tiny adjustments
parent
226b639d28
commit
c36b76253a
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@ -8,6 +8,11 @@
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<!-- Test the diffuse transmission model -->
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<bsdf type="difftrans"/>
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<!-- Test the rough glass model -->
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<bsdf type="roughglass">
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<float name="alphaB" value="0.1"/>
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</bsdf>
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<!-- Test the Phong model -->
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<bsdf type="phong">
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<float name="diffuseAmount" value="0.5"/>
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@ -55,10 +60,5 @@
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<float name="alphaB" value="0.1"/>
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</bsdf>
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<!-- Test the rough glass model -->
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<bsdf type="roughglass">
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<float name="alphaB" value="0.1"/>
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</bsdf>
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<camera type="perspective"/>
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</scene>
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@ -70,7 +70,7 @@ public:
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/**
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* Beckmann distribution function for gaussian random surfaces
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* @param thetaM Tangent of the angle between M and N.
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* \param thetaM Tangent of the angle between M and N.
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*/
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Float beckmannD(const Vector &m) const {
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Float ex = Frame::tanTheta(m) / m_alphaB;
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@ -91,11 +91,11 @@ public:
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/**
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* Smith's shadow-masking function G1 for the Beckmann distribution
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* @param m The microsurface normal
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* @param v An arbitrary direction
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* \param m The microsurface normal
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* \param v An arbitrary direction
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*/
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Float smithBeckmannG1(const Vector &v, const Vector &m) const {
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if (dot(v, m)*Frame::cosTheta(v) <= 0)
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if (dot(v, m) * Frame::cosTheta(v) <= 0)
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return 0.0;
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const Float tanTheta = Frame::tanTheta(v);
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@ -109,7 +109,8 @@ public:
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if (a >= 1.6f)
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return 1.0f;
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return (3.535f * a + 2.181f * aSqr)/(1.0f + 2.276f * a + 2.577f * aSqr);
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return (3.535f * a + 2.181f * aSqr) /
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(1.0f + 2.276f * a + 2.577f * aSqr);
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}
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inline Vector reflect(const Vector &wi, const Normal &n) const {
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