Update project roadmap and improve rendering logic

Changed the pixel rendering function to include anti-aliasing using Sobol sampling in Renderer.c.
Changed the path tracing function to adjust light shading context and Russian roulette logic in PathTracing.c.
Changed the normal calculation logic to use a ternary operator in RayIntersection.c.
Changed the Sobol sample calculation for consistency in Debug.c.
Removed some items from the project roadmap in README.md.
Modified the sample count from 64 to 16 in main.c, affecting rendering quality and performance.
This commit is contained in:
2025-04-29 20:43:04 +09:00
parent fb1ff5cac6
commit 2c0d5a2364
8 changed files with 34 additions and 27 deletions

View File

@@ -56,6 +56,8 @@ If you have powershell installed, you can run the build.ps1 script in project ro
## 🚧 Roadmap ## 🚧 Roadmap
- [ ] AOV support (e.g. normals, albedo, depth)
- [ ] Support for more complex materials (e.g. glass)
- [ ] Standardize light unit - [ ] Standardize light unit
- [ ] General speed improvements - [ ] General speed improvements
- [ ] Add GPU backend with CUDA - [ ] Add GPU backend with CUDA

15
header/Algorithm/ATrous.h Normal file
View File

@@ -0,0 +1,15 @@
#ifndef ATROUS_H
#define ATROUS_H
// TODO: Since a trous requires albedo and normal buffer, we may need to implement aov first.
const float kernel[5][5] =
{
{1.0f/256, 4.0f/256, 6.0f/256, 4.0f/256, 1.0f/256},
{4.0f/256,16.0f/256,24.0f/256,16.0f/256, 4.0f/256},
{6.0f/256,24.0f/256,36.0f/256,24.0f/256, 6.0f/256},
{4.0f/256,16.0f/256,24.0f/256,16.0f/256, 4.0f/256},
{1.0f/256, 4.0f/256, 6.0f/256, 4.0f/256, 1.0f/256}
};
#endif // ATROUS_H

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.9 MiB

After

Width:  |  Height:  |  Size: 7.1 MiB

View File

@@ -38,7 +38,8 @@ vec4s path_trace(const scene_t* scene, ray_t ray, uint32_t sample_index, uint16_
vec3s emission = hit_material->emission; vec3s emission = hit_material->emission;
accumulated_color = glms_vec4_add(accumulated_color, glms_vec4(glms_vec3_mul(throughput, emission), 0.0f)); accumulated_color = glms_vec4_add(accumulated_color, glms_vec4(glms_vec3_mul(throughput, emission), 0.0f));
light_shading_context_t light_context = { light_shading_context_t light_context =
{
.hit_point = closest_hit.point, .hit_point = closest_hit.point,
.normal = closest_hit.normal, .normal = closest_hit.normal,
.tangent = closest_hit.tangent, .tangent = closest_hit.tangent,
@@ -64,7 +65,8 @@ vec4s path_trace(const scene_t* scene, ray_t ray, uint32_t sample_index, uint16_
accumulated_color = glms_vec4_add(accumulated_color, glms_vec4(sky_light, 0.0f)); accumulated_color = glms_vec4_add(accumulated_color, glms_vec4(sky_light, 0.0f));
// Bounce and prepare for the next iteration // Bounce and prepare for the next iteration
shading_context_t shading_context = { shading_context_t shading_context =
{
.position = closest_hit.point, .position = closest_hit.point,
.normal = closest_hit.normal, .normal = closest_hit.normal,
.tangent = closest_hit.tangent, .tangent = closest_hit.tangent,
@@ -91,7 +93,6 @@ vec4s path_trace(const scene_t* scene, ray_t ray, uint32_t sample_index, uint16_
{ {
float q = fminf(glms_vec3_max(throughput), 0.95f); float q = fminf(glms_vec3_max(throughput), 0.95f);
float rr_sample = sobol_sample(sample_index, sobol_get_dimension(depth, PRNG_TERMINATE)); float rr_sample = sobol_sample(sample_index, sobol_get_dimension(depth, PRNG_TERMINATE));
// float rr_sample = random_float();
if (rr_sample > q) if (rr_sample > q)
{ {
break; // Terminate the path break; // Terminate the path

View File

@@ -213,17 +213,12 @@ hit_result_t ray_intersect_triangle(const ray_t* ray, const triangle_t* triangle
vec3s normal = glms_vec3_scale(triangle->vertices[0].normal, w); vec3s normal = glms_vec3_scale(triangle->vertices[0].normal, w);
normal = glms_vec3_add(normal, glms_vec3_scale(triangle->vertices[1].normal, u)); normal = glms_vec3_add(normal, glms_vec3_scale(triangle->vertices[1].normal, u));
normal = glms_vec3_add(normal, glms_vec3_scale(triangle->vertices[2].normal, v)); normal = glms_vec3_add(normal, glms_vec3_scale(triangle->vertices[2].normal, v));
if (glms_vec3_dot(normal, direction) > 0.0f) normal = glms_vec3_dot(normal, direction) < 0.0f ? normal : glms_vec3_negate(normal);
{
normal = glms_vec3_negate(normal);
}
result.normal = glms_vec3_normalize(normal); result.normal = glms_vec3_normalize(normal);
vec3s tangent = glms_vec3_scale(triangle->vertices[0].tangent, w); vec3s tangent = glms_vec3_scale(triangle->vertices[0].tangent, w);
tangent = glms_vec3_add(tangent, glms_vec3_scale(triangle->vertices[1].tangent, u)); tangent = glms_vec3_add(tangent, glms_vec3_scale(triangle->vertices[1].tangent, u));
tangent = glms_vec3_add(tangent, glms_vec3_scale(triangle->vertices[2].tangent, v)); tangent = glms_vec3_add(tangent, glms_vec3_scale(triangle->vertices[2].tangent, v));
result.tangent = glms_vec3_normalize(tangent); result.tangent = glms_vec3_normalize(tangent);
result.uv.x = w * triangle->vertices[0].uv.x result.uv.x = w * triangle->vertices[0].uv.x

View File

@@ -52,8 +52,7 @@ vec4s render_debug(scene_t* scene, ray_t ray, uint16_t sample_index, int flag)
return result; return result;
case DEBUG_SOBOL: case DEBUG_SOBOL:
uint16_t i = sample_index ^ (sample_index >> 1); float sobol_sample_value = sobol_sample(sample_index, 1); // Assuming dimension 0 for simplicity
float sobol_sample_value = sobol_sample(i, 1); // Assuming dimension 0 for simplicity
return (vec4s){sobol_sample_value, sobol_sample_value, sobol_sample_value, 1.0f}; return (vec4s){sobol_sample_value, sobol_sample_value, sobol_sample_value, 1.0f};
case DEBUG_UV: case DEBUG_UV:

View File

@@ -43,17 +43,24 @@ static inline uint16_t get_sample_count(uint16_t sample_count, int flag)
static void render_pixel(const rendering_config_t* config, scene_t* scene, vec3s coord, uint32_t x, uint32_t y, debug_flag_t flag, vec4s* pixel_color) static void render_pixel(const rendering_config_t* config, scene_t* scene, vec3s coord, uint32_t x, uint32_t y, debug_flag_t flag, vec4s* pixel_color)
{ {
vec4s accumulated_color = glms_vec4_zero(); vec4s accumulated_color = glms_vec4_zero();
uint32_t pixel_id = y * config->width + x;
uint32_t pixel_id = y * config->width + x;
uint16_t sample_count = get_sample_count(config->sample_count, flag); uint16_t sample_count = get_sample_count(config->sample_count, flag);
float inv_sample = 1.0f / (float)sample_count; float inv_sample = 1.0f / (float)sample_count;
vec2s position_ndc = compute_ndc((float)x, (float)y, config->width, config->height);
vec3s camera_right = quat_get_right(scene->camera.rotation); vec3s camera_right = quat_get_right(scene->camera.rotation);
vec3s camera_up = quat_get_up(scene->camera.rotation); vec3s camera_up = quat_get_up(scene->camera.rotation);
for (uint16_t k = 0; k < sample_count; k++) for (uint16_t k = 0; k < sample_count; k++)
{ {
// TODO: Hash it
uint32_t sobol_idx = pixel_id * config->sample_count + (k + 1);
// Apply AA
float du = sobol_sample(sobol_idx, PRNG_FILTER_U);
float dv = sobol_sample(sobol_idx, PRNG_FILTER_V);
vec2s position_ndc = compute_ndc((float)x + du, (float)y + dv, config->width, config->height);
float screen_x = position_ndc.x * 2.0f - 1.0f; float screen_x = position_ndc.x * 2.0f - 1.0f;
float screen_y = position_ndc.y * 2.0f - 1.0f; float screen_y = position_ndc.y * 2.0f - 1.0f;
float sensor_offset_x = screen_x * scene->camera.size_x * 0.5f; float sensor_offset_x = screen_x * scene->camera.size_x * 0.5f;
@@ -65,19 +72,7 @@ static void render_pixel(const rendering_config_t* config, scene_t* scene, vec3s
ray_t ray = ray_create(scene->camera.position, glms_vec3_normalize(glms_vec3_sub(image_plane_point, scene->camera.position))); ray_t ray = ray_create(scene->camera.position, glms_vec3_normalize(glms_vec3_sub(image_plane_point, scene->camera.position)));
vec4s out_color = glms_vec4_zero(); vec4s out_color = flag == 0 ? path_trace(scene, ray, sobol_idx, config->max_depth) : render_debug(scene, ray, sobol_idx, flag);
if (flag != 0)
{
out_color = render_debug(scene, ray, k, flag);
}
else
{
// TODO: Hash it
uint32_t sobol_idx = pixel_id * config->sample_count + (k + 1);
out_color = path_trace(scene, ray, sobol_idx, config->max_depth);
}
accumulated_color = glms_vec4_add(accumulated_color, out_color); accumulated_color = glms_vec4_add(accumulated_color, out_color);
} }

View File

@@ -157,7 +157,7 @@ int WINAPI wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance,
rendering_config_t config = { rendering_config_t config = {
.width = 1920 / 2, .width = 1920 / 2,
.height = 1080 / 2, .height = 1080 / 2,
.sample_count = 64 * 1, .sample_count = 16 * 1,
.max_depth = 4, .max_depth = 4,
.bucket_size = 64, .bucket_size = 64,
}; };