Class ImageBasedLight

    • Field Detail

      • numSamples

        private int numSamples
      • numLowSamples

        private int numLowSamples
      • jacobian

        private float jacobian
      • colHistogram

        private float[] colHistogram
      • imageHistogram

        private float[][] imageHistogram
      • samples

        private Vector3[] samples
      • lowSamples

        private Vector3[] lowSamples
      • colors

        private Color[] colors
      • lowColors

        private Color[] lowColors
    • Constructor Detail

      • ImageBasedLight

        public ImageBasedLight()
    • Method Detail

      • updateBasis

        private void updateBasis​(Vector3 center,
                                 Vector3 up)
      • update

        public boolean update​(ParameterList pl,
                              SunflowAPI api)
        Description copied from interface: RenderObject
        Update this object given a list of parameters. This method is guarenteed to be called at least once on every object, but it should correctly handle empty parameter lists. This means that the object should be in a valid state from the time it is constructed. This method should also return true or false depending on whether the update was succesfull or not.
        Specified by:
        update in interface RenderObject
        Parameters:
        pl - list of parameters to read from
        api - reference to the current scene
        Returns:
        true if the update is succesfull, false otherwise
      • generateFixedSamples

        private void generateFixedSamples​(Vector3[] samples,
                                          Color[] colors)
      • getNumPrimitives

        public int getNumPrimitives()
        Description copied from interface: PrimitiveList
        Returns the number of individual primtives in this aggregate object.
        Specified by:
        getNumPrimitives in interface PrimitiveList
        Returns:
        number of primitives
      • getPrimitiveBound

        public float getPrimitiveBound​(int primID,
                                       int i)
        Description copied from interface: PrimitiveList
        Retrieve the bounding box component of a particular primitive in object space. Even indexes get minimum values, while odd indexes get the maximum values for each axis.
        Specified by:
        getPrimitiveBound in interface PrimitiveList
        Parameters:
        primID - primitive index
        i - bounding box side index
        Returns:
        value of the request bound
      • getWorldBounds

        public BoundingBox getWorldBounds​(Matrix4 o2w)
        Description copied from interface: PrimitiveList
        Compute a bounding box of this object in world space, using the specified object-to-world transformation matrix. The bounds should be as exact as possible, if they are difficult or expensive to compute exactly, you may use Matrix4.transform(BoundingBox). If the matrix is null no transformation is needed, and object space is equivalent to world space.
        Specified by:
        getWorldBounds in interface PrimitiveList
        Parameters:
        o2w - object to world transformation matrix
        Returns:
        object bounding box in world space
      • getBakingPrimitives

        public PrimitiveList getBakingPrimitives()
        Description copied from interface: PrimitiveList
        Create a new PrimitiveList object suitable for baking lightmaps. This means a set of primitives laid out in the unit square UV space. This method is optional, objects which do not support it should simply return null.
        Specified by:
        getBakingPrimitives in interface PrimitiveList
        Returns:
        a list of baking primitives
      • getNumSamples

        public int getNumSamples()
        Description copied from interface: LightSource
        Get the maximum number of samples that can be taken from this light source. This is currently only used for statistics reporting.
        Specified by:
        getNumSamples in interface LightSource
        Returns:
        maximum number of samples to be taken from this light source
      • getSamples

        public void getSamples​(ShadingState state)
        Description copied from interface: LightSource
        Samples the light source to compute direct illumination. Light samples can be created using the LightSample class and added to the current ShadingState. This method is responsible for the shooting of shadow rays which allows for non-physical lights that don't cast shadows. It is recommended that only a single shadow ray be shot if ShadingState.getDiffuseDepth() is greater than 0. This avoids an exponential number of shadow rays from being traced.
        Specified by:
        getSamples in interface LightSource
        Parameters:
        state - current state, including point to be shaded
        See Also:
        LightSample
      • getPhoton

        public void getPhoton​(double randX1,
                              double randY1,
                              double randX2,
                              double randY2,
                              Point3 p,
                              Vector3 dir,
                              Color power)
        Description copied from interface: LightSource
        Gets a photon to emit from this light source by setting each of the arguments. The two sampling parameters are points on the unit square that can be used to sample a position and/or direction for the emitted photon.
        Specified by:
        getPhoton in interface LightSource
        Parameters:
        randX1 - sampling parameter
        randY1 - sampling parameter
        randX2 - sampling parameter
        randY2 - sampling parameter
        p - position to shoot the photon from
        dir - direction to shoot the photon in
        power - power of the photon
      • getRadiance

        public Color getRadiance​(ShadingState state)
        Description copied from interface: Shader
        Gets the radiance for a specified rendering state. When this method is called, you can assume that a hit has been registered in the state and that the hit surface information has been computed.
        Specified by:
        getRadiance in interface Shader
        Parameters:
        state - current render state
        Returns:
        color emitted or reflected by the shader
      • getDirection

        private Vector3 getDirection​(float u,
                                     float v)
      • scatterPhoton

        public void scatterPhoton​(ShadingState state,
                                  Color power)
        Description copied from interface: Shader
        Scatter a photon with the specied power. Incoming photon direction is specified by the ray attached to the current render state. This method can safely do nothing if photon scattering is not supported or relevant for the shader type.
        Specified by:
        scatterPhoton in interface Shader
        Parameters:
        state - current state
        power - power of the incoming photon.
      • getPower

        public float getPower()
        Description copied from interface: LightSource
        Get the total power emitted by this light source. Lights that have 0 power will not emit any photons.
        Specified by:
        getPower in interface LightSource
        Returns:
        light source power
      • createInstance

        public Instance createInstance()
        Description copied from interface: LightSource
        Create an instance which represents the geometry of this light source. This instance will be created just before and removed immediately after rendering. Non-area light sources can return null to indicate that no geometry needs to be created.
        Specified by:
        createInstance in interface LightSource
        Returns:
        an instance describing the light source
      • isOpaque

        public boolean isOpaque()
        Description copied from interface: Shader
        Returns true if this shader is fully opaque. This gives a quick way to find out if a shader needs further processing when hit by a shadow ray.
        Specified by:
        isOpaque in interface Shader
      • getOpacity

        public Color getOpacity​(ShadingState state)
        Description copied from interface: Shader
        Returns how much light is blocked by this shader.
        Specified by:
        getOpacity in interface Shader