color corrections and parameter tweaks
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parent
507ee2011c
commit
8cb5476588
6 changed files with 33 additions and 35 deletions
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@ -2,11 +2,10 @@ use std::ops::{MulAssign};
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use cgmath::{ElementWise, Vector4};
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use image::{DynamicImage, GenericImage, Rgba};
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const GAMMA: f32 = 2.0;
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/// normalizes the color for k rays on a single pixel
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pub fn normalize_color_single_pixel(radiosity_vector: Vector4<f32>, rays_per_pixel: usize) -> Rgba<u8> {
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radiosity_vector.map(|component|
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f32::ceil(component / rays_per_pixel as f32) as u8
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);
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pub fn normalize_color_single_pixel(radiosity_vector: Vector4<f32>) -> Rgba<u8> {
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let radiosity_as_arr = [
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radiosity_vector.x,
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@ -31,41 +30,40 @@ pub fn normalize_color_single_pixel(radiosity_vector: Vector4<f32>, rays_per_pix
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pub fn normalize_colors_global(radiosity_buffer: &mut Vec<Vec<Vector4<f32>>>) -> &Vec<Vec<Vector4<f32>>> {
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//largest radiosity found yet
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let mut maximum_colors = Vector4::new(
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f32::NEG_INFINITY,
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f32::NEG_INFINITY,
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f32::NEG_INFINITY,
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f32::NEG_INFINITY);
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let mut maximum_radiosity = f32::NEG_INFINITY;
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//smallest radiosity found yet
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let mut minimum_colors = Vector4::new(
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f32::INFINITY,
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f32::INFINITY,
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f32::INFINITY,
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f32::INFINITY);
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let mut minimum_radiosity = f32::INFINITY;
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//find maximum and minimum radiosity
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radiosity_buffer.iter().for_each(|col| {
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col.iter().for_each(|color| {
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maximum_colors.x = f32::max(maximum_colors.x, color.x);
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maximum_colors.y = f32::max(maximum_colors.y, color.y);
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maximum_colors.z = f32::max(maximum_colors.z, color.z);
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maximum_colors.w = f32::max(maximum_colors.w, color.w);
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maximum_radiosity = f32::max(maximum_radiosity, color.x);
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maximum_radiosity = f32::max(maximum_radiosity, color.y);
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maximum_radiosity = f32::max(maximum_radiosity, color.z);
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minimum_colors.x = f32::min(minimum_colors.x, color.x);
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minimum_colors.y = f32::min(minimum_colors.y, color.y);
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minimum_colors.z = f32::min(minimum_colors.z, color.z);
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minimum_colors.w = f32::min(minimum_colors.w, color.w);
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})
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minimum_radiosity = f32::min(minimum_radiosity, color.x);
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minimum_radiosity = f32::min(minimum_radiosity, color.y);
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minimum_radiosity = f32::min(minimum_radiosity, color.z);
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});
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});
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//calculate difference between min and max pixel radiosity
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let range = maximum_colors - minimum_colors;
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//TODO: drop upper 20 percent of radiosity to illiminate outliers
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let range = (maximum_radiosity * 0.8) - minimum_radiosity;
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//normalize to range
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for column in &mut *radiosity_buffer {
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for radiosity_value in column {
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//Gamma correct
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radiosity_value.map(|single_channel_radiosity|
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f32::powf(single_channel_radiosity, 1.0/GAMMA)
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);
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//normalize to range
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radiosity_value.div_assign_element_wise(range);
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//map to [0.0..255]
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radiosity_value.mul_assign(255.0);
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radiosity_value.map(|single_ch_radiosity|
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f32::max(single_ch_radiosity, 255.0)
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);
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}
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}
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@ -1,17 +1,17 @@
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use std::f32::consts::PI;
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use std::ops::{Add, Mul};
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use std::sync::{Arc, Mutex};
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use std::sync::{Arc, LockResult, Mutex};
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use cgmath::{Angle, ElementWise, InnerSpace, Matrix4, Vector2, Vector3, Vector4};
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use rayon::iter::{IntoParallelIterator, ParallelIterator};
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use easy_gltf::model::{Mode};
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use easy_gltf::{Camera, Projection, Scene};
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use rayon::prelude::IntoParallelRefIterator;
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use crate::Args;
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use crate::geometry::{Intersectable};
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use crate::ray::{construct_primary_rays, Ray};
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use crate::scene_data::IntersectionData;
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const RAY_EPSILON: f32 = 0.0007;
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const EMISSION_MULTIPLIER: f32 = 10.0;
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pub fn render(scenes: &Vec<Scene>,
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cl_args: &Args) -> Arc<Mutex<Vec<Vec<Vector4<f32>>>>> {
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@ -68,7 +68,7 @@ pub fn render(scenes: &Vec<Scene>,
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//cast each ray and get the output luminosity and sum them up
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rays.iter().for_each(|ray| {
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pixel_radiosity = pixel_radiosity.add(
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raytrace(ray, render_scene, cl_args.recurse)
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raytrace(&ray, render_scene, cl_args.recurse)
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);
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});
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@ -156,8 +156,6 @@ fn accumulate_colors(intersection_data: &IntersectionData,
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.get_base_color_alpha(Vector2::new(0.0, 0.0))
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);
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//TODO: hack, because light sources are always too dim
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pixel_radiosity *= EMISSION_MULTIPLIER;
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//get the intersected triangle and calculate the face normals
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let intersected_triangle = intersection_data.intersected_triangle();
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@ -168,9 +166,9 @@ fn accumulate_colors(intersection_data: &IntersectionData,
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intersected_triangle[2].position).normalize();
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let bitangent = tangent.cross(face_normal);
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/**
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/*
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generate random direction on hemisphere
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**/
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*/
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let phi = rand::random::<f32>() * 2.0 * PI;
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//allow arbitrary angles
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let theta = rand::random::<f32>() * 2.0 * PI;
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@ -192,14 +190,16 @@ fn accumulate_colors(intersection_data: &IntersectionData,
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global_scene,
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recursion_depth_left - 1);
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let cos_weighting = direction.dot(face_normal);
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let brdf = 0.5 * intersection_data.material().get_base_color_alpha(
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Vector2::new(0.0,0.0)
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);
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//make ray contribution decay exponentially
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let brdf = intersection_data.material()
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.get_base_color_alpha(Vector2::new(0.0, 0.0))
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* (1.0 - f32::powf(6.0, -0.5 * recursion_depth_left as f32));
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//reflected component
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pixel_radiosity += (brdf.mul_element_wise(incoming_radiosity) * cos_weighting * 2.0 * PI) ;
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pixel_radiosity += brdf.mul_element_wise(incoming_radiosity) * cos_weighting * 2.0 * PI;
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pixel_radiosity
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}
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