Fix energy loss

This commit is contained in:
2024-10-08 00:20:16 +02:00
parent dad4d0f1ed
commit 51189d0f57
+78 -30
View File
@@ -595,9 +595,8 @@ Vector3 pixel(float x, float y, float aspect_ratio)
assert(!isnanv(in_ray.direction)); assert(!isnanv(in_ray.direction));
//Vector3 sky_color = {0.6, 0.7, 0.9}; //Vector3 sky_color = {0.6, 0.7, 0.9};
Vector3 sky_color = {0, 0, 0}; //Vector3 sky_color = {0, 0, 0};
//Vector3 sky_color = {1, 1, 1}; //Vector3 sky_color = {1, 1, 1};
0;
Vector3 contrib = {1, 1, 1}; Vector3 contrib = {1, 1, 1};
Vector3 result = {0, 0, 0}; Vector3 result = {0, 0, 0};
@@ -605,7 +604,7 @@ Vector3 pixel(float x, float y, float aspect_ratio)
HitInfo hit = trace_ray(in_ray); HitInfo hit = trace_ray(in_ray);
if (hit.object == -1) { if (hit.object == -1) {
//Vector3 sky_color = sample_cubemap(&skybox, normalize(in_ray.direction)); Vector3 sky_color = sample_cubemap(&skybox, normalize(in_ray.direction));
result = combine(result, mulv(sky_color, contrib), 1, 1); result = combine(result, mulv(sky_color, contrib), 1, 1);
break; break;
} }
@@ -615,24 +614,25 @@ Vector3 pixel(float x, float y, float aspect_ratio)
if (objects[j].material.emission_power == 0 || j == hit.object) if (objects[j].material.emission_power == 0 || j == hit.object)
continue; continue;
Vector3 dir_to_light_source = combine(origin_of(objects[j]), hit.point, 1, -1); Vector3 dir_to_light_source = combine(origin_of(objects[j]), hit.point, 1, -1);
// Add some noise based on roughness int samples = 5;
Vector3 rand_dir = random_direction(); float spread = 0.5;
if (dotv(rand_dir, hit.normal) < 0) for (int k = 0; k < samples; k++) {
rand_dir = scale(rand_dir, -1); // Add some noise based on roughness
dir_to_light_source = normalize(combine(rand_dir, dir_to_light_source, objects[j].material.roughness, 1)); Vector3 rand_dir = random_direction();
Ray ray_to_light_source = { combine(hit.point, dir_to_light_source, 1, 0.001), dir_to_light_source }; if (dotv(rand_dir, hit.normal) < 0)
HitInfo hit2 = trace_ray(ray_to_light_source); rand_dir = scale(rand_dir, -1);
if (hit2.object == j) { Vector3 sample_dir = normalize(combine(rand_dir, dir_to_light_source, spread, 1));
sampled_light_color = scale(objects[hit2.object].material.emission_color, objects[hit2.object].material.emission_power); Ray sample_ray = { combine(hit.point, sample_dir, 1, 0.001), sample_dir };
break; HitInfo hit2 = trace_ray(sample_ray);
if (hit2.object != -1)
sampled_light_color = combine(sampled_light_color, objects[hit2.object].material.emission_color, 1, objects[hit2.object].material.emission_power);
} }
sampled_light_color = scale(sampled_light_color, 1.0f / samples);
break;
} }
Material material = objects[hit.object].material; Material material = objects[hit.object].material;
float perceptualRoughness = maxf(material.roughness, 0.089);
float roughness = perceptualRoughness * perceptualRoughness;
Vector3 v = scale(in_ray.direction, -1); Vector3 v = scale(in_ray.direction, -1);
//Vector3 l = out_dir; //Vector3 l = out_dir;
Vector3 n = hit.normal; Vector3 n = hit.normal;
@@ -643,7 +643,7 @@ Vector3 pixel(float x, float y, float aspect_ratio)
//float NoL = clamp(dotv(n, l), 0, 1); //float NoL = clamp(dotv(n, l), 0, 1);
Vector3 f0_dielectric = vec_from_scalar(0.16 * material.reflectance * material.reflectance); Vector3 f0_dielectric = vec_from_scalar(0.16 * material.reflectance * material.reflectance);
Vector3 f0_metal = material.albedo; Vector3 f0_metal = material.albedo;
Vector3 f0 = combine(f0_dielectric, f0_metal, (1 - material.metallic), material.metallic); Vector3 f0 = combine(f0_dielectric, f0_metal, (1 - material.metallic), material.metallic);
Vector3 F = fresnelSchlick(NoV, f0); Vector3 F = fresnelSchlick(NoV, f0);
@@ -654,24 +654,18 @@ Vector3 pixel(float x, float y, float aspect_ratio)
result = combine(result, mulv(scale(material.emission_color, material.emission_power), contrib), 1, 1); result = combine(result, mulv(scale(material.emission_color, material.emission_power), contrib), 1, 1);
Vector3 out_dir; Vector3 out_dir;
if (random_float() < avgv(F)) { if (material.metallic > 0.001 || random_float() <= avgv(F)) {
// Specular ray // Specular ray
Vector3 reflect_dir = reflect(in_ray.direction, scale(hit.normal, -1)); Vector3 reflect_dir = reflect(in_ray.direction, scale(hit.normal, -1));
out_dir = normalize(combine(rand_dir, reflect_dir, material.roughness, 1)); out_dir = normalize(combine(rand_dir, reflect_dir, material.roughness, 1));
float NoL = dotv(n, out_dir);
float specular_contrib = 1.0f / (4.0 * NoV * NoL + 0.0001);
contrib = scale(contrib, specular_contrib);
} else { } else {
// Diffuse ray // Diffuse ray
Vector3 diffuse_contrib = scale(material.albedo, (1 - material.metallic));
out_dir = rand_dir; out_dir = rand_dir;
contrib = mulv(contrib, diffuse_contrib); contrib = mulv(contrib, scale(material.albedo, (1 - material.metallic)));
} }
float NoL = dotv(n, out_dir);
contrib = scale(contrib, NoL);
Ray out_ray = { combine(hit.point, out_dir, 1, 0.001), out_dir }; Ray out_ray = { combine(hit.point, out_dir, 1, 0.001), out_dir };
float light_sample_weight = 0.1; float light_sample_weight = 0.05;
if (!iszerov(sampled_light_color)) { if (!iszerov(sampled_light_color)) {
result = combine(result, mulv(sampled_light_color, contrib), 1, light_sample_weight); result = combine(result, mulv(sampled_light_color, contrib), 1, light_sample_weight);
contrib = scale(contrib, 1 - light_sample_weight); contrib = scale(contrib, 1 - light_sample_weight);
@@ -832,6 +826,60 @@ int main(void)
{ {
#if 0 #if 0
add_object(sphere(
(Material) {
.emission_color={1, 1, 1},
.emission_power=1,
.metallic=0,
.reflectance=0,
.roughness=0,
.albedo=(Vector3) {0.2, 0.5, 1},
},
(Vector3) {0, 2, 0},
1)
);
add_object(sphere(
(Material) {
.emission_color={0},
.emission_power=0,
.metallic=0,
.reflectance=0,
.roughness=0,
.albedo=(Vector3) {0.2, 0.5, 1},
},
(Vector3) {0, 0, 3},
1)
);
add_object(sphere(
(Material) {
.emission_color={0},
.emission_power=0,
.metallic=1,
.reflectance=0,
.roughness=0,
.albedo=(Vector3) {0.5, 0.2, 1},
},
(Vector3) {3, 0, 0},
1)
);
#elif 0
add_object(sphere(
(Material) {
.emission_color={0},
.emission_power=0,
.metallic=0,
.reflectance=1,
.roughness=0,
.albedo=(Vector3) {0.2, 0.5, 1},
},
(Vector3) {-3, 0, 0},
1)
);
add_object(sphere( add_object(sphere(
(Material) { (Material) {
.emission_color={0}, .emission_color={0},
@@ -960,7 +1008,7 @@ int main(void)
add_object(cube( add_object(cube(
(Material) { (Material) {
.emission_color={1, 1, 1}, .emission_color={1, 1, 1},
.emission_power=3, .emission_power=1,
.metallic=0, .metallic=0,
.reflectance=0, .reflectance=0,
.roughness=0, .roughness=0,
@@ -976,7 +1024,7 @@ int main(void)
.emission_power=0, .emission_power=0,
.metallic=1, .metallic=1,
.reflectance=0, .reflectance=0,
.roughness=0, .roughness=0.5,
.albedo=(Vector3) {0, 1, 0} .albedo=(Vector3) {0, 1, 0}
}, },
(Vector3) {box_w/2, box_w/3, box_d/2}, (Vector3) {box_w/2, box_w/3, box_d/2},
@@ -995,10 +1043,10 @@ int main(void)
add_object(cube ((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .reflectance=0, .roughness=1, .albedo=(Vector3) {0.4, 0.3, 0.9}}, (Vector3) {0, -0.1, 0}, (Vector3) {9, 0.1, 9})); add_object(cube ((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .reflectance=0, .roughness=1, .albedo=(Vector3) {0.4, 0.3, 0.9}}, (Vector3) {0, -0.1, 0}, (Vector3) {9, 0.1, 9}));
add_object(cube ((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .reflectance=0, .roughness=1, .albedo=(Vector3) {1, 0, 0}}, (Vector3) {5, 0, 6}, (Vector3) {1, 1, 1})); add_object(cube ((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .reflectance=0, .roughness=1, .albedo=(Vector3) {1, 0, 0}}, (Vector3) {5, 0, 6}, (Vector3) {1, 1, 1}));
add_object(cube ((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .reflectance=0, .roughness=0, .albedo=(Vector3) {1, 0, 1}}, (Vector3) {4, 0, 5}, (Vector3) {1, 1, 1})); add_object(cube ((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .reflectance=1, .roughness=0, .albedo=(Vector3) {1, 0, 1}}, (Vector3) {4, 0, 5}, (Vector3) {1, 1, 1}));
add_object(sphere((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .reflectance=0, .roughness=1, .albedo=(Vector3) {1, 0.4, 0}}, (Vector3) {3, 1, 3}, 1)); add_object(sphere((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .reflectance=0, .roughness=1, .albedo=(Vector3) {1, 0.4, 0}}, (Vector3) {3, 1, 3}, 1));
add_object(sphere((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .reflectance=0, .roughness=0, .albedo=(Vector3) {0, 1, 0}}, (Vector3) {5, 1, 3}, 1)); add_object(sphere((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .reflectance=1, .roughness=0, .albedo=(Vector3) {0, 1, 0}}, (Vector3) {5, 1, 3}, 1));
add_object(sphere((Material) {.emission_color={1, 0.5, 0.5}, .emission_power=5, .metallic=0, .reflectance=0, .roughness=1, .albedo=(Vector3) {1, 0.4, 0}}, (Vector3) {3, 5, 3}, 1)); add_object(sphere((Material) {.emission_color={1, 0.5, 0.5}, .emission_power=5, .metallic=0, .reflectance=0, .roughness=1, .albedo=(Vector3) {1, 0.4, 0}}, (Vector3) {3, 5, 3}, 1));
#elif 1 #elif 1
// add_object(cube ((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .reflectance=0, .roughness=0, .albedo=(Vector3) {1, 0.3, 0.3}}, (Vector3) {0, 0, 0}, (Vector3) {10, 5, 0.1})); // add_object(cube ((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .reflectance=0, .roughness=0, .albedo=(Vector3) {1, 0.3, 0.3}}, (Vector3) {0, 0, 0}, (Vector3) {10, 5, 0.1}));