diff --git a/doc/Makefile b/doc/Makefile new file mode 100644 index 00000000..b5f27f0c --- /dev/null +++ b/doc/Makefile @@ -0,0 +1,2 @@ +main.pdf: main.tex integrator.tex + pdflatex main.tex diff --git a/doc/images/integrator_depth.png b/doc/images/integrator_depth.png new file mode 100644 index 00000000..8454cdf8 Binary files /dev/null and b/doc/images/integrator_depth.png differ diff --git a/doc/images/integrator_green.png b/doc/images/integrator_green.png new file mode 100644 index 00000000..cb03a50b Binary files /dev/null and b/doc/images/integrator_green.png differ diff --git a/doc/integrator.tex b/doc/integrator.tex new file mode 100644 index 00000000..e1ace30f --- /dev/null +++ b/doc/integrator.tex @@ -0,0 +1,303 @@ +\section{Designing a custom integrator plugin} +Suppose you want to design a custom integrator to render scenes in Mitsuba. +There are two general ways you can do this, and which one you should take +mostly depends on the characteristics of your particular integrator. + +The framework distinguishes between \emph{sampling-based} integrators and +\emph{generic} ones. A sampling-based integrator is able to generate +(usually unbiased) estimates of the incident radiance along a specified rays, and this +is done a large number of times to render a scene. A generic integrator +is more like a black box, where no assumptions are made on how the the image is +created. For instance, the VPL renderer uses OpenGL to rasterize the scene +using hardware acceleration, which certainly doesn't fit into the sampling-based pattern. +For that reason, it must be implemented as a generic integrator. + +Generally, if you can package up your code to fit into the +\code{SampleIntegrator} interface, you should do it, because you'll get +parallelization and network rendering essentially for free. This is done +by transparently sending instances of your integrator class to all participating cores +and assigning small image blocks for each one to work on. Also, sampling-based +integrators can be nested within some other integrators, such as an +irradiance cache or an adaptive integrator. This cannot be done with generic +integrators due to their black-box nature. Note that it is often still +possible to parallelize generic integrators, but this involves significantly +more work. + +In this section, we'll design a rather contrived sampling-based integrator, +which renders a monochromatic image of your scene, where the intensity +denotes the distance to the camera. But to get a feel for the overall +framework, we'll start with an even simpler one, that just renders a +solid-color image. + +\subsection{Basic implementation} +In Mitsuba's \code{src/integrators} directory, create a file named +\code{myIntegrator.cpp}. + +\begin{cpp} +#include + +MTS_NAMESPACE_BEGIN + +class MyIntegrator : public SampleIntegrator { +public: + MTS_DECLARE_CLASS() +}; + +MTS_IMPLEMENT_CLASS_S(MyIntegrator, false, SampleIntegrator) +MTS_EXPORT_PLUGIN(MyIntegrator, "A contrived integrator"); +MTS_NAMESPACE_END +\end{cpp} +The \code{scene.h} header file contains all of the dependencies we'll need +for now. +To avoid conflicts with other libraries, the whole framework is located in +a separate namespace named \code{mitsuba}, and the lines starting with +\code{MTS\_NAMESPACE} ensure that our integrator is placed there +as well. + +The two lines starting with \code{MTS\_DECLARE\_CLASS} and \code{MTS\_IMPLEMENT\_CLASS} +ensure that this class is recognized as a native Mitsuba class. +This is necessary to get things like run-time type information, reference counting, +and serialization/unserialization support. Let's take a look at the second of these +lines, because it contains several important pieces of information: + +The suffix \code{S} in \code{MTS\_IMPLEMENT\_CLASS\_S} specifies that this is +a serializable class, which means that it can be sent over the network or +written to disk and later restored. That also implies that certain methods +need to be provided by the implementation --- we'll add those in a moment. + +The three following parameters specify the name of this class (\code{MyIntegrator}), +the fact that it is \emph{not} an abstract class (\code{false}), and the name of its +parent class (\code{SampleIntegrator}). + +Just below, you can see a line that starts with +\code{MTS\_EXPORT\_PLUGIN}. As the name suggests, this line is only necessary +for plugins, and it ensures that the specified class (\code{MyIntegrator}) is +what you want to be instantiated when somebody loads this plugin. It is also +possible to supply a short descriptive string. +\vspace{3mm} + +Let's add an instance variable and a constructor: +\begin{cpp} +public: + /// Initialize the integrator with the specified properties + MyIntegrator(const Properties &props) : SampleIntegrator(props) { + Spectrum defaultColor; + defaultColor.fromLinearRGB(0.2f, 0.5f, 0.2f); + m_color = props.getSpectrum("color", defaultColor); + } + +private: + Spectrum m_color; +\end{cpp} + +This code fragment sets up a default color (a light shade of green), which +can be overridden from the scene file. For example, one could instantiate +the integrator from an XML document like this + +\begin{xml} + + + +\end{xml} +in which case white would take preference. +\vspace{3mm} + +Next, we need to add serialization and unserialization support: +\begin{cpp} + /// Unserialize from a binary data stream + MyIntegrator(Stream *stream, InstanceManager *manager) + : SampleIntegrator(stream, manager) { + m_color = Spectrum(stream); + } + + /// Serialize to a binary data stream + void serialize(Stream *stream, InstanceManager *manager) const { + SampleIntegrator::serialize(stream, manager); + m_color.serialize(stream); + } +\end{cpp} +This makes use of a \emph{stream} abstraction similar in style to Java. +A stream can represent various things, such as a file, a console session, or a +network communication link. Especially when dealing with multiple machines, +it is important to realize that the machines may use different binary representations +related to their respective \emph{endianness}. To prevent issues from arising, +the \code{Stream} interface provides many methods for writing and reading +small chunks of data (e.g. \code{writeShort}, \code{readFloat}, ..), +which automatically perform endianness translation. In our case, the +\code{Spectrum} class already provides serialization/unserialization support, +so we don't really have to do anything. + +Note that it is crucial that your code calls the serialization and unserialization +implementations of the superclass! +We haven't used the \texttt{manager} parameter yet, so here is a quick overview +of what it does: if many cases, we don't just want to serialize a single class, +but a whole graph of objects. Some may be referenced many +times from different places, and potentially there are even cycles. If we just +naively called the serialization and unserialization implementation of members +recursively within each class, we'd waste much bandwitdth and potentially +end up stuck in an infinite recursion. + +This is where the instance manager comes in. Every time you want to serialize +a heap-allocated object (suppose it is of type \code{SomeClass}), +instead of calling its serialize method, write + +\begin{cpp} +ref myObject = ...; +manager->serialize(stream, myObject.get()); +\end{cpp} + +Later, to unserialize the object from a stream again, write +\begin{cpp} +ref myObject = static_cast(manager->getInstance(stream)); +\end{cpp} + +Behind the scenes, the object manager adds annotations to the data stream, +which ensure that you will end up with the exact same reference graph on the +remote side, while only one copy of every object is transmitted and no +infinite recursion can occur. But we digress -- let's go back to our integrator. +\vspace{3mm} + +The last thing to add is a function, which returns an estimate for the +radiance along a ray differential: here, we simply return the stored color +\begin{cpp} + /// Query for an unbiased estimate of the radiance along r + Spectrum Li(const RayDifferential &r, RadianceQueryRecord &rRec) const { + return m_color; + } +\end{cpp} + +Let's try building the plugin: edit the \code{SConstruct} file in the main +directory, and add the following line after the comment ''\code{\# Integrators}'': +\begin{cpp} +plugins += env.SharedLibrary('plugins/myIntegrator', ['src/integrators/myIntegrator.cpp']) +\end{cpp} +After calling, \texttt{scons}, you should be able to use your new integrator +in parallel rendering jobs and you'll get something like this: +\begin{center} +\scalebox{.4}{\includegraphics{images/integrator_green.png}} +\end{center} +That is admittedly not very exciting --- so let's do some actual computation. +\subsection{Visualizing depth} +Add an instance variable \code{Float m\_maxDist;} to the implementation. This +will store the maximum distance from the camera to any object, which is needed +to map distances into the $[0,1]$ range. Note the upper-case \code{Float} --- +this means that either a single- or a double-precision variable is +substituted based the compilation flags. This variable constitutes local +state, thus it must not be forgotten in the serialization- and unserialization routines: +append +\begin{cpp} + m_maxDist = stream->readFloat(); +\end{cpp} +and +\begin{cpp} + stream->writeFloat(m_maxDist); +\end{cpp} +to the unserialization constructor and the \code{serialize} method, respectively. + +We'll conservatively bound the maximum distance by measuring the +distance to all corners of the bounding box, which encloses the scene. +To avoid having to do this every time \code{Li()} is called, +we can override the \code{preprocess} function: +\begin{cpp} + /// Preprocess function -- called on the initiating machine + void preprocess(const Scene *scene, RenderQueue *queue, + const RenderJob *job, int sceneResID, int cameraResID, + int samplerResID) { + SampleIntegrator::preprocess(scene, queue, job, sceneResID, + cameraResID, samplerResID); + + const AABB &sceneAABB = scene->getAABB(); + Point cameraPosition = scene->getCamera()->getPosition(); + m_maxDist = - std::numeric_limits::infinity(); + + for (int i=0; i<8; ++i) + m_maxDist = std::max(m_maxDist, + (cameraPosition - sceneAABB.getCorner(i)).length()); + } +\end{cpp} +The bottom of this function should be relatively self-explanatory. The +numerous arguments at the top are related to the parallelization layer, which will be +considered in more detail in the next section. Briefly, the render queue +provides synchronization facilities for render jobs (e.g. one can wait +for a certain job to terminate). And the integer parameters are +global resource identifiers. When a network render job runs, many associated +pieces of information (the scene, the camera, etc.) are wrapped into global resource chunks +shared amongst all nodes, and these can be referenced using such identifiers. + +One important aspect of the \code{preprocess} function is that it is executed +on the initiating node and before any of the parallel rendering begins. +This can be used to compute certain things only once. Any +information updated here (such as \code{m\_maxDist}) will be forwarded to the +other nodes before the rendering begins. + +Now, replace the body of the \code{Li} method with +\begin{cpp} + if (rRec.rayIntersect(r)) { + Float distance = rRec.its.t; + return Spectrum(1.0f - distance/m_maxDist) * m_color; + } + return Spectrum(0.0f); +\end{cpp} +and the distance renderer is done! +\begin{center} +\scalebox{.3}{\includegraphics{images/integrator_depth.png}} +\end{center} +There are a few more noteworthy details: first of all, the ``usual'' way +to intersect a ray against the scene actually works like this: +\begin{cpp} + Intersection its; + Ray ray = ...; + if (scene->rayIntersect(ray, its)) { + /* Do something with the intersection stored in 'its' */ + } +\end{cpp} +As you can see, we did something slightly different in the distance +renderer fragment above (we called \code{RadianceQueryRecord::rayIntersect()} +on the supplied parameter \code{rRec}), and the reason for this is \emph{nesting}. +\subsection{Nesting} +The idea of of nesting is that sampling-based rendering techniques can be +embedded within each other for added flexibility: for instance, one +might concoct a 1-bounce indirect rendering technique complete with +irradiance caching and adaptive integration simply by writing the following +into a scene XML file: +\begin{xml} + + + + + + + + +\end{xml} +To support this kind of complex interaction, some information needs to be passed between the +integrators, and the \code{RadianceQueryRecord} parameter of the function +\code{SampleIntegrator::Li} is used for this. + +This brings us back to the odd way of computing an intersection a moment ago: +the reason why we didn't just do this by calling +\code{scene->rayIntersect()} is that our technique might actually be nested +within a parent technique, which has already computed this intersection. +To avoid wasting resources, the function \code{rRec.rayIntersect} first +determines whether an intersection record has already been provided. +If yes, it does nothing. Otherwise, it takes care of computing one. + +The radiance query record also lists the particular \emph{types} of radiance requested +by the parent integrator -- your implementation should respect these as much +as possible. Your overall code might for example be structured like this: + +\begin{cpp} + Spectrum Li(const RayDifferential &r, RadianceQueryRecord &rRec) const { + Spectrum result; + if (rRec.type & RadianceQueryRecord::EEmittedRadiance) { + // Emitted surface radiance contribution was requested + result += ...; + } + if (rRec.type & RadianceQueryRecord::EDirectRadiance) { + // Direct illumination contribution was requested + result += ...; + } + ... + return result; + } +\end{cpp} diff --git a/doc/license.txt b/doc/license.txt new file mode 100644 index 00000000..44325404 --- /dev/null +++ b/doc/license.txt @@ -0,0 +1,676 @@ + + GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. 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If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. But first, please read +. + diff --git a/doc/main.tex b/doc/main.tex new file mode 100644 index 00000000..59342ef4 --- /dev/null +++ b/doc/main.tex @@ -0,0 +1,108 @@ +\documentclass[footexclude,12pt,DIV11]{scrartcl} + +% Wenzel's standard prelude +% ----- 8< ----- 8< ------ + +\usepackage[english]{babel} +\usepackage[T1]{fontenc} +\usepackage{textcomp} +\usepackage{lmodern} +\usepackage{charter} +\usepackage{graphicx} +\usepackage{array} +\usepackage{booktabs} +\usepackage{color} +\usepackage{listings} +\usepackage{amsmath} +\usepackage{enumerate} +\usepackage[utf8]{inputenc} + +\setcounter{tocdepth}{2} + +\usepackage[ + bookmarks + ,bookmarksnumbered + ,colorlinks + ,linkcolor=myblue + ,urlcolor=myblue + ,citecolor=myblue + ,pdfpagelabels + ,pdftitle={Mitsuba documentation} + ,pdfauthor={Wenzel Jakob} + ,pdfstartview=FitH +]{hyperref} + +\typearea[current]{last} +\raggedbottom + +\usepackage[expansion=false]{microtype} +%\UseMicrotypeSet[protrusion]{basictext} + +\renewcommand*\ttdefault{txtt} + +\usepackage{scrpage2} +\ofoot[]{} +\cfoot[]{} +\ihead{\sc\leftmark} +\ohead{\sc\rightmark} +\chead{} +\setheadsepline{.2pt} +\automark[section]{chapter} +\setkomafont{pagenumber}{\normalfont} +\addtokomafont{sectioning}{\color{myblue}\rmfamily} +\addtokomafont{descriptionlabel}{\rmfamily} +\pagestyle{scrheadings} + +\definecolor{myblue}{rgb}{0,.1,.6} +\definecolor{myred}{rgb}{0.63,.16,.16} +\definecolor{lstshade}{gray}{0.94} +\definecolor{lstframe}{gray}{0.75} +\definecolor{lstcomment}{gray}{0.5} + +% Citations +\newcommand{\cfig}[1]{\mbox{Figure \ref{fig:#1}}} +\newcommand{\clst}[1]{\mbox{Listing \ref{lst:#1}}} + +\newcommand{\code}[1]{\texttt{#1}} + +% Listings settings +\lstset{ + mathescape = true, + captionpos = b, + frame = single, + backgroundcolor = \color{lstshade}, + rulecolor = \color{lstframe}, + tabsize = 4, + columns = flexible, + keepspaces, + belowskip = \smallskipamount, + keywordstyle = \bfseries, + commentstyle=\color{lstcomment}\itshape, + basicstyle = \small\ttfamily, + breaklines = true +} + +\lstnewenvironment{cpp}{\lstset{language=c++}} + {} +\lstnewenvironment{xml}{\lstset{language=xml}} + {} + +% ----- 8< ----- 8< ------ + +\title{ + Mitsuba Documentation +} +\author{Wenzel Jakob} +\date{\today} + +\begin{document} +\maketitle +\clearpage +\ofoot[\pagemark]{\pagemark} + +\include{integrator} +\include{parallelization} + +\tableofcontents + +\end{document} diff --git a/doc/parallelization.tex b/doc/parallelization.tex new file mode 100644 index 00000000..c181efe3 --- /dev/null +++ b/doc/parallelization.tex @@ -0,0 +1,2 @@ +\section{Parallelization layer} +TBD