/* * Copyright (c) 2016, NVIDIA CORPORATION. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of NVIDIA CORPORATION nor the names of its * contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #include #include #include #include "Random.h" #include "Common.h" using namespace optix; rtDeclareVariable(uint2, launch_index, rtLaunchIndex, ); rtDeclareVariable(uint2, launch_dim, rtLaunchDim, ); rtBuffer frame_buffer; rtBuffer depth_buffer; rtDeclareVariable(rtObject, top_object, , ); rtDeclareVariable(float3, pos, , ); rtDeclareVariable(float3, U, , ); rtDeclareVariable(float3, V, , ); rtDeclareVariable(float3, W, , ); rtDeclareVariable(int, sqrt_num_samples, , ); RT_PROGRAM void PerspectiveCameraRayGen() { size_t2 screen = frame_buffer.size(); float2 inv_screen = 1.0f/make_float2(screen) * 2.f; float2 pixel = (make_float2(launch_index)) * inv_screen - 1.f; float2 jitter_scale = inv_screen / (float) sqrt_num_samples; int samples_per_pixel = sqrt_num_samples*sqrt_num_samples; const float3 ray_origin = pos; float3 result = make_float3(0.0f); unsigned int seed = tea<16>(screen.x*launch_index.y+launch_index.x, 0); float minDepth = CUDART_INF_F; do { int x = samples_per_pixel%sqrt_num_samples; int y = samples_per_pixel/sqrt_num_samples; float2 jitter = (samples_per_pixel > 1) ? make_float2(x-rnd(seed), y-rnd(seed)) : make_float2(x, y); float2 d = pixel + jitter*jitter_scale; const float3 ray_direction = normalize(d.x*U + d.y*V + W); RadiancePRD prd; prd.result = make_float3( 0.0f ); //ray_direction*0.5f + make_float3( 0.5f ); prd.depth = CUDART_INF_F; optix::Ray ray = optix::make_Ray( ray_origin, ray_direction, RADIANCE_RAY_TYPE, 0.001f, RT_DEFAULT_MAX ); rtTrace( top_object, ray, prd ); result += prd.result; minDepth = min(prd.depth, minDepth); } while(--samples_per_pixel); result = result / (sqrt_num_samples * sqrt_num_samples); const float3 c = fminf( result, make_float3( 1.0f ) ); frame_buffer[launch_index] = make_uchar4( c.x*255.99f, c.y*255.99f, c.z*255.99f, 255 ); depth_buffer[launch_index] = minDepth; }