workaround for divide by zero bug in octree
enable oversampling for DefaultSampler
sampler and camera performance enhancements
--- a/TODO Wed Mar 26 17:03:38 2008 +0100
+++ b/TODO Fri Mar 28 00:53:20 2008 +0100
@@ -4,13 +4,11 @@
Inside-out transition is ignored as every second intersection is ignored to avoid duplicit
intersect points. This solution should be replaced by moving ray origin a little forward, which
should work as well and without side-effects.
- * bug in octree - black lines in center of image
Future Plans
============
* changing main ray tracing algoritm to more flexible architecture with a Sampler object:
- - update all demos for new Sampler/Camera architecture
- - enhance Sampler to support oversampling and subsampling as before
+ - enhance Sampler to support subsampling
- rewrite pthreads
* namespace
* kd-tree:
@@ -25,6 +23,11 @@
* implement efficient AABB-ray intersection using Plucker coordinates
* generalization: Camera "shader" (ray generator), surface shader and maybe light & background shaders
+Performance Weak Points
+=======================
+ * Raytracer::render -- allocating and deallocating every sample
+
+
New Classes?
============
--- a/config.mk Wed Mar 26 17:03:38 2008 +0100
+++ b/config.mk Fri Mar 28 00:53:20 2008 +0100
@@ -1,3 +1,5 @@
+CXX=ccache g++
+
CCFLAGS=-g -Wall -Wno-write-strings -fno-strict-aliasing -I$(ROOT)/include
LDFLAGS=
--- a/include/sampler.h Wed Mar 26 17:03:38 2008 +0100
+++ b/include/sampler.h Fri Mar 28 00:53:20 2008 +0100
@@ -72,7 +72,7 @@
class DefaultSample: public Sample
{
friend class DefaultSampler;
- int sx,sy;
+ int sx,sy,osa_samp;
};
/**
--- a/include/scene.h Wed Mar 26 17:03:38 2008 +0100
+++ b/include/scene.h Fri Mar 28 00:53:20 2008 +0100
@@ -63,13 +63,13 @@
{
public:
Vector3 eye, p, u, v;
- Float f;
+ Float f,F;
- Camera(): eye(0,0,10), p(0,0,-1), u(-1,0,0), v(0,1,0), f(3.14/4.0) {};
+ Camera(): eye(0,0,10), p(0,0,-1), u(-1,0,0), v(0,1,0), f(3.14/4.0), F(0.5/f) {};
Camera(const Vector3 &C, const Vector3 &ap, const Vector3 &au, const Vector3 &av):
- eye(C), p(ap), u(au), v(av), f(3.14/4.0) {};
+ eye(C), p(ap), u(au), v(av), f(3.14/4.0), F(0.5/f) {};
void setEye(const Vector3 &aeye) { eye = aeye; };
- void setFocalLength(const Float af) { f = af; };
+ void setFocalLength(const Float af) { f = af; F = 0.5/f; };
void rotate(const Quaternion &q);
void move(const Float fw, const Float left, const Float up);
--- a/src/octree.cc Wed Mar 26 17:03:38 2008 +0100
+++ b/src/octree.cc Fri Mar 28 00:53:20 2008 +0100
@@ -171,7 +171,7 @@
int a = 0;
Vector3 ro(ray.o);
- Vector3 rdir(1.0/ray.dir.x, 1.0/ray.dir.y, 1.0/ray.dir.z);
+ Vector3 rdir(ray.dir);
if (rdir.x < 0.0)
{
@@ -192,6 +192,13 @@
a |= 1;
}
+ if (rdir.x == 0.0) rdir.x = Eps;
+ if (rdir.y == 0.0) rdir.y = Eps;
+ if (rdir.z == 0.0) rdir.z = Eps;
+ rdir.x = 1.0/rdir.x;
+ rdir.y = 1.0/rdir.y;
+ rdir.z = 1.0/rdir.z;
+
tx0 = (bbox.L.x - ro.x) * rdir.x;
tx1 = (bbox.H.x - ro.x) * rdir.x;
ty0 = (bbox.L.y - ro.y) * rdir.y;
@@ -199,7 +206,7 @@
tz0 = (bbox.L.z - ro.z) * rdir.z;
tz1 = (bbox.H.z - ro.z) * rdir.z;
- if (max3(tx0,ty0,tz0) > min3(tx1,ty1,tz1))
+ if (max3(tx0,ty0,tz0) >= min3(tx1,ty1,tz1))
return NULL;
node = root;
--- a/src/raytracer.cc Wed Mar 26 17:03:38 2008 +0100
+++ b/src/raytracer.cc Fri Mar 28 00:53:20 2008 +0100
@@ -238,54 +238,6 @@
}
}
-static inline void samplepixel(Colour &c, Vector3 &dir, RenderrowData* d, const int &oversample)
-{
- if (oversample <= 0)
- {
- // no oversampling
- dir.normalize();
- Ray ray(d->eye, dir);
- c = d->rt->raytrace(ray, 0, NULL);
- }
- else
- if (oversample <= 3)
- {
- // grid oversampling
- c = Colour(0,0,0);
- static const int gridsamples[] = {5,9,16};
- static const Float osa5x[] = {0.0, -0.4, +0.4, +0.4, -0.4};
- static const Float osa5y[] = {0.0, -0.4, -0.4, +0.4, +0.4};
- static const Float osa9x[] = {-0.34, 0.00, +0.34,
- -0.34, 0.00, +0.34, -0.34, 0.00, +0.34};
- static const Float osa9y[] = {-0.34, -0.34, -0.34,
- 0.00, 0.00, 0.00, +0.34, +0.34, +0.34};
- static const Float osa16x[] = {-0.375, -0.125, +0.125, +0.375,
- -0.375, -0.125, +0.125, +0.375, -0.375, -0.125, +0.125, +0.375,
- -0.375, -0.125, +0.125, +0.375};
- static const Float osa16y[] = {-0.375, -0.375, -0.375, -0.375,
- -0.125, -0.125, -0.125, -0.125, +0.125, +0.125, +0.125, +0.125,
- +0.375, +0.375, +0.375, +0.375};
- static const Float *osaSx[] = {osa5x, osa9x, osa16x};
- static const Float *osaSy[] = {osa5y, osa9y, osa16y};
- const int samples = gridsamples[oversample-1];
- const Float *osax = osaSx[oversample-1];
- const Float *osay = osaSy[oversample-1];
- for (int i = 0; i < samples; i++)
- {
- Vector3 tmpdir = dir + osax[i]*d->dx + osay[i]*d->dy;
- tmpdir.normalize();
- Ray ray(d->eye, tmpdir);
- c += d->rt->raytrace(ray, 0, NULL);
- }
- c = c * (1.0/samples);
- }
- else
- {
- // stochastic oversampling
- // ...todo
- }
-}
-
#if 0
static void *renderrow(void *data)
{
@@ -468,7 +420,11 @@
delete prev;
prev = sample;
+ sampnum--;
+ if ((sampnum % 1000) == 0)
+ dbgmsg(2, "\b\b\b\b\b\b\b\b%8d", sampnum);
}
+ dbgmsg(2, "\n");
}
// wait for workers
--- a/src/sampler.cc Wed Mar 26 17:03:38 2008 +0100
+++ b/src/sampler.cc Fri Mar 28 00:53:20 2008 +0100
@@ -36,10 +36,22 @@
int DefaultSampler::initSampleSet()
{
+ static const int gridsamples[] = {1,5,9,16};
+ const int samples = gridsamples[oversample];
if ( phase == 0 )
{
+ cout << "phase 1" << endl;
phase++;
- return w*h;
+ return w*h*samples;
+ }
+ else if ( phase == 1 && oversample )
+ {
+ cout << "phase 2" << endl;
+ phase = -1;
+ Float *buf;
+ for (buf = buffer; buf != buffer + w*h*3; buf++)
+ *buf = *buf * (1.0/samples);
+ return 0;
}
else
{
@@ -51,31 +63,79 @@
Sample* DefaultSampler::nextSample(Sample *prev)
{
DefaultSample *s = new DefaultSample;
- if (prev)
+
+ /* grid oversampling */
+ static const int gridsamples[] = {1,5,9,16};
+ static const Float osa5x[] = {0.0, -0.4, +0.4, +0.4, -0.4};
+ static const Float osa5y[] = {0.0, -0.4, -0.4, +0.4, +0.4};
+ static const Float osa9x[] = {-0.34, 0.00, +0.34,
+ -0.34, 0.00, +0.34, -0.34, 0.00, +0.34};
+ static const Float osa9y[] = {-0.34, -0.34, -0.34,
+ 0.00, 0.00, 0.00, +0.34, +0.34, +0.34};
+ static const Float osa16x[] = {-0.375, -0.125, +0.125, +0.375,
+ -0.375, -0.125, +0.125, +0.375, -0.375, -0.125, +0.125, +0.375,
+ -0.375, -0.125, +0.125, +0.375};
+ static const Float osa16y[] = {-0.375, -0.375, -0.375, -0.375,
+ -0.125, -0.125, -0.125, -0.125, +0.125, +0.125, +0.125, +0.125,
+ +0.375, +0.375, +0.375, +0.375};
+ static const Float *osaSx[] = {NULL, osa5x, osa9x, osa16x};
+ static const Float *osaSy[] = {NULL, osa5y, osa9y, osa16y};
+ const int samples = gridsamples[oversample];
+ const Float *osax = osaSx[oversample];
+ const Float *osay = osaSy[oversample];
+
+ if (!prev)
{
- DefaultSample *sp = static_cast<DefaultSample*>(prev);
- s->sx = sp->sx + 1;
- s->sy = sp->sy;
- if (s->sx >= w)
- {
- s->sx = 0;
- s->sy++;
- }
- if (s->sy >= h)
- {
- delete s;
- return NULL;
- }
- s->x = (Float)s->sx/h - (Float)w/h/2.0;
- s->y = (Float)s->sy/h - 0.5;
- }
- else
- {
+ // first sample
s->x = -(Float)w/h/2.0;
s->y = -0.5;
s->sx = 0;
s->sy = 0;
+ s->osa_samp = 0;
}
+ else
+ {
+ DefaultSample *sp = static_cast<DefaultSample*>(prev);
+
+ s->osa_samp = sp->osa_samp + 1;
+
+ if (oversample && oversample <= 3 && s->osa_samp < samples)
+ {
+ s->sx = sp->sx;
+ s->sy = sp->sy;
+ s->x = osax[s->osa_samp]/h + (Float)s->sx/h - (Float)w/h/2.0;
+ s->y = osay[s->osa_samp]/h + (Float)s->sy/h - 0.5;
+ }
+ else
+ {
+ s->sx = sp->sx + 1;
+ s->sy = sp->sy;
+ if (s->sx >= w)
+ {
+ s->sx = 0;
+ s->sy++;
+ }
+ if (s->sy >= h)
+ {
+ delete s;
+ return NULL;
+ }
+ s->x = (Float)s->sx/h - (Float)w/h/2.0;
+ s->y = (Float)s->sy/h - 0.5;
+ s->osa_samp = 0;
+ }
+ }
+
+ if (s->osa_samp == 0 && oversample && oversample <= 3)
+ {
+ s->x += osax[0]/h;
+ s->y += osay[0]/h;
+ Float *buf = buffer + 3*(s->sy*w + s->sx);
+ *(buf++) = 0;
+ *(buf++) = 0;
+ *(buf++) = 0;
+ }
+
return s;
}
@@ -83,8 +143,17 @@
{
DefaultSample *sp = static_cast<DefaultSample*>(samp);
Float *buf = buffer + 3*(sp->sy*w + sp->sx);
- *(buf++) = col.r;
- *(buf++) = col.g;
- *(buf++) = col.b;
+ if (oversample)
+ {
+ *(buf+0) += col.r;
+ *(buf+1) += col.g;
+ *(buf+2) += col.b;
+ }
+ else
+ {
+ *(buf++) = col.r;
+ *(buf++) = col.g;
+ *(buf++) = col.b;
+ }
}
--- a/src/scene.cc Wed Mar 26 17:03:38 2008 +0100
+++ b/src/scene.cc Fri Mar 28 00:53:20 2008 +0100
@@ -77,7 +77,7 @@
Ray Camera::makeRay(Sample *samp)
{
- Vector3 dir = p + u*(0.5/f)*samp->x + v*(-0.5/f)*samp->y;
+ Vector3 dir = p + (u*samp->x - v*samp->y)*F;
dir.normalize();
return Ray(eye, dir);
}