Added mip selection using ray differentials

This commit is contained in:
2025-12-29 23:36:21 +09:00
parent adee5acd10
commit 400137ee99
12 changed files with 125 additions and 28 deletions

View File

@@ -26,6 +26,7 @@ vec4s path_trace(const scene_t* scene, ray_t ray, uint32_t sample_index, uint16_
{
.wo = active_ray.direction,
.textures = &scene->textures,
.spread_angle = active_ray.spread_angle,
};
path_output sky_output = evaluate_bsdf_sky(&scene->lights, &light_context, throughput, sample_index);
@@ -48,6 +49,10 @@ vec4s path_trace(const scene_t* scene, ray_t ray, uint32_t sample_index, uint16_
uint8_t material_id = scene->triangles.buffer[closest_hit.triangle_id].material_id;
const material_t* hit_material = &scene->materials.buffer[material_id];
// Calculate ray cone width at the hit point
float current_cone_width = active_ray.width + closest_hit.distance * active_ray.spread_angle;
shading_context_t shading_context =
{
.camera_position = scene->camera.position,
@@ -67,6 +72,10 @@ vec4s path_trace(const scene_t* scene, ray_t ray, uint32_t sample_index, uint16_
.triangles = &scene->triangles,
.lights = &scene->lights,
.textures = &scene->textures,
.triangle_id = closest_hit.triangle_id,
.cone_width = current_cone_width,
.spread_angle = active_ray.spread_angle,
};
path_output material_output = render_material(hit_material, &shading_context);
@@ -105,15 +114,16 @@ vec4s path_trace(const scene_t* scene, ray_t ray, uint32_t sample_index, uint16_
switch (material_output.state)
{
case PS_TERMINATE:
goto end_path_trace;
//case PATH_THROUGH:
// active_ray = ray_create(BIAS_RAY_ORIGION(closest_hit.point, glms_vec3_negate(closest_hit.normal)), active_ray.direction);
// continue;
default:
active_ray = ray_create(offset_ray_origin(closest_hit.point, closest_hit.normal, shading_context.wo), material_output.wi);
case PS_SUCCESS:
vec3s origin = offset_ray_origin(closest_hit.point, closest_hit.normal, shading_context.wo);
active_ray = ray_create(origin, material_output.wi, current_cone_width, material_output.spread_angle);
depth++;
break;
default:
goto end_path_trace;
}
}
@@ -151,6 +161,10 @@ void render_aov(const scene_t* scene, ray_t ray, uint32_t sample_index, uint16_t
.triangles = &scene->triangles,
.lights = &scene->lights,
.textures = &scene->textures,
.triangle_id = closest_hit.triangle_id,
.cone_width = ray.width + closest_hit.distance * ray.spread_angle,
.spread_angle = ray.spread_angle,
};
render_material_aov(hit_material, &shading_context, aov_output);

View File

@@ -3,7 +3,7 @@
#include "Geometry/Triangle.h"
#include "cglm/struct/vec3.h"
ray_t ray_create(vec3s origin, vec3s direction)
ray_t ray_create(vec3s origin, vec3s direction, float cone_width, float spread_angle)
{
ray_t ray =
{
@@ -13,7 +13,9 @@ ray_t ray_create(vec3s origin, vec3s direction)
.sign =
((direction.x < 0.0f) ? 1 : 0) |
((direction.y < 0.0f) ? 2 : 0) |
((direction.z < 0.0f) ? 4 : 0)
((direction.z < 0.0f) ? 4 : 0),
.width = cone_width,
.spread_angle = spread_angle
};
ray.esp = glms_vec3_max(glms_vec3_abs(ray.origin)) * gamma(15);