview.
*/
class WardShader : public Shader {
public:
WardShader(Renderer *renderer, Ward::EModelType type,
WardShader(Renderer *renderer,
const Texture *diffuseColor,
const Texture *specularColor,
Float alphaU, Float alphaV) : Shader(renderer, EBSDFShader),
m_modelType(type), m_diffuseReflectance(diffuseColor),
const Texture *alphaU,
const Texture *alphaV) : Shader(renderer, EBSDFShader),
m_diffuseReflectance(diffuseColor),
m_specularReflectance(specularColor),
m_alphaU(alphaU), m_alphaV(alphaV) {
m_diffuseReflectanceShader = renderer->registerShaderForResource(m_diffuseReflectance.get());
m_specularReflectanceShader = renderer->registerShaderForResource(m_specularReflectance.get());
m_alphaUShader = renderer->registerShaderForResource(m_alphaU.get());
m_alphaVShader = renderer->registerShaderForResource(m_alphaV.get());
}
bool isComplete() const {
return m_diffuseReflectanceShader.get() != NULL &&
m_specularReflectanceShader.get() != NULL;
m_specularReflectanceShader.get() != NULL &&
m_alphaU.get() != NULL &&
m_alphaV.get() != NULL;
}
void putDependencies(std::vector<Shader *> &deps) {
deps.push_back(m_diffuseReflectanceShader.get());
deps.push_back(m_specularReflectanceShader.get());
deps.push_back(m_alphaUShader.get());
deps.push_back(m_alphaVShader.get());
}
void cleanup(Renderer *renderer) {
renderer->unregisterShaderForResource(m_diffuseReflectance.get());
renderer->unregisterShaderForResource(m_specularReflectance.get());
renderer->unregisterShaderForResource(m_alphaU.get());
renderer->unregisterShaderForResource(m_alphaV.get());
}
void generateCode(std::ostringstream &oss,
const std::string &evalName,
const std::vector<std::string> &depNames) const {
oss << "uniform int " << evalName << "_type;" << endl
<< "uniform float " << evalName << "_alphaU;" << endl
<< "uniform float " << evalName << "_alphaV;" << endl
<< "uniform float " << evalName << "_ks;" << endl
<< "uniform float " << evalName << "_kd;" << endl
<< endl
<< "vec3 " << evalName << "(vec2 uv, vec3 wi, vec3 wo) {" << endl
oss << "vec3 " << evalName << "(vec2 uv, vec3 wi, vec3 wo) {" << endl
<< " if (wi.z <= 0.0 || wo.z <= 0.0)" << endl
<< " return vec3(0.0);" << endl
<< " vec3 H = normalize(wi + wo);" << endl
<< " float factor1;" << endl
<< " if (" << evalName << "_type == 1)" << endl
<< " factor1 = 1/(12.566 * " << evalName << "_alphaU * " << endl
<< " " << evalName << "_alphaV * sqrt(wi.z * wo.z));" << endl
<< " else if (" << evalName << "_type == 2)" << endl
<< " factor1 = 1/(12.566 * " << evalName << "_alphaU * " << endl
<< " " << evalName << "_alphaV * wi.z * wo.z);" << endl
<< " else" << endl
<< " factor1 = dot(H, H)/(3.1415 * " << evalName << "_alphaU * " << endl
<< " " << evalName << "_alphaV * (H.z * H.z) * (H.z * H.z));" << endl
<< " float factor2 = H.x / " << evalName << "_alphaU;" << endl
<< " float factor3 = H.y / " << evalName << "_alphaV;" << endl
<< " vec3 H = wi + wo;" << endl
<< " float cosSqr = H.z * H.z;" << endl
<< " float alphaU = max(0.3, " << depNames[2] << "(uv)[0]);" << endl
<< " float alphaV = max(0.3, " << depNames[3] << "(uv)[0]);" << endl
<< " float factor1 = dot(H, H)/(3.1415*alphaU*alphaV*cosSqr*cosSqr);" << endl
<< " float factor2 = H.x / alphaU, factor3 = H.y / alphaV;" << endl
<< " float exponent = -(factor2*factor2 + factor3*factor3)/(H.z*H.z);" << endl
<< " float specRef = factor1 * exp(exponent) * " << evalName << "_ks;" << endl
<< " return " << depNames[0] << "(uv) * (0.31831 * " << evalName << "_kd)" << endl
<< " + " << depNames[1] << "(uv) * specRef;" << endl
<< " float specRef = factor1 * exp(exponent);" << endl
<< " return (" << depNames[0] << "(uv) * 0.31831" << endl
<< " + " << depNames[1] << "(uv) * specRef) * cosTheta(wo);" << endl
<< "}" << endl
<< "vec3 " << evalName << "_diffuse(vec2 uv, vec3 wi, vec3 wo) {" << endl
<< " if (wi.z < 0.0 || wo.z < 0.0)" << endl
<< " if (wi.z <= 0.0 || wo.z <= 0.0)" << endl
<< " return vec3(0.0);" << endl
<< " return " << depNames[0] << "(uv) * (0.31831 * " << evalName << "_kd);" << endl
<< " return " << depNames[0] << "(uv) * (0.31831 * cosTheta(wo));" << endl
<< "}" << endl;
}
void resolve(const GPUProgram *program, const std::string &evalName, std::vector<int> &parameterIDs) const {
parameterIDs.push_back(program->getParameterID(evalName + "_type"));
parameterIDs.push_back(program->getParameterID(evalName + "_alphaU"));
parameterIDs.push_back(program->getParameterID(evalName + "_alphaV"));
parameterIDs.push_back(program->getParameterID(evalName + "_ks"));
parameterIDs.push_back(program->getParameterID(evalName + "_kd"));
}
void bind(GPUProgram *program, const std::vector<int> &parameterIDs, int &textureUnitOffset) const {
program->setParameter(parameterIDs[0], (int) m_modelType);
program->setParameter(parameterIDs[1], m_alphaU);
program->setParameter(parameterIDs[2], m_alphaV);
}
MTS_DECLARE_CLASS()
private:
Ward::EModelType m_modelType;
ref<const Texture> m_diffuseReflectance;
ref<const Texture> m_specularReflectance;
ref<const Texture> m_alphaU;
ref<const Texture> m_alphaV;
ref<Shader> m_diffuseReflectanceShader;
ref<Shader> m_specularReflectanceShader;
Float m_alphaU, m_alphaV;
ref<Shader> m_alphaUShader;
ref<Shader> m_alphaVShader;
};
Shader *Ward::createShader(Renderer *renderer) const {
return new WardShader(renderer, m_modelType, m_diffuseReflectance.get(),
m_specularReflectance.get(), m_alphaU, m_alphaV);
return new WardShader(renderer, m_diffuseReflectance.get(),
m_specularReflectance.get(), m_alphaU.get(), m_alphaV.get());
}
MTS_IMPLEMENT_CLASS(WardShader, false, Shader)
#endif
MTS_IMPLEMENT_CLASS_S(Ward, false, BSDF);
MTS_EXPORT_PLUGIN(Ward, "Anisotropic Ward BRDF");
MTS_NAMESPACE_END