276 lines
9.9 KiB
C++
276 lines
9.9 KiB
C++
/*
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This file is part of Mitsuba, a physically based rendering system.
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Copyright (c) 2007-2012 by Wenzel Jakob and others.
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Mitsuba is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License Version 3
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as published by the Free Software Foundation.
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Mitsuba is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <mitsuba/render/scene.h>
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#include <mitsuba/core/bitmap.h>
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#include <mitsuba/core/plugin.h>
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#include <mitsuba/core/qmc.h>
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#include "sunsky/sunmodel.h"
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MTS_NAMESPACE_BEGIN
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/* Apparent radius of the sun as seen from the earth (in degrees).
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This is an approximation--the actual value is somewhere between
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0.526 and 0.545 depending on the time of year */
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#define SUN_APP_RADIUS 0.5358
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#if SPECTRUM_SAMPLES == 3
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# define SUN_PIXELFORMAT Bitmap::ERGB
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#else
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# define SUN_PIXELFORMAT Bitmap::ESpectrum
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#endif
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/*!\plugin{sun}{Sun emitter}
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* \icon{emitter_sun}
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* \order{7}
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* \parameters{
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* \parameter{turbidity}{\Float}{
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* This parameter determines the amount of aerosol present in the atmosphere.
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* Valid range: 2-10. \default{3, corresponding to a clear sky in a temperate climate}
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* }
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* \parameter{year, month, day}{\Integer}{Denote the date of the
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* observation \default{2010, 07, 10}}
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* \parameter{hour,minute,\showbreak second}{\Float}{Local time
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* at the location of the observer in 24-hour format\default{15, 00, 00,
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* i.e. 3PM}}
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* \parameter{latitude, longitude, timezone}{\Float}{
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* These three parameters specify the oberver's latitude and longitude
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* in degrees, and the local timezone offset in hours, which are required
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* to compute the sun's position. \default{35.6894, 139.6917, 9 --- Tokyo, Japan}
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* }
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* \parameter{sunDirection}{\Vector}{Allows to manually
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* override the sun direction in world space. When this value
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* is provided, parameters pertaining to the computation
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* of the sun direction (\code{year, hour, latitude,} etc.
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* are unnecessary. \default{none}
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* }
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* \parameter{resolution}{\Integer}{Specifies the horizontal resolution of the precomputed
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* image that is used to represent the sun environment map \default{512, i.e. 512$\times$256}}
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* \parameter{scale}{\Float}{
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* This parameter can be used to scale the amount of illumination
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* emitted by the sun emitter. \default{1}
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* }
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* \parameter{sunRadiusScale}{\Float}{
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* Scale factor to adjust the radius of the sun, while preserving its power.
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* Set to \code{0} to turn it into a directional light source.
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* }
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* \parameter{samplingWeight}{\Float}{
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* Specifies the relative amount of samples
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* allocated to this emitter. \default{1}
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* }
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* }
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* This plugin implements the physically-based sun model proposed by
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* Preetham et al. \cite{Preetham1999Practical}. Using the provided position
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* and time information (see \pluginref{sky} for details), it can determine the
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* position of the sun as seen from the position of the observer.
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* The radiance arriving at the earth surface is then found based on the spectral
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* emission profile of the sun and the extinction cross-section of the
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* atmosphere (which depends on the \code{turbidity} and the zenith angle of the sun).
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*
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* Like the \code{blackbody} emission profile (Page~\pageref{sec:blackbody}),
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* the sun model introduces physical units into the rendering process.
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* The radiance values computed by this plugin have units of power ($W$) per
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* unit area ($m^{-2}$) per steradian ($sr^{-1}$) per unit wavelength ($nm^{-1}$).
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* If these units are inconsistent with your scene description, you may use the
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* optional \texttt{scale} parameter to adjust them.
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*
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* This plugin supplies proper spectral power distributions when Mitsuba is
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* compiled in spectral rendering mode. Otherwise, they are simply projected onto
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* a linear RGB color space.
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*
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* \remarks{
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* \item The sun is an intense light source that subtends a tiny solid angle.
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* This can be a problem for certain rendering techniques (e.g. path
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* tracing), which produce high variance output (i.e. noise in renderings)
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* when the scene also contains specular or glossy or materials.
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* }
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*/
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class SunEmitter : public Emitter {
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public:
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SunEmitter(const Properties &props)
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: Emitter(props) {
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m_scale = props.getFloat("scale", 1.0f);
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m_resolution = props.getInteger("resolution", 512);
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m_sun = computeSunCoordinates(props);
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m_sunRadiusScale = props.getFloat("sunRadiusScale", 1.0f);
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m_turbidity = props.getFloat("turbidity", 3.0f);
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m_stretch = props.getFloat("stretch", 1.0f);
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}
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SunEmitter(Stream *stream, InstanceManager *manager)
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: Emitter(stream, manager) {
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m_scale = stream->readFloat();
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m_sunRadiusScale = stream->readFloat();
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m_turbidity = stream->readFloat();
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m_resolution = stream->readInt();
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m_sun = SphericalCoordinates(stream);
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configure();
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}
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void serialize(Stream *stream, InstanceManager *manager) const {
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Emitter::serialize(stream, manager);
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stream->writeFloat(m_scale);
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stream->writeFloat(m_sunRadiusScale);
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stream->writeFloat(m_turbidity);
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stream->writeInt(m_resolution);
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m_sun.serialize(stream);
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}
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void configure() {
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SphericalCoordinates sun(m_sun);
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sun.elevation *= m_stretch;
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m_sunDir = toSphere(sun);
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/* Solid angle covered by the sun */
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m_theta = degToRad(SUN_APP_RADIUS * 0.5f);
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m_solidAngle = 2 * M_PI * (1 - std::cos(m_theta));
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m_radiance = computeSunRadiance(m_sun.elevation, m_turbidity) * m_scale;
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}
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bool isCompound() const {
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return true;
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}
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Emitter *getElement(size_t i) {
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if (i != 0)
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return NULL;
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if (m_sunRadiusScale == 0) {
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Properties props("directional");
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const Transform &trafo = m_worldTransform->eval(0);
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props.setVector("direction", -trafo(m_sunDir));
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props.setFloat("samplingWeight", m_samplingWeight);
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props.setSpectrum("irradiance", m_radiance * m_solidAngle);
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Emitter *emitter = static_cast<Emitter *>(
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PluginManager::getInstance()->createObject(
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MTS_CLASS(Emitter), props));
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emitter->configure();
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return emitter;
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}
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/* Rasterizing the sphere to an environment map and checking the
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individual pixels for coverage (which is what Mitsuba 0.3.0 did)
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was slow and not very effective; for instance the power varied
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dramatically with resolution changes. Since the sphere generally
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just covers a few pixels, the code below rasterizes it much more
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efficiently by generating a few thousand QMC samples.
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Step 1: compute a *very* rough estimate of how many
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pixel in the output environment map will be covered
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by the sun */
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size_t pixelCount = m_resolution*m_resolution/2;
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Float cosTheta = std::cos(m_theta * m_sunRadiusScale);
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/* Ratio of the sphere that is covered by the sun */
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Float coveredPortion = 0.5f * (1 - cosTheta);
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/* Approx. number of samples that need to be generated,
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be very conservative */
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size_t nSamples = (size_t) std::max((Float) 100,
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(pixelCount * coveredPortion * 1000));
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ref<Bitmap> bitmap = new Bitmap(SUN_PIXELFORMAT, Bitmap::EFloat,
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Vector2i(m_resolution, m_resolution/2));
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bitmap->clear();
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Frame frame(m_sunDir);
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Point2 factor(bitmap->getWidth() / (2*M_PI),
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bitmap->getHeight() / M_PI);
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Spectrum *target = (Spectrum *) bitmap->getFloatData();
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Spectrum value =
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m_radiance * (2 * M_PI * (1-std::cos(m_theta))) *
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static_cast<Float>(bitmap->getWidth() * bitmap->getHeight())
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/ (2 * M_PI * M_PI * nSamples);
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for (size_t i=0; i<nSamples; ++i) {
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Vector dir = frame.toWorld(
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warp::squareToUniformCone(cosTheta, sample02(i)));
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Float sinTheta = math::safe_sqrt(1-dir.y*dir.y);
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SphericalCoordinates sphCoords = fromSphere(dir);
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Point2i pos(
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std::min(std::max(0, (int) (sphCoords.azimuth * factor.x)), bitmap->getWidth()-1),
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std::min(std::max(0, (int) (sphCoords.elevation * factor.y)), bitmap->getHeight()-1));
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target[pos.x + pos.y * bitmap->getWidth()] += value / std::max((Float) 1e-3f, sinTheta);
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}
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/* Instantiate a nested envmap plugin */
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Properties props("envmap");
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Properties::Data bitmapData;
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bitmapData.ptr = (uint8_t *) bitmap.get();
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bitmapData.size = sizeof(Bitmap);
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props.setData("bitmap", bitmapData);
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props.setAnimatedTransform("toWorld", m_worldTransform);
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props.setFloat("samplingWeight", m_samplingWeight);
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Emitter *emitter = static_cast<Emitter *>(
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PluginManager::getInstance()->createObject(
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MTS_CLASS(Emitter), props));
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emitter->configure();
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return emitter;
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}
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AABB getAABB() const {
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NotImplementedError("getAABB");
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}
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std::string toString() const {
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std::ostringstream oss;
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oss << "SunEmitter[" << endl
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<< " sunDir = " << m_sunDir.toString() << "," << endl
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<< " sunRadiusScale = " << m_sunRadiusScale << "," << endl
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<< " turbidity = " << m_turbidity << "," << endl
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<< " scale = " << m_scale << endl
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<< "]";
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return oss.str();
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}
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MTS_DECLARE_CLASS()
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protected:
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/// Environment map resolution
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int m_resolution;
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/// Constant scale factor applied to the model
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Float m_scale;
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/// Scale factor that can be applied to the sun radius
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Float m_sunRadiusScale;
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/// Angle cutoff for the sun disk (w/o scaling)
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Float m_theta;
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/// Solid angle covered by the sun (w/o scaling)
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Float m_solidAngle;
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/// Position of the sun in spherical coordinates
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SphericalCoordinates m_sun;
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/// Direction of the sun (untransformed)
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Vector m_sunDir;
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/// Turbidity of the atmosphere
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Float m_turbidity;
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/// Radiance arriving from the sun disk
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Spectrum m_radiance;
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/// Stretch factor to extend to the bottom hemisphere
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Float m_stretch;
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};
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MTS_IMPLEMENT_CLASS_S(SunEmitter, false, Emitter)
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MTS_EXPORT_PLUGIN(SunEmitter, "Sun emitter");
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MTS_NAMESPACE_END
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