de.grogra.imp3d.shading
Class SwitchShader

java.lang.Object
  extended by de.grogra.persistence.ShareableBase
      extended by de.grogra.imp3d.shading.SwitchShader
All Implemented Interfaces:
Manageable, Shareable, Scattering, Shader
Direct Known Subclasses:
AlgorithmSwitchShader, SideSwitchShader

public abstract class SwitchShader
extends ShareableBase
implements Shader

This abstract base class defines a shader which switches between a set of actual shaders based on the shading environment and ray direction. This can be used, e.g., to use different shaders for front and back side (see the subclass SideSwitchShader), or to use different shaders depending on the algorithm (raytracer or light model).

Author:
Ole Kniemeyer

Nested Class Summary
static class SwitchShader.Type
           
 
Field Summary
static SwitchShader.Type $TYPE
           
 
Fields inherited from interface de.grogra.ray.physics.Shader
LAMBERTIAN_VARIANCE
 
Fields inherited from interface de.grogra.ray.physics.Scattering
DELTA_FACTOR, IS_NON_OPAQUE, MIN_UNUSED_FLAG, NEEDS_NORMAL, NEEDS_POINT, NEEDS_TANGENTS, NEEDS_TRANSFORMATION, NEEDS_UV, RANDOM_RAYS_GENERATE_ORIGINS
 
Constructor Summary
SwitchShader()
           
 
Method Summary
 float computeBSDF(Environment env, Vector3f in, Spectrum specIn, Vector3f out, boolean adjoint, Spectrum bsdf)
          Evaluates bidirectional scattering distribution function for given input.
 void computeMaxRays(Environment env, Vector3f in, Spectrum specIn, Ray reflected, Tuple3f refVariance, Ray transmitted, Tuple3f transVariance)
          Computes, for the given input, the reflected and transmitted importance rays for which the reflection/transmission probability densities (integrated over the spectrum) attain a maximum.
 void generateRandomRays(Environment env, Vector3f out, Spectrum specOut, RayList rays, boolean adjoint, java.util.Random rnd)
          Pseudorandomly generates, for the given input, a set of scattered rays.
protected abstract  Shader getShaderFor(Environment env, Vector3f in)
          This method has to be implemented by subclasses and defines the actual shader which shall be used depending on the environment and the ray direction.
 boolean isTransparent()
           
 void shade(Environment env, RayList in, Vector3f out, Spectrum specOut, Tuple3d color)
          Computes color of outgoing light ray for given input.
protected  void transformEnvironment(Environment e)
           
 
Methods inherited from class de.grogra.persistence.ShareableBase
addReference, appendReferencesTo, fieldModified, getProvider, getStamp, initProvider, manageableReadResolve, manageableWriteReplace, removeReference
 
Methods inherited from class java.lang.Object
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
 
Methods inherited from interface de.grogra.imp3d.shading.Shader
accept
 
Methods inherited from interface de.grogra.ray.physics.Scattering
getAverageColor, getFlags
 
Methods inherited from interface de.grogra.persistence.Manageable
getManageableType
 

Field Detail

$TYPE

public static final SwitchShader.Type $TYPE
Constructor Detail

SwitchShader

public SwitchShader()
Method Detail

computeBSDF

public float computeBSDF(Environment env,
                         Vector3f in,
                         Spectrum specIn,
                         Vector3f out,
                         boolean adjoint,
                         Spectrum bsdf)
Description copied from interface: Scattering
Evaluates bidirectional scattering distribution function for given input.

The computed spectrum is an integral over the spectrum of the following product:

|cos θ| BSDF(ωi, νi; ωo, νo)
where BSDF is the bidirectional scattering distribution function (= BRDF + BTDF) at the point env.point, ωi the (negated) direction of the incoming light ray, νi the frequency where the incoming ray is sampled, ωo the direction of the outgoing light ray, νo the frequency where the outgoing ray is sampled, and θ the angle between the surface normal and out.

If adjoint is false, in and out describe true light rays from light sources to sensors. In this case, ωi = in, ωo = out, and the integral is

bsdf(ν) = |cos θ| ∫ BSDF(in, νi; out, ν) specIni) dνi
Otherwise, adjoint is true. in and out then describe importance rays (inverse light rays from sensors to light sources). In this case, ωi = out, ωo = in, and the integral is
bsdf(ν) = |cos θ| ∫ BSDF(out, ν; in, νo) specIno) dνo

If this Scattering instance is in fact a Light source, adjoint is false, and the BSDF is defined as BSDF(in, μ; ω, ν) = L1(ω, ν) δ(μ - ν), i.e., the directional distribution of the emitted radiance at env.point, see Emitter. In this case, in is not used.

If this Scattering instance is in fact a Sensor, adjoint is true, and the BSDF is defined as BSDF(ω, ν; in, μ) = W1(ω, ν) δ(μ - ν), i.e., the directional distribution of the emitted importance at env.point, see Emitter. In this case, in is not used.

The computation should be physically valid. This excludes, e.g., ambient or emissive light contributions.

The returned value is the value of the probability density pω that would be calculated by Scattering.generateRandomRays(de.grogra.ray.physics.Environment, javax.vecmath.Vector3f, de.grogra.ray.physics.Spectrum, de.grogra.ray.util.RayList, boolean, java.util.Random) if the ray happened to be one of the randomly generated rays.

Specified by:
computeBSDF in interface Scattering
Parameters:
env - the environment for scattering
in - the (negated) direction unit vector of the incoming ray (i.e., pointing away from the surface)
specIn - the spectrum of the incoming ray
out - the direction unit vector of the outgoing ray (i.e., pointing away from the surface)
adjoint - light ray or importance ray?
bsdf - the computed spectrum of the outgoing ray will be placed in here
Returns:
the value of the probability density for the ray direction

computeMaxRays

public void computeMaxRays(Environment env,
                           Vector3f in,
                           Spectrum specIn,
                           Ray reflected,
                           Tuple3f refVariance,
                           Ray transmitted,
                           Tuple3f transVariance)
Description copied from interface: Shader
Computes, for the given input, the reflected and transmitted importance rays for which the reflection/transmission probability densities (integrated over the spectrum) attain a maximum. The reflection probability density (measured with respect to solid angle) for the outgoing importance direction (i.e., incoming light direction) ω, given a fixed incident direction in, is
pr(ω) = cos θ BRDF(ω, in) / R
where BRDF is the bidirectional reflectivity distribution function, θ the angle between the surface normal and ω, and R the total reflectivity for the incident direction, i.e., the integral over cos θ BRDF(ω, in). The transmission probability density is defined correspondingly.

The color-fields are set to the total reflectivity/transparency for the incident direction for each color component R, G, B. Thus, for physically plausible BRDF/BTDF, the component-wise sum of reflected.color and transmitted.color lies in the interval [0, 1], and the difference to 1 is the amount absorbed.

The color may be zero if there is no reflected or transmitted ray, respectively, i.e., if the surface is fully transparent, opaque, or absorbing. The origin-fields of the rays will never be set.

The computed variances are defined to be, for each color component, (approximations for) the angular mean quadratic deviations of the densities from the returned maximal ray directions. E.g., for perfect reflection/transmission, these variances are zero, whereas for a perfect lambertian reflector, the variance of reflection is ∫ cos θ (1 / π) θ2 dω = (π2 - 4) / 8. This is the value of Shader.LAMBERTIAN_VARIANCE.

The ray properties which are not mentioned are neither used nor modified. These are the origin and its density, and the direction density.

Specified by:
computeMaxRays in interface Shader
Parameters:
env - the environment for scattering
in - the (negated) direction unit vector of the incoming ray (i.e., pointing away from the surface)
specIn - spectrum of incoming ray
reflected - the reflected ray with maximal probability
refVariance - the angular mean quadratic deviation from reflected
transmitted - the transmitted ray with maximal probability
transVariance - the angular mean quadratic deviation from transmitted

generateRandomRays

public void generateRandomRays(Environment env,
                               Vector3f out,
                               Spectrum specOut,
                               RayList rays,
                               boolean adjoint,
                               java.util.Random rnd)
Description copied from interface: Scattering
Pseudorandomly generates, for the given input, a set of scattered rays. The scattered rays are generated such that they can be used for a Monte Carlo integration of a function f(ω;ν) over cos θ BSDF(ωi, νi; ωo, νo) in the following way: Let di and si denote the directions and spectra of the N generated rays (N = rays.size). Then, for every frequency ν the sum
1 / N ∑i si(ν) f(di; ν)
is an unbiased estimate for the integral
∫ cos θ f(ω; ν) g(ω, ν; out, μ) specOut(μ) dμ dω
θ is the angle between the surface normal and ω. The domain of integration is the whole sphere, since the bidirectional scattering distribution includes both reflection and transmission (BSDF = BRDF + BTDF).

If this Scattering instance is in fact a Light source, adjoint is true, and the BSDF is defined as BSDF(out, μ; ω, ν) = L1(ω, ν) δ(μ - ν), i.e., the directional distribution of the emitted radiance at env.point, see Emitter. In this case, out is not used.

If this Scattering instance is in fact a Sensor, adjoint is false, and the BSDF is defined as BSDF(ω, ν; out, μ) = W1(ω, ν) δ(μ - ν), i.e., the directional distribution of the emitted importance at env.point, see Emitter. In this case, out is not used.

Let pω be the probability density used for the ray direction (measured with respect to solid angle ω), then the field directionDensity of the ray i is set to pω(di). For ideal specular reflection or transmission, or for directional lights or sensors, pω is not a regular function, the value directionDensity will be set to a multiple of Scattering.DELTA_FACTOR.

The ray properties which are not mentioned in the given formulas are neither used nor modified. These are the origin and its density.

Specified by:
generateRandomRays in interface Scattering
Parameters:
env - the environment for scattering
out - the direction unit vector of the outgoing ray (i.e., pointing away from the surface)
specOut - the spectrum of the outgoing ray
rays - the rays to be generated
adjoint - represents out a light ray or an importance ray?
rnd - pseudorandom generator
See Also:
Scattering.computeBSDF(de.grogra.ray.physics.Environment, javax.vecmath.Vector3f, de.grogra.ray.physics.Spectrum, javax.vecmath.Vector3f, boolean, de.grogra.ray.physics.Spectrum)

getShaderFor

protected abstract Shader getShaderFor(Environment env,
                                       Vector3f in)
This method has to be implemented by subclasses and defines the actual shader which shall be used depending on the environment and the ray direction.

Parameters:
env - environment for which shading computations are to be performed
in - given ray direction
Returns:
actual shader to use for shading computations

isTransparent

public boolean isTransparent()
Specified by:
isTransparent in interface Shader

shade

public void shade(Environment env,
                  RayList in,
                  Vector3f out,
                  Spectrum specOut,
                  Tuple3d color)
Description copied from interface: Shader
Computes color of outgoing light ray for given input. The computed value is, for each color component j = R, G, B, the following sum over all incident rays k:
k |cos θk| BSDFjk, out) ck,j
where BSDFj is the bidirectional scattering distribution function (= BRDF + BTDF) at the point env.point, ωk and ck the direction and color of ray k, and θk the angle between the surface normal and ωk.

The computation may include physically invalid contributions, which may not fit into the formula above, e.g., ambient or emissive light contributions.

Specified by:
shade in interface Shader
Parameters:
env - the environment for scattering
in - the incoming rays
out - the direction unit vector of the outgoing ray (i.e., pointing away from the surface)
specOut - spectrum of outgoing ray
color - the output color will be placed in here

transformEnvironment

protected void transformEnvironment(Environment e)