Package ca.eandb.jmist.framework.material

Source Code of ca.eandb.jmist.framework.material.IsotropicWardMaterial

/**
* Java Modular Image Synthesis Toolkit (JMIST)
* Copyright (C) 2008-2013 Bradley W. Kimmel
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use,
* copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following
* conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/
package ca.eandb.jmist.framework.material;

import ca.eandb.jmist.framework.Painter;
import ca.eandb.jmist.framework.ScatteredRay;
import ca.eandb.jmist.framework.SurfacePoint;
import ca.eandb.jmist.framework.color.Color;
import ca.eandb.jmist.framework.color.ColorUtil;
import ca.eandb.jmist.framework.color.Spectrum;
import ca.eandb.jmist.framework.color.WavelengthPacket;
import ca.eandb.jmist.framework.painter.UniformPainter;
import ca.eandb.jmist.framework.random.RandomUtil;
import ca.eandb.jmist.math.Basis3;
import ca.eandb.jmist.math.Optics;
import ca.eandb.jmist.math.Ray3;
import ca.eandb.jmist.math.SphericalCoordinates;
import ca.eandb.jmist.math.Vector3;

/**
* @author Brad
*
*/
public final class IsotropicWardMaterial extends OpaqueMaterial {

  /** Serialization version ID. */
  private static final long serialVersionUID = 58334131261636901L;

  private final Painter diffuse;

  private final Painter specular;

  private final double alpha;

  /**
   *
   * @param diffuse
   * @param specular
   * @param alpha
   */
  public IsotropicWardMaterial(Painter diffuse, Painter specular, double alpha) {
    this.diffuse = diffuse;
    this.specular = specular;
    this.alpha = alpha;
  }

  /**
   *
   * @param diffuse
   * @param specular
   * @param alpha
   */
  public IsotropicWardMaterial(Spectrum diffuse, Spectrum specular, double alpha) {
    this(new UniformPainter(diffuse), new UniformPainter(specular), alpha);
  }

  /* (non-Javadoc)
   * @see ca.eandb.jmist.framework.material.AbstractMaterial#bsdf(ca.eandb.jmist.framework.SurfacePoint, ca.eandb.jmist.math.Vector3, ca.eandb.jmist.math.Vector3, ca.eandb.jmist.framework.color.WavelengthPacket)
   */
  @Override
  public Color bsdf(SurfacePoint x, Vector3 in, Vector3 out,
      WavelengthPacket lambda) {

    Vector3 N = x.getNormal();
    if (-N.dot(in) <= 0.0 || N.dot(out) <= 0.0) {
      return lambda.getColorModel().getBlack(lambda);
    }

    in = in.unit();
    out = out.unit();

    Color d = diffuse.getColor(x, lambda);
    Color s = specular.getColor(x, lambda);

    Vector3 n = x.getShadingNormal();

    Color D = d.divide(Math.PI);

    double ci = -n.dot(in);
    double co = n.dot(out);
    Vector3 h = out.minus(in).unit();

    double ch = n.dot(h);
    double ch2 = ch * ch;
    double sh2 = 1.0 - ch2;
    double th2 = sh2 / ch2;
    double alpha2 = alpha * alpha;

    double k = (1.0 / Math.sqrt(co * ci))
        * Math.exp(-th2 / alpha2) / (4.0 * Math.PI * alpha2);
    Color S = s.times(k);

    return D.plus(S);

  }

  /* (non-Javadoc)
   * @see ca.eandb.jmist.framework.material.AbstractMaterial#getScatteringPDF(ca.eandb.jmist.framework.SurfacePoint, ca.eandb.jmist.math.Vector3, ca.eandb.jmist.math.Vector3, boolean, ca.eandb.jmist.framework.color.WavelengthPacket)
   */
  @Override
  public double getScatteringPDF(SurfacePoint x, Vector3 in, Vector3 out,
      boolean adjoint, WavelengthPacket lambda) {

    Vector3 N = x.getNormal();
    if (-N.dot(in) <= 0.0 || N.dot(out) <= 0.0) {
      return 0.0;
    }

    in = in.unit();
    out = out.unit();

    double d = ColorUtil.getMeanChannelValue(diffuse.getColor(x, lambda));
    double s = ColorUtil.getMeanChannelValue(specular.getColor(x, lambda));
    double total = d + s;

    Vector3 n = x.getShadingNormal();

    double D = d / Math.PI;

    double ci = -n.dot(in);
    double co = n.dot(out);
    Vector3 h = out.minus(in).unit();

    double ch = n.dot(h);
    double ch2 = ch * ch;
    double sh2 = 1.0 - ch2;
    double th2 = sh2 / ch2;
    double alpha2 = alpha * alpha;

    double k = (1.0 / Math.sqrt(co * ci))
        * Math.exp(-th2 / alpha2) / (4.0 * Math.PI * alpha2);
    double S = s * k;

    if (D < 0 || S < 0) {
      throw new RuntimeException("crap");
    }

    return (D + S) / total;
  }

  /* (non-Javadoc)
   * @see ca.eandb.jmist.framework.material.AbstractMaterial#scatter(ca.eandb.jmist.framework.SurfacePoint, ca.eandb.jmist.math.Vector3, boolean, ca.eandb.jmist.framework.color.WavelengthPacket, ca.eandb.jmist.framework.Random)
   */
  @Override
  public ScatteredRay scatter(SurfacePoint x, Vector3 v, boolean adjoint,
      WavelengthPacket lambda, double ru, double rv, double rj) {

    Vector3 n = x.getNormal();
    if (n.dot(v) > 0.0) {
      return null;
    }

    Color d = diffuse.getColor(x, lambda);
    Color s = specular.getColor(x, lambda);
    double davg = ColorUtil.getMeanChannelValue(d);
    double savg = ColorUtil.getMeanChannelValue(s);
    double total = davg + savg;

    Basis3 basis = x.getShadingBasis();
    Vector3 out;

    if (RandomUtil.bernoulli(davg / total, rj)) { // diffuse

      do {
        out = RandomUtil.diffuse(ru, rv).toCartesian(basis);
      } while (n.dot(out) <= 0.0);

    } else { // specular

      do {
        SphericalCoordinates sc = new SphericalCoordinates(
            Math.atan(alpha * Math.sqrt(-Math.log(1.0 - ru))),
            2.0 * Math.PI * rv);

        Vector3 h = sc.toCartesian(basis);
        out = Optics.reflect(v, h);
      } while (n.dot(out) <= 0.0);

    }

    Ray3 ray = new Ray3(x.getPosition(), out);
    double pdf = getScatteringPDF(x, v, out, true, lambda);
    Color value = bsdf(x, v, out, lambda).divide(pdf);

    return ScatteredRay.diffuse(ray, value, pdf);

  }

}
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