ray_tracing_gltf: Match samplingHemisphere to Ray Tracing Gems implementation and avoid generating directions perpendicular to +z; adjust comments on Lambertian PDF and match docs.
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3 changed files with 20 additions and 14 deletions
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@ -452,8 +452,8 @@ struct hitPayload
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This modification will recursively trace until the `depth`hits 10 (hardcoded) or hit an emissive element (light).
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The only information that we will keep from the shader, is the calculation of the hit state: position, normal. So
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all code from `// Vector toward the light` to the end can be remove and be replaced by the following.
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The only information that we will keep from the shader, is the calculation of the hit state: the position and normal. So
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all code from `// Vector toward the light` to the end can be removed and be replaced by the following.
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~~~~C
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// https://en.wikipedia.org/wiki/Path_tracing
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@ -467,12 +467,18 @@ all code from `// Vector toward the light` to the end can be remove and be repla
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vec3 rayOrigin = world_position;
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vec3 rayDirection = samplingHemisphere(prd.seed, tangent, bitangent, world_normal);
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// Probability of the newRay (cosine distributed)
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const float p = 1 / M_PI;
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const float cos_theta = dot(rayDirection, world_normal);
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// Probability density function of samplingHemisphere choosing this rayDirection
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const float p = cos_theta / M_PI;
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// Compute the BRDF for this ray (assuming Lambertian reflection)
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float cos_theta = dot(rayDirection, world_normal);
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vec3 BRDF = mat.pbrBaseColorFactor.xyz / M_PI;
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vec3 albedo = mat.pbrBaseColorFactor.xyz;
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if(mat.pbrBaseColorTexture > -1)
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{
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uint txtId = mat.pbrBaseColorTexture;
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albedo *= texture(texturesMap[nonuniformEXT(txtId)], texcoord0).xyz;
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}
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vec3 BRDF = albedo / M_PI;
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// Recursively trace reflected light sources.
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if(prd.depth < 10)
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@ -110,12 +110,11 @@ void main()
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vec3 rayOrigin = world_position;
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vec3 rayDirection = samplingHemisphere(prd.seed, tangent, bitangent, world_normal);
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// Compute the BRDF for this ray (assuming Lambertian reflection)
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float cos_theta = dot(rayDirection, world_normal);
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// Probability of the newRay (cosine distributed)
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const float cos_theta = dot(rayDirection, world_normal);
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// Probability density function of samplingHemisphere choosing this rayDirection
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const float p = cos_theta / M_PI;
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// Compute the BRDF for this ray (assuming Lambertian reflection)
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vec3 albedo = mat.pbrBaseColorFactor.xyz;
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if(mat.pbrBaseColorTexture > -1)
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{
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@ -57,16 +57,17 @@ float rnd(inout uint prev)
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// Sampling
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//-------------------------------------------------------------------------------------------------
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// Randomly sampling around +Z
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// Randomly samples from a cosine-weighted hemisphere oriented in the `z` direction.
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// From Ray Tracing Gems section 16.6.1, "Cosine-Weighted Hemisphere Oriented to the Z-Axis"
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vec3 samplingHemisphere(inout uint seed, in vec3 x, in vec3 y, in vec3 z)
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{
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#define M_PI 3.141592
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#define M_PI 3.14159265
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float r1 = rnd(seed);
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float r2 = rnd(seed);
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float sq = sqrt(1.0 - r2);
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float sq = sqrt(r1);
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vec3 direction = vec3(cos(2 * M_PI * r1) * sq, sin(2 * M_PI * r1) * sq, sqrt(r2));
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vec3 direction = vec3(cos(2 * M_PI * r2) * sq, sin(2 * M_PI * r2) * sq, sqrt(1. - r1));
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direction = direction.x * x + direction.y * y + direction.z * z;
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return direction;
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