mitsuba/src/bsdfs/roughdielectric.cpp

766 lines
29 KiB
C++

/*
This file is part of Mitsuba, a physically based rendering system.
Copyright (c) 2007-2011 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 <http://www.gnu.org/licenses/>.
*/
#include <mitsuba/render/bsdf.h>
#include <mitsuba/render/sampler.h>
#include <mitsuba/render/texture.h>
#include "microfacet.h"
#include "ior.h"
MTS_NAMESPACE_BEGIN
/* Suggestion by Bruce Walter: sample the model using a slightly
wider density function. This in practice limits the importance
weights to values <= 4.
*/
#define ENLARGE_LOBE_TRICK 1
/*! \plugin{roughdielectric}{Rough dielectric material}
* \parameters{
* \parameter{distribution}{\String}{
* Specifies the type of microfacet normal distribution
* used to model the surface roughness.
* \begin{enumerate}[(i)]
* \item \code{beckmann}: Physically-based distribution derived from
* Gaussian random surfaces. This is the default.
* \item \code{ggx}: New distribution proposed by
* Walter et al. \cite{Walter07Microfacet}, which is meant to better handle
* the long tails observed in measurements of ground surfaces.
* Renderings with this distribution may converge slowly.
* \item \code{phong}: Classical $\cos^p\theta$ distribution.
* Due to the underlying microfacet theory,
* the use of this distribution here leads to more realistic
* behavior than the separately available \pluginref{phong} plugin.
* \item \code{as}: Anisotropic Phong-style microfacet distribution proposed by
* Ashikhmin and Shirley \cite{Ashikhmin2005Anisotropic}.\vspace{-3mm}
* \end{enumerate}
* }
* \parameter{alpha}{\Float\Or\Texture}{
* Specifies the roughness of the unresolved surface microgeometry.
* When the Beckmann distribution is used, this parameter is equal to the
* \emph{root mean square} (RMS) slope of the microfacets. This
* parameter is only valid when \texttt{distribution=beckmann/phong/ggx}.
* \default{0.1}.
* }
* \parameter{alphaU, alphaV}{\Float\Or\Texture}{
* Specifies the anisotropic rougness values along the tangent and
* bitangent directions. These parameter are only valid when
* \texttt{distribution=as}. \default{0.1}.
* }
* \parameter{intIOR}{\Float\Or\String}{Interior index of refraction specified
* numerically or using a known material name. \default{\texttt{bk7} / 1.5046}}
* \parameter{extIOR}{\Float\Or\String}{Exterior index of refraction specified
* numerically or using a known material name. \default{\texttt{air} / 1.000277}}
* \parameter{specular\showbreak Reflectance}{\Spectrum\Or\Texture}{Optional
* factor used to modulate the reflectance component\default{1.0}}
* \lastparameter{specular\showbreak Transmittance}{\Spectrum\Or\Texture}{Optional
* factor used to modulate the transmittance component\default{1.0}}
* }
*
* This plugin implements a realistic microfacet scattering model for rendering
* rough interfaces between dielectric materials, such as a transition from air to
* ground glass. Microfacet theory describes rough surfaces as an arrangement of
* unresolved and ideally specular facets, whose normal directions are given by
* a specially chosen \emph{microfacet distribution}. By accounting for shadowing
* and masking effects between these facets, it is possible to reproduce the important
* off-specular reflections peaks observed in real-world measurements of such
* materials.
* \renderings{
* \medrendering{Rough glass (Beckmann, $\alpha$=0.1)}
* {bsdf_roughdielectric_beckmann_0_1.jpg}
* \medrendering{Ground glass (GGX, $\alpha$=0.304,
* \lstref{roughdielectric-roughglass})}{bsdf_roughdielectric_ggx_0_304.jpg}
* \medrendering{Textured rougness (\lstref{roughdielectric-textured})}
* {bsdf_roughdielectric_textured.jpg}
* }
*
* This plugin is essentially the ``roughened'' equivalent of the (smooth) plugin
* \pluginref{dielectric}. For very low values of $\alpha$, the two will
* be very similar, though scenes using this plugin will take longer to render
* due to the additional computational burden of tracking surface roughness.
*
* The implementation of this plugin is based on the paper ``Microfacet Models
* for Refraction through Rough Surfaces'' by Walter et al.
* \cite{Walter07Microfacet}. It supports several different types of microfacet
* distributions and has a texturable roughness parameter. Exterior and
* interior IOR values can be independently specified, where ``exterior''
* refers to the side that contains the surface normal. Similar to the
* \pluginref{dielectric} plugin, IOR values can either be specified
* numerically, or based on a list of known materials (see
* \tblref{dielectric-iors} for an overview). When no parameters are given,
* the plugin activates the default settings, which describe a borosilicate
* glass BK7/air interface with a light amount of roughness modeled using a
* Beckmann distribution.
*
* To get an intuition about the range and effects of the surface roughness
* parameter $\alpha$, consider the following: a value of
* $\alpha=0.001-0.01$ corresponds a material with slight imperfections on an
* otherwise smooth surface finish, $\alpha=0.1$ is relatively rough,
* and $\alpha=0.3-0.5$ is \emph{extremely} rough (e.g. a etched or ground
* finish).
*
* When using the Ashikhmin-Shirley or Phong models, a conversion method is
* used to turn the specified $\alpha$ roughness value into the exponents
* of these distributions. This is done in a way, such that the different
* distributions all produce a similar appearance for the same value of
* $\alpha$.
*
* The Ashikhmin-Shirley microfacet distribution allows the specification
* of two distinct roughness values along the tangent and bitangent
* directions. This can be used to provide a material with a ``brushed''
* appearance. The alignment of the anisotropy will follow the UV
* parameterization of the underlying mesh\footnote{Therefore,
* such anisotropic materials cannot be applied to triangle meshes that
* are missing texture coordinates.}.
*
* When using this plugin, it is crucial that the scene contains
* meaningful and mutally compatible index of refraction changes---see
* \figref{glass-explanation} for an example. Also, please note that
* the importance sampling implementation of this model is close, but
* not always a perfect a perfect match to the underlying scattering distribution,
* particularly for high roughness values and when the \texttt{ggx}
* microfacet distribution is used. Hence, such renderings may
* converge slowly.
*
* \begin{xml}[caption=A material definition for ground glass, label=lst:roughdielectric-roughglass]
* <bsdf type="roughdielectric">
* <string name="distribution" value="ggx"/>
* <float name="alpha" value="0.304"/>
* <string name="intIOR" value="bk7"/>
* <string name="extIOR" value="air"/>
* </bsdf>
* \end{xml}
*
* \begin{xml}[caption=A texture can be attached to the roughness parameter, label=lst:roughdielectric-textured]
* <bsdf type="roughdielectric">
* <string name="distribution" value="beckmann"/>
* <float name="intIOR" value="1.5046"/>
* <float name="extIOR" value="1.0"/>
*
* <texture name="alpha" type="bitmap">
* <string name="filename" value="roughness.exr"/>
* </texture>
* </bsdf>
* \end{xml}
*/
class RoughDielectric : public BSDF {
public:
RoughDielectric(const Properties &props) : BSDF(props) {
m_specularReflectance = new ConstantSpectrumTexture(
props.getSpectrum("specularReflectance", Spectrum(1.0f)));
m_specularTransmittance = new ConstantSpectrumTexture(
props.getSpectrum("specularTransmittance", Spectrum(1.0f)));
/* Specifies the internal index of refraction at the interface */
m_intIOR = lookupIOR(props, "intIOR", "bk7");
/* Specifies the external index of refraction at the interface */
m_extIOR = lookupIOR(props, "extIOR", "air");
if (m_intIOR < 0 || m_extIOR < 0 || m_intIOR == m_extIOR)
Log(EError, "The interior and exterior indices of "
"refraction must be positive and differ!");
m_distribution = MicrofacetDistribution(
props.getString("distribution", "beckmann")
);
Float alpha = props.getFloat("alpha", 0.1f),
alphaU = props.getFloat("alphaU", alpha),
alphaV = props.getFloat("alphaV", alpha);
m_alphaU = new ConstantFloatTexture(alphaU);
if (alphaU == alphaV)
m_alphaV = m_alphaU;
else
m_alphaV = new ConstantFloatTexture(alphaV);
m_usesRayDifferentials = false;
}
RoughDielectric(Stream *stream, InstanceManager *manager)
: BSDF(stream, manager) {
m_distribution = MicrofacetDistribution(
(MicrofacetDistribution::EType) stream->readUInt()
);
m_alphaU = static_cast<Texture *>(manager->getInstance(stream));
m_alphaV = static_cast<Texture *>(manager->getInstance(stream));
m_specularReflectance = static_cast<Texture *>(manager->getInstance(stream));
m_specularTransmittance = static_cast<Texture *>(manager->getInstance(stream));
m_intIOR = stream->readFloat();
m_extIOR = stream->readFloat();
m_usesRayDifferentials =
m_alphaU->usesRayDifferentials() ||
m_alphaV->usesRayDifferentials() ||
m_specularReflectance->usesRayDifferentials() ||
m_specularTransmittance->usesRayDifferentials();
configure();
}
void configure() {
unsigned int extraFlags = 0;
if (m_alphaU != m_alphaV) {
extraFlags |= EAnisotropic;
if (m_distribution.getType() !=
MicrofacetDistribution::EAshikhminShirley)
Log(EError, "Different roughness values along the tangent and "
"bitangent directions are only supported when using the "
"anisotropic Ashikhmin-Shirley microfacet distribution "
"(named \"as\")");
}
m_components.clear();
m_components.push_back(
EGlossyReflection | EFrontSide | EBackSide | ECanUseSampler | extraFlags);
m_components.push_back(
EGlossyTransmission | EFrontSide | EBackSide | ECanUseSampler | extraFlags);
/* Verify the input parameter and fix them if necessary */
m_specularReflectance = ensureEnergyConservation(
m_specularReflectance, "specularReflectance", 1.0f);
m_specularTransmittance = ensureEnergyConservation(
m_specularTransmittance, "specularTransmittance", 1.0f);
BSDF::configure();
}
virtual ~RoughDielectric() { }
inline Float signum(Float value) const {
return (value < 0) ? -1.0f : 1.0f;
}
/// Helper function: reflect \c wi with respect to a given surface normal
inline Vector reflect(const Vector &wi, const Normal &m) const {
return 2 * dot(wi, m) * Vector(m) - wi;
}
/// Helper function: refract \c wi with respect to a given surface normal
inline bool refract(const Vector &wi, Vector &wo, const Normal &m, Float etaI, Float etaT) const {
Float eta = etaI / etaT, c = dot(wi, m);
/* Using Snell's law, calculate the squared cosine of the
angle between the normal and the transmitted ray */
Float cosThetaTSqr = 1 + eta * eta * (c*c-1);
if (cosThetaTSqr < 0)
return false; // Total internal reflection
/* Compute the transmitted direction */
wo = m * (eta*c - signum(wi.z)
* std::sqrt(cosThetaTSqr)) - wi * eta;
return true;
}
Spectrum eval(const BSDFQueryRecord &bRec, EMeasure measure) const {
if (measure != ESolidAngle)
return Spectrum(0.0f);
/* Determine the type of interaction */
bool reflect = Frame::cosTheta(bRec.wi)
* Frame::cosTheta(bRec.wo) > 0;
/* Determine the appropriate indices of refraction */
Float etaI = m_extIOR, etaT = m_intIOR;
if (Frame::cosTheta(bRec.wi) < 0)
std::swap(etaI, etaT);
Vector H;
if (reflect) {
/* Stop if this component was not requested */
if ((bRec.component != -1 && bRec.component != 0)
|| !(bRec.typeMask & EGlossyReflection))
return Spectrum(0.0f);
/* Calculate the reflection half-vector (and possibly flip it
so that it lies inside the hemisphere around the normal) */
H = normalize(bRec.wo+bRec.wi)
* signum(Frame::cosTheta(bRec.wo));
} else {
/* Stop if this component was not requested */
if ((bRec.component != -1 && bRec.component != 1)
|| !(bRec.typeMask & EGlossyTransmission))
return Spectrum(0.0f);
/* Calculate the transmission half-vector (and possibly flip it
when the surface normal points into the denser medium -- this
removes an assumption in the original paper) */
H = (m_extIOR > m_intIOR ? (Float) 1 : (Float) -1)
* normalize(bRec.wi*etaI + bRec.wo*etaT);
}
/* Evaluate the roughness */
Float alphaU = m_distribution.transformRoughness(
m_alphaU->getValue(bRec.its).average()),
alphaV = m_distribution.transformRoughness(
m_alphaV->getValue(bRec.its).average());
/* Evaluate the microsurface normal distribution */
const Float D = m_distribution.eval(H, alphaU, alphaV);
if (D == 0)
return Spectrum(0.0f);
/* Fresnel factor */
const Float F = fresnel(dot(bRec.wi, H), m_extIOR, m_intIOR);
/* Smith's shadow-masking function */
const Float G = m_distribution.G(bRec.wi, bRec.wo, H, alphaU, alphaV);
if (reflect) {
/* Calculate the total amount of reflection */
Float value = F * D * G /
(4.0f * std::abs(Frame::cosTheta(bRec.wi)));
return m_specularReflectance->getValue(bRec.its) * value;
} else {
/* Calculate the total amount of transmission */
Float sqrtDenom = etaI * dot(bRec.wi, H) + etaT * dot(bRec.wo, H);
Float value = ((1 - F) * D * G * etaT * etaT
* dot(bRec.wi, H) * dot(bRec.wo, H)) /
(Frame::cosTheta(bRec.wi) * sqrtDenom * sqrtDenom);
/* Missing term in the original paper: account for the solid angle
compression when tracing radiance -- this is necessary for
bidirectional method */
if (bRec.quantity == ERadiance)
value *= (etaI*etaI) / (etaT*etaT);
return m_specularTransmittance->getValue(bRec.its) * std::abs(value);
}
}
Float pdf(const BSDFQueryRecord &bRec, EMeasure measure) const {
if (measure != ESolidAngle)
return 0.0f;
/* Determine the type of interaction */
bool sampleReflection = ((bRec.component == -1 || bRec.component == 0)
&& (bRec.typeMask & EGlossyReflection)),
sampleTransmission = ((bRec.component == -1 || bRec.component == 1)
&& (bRec.typeMask & EGlossyTransmission)),
reflect = Frame::cosTheta(bRec.wi)
* Frame::cosTheta(bRec.wo) > 0;
/* Determine the appropriate indices of refraction */
Float etaI = m_extIOR, etaT = m_intIOR;
if (Frame::cosTheta(bRec.wi) < 0)
std::swap(etaI, etaT);
Vector H;
Float dwh_dwo;
if (reflect) {
/* Zero probability if this component was not requested */
if ((bRec.component != -1 && bRec.component != 0)
|| !(bRec.typeMask & EGlossyReflection))
return 0.0f;
/* Calculate the reflection half-vector (and possibly flip it
so that it lies inside the hemisphere around the normal) */
H = normalize(bRec.wo+bRec.wi)
* signum(Frame::cosTheta(bRec.wo));
/* Jacobian of the half-direction transform */
dwh_dwo = 1.0f / (4.0f * dot(bRec.wo, H));
} else {
/* Zero probability if this component was not requested */
if ((bRec.component != -1 && bRec.component != 1)
|| !(bRec.typeMask & EGlossyTransmission))
return 0.0f;
/* Calculate the transmission half-vector (and possibly flip it
when the surface normal points into the denser medium -- this
removes an assumption in the original paper) */
H = (m_extIOR > m_intIOR ? (Float) 1 : (Float) -1)
* normalize(bRec.wi*etaI + bRec.wo*etaT);
/* Jacobian of the half-direction transform. */
Float sqrtDenom = etaI * dot(bRec.wi, H) + etaT * dot(bRec.wo, H);
dwh_dwo = (etaT*etaT * dot(bRec.wo, H)) / (sqrtDenom*sqrtDenom);
}
/* Evaluate the roughness */
Float alphaU = m_distribution.transformRoughness(
m_alphaU->getValue(bRec.its).average()),
alphaV = m_distribution.transformRoughness(
m_alphaV->getValue(bRec.its).average());
#if ENLARGE_LOBE_TRICK == 1
Float factor = (1.2f - 0.2f * std::sqrt(
std::abs(Frame::cosTheta(bRec.wi))));
alphaU *= factor; alphaV *= factor;
#endif
/* Evaluate the microsurface normal sampling density */
Float prob = m_distribution.pdf(H, alphaU, alphaV);
if (sampleTransmission && sampleReflection) {
/* Please see the sample() methods if the
following seems confusing */
Float F;
if (bRec.sampler) {
/* We have access to extra random numbers, hence
the exact Fresnel term with respect to the
microfacet normal is sampled */
F = fresnel(dot(bRec.wi, H), m_extIOR, m_intIOR);
} else {
/* Only a simple 2D sample is given, and hence the
best we can do is to sample a clamped Fresnel term
that is taken with respect to the surface normal */
F = std::min((Float) 0.9f, std::max((Float) 0.1f,
fresnel(Frame::cosTheta(bRec.wi), m_extIOR, m_intIOR)));
}
prob *= reflect ? F : (1-F);
}
return std::abs(prob * dwh_dwo);
}
Spectrum sample(BSDFQueryRecord &bRec, const Point2 &_sample) const {
Point2 sample(_sample);
bool sampleReflection = ((bRec.component == -1 || bRec.component == 0)
&& (bRec.typeMask & EGlossyReflection)),
sampleTransmission = ((bRec.component == -1 || bRec.component == 1)
&& (bRec.typeMask & EGlossyTransmission)),
choseReflection = sampleReflection,
sampleExactFresnelTerm = false;
Float sampleF = 1.0f;
if (sampleReflection && sampleTransmission) {
if (!bRec.sampler) {
/* By default, the sample() method is given exactly two
uniformly chosen random numbers, which is a problem
when wanting to choose between the reflection and the
transmission component: by the time the microfacet normal
has been sampled, we have already "used up" both of them,
and no random bits are left. Therefore, the following
somewhat crude approach is taken here when no extra sampler
instance is provided:
1. Take the Fresnel term with respect to the surface
normal to be a good approximation to the microsurface
Fresnel term -- this will be less true for higher
rougness values. To be safe, clamp it to some
reasonable range.
2. Use this approximate term and a random number to
choose between reflection and refraction component.
3. Recycle the used random number! This is possible,
since we so far only used the knowledge that it is
smaller or larget than the purely deterministic value
from step 2.
*/
sampleF = std::min((Float) 0.9f, std::max((Float) 0.1f,
fresnel(Frame::cosTheta(bRec.wi), m_extIOR, m_intIOR)));
if (sample.x < sampleF) {
sample.x /= sampleF;
} else {
sample.x = (sample.x - sampleF) / (1 - sampleF);
choseReflection = false;
}
} else {
sampleExactFresnelTerm = true;
}
} else if (!sampleReflection && !sampleTransmission) {
return Spectrum(0.0f);
}
/* Evaluate the roughness */
Float alphaU = m_distribution.transformRoughness(
m_alphaU->getValue(bRec.its).average()),
alphaV = m_distribution.transformRoughness(
m_alphaV->getValue(bRec.its).average());
#if ENLARGE_LOBE_TRICK == 1
Float factor = (1.2f - 0.2f * std::sqrt(
std::abs(Frame::cosTheta(bRec.wi))));
Float sampleAlphaU = alphaU * factor,
sampleAlphaV = alphaV * factor;
#else
Float sampleAlphaU = alphaU,
sampleAlphaV = alphaV;
#endif
/* Sample M, the microsurface normal */
const Normal m = m_distribution.sample(sample,
sampleAlphaU, sampleAlphaV);
if (sampleExactFresnelTerm) {
sampleF = fresnel(dot(bRec.wi, m), m_extIOR, m_intIOR);
if (bRec.sampler->next1D() > sampleF)
choseReflection = false;
}
Spectrum result;
if (choseReflection) {
/* Perfect specular reflection based on the microsurface normal */
bRec.wo = reflect(bRec.wi, m);
bRec.sampledComponent = 0;
bRec.sampledType = EGlossyReflection;
/* Side check */
if (Frame::cosTheta(bRec.wi) * Frame::cosTheta(bRec.wo) <= 0)
return Spectrum(0.0f);
result = m_specularReflectance->getValue(bRec.its);
} else {
/* Determine the appropriate indices of refraction */
Float etaI = m_extIOR, etaT = m_intIOR;
if (Frame::cosTheta(bRec.wi) < 0)
std::swap(etaI, etaT);
/* Perfect specular transmission based on the microsurface normal */
if (!refract(bRec.wi, bRec.wo, m, etaI, etaT))
return Spectrum(0.0f);
bRec.sampledComponent = 1;
bRec.sampledType = EGlossyTransmission;
/* Side check */
if (Frame::cosTheta(bRec.wi) * Frame::cosTheta(bRec.wo) >= 0)
return Spectrum(0.0f);
result = m_specularTransmittance->getValue(bRec.its)
* ((bRec.quantity == ERadiance) ?
((etaI*etaI) / (etaT*etaT)) : (Float) 1);
}
Float numerator = m_distribution.eval(m, alphaU, alphaV)
* m_distribution.G(bRec.wi, bRec.wo, m, alphaU, alphaV)
* dot(bRec.wi, m);
Float denominator = m_distribution.pdf(m, sampleAlphaU, sampleAlphaV)
* Frame::cosTheta(bRec.wi);
if (!sampleExactFresnelTerm) {
Float F = fresnel(dot(bRec.wi, m), m_extIOR, m_intIOR);
if (!choseReflection) {
sampleF = 1-sampleF;
F = 1-F;
}
numerator *= F;
if (sampleReflection && sampleTransmission)
denominator *= sampleF;
}
return result * std::abs(numerator / denominator);
}
Spectrum sample(BSDFQueryRecord &bRec, Float &_pdf, const Point2 &_sample) const {
Point2 sample(_sample);
bool sampleReflection = ((bRec.component == -1 || bRec.component == 0)
&& (bRec.typeMask & EGlossyReflection)),
sampleTransmission = ((bRec.component == -1 || bRec.component == 1)
&& (bRec.typeMask & EGlossyTransmission)),
choseReflection = sampleReflection,
sampleExactFresnelTerm = false;
if (sampleReflection && sampleTransmission) {
if (!bRec.sampler) {
/* By default, the sample() method is given exactly two
uniformly chosen random numbers, which is a problem
when wanting to choose between the reflection and the
transmission component: by the time the microfacet normal
has been sampled, we have already "used up" both of them,
and no random bits are left. Therefore, the following
somewhat crude approach is taken here when no extra sampler
instance is provided:
1. Take the Fresnel term with respect to the surface
normal to be a good approximation to the microsurface
Fresnel term -- this will be less true for higher
rougness values. To be safe, clamp it to some
reasonable range.
2. Use this approximate term and a random number to
choose between reflection and refraction component.
3. Recycle the used random number! This is possible,
since we so far only used the knowledge that it is
smaller or larget than the purely deterministic value
from step 2.
*/
Float sampleF = std::min((Float) 0.9f, std::max((Float) 0.1f,
fresnel(Frame::cosTheta(bRec.wi), m_extIOR, m_intIOR)));
if (sample.x < sampleF) {
sample.x /= sampleF;
} else {
sample.x = (sample.x - sampleF) / (1 - sampleF);
choseReflection = false;
}
} else {
sampleExactFresnelTerm = true;
}
} else if (!sampleReflection && !sampleTransmission) {
return Spectrum(0.0f);
}
/* Evaluate the roughness */
Float alphaU = m_distribution.transformRoughness(
m_alphaU->getValue(bRec.its).average()),
alphaV = m_distribution.transformRoughness(
m_alphaV->getValue(bRec.its).average());
#if ENLARGE_LOBE_TRICK == 1
Float factor = (1.2f - 0.2f * std::sqrt(
std::abs(Frame::cosTheta(bRec.wi))));
Float sampleAlphaU = alphaU * factor,
sampleAlphaV = alphaV * factor;
#else
Float sampleAlphaU = alphaU,
sampleAlphaV = alphaV;
#endif
/* Sample M, the microsurface normal */
const Normal m = m_distribution.sample(sample,
sampleAlphaU, sampleAlphaV);
if (sampleExactFresnelTerm) {
Float sampleF = fresnel(dot(bRec.wi, m), m_extIOR, m_intIOR);
if (bRec.sampler->next1D() > sampleF)
choseReflection = false;
}
if (choseReflection) {
/* Perfect specular reflection based on the microsurface normal */
bRec.wo = reflect(bRec.wi, m);
bRec.sampledComponent = 0;
bRec.sampledType = EGlossyReflection;
/* Side check */
if (Frame::cosTheta(bRec.wi) * Frame::cosTheta(bRec.wo) <= 0)
return Spectrum(0.0f);
} else {
/* Determine the appropriate indices of refraction */
Float etaI = m_extIOR, etaT = m_intIOR;
if (Frame::cosTheta(bRec.wi) < 0)
std::swap(etaI, etaT);
/* Perfect specular transmission based on the microsurface normal */
if (!refract(bRec.wi, bRec.wo, m, etaI, etaT))
return Spectrum(0.0f);
bRec.sampledComponent = 1;
bRec.sampledType = EGlossyTransmission;
/* Side check */
if (Frame::cosTheta(bRec.wi) * Frame::cosTheta(bRec.wo) >= 0)
return Spectrum(0.0f);
}
/* Guard against numerical imprecisions */
_pdf = pdf(bRec, ESolidAngle);
if (_pdf == 0)
return Spectrum(0.0f);
else
return eval(bRec, ESolidAngle);
}
void addChild(const std::string &name, ConfigurableObject *child) {
if (child->getClass()->derivesFrom(MTS_CLASS(Texture)) && name == "alpha") {
m_alphaU = m_alphaV = static_cast<Texture *>(child);
m_usesRayDifferentials |= m_alphaU->usesRayDifferentials();
} else if (child->getClass()->derivesFrom(MTS_CLASS(Texture)) && name == "alphaU") {
m_alphaU = static_cast<Texture *>(child);
m_usesRayDifferentials |= m_alphaU->usesRayDifferentials();
} else if (child->getClass()->derivesFrom(MTS_CLASS(Texture)) && name == "alphaV") {
m_alphaV = static_cast<Texture *>(child);
m_usesRayDifferentials |= m_alphaV->usesRayDifferentials();
} else if (child->getClass()->derivesFrom(MTS_CLASS(Texture)) && name == "specularReflectance") {
m_specularReflectance = static_cast<Texture *>(child);
m_usesRayDifferentials |= m_specularReflectance->usesRayDifferentials();
} else if (child->getClass()->derivesFrom(MTS_CLASS(Texture)) && name == "specularTransmittance") {
m_specularTransmittance = static_cast<Texture *>(child);
m_usesRayDifferentials |= m_specularTransmittance->usesRayDifferentials();
} else {
BSDF::addChild(name, child);
}
}
void serialize(Stream *stream, InstanceManager *manager) const {
BSDF::serialize(stream, manager);
stream->writeUInt((uint32_t) m_distribution.getType());
manager->serialize(stream, m_alphaU.get());
manager->serialize(stream, m_alphaV.get());
manager->serialize(stream, m_specularReflectance.get());
manager->serialize(stream, m_specularTransmittance.get());
stream->writeFloat(m_intIOR);
stream->writeFloat(m_extIOR);
}
std::string toString() const {
std::ostringstream oss;
oss << "RoughDielectric[" << endl
<< " name = \"" << getName() << "\"," << endl
<< " distribution = " << m_distribution.toString() << "," << endl
<< " alphaU = " << indent(m_alphaU->toString()) << "," << endl
<< " alphaV = " << indent(m_alphaV->toString()) << "," << endl
<< " specularReflectance = " << indent(m_specularReflectance->toString()) << "," << endl
<< " specularTransmittance = " << indent(m_specularTransmittance->toString()) << "," << endl
<< " intIOR = " << m_intIOR << "," << endl
<< " extIOR = " << m_extIOR << endl
<< "]";
return oss.str();
}
Shader *createShader(Renderer *renderer) const;
MTS_DECLARE_CLASS()
private:
MicrofacetDistribution m_distribution;
ref<Texture> m_specularTransmittance;
ref<Texture> m_specularReflectance;
ref<Texture> m_alphaU, m_alphaV;
Float m_intIOR, m_extIOR;
};
/* Fake dielectric shader -- it is really hopeless to visualize
this material in the VPL renderer, so let's try to do at least
something that suggests the presence of a translucent boundary */
class RoughDielectricShader : public Shader {
public:
RoughDielectricShader(Renderer *renderer) :
Shader(renderer, EBSDFShader) {
m_flags = ETransparent;
}
void generateCode(std::ostringstream &oss,
const std::string &evalName,
const std::vector<std::string> &depNames) const {
oss << "vec3 " << evalName << "(vec2 uv, vec3 wi, vec3 wo) {" << endl
<< " return vec3(0.08);" << endl
<< "}" << endl
<< endl
<< "vec3 " << evalName << "_diffuse(vec2 uv, vec3 wi, vec3 wo) {" << endl
<< " return " << evalName << "(uv, wi, wo);" << endl
<< "}" << endl;
}
MTS_DECLARE_CLASS()
};
Shader *RoughDielectric::createShader(Renderer *renderer) const {
return new RoughDielectricShader(renderer);
}
MTS_IMPLEMENT_CLASS(RoughDielectricShader, false, Shader)
MTS_IMPLEMENT_CLASS_S(RoughDielectric, false, BSDF)
MTS_EXPORT_PLUGIN(RoughDielectric, "Rough dielectric BSDF");
MTS_NAMESPACE_END