std::vector
of pointers to photons, the next step
is to scale each of the "stuck" photons' power by
1/n where n is the number of stuck
photons—note that it may not be the same number as the
number of photons shot out as some of these did not stick.
main()
.)
std::vector
of pointers to photons
into your kd-tree.
main()
.)
ray_t::trace()
routine is augmented such that it accepts a reference to the
kd-tree as an additional argument, and then as a final step in
the routine, the k nearest photons are collected at
each ray's hit point, and an estimate or the radiance
at that point is calculated—this is very similar to calculating
the specular reflection at the hit point. The key observation here
is that the radiance estimate depends on the density of
photons at the hit point—if there are a lot of tightly
packed photons (e.g., as you would expect at the location of
a caustic), then the radius r returned by the
k-nearest neighbor kd-tree query will be smaller than
at hit points where photon density is smaller.
(This can be done in ray_t::trace()
.)
model_t::shoot()
), and at each hit point, sample
only 50 photons (this can be done in
ray_t::trace()
).
photon_t *query = new photon_t(hit,vec_t(0.0,0.0,0.0),vec_t(0.0,0.0,0.0));
then call the kd-tree knn query:
kdtree.knn(query,knearest,radius,50);
which will return an array of k nearest photons
and r, the distance the kth
one. The idea is to calculate all the radiance flux
from all gathered photons.
ray_t::trace()
.)
rgb_t<double>
type, just as was done previously for reflected or transmitted
color or specular or diffuse contributions
ray_t::trace()
.)
ray_t::trace()
.)
genrand_hemisphere
function emitted photons in all directions of the sphere. This was indeed
true and incorrect, not to mention inefficient. Reconsidering of the code
prompted the following revisions.
genrand_hemisphere
function to emit photons
in a hemispherical direction, all that was needed was the normal
at the surface. Given the normal
vector as argument
to this function, a quick fix can be made to its return
statment so that it returns
return (out.dot(normal) >= 0) ? out : -out;
Note that to use this with the light, just assume the light
points downward.
bounce
counter to ensure that this is so:
return bounce ? true : false;
100
while global photons were instantiated with a power of 1
.
photon_t
class public member functions/operators
are very important to get everything working properly:
operator<
and operator>
: these
should provide order information in terms of photon
position—that is, if all of the x, y, z
coordinates of this
photon are smaller than
the rhs
, then this
photon is
"smaller" than rhs
operator[]
makes things a bit cleaner when it is
made to return the ith coordinate, i.e.,
(*this)[0]
returns x
double distance(const vec_t& rhs)
and
double distance(const photon_t& rhs)
:
overloaded functions that compute the Euclidean distance
between this
photon and rhs
if rhs
is a photon
vec_t diff = pos - rhs.pos;
return(sqrt(diff.dot(diff)));
or
vec_t diff = pos - rhs;
return(sqrt(diff.dot(diff)));
or if rhs
is a vec_t
(assuming your vec_t
class has both
operator-
and dot()
functionality)
photon_t
interface should also define a
photon_c
functor, or function object
which has as its only public member function the overloaded
bool operator()
operator that returns true
when two photon_t
objects are compared with
operator<
, e.g.,
bool operator()(const photon_t& p1, const photon_t& p2) const
{ return(p1[axis] < p2[axis]); }
where axis
is photon_c
's private
integer data member that is optionally initialized to 0 upon
construction:
public:
photon_c(int inaxis=0) : axis(inaxis) {};
private:
int axis;
so that the kd-tree can use this funcor to order photons during
insertion and queries.
wpc = (1.0 - (dp/(k * r)))/(1.0 - (2.0/(3.0*k)));where dp is the distance from the hit point to the current photon, and k = 1.1 (this is just a constant, not to be confused with the k in the k nearest neighbor idea (where k = 20)
wpg = α * ( 1.0 - ((1.0 - exp(-β*dp2/(2.0*r2))) / (1.0 - exp(-β))) );with α = 1.818 and β = 1.953
tar.gz
archive of your asg##/ directory, including:
README
file containing
Makefile
.h
headers and .cpp
source)
make clean
before tar
)
handin
notes