/*
This file is part of Mitsuba, a physically based rendering system.
Copyright (c) 2007-2012 by Wenzel Jakob and others.
Mitsuba is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License Version 3
as published by the Free Software Foundation.
Mitsuba is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see .
*/
#include
#include
#include
#include
#include "sunsky/sunmodel.h"
MTS_NAMESPACE_BEGIN
/* Apparent radius of the sun as seen from the earth (in degrees).
This is an approximation--the actual value is somewhere between
0.526 and 0.545 depending on the time of year */
#define SUN_APP_RADIUS 0.5358
#if SPECTRUM_SAMPLES == 3
# define SUN_PIXELFORMAT Bitmap::ERGB
#else
# define SUN_PIXELFORMAT Bitmap::ESpectrum
#endif
/*!\plugin{sun}{Sun emitter}
* \icon{emitter_sun}
* \order{7}
* \parameters{
* \parameter{turbidity}{\Float}{
* This parameter determines the amount of aerosol present in the atmosphere.
* Valid range: 2-10. \default{3, corresponding to a clear sky in a temperate climate}
* }
* \parameter{year, month, day}{\Integer}{Denote the date of the
* observation \default{2010, 07, 10}}
* \parameter{hour,minute,\showbreak second}{\Float}{Local time
* at the location of the observer in 24-hour format\default{15, 00, 00,
* i.e. 3PM}}
* \parameter{latitude, longitude, timezone}{\Float}{
* These three parameters specify the oberver's latitude and longitude
* in degrees, and the local timezone offset in hours, which are required
* to compute the sun's position. \default{35.6894, 139.6917, 9 --- Tokyo, Japan}
* }
* \parameter{sunDirection}{\Vector}{Allows to manually
* override the sun direction in world space. When this value
* is provided, parameters pertaining to the computation
* of the sun direction (\code{year, hour, latitude,} etc.
* are unnecessary. \default{none}
* }
* \parameter{resolution}{\Integer}{Specifies the horizontal resolution of the precomputed
* image that is used to represent the sun environment map \default{512, i.e. 512$\times$256}}
* \parameter{scale}{\Float}{
* This parameter can be used to scale the amount of illumination
* emitted by the sun emitter. \default{1}
* }
* \parameter{sunRadiusScale}{\Float}{
* Scale factor to adjust the radius of the sun, while preserving its power.
* Set to \code{0} to turn it into a directional light source.
* }
* \parameter{samplingWeight}{\Float}{
* Specifies the relative amount of samples
* allocated to this emitter. \default{1}
* }
* }
* This plugin implements the physically-based sun model proposed by
* Preetham et al. \cite{Preetham1999Practical}. Using the provided position
* and time information (see \pluginref{sky} for details), it can determine the
* position of the sun as seen from the position of the observer.
* The radiance arriving at the earth surface is then found based on the spectral
* emission profile of the sun and the extinction cross-section of the
* atmosphere (which depends on the \code{turbidity} and the zenith angle of the sun).
*
* Like the \code{blackbody} emission profile (Page~\pageref{sec:blackbody}),
* the sun model introduces physical units into the rendering process.
* The radiance values computed by this plugin have units of power ($W$) per
* unit area ($m^{-2}$) per steradian ($sr^{-1}$) per unit wavelength ($nm^{-1}$).
* If these units are inconsistent with your scene description, you may use the
* optional \texttt{scale} parameter to adjust them.
*
* This plugin supplies proper spectral power distributions when Mitsuba is
* compiled in spectral rendering mode. Otherwise, they are simply projected onto
* a linear RGB color space.
*
* \remarks{
* \item The sun is an intense light source that subtends a tiny solid angle.
* This can be a problem for certain rendering techniques (e.g. path
* tracing), which produce high variance output (i.e. noise in renderings)
* when the scene also contains specular or glossy or materials.
* }
*/
class SunEmitter : public Emitter {
public:
SunEmitter(const Properties &props)
: Emitter(props) {
m_scale = props.getFloat("scale", 1.0f);
m_resolution = props.getInteger("resolution", 512);
m_sun = computeSunCoordinates(props);
m_sunRadiusScale = props.getFloat("sunRadiusScale", 1.0f);
m_turbidity = props.getFloat("turbidity", 3.0f);
m_stretch = props.getFloat("stretch", 1.0f);
}
SunEmitter(Stream *stream, InstanceManager *manager)
: Emitter(stream, manager) {
m_scale = stream->readFloat();
m_sunRadiusScale = stream->readFloat();
m_turbidity = stream->readFloat();
m_resolution = stream->readInt();
m_sun = SphericalCoordinates(stream);
configure();
}
void serialize(Stream *stream, InstanceManager *manager) const {
Emitter::serialize(stream, manager);
stream->writeFloat(m_scale);
stream->writeFloat(m_sunRadiusScale);
stream->writeFloat(m_turbidity);
stream->writeInt(m_resolution);
m_sun.serialize(stream);
}
void configure() {
SphericalCoordinates sun(m_sun);
sun.elevation *= m_stretch;
m_sunDir = toSphere(sun);
/* Solid angle covered by the sun */
m_theta = degToRad(SUN_APP_RADIUS * 0.5f);
m_solidAngle = 2 * M_PI * (1 - std::cos(m_theta));
m_radiance = computeSunRadiance(m_sun.elevation, m_turbidity) * m_scale;
}
bool isCompound() const {
return true;
}
Emitter *getElement(size_t i) {
if (i != 0)
return NULL;
if (m_sunRadiusScale == 0) {
Properties props("directional");
const Transform &trafo = m_worldTransform->eval(0);
props.setVector("direction", -trafo(m_sunDir));
props.setFloat("samplingWeight", m_samplingWeight);
props.setSpectrum("irradiance", m_radiance * m_solidAngle);
Emitter *emitter = static_cast(
PluginManager::getInstance()->createObject(
MTS_CLASS(Emitter), props));
emitter->configure();
return emitter;
}
/* Rasterizing the sphere to an environment map and checking the
individual pixels for coverage (which is what Mitsuba 0.3.0 did)
was slow and not very effective; for instance the power varied
dramatically with resolution changes. Since the sphere generally
just covers a few pixels, the code below rasterizes it much more
efficiently by generating a few thousand QMC samples.
Step 1: compute a *very* rough estimate of how many
pixel in the output environment map will be covered
by the sun */
size_t pixelCount = m_resolution*m_resolution/2;
Float cosTheta = std::cos(m_theta * m_sunRadiusScale);
/* Ratio of the sphere that is covered by the sun */
Float coveredPortion = 0.5f * (1 - cosTheta);
/* Approx. number of samples that need to be generated,
be very conservative */
size_t nSamples = (size_t) std::max((Float) 100,
(pixelCount * coveredPortion * 1000));
ref bitmap = new Bitmap(SUN_PIXELFORMAT, Bitmap::EFloat,
Vector2i(m_resolution, m_resolution/2));
bitmap->clear();
Frame frame(m_sunDir);
Point2 factor(bitmap->getWidth() / (2*M_PI),
bitmap->getHeight() / M_PI);
Spectrum *target = (Spectrum *) bitmap->getFloatData();
Spectrum value =
m_radiance * (2 * M_PI * (1-std::cos(m_theta))) *
static_cast(bitmap->getWidth() * bitmap->getHeight())
/ (2 * M_PI * M_PI * nSamples);
for (size_t i=0; igetWidth()-1),
std::min(std::max(0, (int) (sphCoords.elevation * factor.y)), bitmap->getHeight()-1));
target[pos.x + pos.y * bitmap->getWidth()] += value / std::max((Float) 1e-3f, sinTheta);
}
/* Instantiate a nested envmap plugin */
Properties props("envmap");
Properties::Data bitmapData;
bitmapData.ptr = (uint8_t *) bitmap.get();
bitmapData.size = sizeof(Bitmap);
props.setData("bitmap", bitmapData);
props.setAnimatedTransform("toWorld", m_worldTransform);
props.setFloat("samplingWeight", m_samplingWeight);
Emitter *emitter = static_cast(
PluginManager::getInstance()->createObject(
MTS_CLASS(Emitter), props));
emitter->configure();
return emitter;
}
AABB getAABB() const {
NotImplementedError("getAABB");
}
std::string toString() const {
std::ostringstream oss;
oss << "SunEmitter[" << endl
<< " sunDir = " << m_sunDir.toString() << "," << endl
<< " sunRadiusScale = " << m_sunRadiusScale << "," << endl
<< " turbidity = " << m_turbidity << "," << endl
<< " scale = " << m_scale << endl
<< "]";
return oss.str();
}
MTS_DECLARE_CLASS()
protected:
/// Environment map resolution
int m_resolution;
/// Constant scale factor applied to the model
Float m_scale;
/// Scale factor that can be applied to the sun radius
Float m_sunRadiusScale;
/// Angle cutoff for the sun disk (w/o scaling)
Float m_theta;
/// Solid angle covered by the sun (w/o scaling)
Float m_solidAngle;
/// Position of the sun in spherical coordinates
SphericalCoordinates m_sun;
/// Direction of the sun (untransformed)
Vector m_sunDir;
/// Turbidity of the atmosphere
Float m_turbidity;
/// Radiance arriving from the sun disk
Spectrum m_radiance;
/// Stretch factor to extend to the bottom hemisphere
Float m_stretch;
};
MTS_IMPLEMENT_CLASS_S(SunEmitter, false, Emitter)
MTS_EXPORT_PLUGIN(SunEmitter, "Sun emitter");
MTS_NAMESPACE_END