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RayTracer.h
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// Copyright Contributors to the OpenVDB Project
// SPDX-License-Identifier: MPL-2.0
/// @file RayTracer.h
///
/// @author Ken Museth
///
/// @brief Defines two simple but multithreaded renders, a level-set
/// ray tracer and a volume render. To support these renders we also define
/// perspective and orthographic cameras (both designed to mimic a Houdini camera),
/// a Film class and some rather naive shaders.
///
/// @note These classes are included mainly as reference implementations for
/// ray-tracing of OpenVDB volumes. In other words they are not intended for
/// production-quality rendering, but could be used for fast pre-visualization
/// or as a starting point for a more serious render.
#ifndef OPENVDB_TOOLS_RAYTRACER_HAS_BEEN_INCLUDED
#define OPENVDB_TOOLS_RAYTRACER_HAS_BEEN_INCLUDED
#include <openvdb/Types.h>
#include <openvdb/math/BBox.h>
#include <openvdb/math/Ray.h>
#include <openvdb/math/Math.h>
#include <openvdb/tools/RayIntersector.h>
#include <openvdb/tools/Interpolation.h>
#include <openvdb/openvdb.h>
#include <deque>
#include <iostream>
#include <fstream>
#include <limits>
#include <memory>
#include <string>
#include <type_traits>
#include <vector>
namespace openvdb {
OPENVDB_USE_VERSION_NAMESPACE
namespace OPENVDB_VERSION_NAME {
namespace tools {
// Forward declarations
class BaseCamera;
class BaseShader;
/// @brief Ray-trace a volume.
template<typename GridT>
void rayTrace(const GridT&,
const BaseShader&,
BaseCamera&,
size_t pixelSamples = 1,
unsigned int seed = 0,
bool threaded = true);
/// @brief Ray-trace a volume using a given ray intersector.
template<typename GridT, typename IntersectorT>
void rayTrace(const GridT&,
const IntersectorT&,
const BaseShader&,
BaseCamera&,
size_t pixelSamples = 1,
unsigned int seed = 0,
bool threaded = true);
///////////////////////////////LEVEL SET RAY TRACER ///////////////////////////////////////
/// @brief A (very) simple multithreaded ray tracer specifically for narrow-band level sets.
/// @details Included primarily as a reference implementation.
template<typename GridT, typename IntersectorT = tools::LevelSetRayIntersector<GridT> >
class LevelSetRayTracer
{
public:
using GridType = GridT;
using Vec3Type = typename IntersectorT::Vec3Type;
using RayType = typename IntersectorT::RayType;
/// @brief Constructor based on an instance of the grid to be rendered.
LevelSetRayTracer(const GridT& grid,
const BaseShader& shader,
BaseCamera& camera,
size_t pixelSamples = 1,
unsigned int seed = 0);
/// @brief Constructor based on an instance of the intersector
/// performing the ray-intersections.
LevelSetRayTracer(const IntersectorT& inter,
const BaseShader& shader,
BaseCamera& camera,
size_t pixelSamples = 1,
unsigned int seed = 0);
/// @brief Copy constructor
LevelSetRayTracer(const LevelSetRayTracer& other);
/// @brief Destructor
~LevelSetRayTracer();
/// @brief Set the level set grid to be ray-traced
void setGrid(const GridT& grid);
/// @brief Set the intersector that performs the actual
/// intersection of the rays against the narrow-band level set.
void setIntersector(const IntersectorT& inter);
/// @brief Set the shader derived from the abstract BaseShader class.
///
/// @note The shader is not assumed to be thread-safe so each
/// thread will get its only deep copy. For instance it could
/// contains a ValueAccessor into another grid with auxiliary
/// shading information. Thus, make sure it is relatively
/// light-weight and efficient to copy (which is the case for ValueAccesors).
void setShader(const BaseShader& shader);
/// @brief Set the camera derived from the abstract BaseCamera class.
void setCamera(BaseCamera& camera);
/// @brief Set the number of pixel samples and the seed for
/// jittered sub-rays. A value larger than one implies
/// anti-aliasing by jittered super-sampling.
/// @throw ValueError if pixelSamples is equal to zero.
void setPixelSamples(size_t pixelSamples, unsigned int seed = 0);
/// @brief Perform the actual (potentially multithreaded) ray-tracing.
void render(bool threaded = true) const;
/// @brief Public method required by tbb::parallel_for.
/// @warning Never call it directly.
void operator()(const tbb::blocked_range<size_t>& range) const;
private:
const bool mIsMaster;
double* mRand;
IntersectorT mInter;
std::unique_ptr<const BaseShader> mShader;
BaseCamera* mCamera;
size_t mSubPixels;
};// LevelSetRayTracer
///////////////////////////////VOLUME RENDER ///////////////////////////////////////
/// @brief A (very) simple multithreaded volume render specifically for scalar density.
/// @details Included primarily as a reference implementation.
/// @note It will only compile if the IntersectorT is templated on a Grid with a
/// floating-point voxel type.
template <typename IntersectorT, typename SamplerT = tools::BoxSampler>
class VolumeRender
{
public:
using GridType = typename IntersectorT::GridType;
using RayType = typename IntersectorT::RayType;
using ValueType = typename GridType::ValueType;
using AccessorType = typename GridType::ConstAccessor;
using SamplerType = tools::GridSampler<AccessorType, SamplerT>;
static_assert(std::is_floating_point<ValueType>::value,
"VolumeRender requires a floating-point-valued grid");
/// @brief Constructor taking an intersector and a base camera.
VolumeRender(const IntersectorT& inter, BaseCamera& camera);
/// @brief Copy constructor which creates a thread-safe clone
VolumeRender(const VolumeRender& other);
/// @brief Perform the actual (potentially multithreaded) volume rendering.
void render(bool threaded=true) const;
/// @brief Set the camera derived from the abstract BaseCamera class.
void setCamera(BaseCamera& camera) { mCamera = &camera; }
/// @brief Set the intersector that performs the actual
/// intersection of the rays against the volume.
void setIntersector(const IntersectorT& inter);
/// @brief Set the vector components of a directional light source
/// @throw ArithmeticError if input is a null vector.
void setLightDir(Real x, Real y, Real z) { mLightDir = Vec3R(x,y,z).unit(); }
/// @brief Set the color of the directional light source.
void setLightColor(Real r, Real g, Real b) { mLightColor = Vec3R(r,g,b); }
/// @brief Set the integration step-size in voxel units for the primay ray.
void setPrimaryStep(Real primaryStep) { mPrimaryStep = primaryStep; }
/// @brief Set the integration step-size in voxel units for the primay ray.
void setShadowStep(Real shadowStep) { mShadowStep = shadowStep; }
/// @brief Set Scattering coefficients.
void setScattering(Real x, Real y, Real z) { mScattering = Vec3R(x,y,z); }
/// @brief Set absorption coefficients.
void setAbsorption(Real x, Real y, Real z) { mAbsorption = Vec3R(x,y,z); }
/// @brief Set parameter that imitates multi-scattering. A value
/// of zero implies no multi-scattering.
void setLightGain(Real gain) { mLightGain = gain; }
/// @brief Set the cut-off value for density and transmittance.
void setCutOff(Real cutOff) { mCutOff = cutOff; }
/// @brief Print parameters, statistics, memory usage and other information.
/// @param os a stream to which to write textual information
/// @param verboseLevel 1: print parameters only; 2: include grid
/// statistics; 3: include memory usage
void print(std::ostream& os = std::cout, int verboseLevel = 1);
/// @brief Public method required by tbb::parallel_for.
/// @warning Never call it directly.
void operator()(const tbb::blocked_range<size_t>& range) const;
private:
AccessorType mAccessor;
BaseCamera* mCamera;
std::unique_ptr<IntersectorT> mPrimary, mShadow;
Real mPrimaryStep, mShadowStep, mCutOff, mLightGain;
Vec3R mLightDir, mLightColor, mAbsorption, mScattering;
};//VolumeRender
//////////////////////////////////////// FILM ////////////////////////////////////////
/// @brief A simple class that allows for concurrent writes to pixels in an image,
/// background initialization of the image, and PPM file output.
class Film
{
public:
/// @brief Floating-point RGBA components in the range [0, 1].
/// @details This is our preferred representation for color processing.
struct RGBA
{
using ValueT = float;
RGBA() : r(0), g(0), b(0), a(1) {}
explicit RGBA(ValueT intensity) : r(intensity), g(intensity), b(intensity), a(1) {}
RGBA(ValueT _r, ValueT _g, ValueT _b, ValueT _a = static_cast<ValueT>(1.0)):
r(_r), g(_g), b(_b), a(_a)
{}
RGBA(double _r, double _g, double _b, double _a = 1.0)
: r(static_cast<ValueT>(_r))
, g(static_cast<ValueT>(_g))
, b(static_cast<ValueT>(_b))
, a(static_cast<ValueT>(_a))
{}
RGBA operator* (ValueT scale) const { return RGBA(r*scale, g*scale, b*scale);}
RGBA operator+ (const RGBA& rhs) const { return RGBA(r+rhs.r, g+rhs.g, b+rhs.b);}
RGBA operator* (const RGBA& rhs) const { return RGBA(r*rhs.r, g*rhs.g, b*rhs.b);}
RGBA& operator+=(const RGBA& rhs) { r+=rhs.r; g+=rhs.g; b+=rhs.b; a+=rhs.a; return *this;}
void over(const RGBA& rhs)
{
const float s = rhs.a*(1.0f-a);
r = a*r+s*rhs.r;
g = a*g+s*rhs.g;
b = a*b+s*rhs.b;
a = a + s;
}
ValueT r, g, b, a;
};
Film(size_t width, size_t height)
: mWidth(width), mHeight(height), mSize(width*height), mPixels(new RGBA[mSize])
{
}
Film(size_t width, size_t height, const RGBA& bg)
: mWidth(width), mHeight(height), mSize(width*height), mPixels(new RGBA[mSize])
{
this->fill(bg);
}
const RGBA& pixel(size_t w, size_t h) const
{
assert(w < mWidth);
assert(h < mHeight);
return mPixels[w + h*mWidth];
}
RGBA& pixel(size_t w, size_t h)
{
assert(w < mWidth);
assert(h < mHeight);
return mPixels[w + h*mWidth];
}
void fill(const RGBA& rgb=RGBA(0)) { for (size_t i=0; i<mSize; ++i) mPixels[i] = rgb; }
void checkerboard(const RGBA& c1=RGBA(0.3f), const RGBA& c2=RGBA(0.6f), size_t size=32)
{
RGBA *p = mPixels.get();
for (size_t j = 0; j < mHeight; ++j) {
for (size_t i = 0; i < mWidth; ++i, ++p) {
*p = ((i & size) ^ (j & size)) ? c1 : c2;
}
}
}
template <typename Type = unsigned char>
std::unique_ptr<Type[]> convertToBitBuffer(const bool alpha = true) const
{
const size_t totalSize = mSize * (alpha ? 4 : 3);
std::unique_ptr<Type[]> buffer(new Type[totalSize]);
Type *q = buffer.get();
const RGBA* p = this->pixels();
size_t n = mSize;
while (n--) {
*q++ = static_cast<Type>(255.0f*(*p).r);
*q++ = static_cast<Type>(255.0f*(*p).g);
*q++ = static_cast<Type>(255.0f*(*p).b);
if(alpha)
*q++ = static_cast<Type>(255.0f*(*p).a);
++p;
}
return buffer;
}
void savePPM(const std::string& fileName)
{
std::string name(fileName);
if (name.find_last_of(".") == std::string::npos) name.append(".ppm");
std::ofstream os(name.c_str(), std::ios_base::binary);
if (!os.is_open()) {
std::cerr << "Error opening PPM file \"" << name << "\"" << std::endl;
return;
}
auto buf = this->convertToBitBuffer<unsigned char>(/*alpha=*/false);
unsigned char* tmp = buf.get();
os << "P6\n" << mWidth << " " << mHeight << "\n255\n";
os.write(reinterpret_cast<const char*>(&(*tmp)), 3 * mSize * sizeof(unsigned char));
}
size_t width() const { return mWidth; }
size_t height() const { return mHeight; }
size_t numPixels() const { return mSize; }
const RGBA* pixels() const { return mPixels.get(); }
private:
size_t mWidth, mHeight, mSize;
std::unique_ptr<RGBA[]> mPixels;
};// Film
//////////////////////////////////////// CAMERAS ////////////////////////////////////////
/// Abstract base class for the perspective and orthographic cameras
class BaseCamera
{
public:
BaseCamera(Film& film, const Vec3R& rotation, const Vec3R& translation,
double frameWidth, double nearPlane, double farPlane)
: mFilm(&film)
, mScaleWidth(frameWidth)
, mScaleHeight(frameWidth * double(film.height()) / double(film.width()))
{
assert(nearPlane > 0 && farPlane > nearPlane);
mScreenToWorld.accumPostRotation(math::X_AXIS, rotation[0] * math::pi<double>() / 180.0);
mScreenToWorld.accumPostRotation(math::Y_AXIS, rotation[1] * math::pi<double>() / 180.0);
mScreenToWorld.accumPostRotation(math::Z_AXIS, rotation[2] * math::pi<double>() / 180.0);
mScreenToWorld.accumPostTranslation(translation);
this->initRay(nearPlane, farPlane);
}
virtual ~BaseCamera() {}
Film::RGBA& pixel(size_t i, size_t j) { return mFilm->pixel(i, j); }
size_t width() const { return mFilm->width(); }
size_t height() const { return mFilm->height(); }
/// Rotate the camera so its negative z-axis points at xyz and its
/// y axis is in the plane of the xyz and up vectors. In other
/// words the camera will look at xyz and use up as the
/// horizontal direction.
void lookAt(const Vec3R& xyz, const Vec3R& up = Vec3R(0.0, 1.0, 0.0))
{
const Vec3R orig = mScreenToWorld.applyMap(Vec3R(0.0));
const Vec3R dir = orig - xyz;
try {
Mat4d xform = math::aim<Mat4d>(dir, up);
xform.postTranslate(orig);
mScreenToWorld = math::AffineMap(xform);
this->initRay(mRay.t0(), mRay.t1());
} catch (...) {}
}
Vec3R rasterToScreen(double i, double j, double z) const
{
return Vec3R( (2 * i / double(mFilm->width()) - 1) * mScaleWidth,
(1 - 2 * j / double(mFilm->height())) * mScaleHeight, z );
}
/// @brief Return a Ray in world space given the pixel indices and
/// optional offsets in the range [0, 1]. An offset of 0.5 corresponds
/// to the center of the pixel.
virtual math::Ray<double> getRay(
size_t i, size_t j, double iOffset = 0.5, double jOffset = 0.5) const = 0;
protected:
void initRay(double t0, double t1)
{
mRay.setTimes(t0, t1);
mRay.setEye(mScreenToWorld.applyMap(Vec3R(0.0)));
mRay.setDir(mScreenToWorld.applyJacobian(Vec3R(0.0, 0.0, -1.0)));
}
Film* mFilm;
double mScaleWidth, mScaleHeight;
math::Ray<double> mRay;
math::AffineMap mScreenToWorld;
};// BaseCamera
class PerspectiveCamera: public BaseCamera
{
public:
/// @brief Constructor
/// @param film film (i.e. image) defining the pixel resolution
/// @param rotation rotation in degrees of the camera in world space
/// (applied in x, y, z order)
/// @param translation translation of the camera in world-space units,
/// applied after rotation
/// @param focalLength focal length of the camera in mm
/// (the default of 50mm corresponds to Houdini's default camera)
/// @param aperture width in mm of the frame, i.e., the visible field
/// (the default 41.2136 mm corresponds to Houdini's default camera)
/// @param nearPlane depth of the near clipping plane in world-space units
/// @param farPlane depth of the far clipping plane in world-space units
///
/// @details If no rotation or translation is provided, the camera is placed
/// at (0,0,0) in world space and points in the direction of the negative z axis.
PerspectiveCamera(Film& film,
const Vec3R& rotation = Vec3R(0.0),
const Vec3R& translation = Vec3R(0.0),
double focalLength = 50.0,
double aperture = 41.2136,
double nearPlane = 1e-3,
double farPlane = std::numeric_limits<double>::max())
: BaseCamera(film, rotation, translation, 0.5*aperture/focalLength, nearPlane, farPlane)
{
}
~PerspectiveCamera() override = default;
/// @brief Return a Ray in world space given the pixel indices and
/// optional offsets in the range [0,1]. An offset of 0.5 corresponds
/// to the center of the pixel.
math::Ray<double> getRay(
size_t i, size_t j, double iOffset = 0.5, double jOffset = 0.5) const override
{
math::Ray<double> ray(mRay);
Vec3R dir = BaseCamera::rasterToScreen(Real(i) + iOffset, Real(j) + jOffset, -1.0);
dir = BaseCamera::mScreenToWorld.applyJacobian(dir);
dir.normalize();
ray.scaleTimes(1.0/dir.dot(ray.dir()));
ray.setDir(dir);
return ray;
}
/// @brief Return the horizontal field of view in degrees given a
/// focal lenth in mm and the specified aperture in mm.
static double focalLengthToFieldOfView(double length, double aperture)
{
return 360.0 / math::pi<double>() * atan(aperture/(2.0*length));
}
/// @brief Return the focal length in mm given a horizontal field of
/// view in degrees and the specified aperture in mm.
static double fieldOfViewToFocalLength(double fov, double aperture)
{
return aperture/(2.0*(tan(fov * math::pi<double>() / 360.0)));
}
};// PerspectiveCamera
class OrthographicCamera: public BaseCamera
{
public:
/// @brief Constructor
/// @param film film (i.e. image) defining the pixel resolution
/// @param rotation rotation in degrees of the camera in world space
/// (applied in x, y, z order)
/// @param translation translation of the camera in world-space units,
/// applied after rotation
/// @param frameWidth width in of the frame in world-space units
/// @param nearPlane depth of the near clipping plane in world-space units
/// @param farPlane depth of the far clipping plane in world-space units
///
/// @details If no rotation or translation is provided, the camera is placed
/// at (0,0,0) in world space and points in the direction of the negative z axis.
OrthographicCamera(Film& film,
const Vec3R& rotation = Vec3R(0.0),
const Vec3R& translation = Vec3R(0.0),
double frameWidth = 1.0,
double nearPlane = 1e-3,
double farPlane = std::numeric_limits<double>::max())
: BaseCamera(film, rotation, translation, 0.5*frameWidth, nearPlane, farPlane)
{
}
~OrthographicCamera() override = default;
math::Ray<double> getRay(
size_t i, size_t j, double iOffset = 0.5, double jOffset = 0.5) const override
{
math::Ray<double> ray(mRay);
Vec3R eye = BaseCamera::rasterToScreen(Real(i) + iOffset, Real(j) + jOffset, 0.0);
ray.setEye(BaseCamera::mScreenToWorld.applyMap(eye));
return ray;
}
};// OrthographicCamera
//////////////////////////////////////// SHADERS ////////////////////////////////////////
/// Abstract base class for the shaders
class BaseShader
{
public:
using RayT = math::Ray<Real>;
BaseShader() {}
BaseShader(const BaseShader&) = default;
virtual ~BaseShader() = default;
/// @brief Defines the interface of the virtual function that returns a RGB color.
/// @param xyz World position of the intersection point.
/// @param nml Normal in world space at the intersection point.
/// @param dir Direction of the ray in world space.
virtual Film::RGBA operator()(const Vec3R& xyz, const Vec3R& nml, const Vec3R& dir) const = 0;
virtual BaseShader* copy() const = 0;
};
/// @brief Shader that produces a simple matte.
///
/// @details The color can either be constant (if GridT =
/// Film::RGBA which is the default) or defined in a separate Vec3
/// color grid. Use SamplerType to define the order of interpolation
/// (default is zero order, i.e. closes-point).
template<typename GridT = Film::RGBA,
typename SamplerType = tools::PointSampler>
class MatteShader: public BaseShader
{
public:
MatteShader(const GridT& grid) : mAcc(grid.getAccessor()), mXform(&grid.transform()) {}
MatteShader(const MatteShader&) = default;
~MatteShader() override = default;
Film::RGBA operator()(const Vec3R& xyz, const Vec3R&, const Vec3R&) const override
{
typename GridT::ValueType v = zeroVal<typename GridT::ValueType>();
SamplerType::sample(mAcc, mXform->worldToIndex(xyz), v);
return Film::RGBA(v[0], v[1], v[2]);
}
BaseShader* copy() const override { return new MatteShader<GridT, SamplerType>(*this); }
private:
typename GridT::ConstAccessor mAcc;
const math::Transform* mXform;
};
// Template specialization using a constant color of the material.
template<typename SamplerType>
class MatteShader<Film::RGBA, SamplerType>: public BaseShader
{
public:
MatteShader(const Film::RGBA& c = Film::RGBA(1.0f)): mRGBA(c) {}
MatteShader(const MatteShader&) = default;
~MatteShader() override = default;
Film::RGBA operator()(const Vec3R&, const Vec3R&, const Vec3R&) const override
{
return mRGBA;
}
BaseShader* copy() const override { return new MatteShader<Film::RGBA, SamplerType>(*this); }
private:
const Film::RGBA mRGBA;
};
/// @brief Color shader that treats the surface normal (x, y, z) as an
/// RGB color.
///
/// @details The color can either be constant (if GridT =
/// Film::RGBA which is the default) or defined in a separate Vec3
/// color grid. Use SamplerType to define the order of interpolation
/// (default is zero order, i.e. closes-point).
template<typename GridT = Film::RGBA,
typename SamplerType = tools::PointSampler>
class NormalShader: public BaseShader
{
public:
NormalShader(const GridT& grid) : mAcc(grid.getAccessor()), mXform(&grid.transform()) {}
NormalShader(const NormalShader&) = default;
~NormalShader() override = default;
Film::RGBA operator()(const Vec3R& xyz, const Vec3R& normal, const Vec3R&) const override
{
typename GridT::ValueType v = zeroVal<typename GridT::ValueType>();
SamplerType::sample(mAcc, mXform->worldToIndex(xyz), v);
return Film::RGBA(v[0]*(normal[0]+1.0), v[1]*(normal[1]+1.0), v[2]*(normal[2]+1.0));
}
BaseShader* copy() const override { return new NormalShader<GridT, SamplerType>(*this); }
private:
typename GridT::ConstAccessor mAcc;
const math::Transform* mXform;
};
// Template specialization using a constant color of the material.
template<typename SamplerType>
class NormalShader<Film::RGBA, SamplerType>: public BaseShader
{
public:
NormalShader(const Film::RGBA& c = Film::RGBA(1.0f)) : mRGBA(c*0.5f) {}
NormalShader(const NormalShader&) = default;
~NormalShader() override = default;
Film::RGBA operator()(const Vec3R&, const Vec3R& normal, const Vec3R&) const override
{
return mRGBA * Film::RGBA(normal[0] + 1.0, normal[1] + 1.0, normal[2] + 1.0);
}
BaseShader* copy() const override { return new NormalShader<Film::RGBA, SamplerType>(*this); }
private:
const Film::RGBA mRGBA;
};
/// @brief Color shader that treats position (x, y, z) as an RGB color in a
/// cube defined from an axis-aligned bounding box in world space.
///
/// @details The color can either be constant (if GridT =
/// Film::RGBA which is the default) or defined in a separate Vec3
/// color grid. Use SamplerType to define the order of interpolation
/// (default is zero order, i.e. closes-point).
template<typename GridT = Film::RGBA,
typename SamplerType = tools::PointSampler>
class PositionShader: public BaseShader
{
public:
PositionShader(const math::BBox<Vec3R>& bbox, const GridT& grid)
: mMin(bbox.min())
, mInvDim(1.0/bbox.extents())
, mAcc(grid.getAccessor())
, mXform(&grid.transform())
{
}
PositionShader(const PositionShader&) = default;
~PositionShader() override = default;
Film::RGBA operator()(const Vec3R& xyz, const Vec3R&, const Vec3R&) const override
{
typename GridT::ValueType v = zeroVal<typename GridT::ValueType>();
SamplerType::sample(mAcc, mXform->worldToIndex(xyz), v);
const Vec3R rgb = (xyz - mMin) * mInvDim;
return Film::RGBA(v[0],v[1],v[2]) * Film::RGBA(rgb[0], rgb[1], rgb[2]);
}
BaseShader* copy() const override { return new PositionShader<GridT, SamplerType>(*this); }
private:
const Vec3R mMin, mInvDim;
typename GridT::ConstAccessor mAcc;
const math::Transform* mXform;
};
// Template specialization using a constant color of the material.
template<typename SamplerType>
class PositionShader<Film::RGBA, SamplerType>: public BaseShader
{
public:
PositionShader(const math::BBox<Vec3R>& bbox, const Film::RGBA& c = Film::RGBA(1.0f))
: mMin(bbox.min()), mInvDim(1.0/bbox.extents()), mRGBA(c) {}
PositionShader(const PositionShader&) = default;
~PositionShader() override = default;
Film::RGBA operator()(const Vec3R& xyz, const Vec3R&, const Vec3R&) const override
{
const Vec3R rgb = (xyz - mMin)*mInvDim;
return mRGBA*Film::RGBA(rgb[0], rgb[1], rgb[2]);
}
BaseShader* copy() const override { return new PositionShader<Film::RGBA, SamplerType>(*this); }
private:
const Vec3R mMin, mInvDim;
const Film::RGBA mRGBA;
};
/// @brief Simple diffuse Lambertian surface shader.
///
/// @details The diffuse color can either be constant (if GridT =
/// Film::RGBA which is the default) or defined in a separate Vec3
/// color grid. Lambertian implies that the (radiant) intensity is
/// directly proportional to the cosine of the angle between the
/// surface normal and the direction of the light source. Use
/// SamplerType to define the order of interpolation (default is
/// zero order, i.e. closes-point).
template<typename GridT = Film::RGBA,
typename SamplerType = tools::PointSampler>
class DiffuseShader: public BaseShader
{
public:
DiffuseShader(const GridT& grid): mAcc(grid.getAccessor()), mXform(&grid.transform()) {}
DiffuseShader(const DiffuseShader&) = default;
~DiffuseShader() override = default;
Film::RGBA operator()(const Vec3R& xyz, const Vec3R& normal, const Vec3R& rayDir) const override
{
typename GridT::ValueType v = zeroVal<typename GridT::ValueType>();
SamplerType::sample(mAcc, mXform->worldToIndex(xyz), v);
// We take the abs of the dot product corresponding to having
// light sources at +/- rayDir, i.e., two-sided shading.
return Film::RGBA(v[0],v[1],v[2])
* static_cast<Film::RGBA::ValueT>(math::Abs(normal.dot(rayDir)));
}
BaseShader* copy() const override { return new DiffuseShader<GridT, SamplerType>(*this); }
private:
typename GridT::ConstAccessor mAcc;
const math::Transform* mXform;
};
// Template specialization using a constant color of the material.
template <typename SamplerType>
class DiffuseShader<Film::RGBA, SamplerType>: public BaseShader
{
public:
DiffuseShader(const Film::RGBA& d = Film::RGBA(1.0f)): mRGBA(d) {}
DiffuseShader(const DiffuseShader&) = default;
~DiffuseShader() override = default;
Film::RGBA operator()(const Vec3R&, const Vec3R& normal, const Vec3R& rayDir) const override
{
// We assume a single directional light source at the camera,
// so the cosine of the angle between the surface normal and the
// direction of the light source becomes the dot product of the
// surface normal and inverse direction of the ray. We also ignore
// negative dot products, corresponding to strict one-sided shading.
//return mRGBA * math::Max(0.0, normal.dot(-rayDir));
// We take the abs of the dot product corresponding to having
// light sources at +/- rayDir, i.e., two-sided shading.
return mRGBA * static_cast<Film::RGBA::ValueT>(math::Abs(normal.dot(rayDir)));
}
BaseShader* copy() const override { return new DiffuseShader<Film::RGBA, SamplerType>(*this); }
private:
const Film::RGBA mRGBA;
};
//////////////////////////////////////// RAYTRACER ////////////////////////////////////////
template<typename GridT>
void rayTrace(const GridT& grid,
const BaseShader& shader,
BaseCamera& camera,
size_t pixelSamples,
unsigned int seed,
bool threaded)
{
LevelSetRayTracer<GridT, tools::LevelSetRayIntersector<GridT> >
tracer(grid, shader, camera, pixelSamples, seed);
tracer.render(threaded);
}
template<typename GridT, typename IntersectorT>
void rayTrace(const GridT&,
const IntersectorT& inter,
const BaseShader& shader,
BaseCamera& camera,
size_t pixelSamples,
unsigned int seed,
bool threaded)
{
LevelSetRayTracer<GridT, IntersectorT> tracer(inter, shader, camera, pixelSamples, seed);
tracer.render(threaded);
}
//////////////////////////////////////// LevelSetRayTracer ////////////////////////////////////////
template<typename GridT, typename IntersectorT>
inline LevelSetRayTracer<GridT, IntersectorT>::
LevelSetRayTracer(const GridT& grid,
const BaseShader& shader,
BaseCamera& camera,
size_t pixelSamples,
unsigned int seed)
: mIsMaster(true),
mRand(nullptr),
mInter(grid),
mShader(shader.copy()),
mCamera(&camera)
{
this->setPixelSamples(pixelSamples, seed);
}
template<typename GridT, typename IntersectorT>
inline LevelSetRayTracer<GridT, IntersectorT>::
LevelSetRayTracer(const IntersectorT& inter,
const BaseShader& shader,
BaseCamera& camera,
size_t pixelSamples,
unsigned int seed)
: mIsMaster(true),
mRand(nullptr),
mInter(inter),
mShader(shader.copy()),
mCamera(&camera)
{
this->setPixelSamples(pixelSamples, seed);
}
template<typename GridT, typename IntersectorT>
inline LevelSetRayTracer<GridT, IntersectorT>::
LevelSetRayTracer(const LevelSetRayTracer& other) :
mIsMaster(false),
mRand(other.mRand),
mInter(other.mInter),
mShader(other.mShader->copy()),
mCamera(other.mCamera),
mSubPixels(other.mSubPixels)
{
}
template<typename GridT, typename IntersectorT>
inline LevelSetRayTracer<GridT, IntersectorT>::
~LevelSetRayTracer()
{
if (mIsMaster) delete [] mRand;
}
template<typename GridT, typename IntersectorT>
inline void LevelSetRayTracer<GridT, IntersectorT>::
setGrid(const GridT& grid)
{
assert(mIsMaster);
mInter = IntersectorT(grid);
}
template<typename GridT, typename IntersectorT>
inline void LevelSetRayTracer<GridT, IntersectorT>::
setIntersector(const IntersectorT& inter)
{
assert(mIsMaster);
mInter = inter;
}
template<typename GridT, typename IntersectorT>
inline void LevelSetRayTracer<GridT, IntersectorT>::
setShader(const BaseShader& shader)
{
assert(mIsMaster);
mShader.reset(shader.copy());
}
template<typename GridT, typename IntersectorT>
inline void LevelSetRayTracer<GridT, IntersectorT>::
setCamera(BaseCamera& camera)
{
assert(mIsMaster);
mCamera = &camera;
}
template<typename GridT, typename IntersectorT>
inline void LevelSetRayTracer<GridT, IntersectorT>::
setPixelSamples(size_t pixelSamples, unsigned int seed)
{
assert(mIsMaster);
if (pixelSamples == 0) {
OPENVDB_THROW(ValueError, "pixelSamples must be larger than zero!");
}
mSubPixels = pixelSamples - 1;
delete [] mRand;
if (mSubPixels > 0) {
mRand = new double[16];
math::Rand01<double> rand(seed);//offsets for anti-aliaing by jittered super-sampling
for (size_t i=0; i<16; ++i) mRand[i] = rand();
} else {
mRand = nullptr;
}
}
template<typename GridT, typename IntersectorT>
inline void LevelSetRayTracer<GridT, IntersectorT>::
render(bool threaded) const
{
tbb::blocked_range<size_t> range(0, mCamera->height());
threaded ? tbb::parallel_for(range, *this) : (*this)(range);
}
template<typename GridT, typename IntersectorT>
inline void LevelSetRayTracer<GridT, IntersectorT>::
operator()(const tbb::blocked_range<size_t>& range) const
{
const BaseShader& shader = *mShader;
Vec3Type xyz, nml;
const float frac = 1.0f / (1.0f + float(mSubPixels));
for (size_t j=range.begin(), n=0, je = range.end(); j<je; ++j) {
for (size_t i=0, ie = mCamera->width(); i<ie; ++i) {
Film::RGBA& bg = mCamera->pixel(i,j);
RayType ray = mCamera->getRay(i, j);//primary ray
Film::RGBA c = mInter.intersectsWS(ray, xyz, nml) ? shader(xyz, nml, ray.dir()) : bg;
for (size_t k=0; k<mSubPixels; ++k, n +=2 ) {
ray = mCamera->getRay(i, j, mRand[n & 15], mRand[(n+1) & 15]);
c += mInter.intersectsWS(ray, xyz, nml) ? shader(xyz, nml, ray.dir()) : bg;
}//loop over sub-pixels
bg = c*frac;
}//loop over image height
}//loop over image width
}
//////////////////////////////////////// VolumeRender ////////////////////////////////////////
template<typename IntersectorT, typename SampleT>
inline VolumeRender<IntersectorT, SampleT>::
VolumeRender(const IntersectorT& inter, BaseCamera& camera)
: mAccessor(inter.grid().getConstAccessor())
, mCamera(&camera)
, mPrimary(new IntersectorT(inter))
, mShadow(new IntersectorT(inter))
, mPrimaryStep(1.0)
, mShadowStep(3.0)
, mCutOff(0.005)
, mLightGain(0.2)
, mLightDir(Vec3R(0.3, 0.3, 0).unit())
, mLightColor(0.7, 0.7, 0.7)
, mAbsorption(0.1)
, mScattering(1.5)
{
}
template<typename IntersectorT, typename SampleT>
inline VolumeRender<IntersectorT, SampleT>::
VolumeRender(const VolumeRender& other)
: mAccessor(other.mAccessor)
, mCamera(other.mCamera)
, mPrimary(new IntersectorT(*(other.mPrimary)))
, mShadow(new IntersectorT(*(other.mShadow)))
, mPrimaryStep(other.mPrimaryStep)
, mShadowStep(other.mShadowStep)
, mCutOff(other.mCutOff)
, mLightGain(other.mLightGain)
, mLightDir(other.mLightDir)
, mLightColor(other.mLightColor)
, mAbsorption(other.mAbsorption)
, mScattering(other.mScattering)
{
}
template<typename IntersectorT, typename SampleT>
inline void VolumeRender<IntersectorT, SampleT>::
print(std::ostream& os, int verboseLevel)
{
if (verboseLevel>0) {
os << "\nPrimary step: " << mPrimaryStep
<< "\nShadow step: " << mShadowStep
<< "\nCutoff: " << mCutOff
<< "\nLightGain: " << mLightGain
<< "\nLightDir: " << mLightDir
<< "\nLightColor: " << mLightColor
<< "\nAbsorption: " << mAbsorption
<< "\nScattering: " << mScattering << std::endl;
}
mPrimary->print(os, verboseLevel);
}
template<typename IntersectorT, typename SampleT>
inline void VolumeRender<IntersectorT, SampleT>::
setIntersector(const IntersectorT& inter)
{
mPrimary.reset(new IntersectorT(inter));
mShadow.reset( new IntersectorT(inter));
}
template<typename IntersectorT, typename SampleT>
inline void VolumeRender<IntersectorT, SampleT>::
render(bool threaded) const
{
tbb::blocked_range<size_t> range(0, mCamera->height());
threaded ? tbb::parallel_for(range, *this) : (*this)(range);
}
template<typename IntersectorT, typename SampleT>
inline void VolumeRender<IntersectorT, SampleT>::
operator()(const tbb::blocked_range<size_t>& range) const
{
SamplerType sampler(mAccessor, mShadow->grid().transform());//light-weight wrapper
// Any variable prefixed with p (or s) means it's associated with a primary (or shadow) ray
const Vec3R extinction = -mScattering-mAbsorption, One(1.0);
const Vec3R albedo = mLightColor*mScattering/(mScattering+mAbsorption);//single scattering
const Real sGain = mLightGain;//in-scattering along shadow ray
const Real pStep = mPrimaryStep;//Integration step along primary ray in voxel units
const Real sStep = mShadowStep;//Integration step along shadow ray in voxel units
const Real cutoff = mCutOff;//Cutoff for density and transmittance
// For the sake of completeness we show how to use two different
// methods (hits/march) in VolumeRayIntersector that produce
// segments along the ray that intersects active values. Comment out
// the line below to use VolumeRayIntersector::march instead of
// VolumeRayIntersector::hits.
#define USE_HITS
#ifdef USE_HITS
std::vector<typename RayType::TimeSpan> pTS, sTS;
//std::deque<typename RayType::TimeSpan> pTS, sTS;
#endif
RayType sRay(Vec3R(0), mLightDir);//Shadow ray
for (size_t j=range.begin(), je = range.end(); j<je; ++j) {
for (size_t i=0, ie = mCamera->width(); i<ie; ++i) {
Film::RGBA& bg = mCamera->pixel(i, j);
bg.a = bg.r = bg.g = bg.b = 0;
RayType pRay = mCamera->getRay(i, j);// Primary ray
if( !mPrimary->setWorldRay(pRay)) continue;
Vec3R pTrans(1.0), pLumi(0.0);
#ifndef USE_HITS
Real pT0, pT1;
while (mPrimary->march(pT0, pT1)) {
for (Real pT = pStep*ceil(pT0/pStep); pT <= pT1; pT += pStep) {
#else
mPrimary->hits(pTS);
for (size_t k=0; k<pTS.size(); ++k) {
Real pT = pStep*ceil(pTS[k].t0/pStep), pT1=pTS[k].t1;
for (; pT <= pT1; pT += pStep) {
#endif
Vec3R pPos = mPrimary->getWorldPos(pT);
const Real density = sampler.wsSample(pPos);
if (density < cutoff) continue;
const Vec3R dT = math::Exp(extinction * density * pStep);
Vec3R sTrans(1.0);
sRay.setEye(pPos);
if( !mShadow->setWorldRay(sRay)) continue;
#ifndef USE_HITS
Real sT0, sT1;
while (mShadow->march(sT0, sT1)) {
for (Real sT = sStep*ceil(sT0/sStep); sT <= sT1; sT+= sStep) {
#else
mShadow->hits(sTS);
for (size_t l=0; l<sTS.size(); ++l) {
Real sT = sStep*ceil(sTS[l].t0/sStep), sT1=sTS[l].t1;
for (; sT <= sT1; sT+= sStep) {
#endif
const Real d = sampler.wsSample(mShadow->getWorldPos(sT));
if (d < cutoff) continue;
sTrans *= math::Exp(extinction * d * sStep/(1.0+sT*sGain));
if (sTrans.lengthSqr()<cutoff) goto Luminance;//Terminate sRay
}//Integration over shadow segment
}// Shadow ray march
Luminance:
pLumi += albedo * sTrans * pTrans * (One-dT);
pTrans *= dT;
if (pTrans.lengthSqr()<cutoff) goto Pixel; // Terminate Ray
}//Integration over primary segment
}// Primary ray march
Pixel:
bg.r = static_cast<Film::RGBA::ValueT>(pLumi[0]);
bg.g = static_cast<Film::RGBA::ValueT>(pLumi[1]);
bg.b = static_cast<Film::RGBA::ValueT>(pLumi[2]);
bg.a = static_cast<Film::RGBA::ValueT>(1.0f - pTrans.sum()/3.0f);
}//Horizontal pixel scan
}//Vertical pixel scan
}
////////////////////////////////////////
// Explicit Template Instantiation
#ifdef OPENVDB_USE_EXPLICIT_INSTANTIATION
#ifdef OPENVDB_INSTANTIATE_RAYTRACER
#include <openvdb/util/ExplicitInstantiation.h>
#endif
#define _FUNCTION(TreeT) \
void rayTrace(const Grid<TreeT>&, const BaseShader&, BaseCamera&, size_t, unsigned int, bool)
OPENVDB_REAL_TREE_INSTANTIATE(_FUNCTION)
#undef _FUNCTION
#define _FUNCTION(TreeT) \
void rayTrace(const Grid<TreeT>&, const tools::LevelSetRayIntersector<Grid<TreeT>>&, const BaseShader&, BaseCamera&, size_t, unsigned int, bool)
OPENVDB_REAL_TREE_INSTANTIATE(_FUNCTION)
#undef _FUNCTION
OPENVDB_INSTANTIATE_CLASS VolumeRender<tools::VolumeRayIntersector<FloatGrid>, tools::BoxSampler>;
OPENVDB_INSTANTIATE_CLASS VolumeRender<tools::VolumeRayIntersector<DoubleGrid>, tools::BoxSampler>;
#endif // OPENVDB_USE_EXPLICIT_INSTANTIATION
} // namespace tools
} // namespace OPENVDB_VERSION_NAME
} // namespace openvdb
#endif // OPENVDB_TOOLS_RAYTRACER_HAS_BEEN_INCLUDED
BBox.h
ExplicitInstantiation.h
Interpolation.h
Math.h
General-purpose arithmetic and comparison routines, most of which accept arbitrary value types (or at...
RayIntersector.h
Accelerated intersection of a ray with a narrow-band level set or a generic (e.g. density) volume....
openvdb::v10_0::ValueError
Definition Exceptions.h:65
openvdb::v10_0::math::AffineMap
A general linear transform using homogeneous coordinates to perform rotation, scaling,...
Definition Maps.h:299
openvdb::v10_0::math::BBox
Axis-aligned bounding box.
Definition BBox.h:24
openvdb::v10_0::math::Mat4::postTranslate
void postTranslate(const Vec3< T0 > &tr)
Right multiplies by the specified translation matrix, i.e. (*this) * Trans.
Definition Mat4.h:714
openvdb::v10_0::math::Rand01
Simple generator of random numbers over the range [0, 1).
Definition Math.h:167
openvdb::v10_0::math::Ray
Definition Ray.h:27
openvdb::v10_0::math::Ray::dir
const Vec3T & dir() const
Definition Ray.h:99
openvdb::v10_0::math::Ray::setEye
void setEye(const Vec3Type &eye)
Definition Ray.h:64
openvdb::v10_0::math::Ray::setDir
void setDir(const Vec3Type &dir)
Definition Ray.h:66
openvdb::v10_0::math::Ray::scaleTimes
void scaleTimes(RealT scale)
Definition Ray.h:84
openvdb::v10_0::math::Transform
Definition Transform.h:40
openvdb::v10_0::math::Vec3::dot
T dot(const Vec3< T > &v) const
Dot product.
Definition Vec3.h:191
openvdb::v10_0::math::Vec3::lengthSqr
T lengthSqr() const
Definition Vec3.h:211
openvdb::v10_0::math::Vec3::normalize
bool normalize(T eps=T(1.0e-7))
this = normalized this
Definition Vec3.h:362
openvdb::v10_0::tools::BaseCamera
Abstract base class for the perspective and orthographic cameras.
Definition RayTracer.h:351
openvdb::v10_0::tools::BaseCamera::~BaseCamera
virtual ~BaseCamera()
Definition RayTracer.h:367
openvdb::v10_0::tools::BaseCamera::mScaleHeight
double mScaleHeight
Definition RayTracer.h:411
openvdb::v10_0::tools::BaseCamera::mScaleWidth
double mScaleWidth
Definition RayTracer.h:411
openvdb::v10_0::tools::BaseCamera::initRay
void initRay(double t0, double t1)
Definition RayTracer.h:403
openvdb::v10_0::tools::BaseCamera::lookAt
void lookAt(const Vec3R &xyz, const Vec3R &up=Vec3R(0.0, 1.0, 0.0))
Definition RayTracer.h:378
openvdb::v10_0::tools::BaseCamera::getRay
virtual math::Ray< double > getRay(size_t i, size_t j, double iOffset=0.5, double jOffset=0.5) const =0
Return a Ray in world space given the pixel indices and optional offsets in the range [0,...
openvdb::v10_0::tools::BaseCamera::width
size_t width() const
Definition RayTracer.h:371
openvdb::v10_0::tools::BaseCamera::BaseCamera
BaseCamera(Film &film, const Vec3R &rotation, const Vec3R &translation, double frameWidth, double nearPlane, double farPlane)
Definition RayTracer.h:353
openvdb::v10_0::tools::BaseCamera::mRay
math::Ray< double > mRay
Definition RayTracer.h:412
openvdb::v10_0::tools::BaseCamera::height
size_t height() const
Definition RayTracer.h:372
openvdb::v10_0::tools::BaseCamera::pixel
Film::RGBA & pixel(size_t i, size_t j)
Definition RayTracer.h:369
openvdb::v10_0::tools::BaseCamera::rasterToScreen
Vec3R rasterToScreen(double i, double j, double z) const
Definition RayTracer.h:390
openvdb::v10_0::tools::BaseCamera::mFilm
Film * mFilm
Definition RayTracer.h:410
openvdb::v10_0::tools::BaseCamera::mScreenToWorld
math::AffineMap mScreenToWorld
Definition RayTracer.h:413
openvdb::v10_0::tools::BaseShader
Abstract base class for the shaders.
Definition RayTracer.h:520
openvdb::v10_0::tools::BaseShader::BaseShader
BaseShader()
Definition RayTracer.h:523
openvdb::v10_0::tools::BaseShader::RayT
math::Ray< Real > RayT
Definition RayTracer.h:522
openvdb::v10_0::tools::BaseShader::operator()
virtual Film::RGBA operator()(const Vec3R &xyz, const Vec3R &nml, const Vec3R &dir) const =0
Defines the interface of the virtual function that returns a RGB color.
openvdb::v10_0::tools::BaseShader::copy
virtual BaseShader * copy() const =0
openvdb::v10_0::tools::BaseShader::~BaseShader
virtual ~BaseShader()=default
openvdb::v10_0::tools::BaseShader::BaseShader
BaseShader(const BaseShader &)=default
openvdb::v10_0::tools::DiffuseShader< Film::RGBA, SamplerType >::DiffuseShader
DiffuseShader(const Film::RGBA &d=Film::RGBA(1.0f))
Definition RayTracer.h:724
openvdb::v10_0::tools::DiffuseShader< Film::RGBA, SamplerType >::copy
BaseShader * copy() const override
Definition RayTracer.h:740
openvdb::v10_0::tools::DiffuseShader< Film::RGBA, SamplerType >::DiffuseShader
DiffuseShader(const DiffuseShader &)=default
openvdb::v10_0::tools::DiffuseShader< Film::RGBA, SamplerType >::operator()
Film::RGBA operator()(const Vec3R &, const Vec3R &normal, const Vec3R &rayDir) const override
Defines the interface of the virtual function that returns a RGB color.
Definition RayTracer.h:727
openvdb::v10_0::tools::DiffuseShader< Film::RGBA, SamplerType >::~DiffuseShader
~DiffuseShader() override=default
openvdb::v10_0::tools::DiffuseShader::operator()
Film::RGBA operator()(const Vec3R &xyz, const Vec3R &normal, const Vec3R &rayDir) const override
Defines the interface of the virtual function that returns a RGB color.
Definition RayTracer.h:703
openvdb::v10_0::tools::DiffuseShader::copy
BaseShader * copy() const override
Definition RayTracer.h:712
openvdb::v10_0::tools::DiffuseShader::DiffuseShader
DiffuseShader(const GridT &grid)
Definition RayTracer.h:700
openvdb::v10_0::tools::DiffuseShader::DiffuseShader
DiffuseShader(const DiffuseShader &)=default
openvdb::v10_0::tools::DiffuseShader::~DiffuseShader
~DiffuseShader() override=default
openvdb::v10_0::tools::Film
A simple class that allows for concurrent writes to pixels in an image, background initialization of ...
Definition RayTracer.h:226
openvdb::v10_0::tools::Film::pixel
const RGBA & pixel(size_t w, size_t h) const
Definition RayTracer.h:274
openvdb::v10_0::tools::Film::numPixels
size_t numPixels() const
Definition RayTracer.h:338
openvdb::v10_0::tools::Film::Film
Film(size_t width, size_t height, const RGBA &bg)
Definition RayTracer.h:268
openvdb::v10_0::tools::Film::savePPM
void savePPM(const std::string &fileName)
Definition RayTracer.h:318
openvdb::v10_0::tools::Film::checkerboard
void checkerboard(const RGBA &c1=RGBA(0.3f), const RGBA &c2=RGBA(0.6f), size_t size=32)
Definition RayTracer.h:289
openvdb::v10_0::tools::Film::convertToBitBuffer
std::unique_ptr< Type[]> convertToBitBuffer(const bool alpha=true) const
Definition RayTracer.h:300
openvdb::v10_0::tools::Film::width
size_t width() const
Definition RayTracer.h:336
openvdb::v10_0::tools::Film::pixel
RGBA & pixel(size_t w, size_t h)
Definition RayTracer.h:281
openvdb::v10_0::tools::Film::fill
void fill(const RGBA &rgb=RGBA(0))
Definition RayTracer.h:288
openvdb::v10_0::tools::Film::height
size_t height() const
Definition RayTracer.h:337
openvdb::v10_0::tools::Film::pixels
const RGBA * pixels() const
Definition RayTracer.h:339
openvdb::v10_0::tools::Film::Film
Film(size_t width, size_t height)
Definition RayTracer.h:264
openvdb::v10_0::tools::GridSampler
Class that provides the interface for continuous sampling of values in a tree.
Definition Interpolation.h:284
openvdb::v10_0::tools::GridSampler::wsSample
ValueType wsSample(const Vec3d &wspoint) const
Sample in world space.
Definition Interpolation.h:339
openvdb::v10_0::tools::LevelSetRayTracer
A (very) simple multithreaded ray tracer specifically for narrow-band level sets.
Definition RayTracer.h:72
openvdb::v10_0::tools::LevelSetRayTracer::LevelSetRayTracer
LevelSetRayTracer(const GridT &grid, const BaseShader &shader, BaseCamera &camera, size_t pixelSamples=1, unsigned int seed=0)
Constructor based on an instance of the grid to be rendered.
Definition RayTracer.h:782
openvdb::v10_0::tools::LevelSetRayTracer::RayType
typename IntersectorT::RayType RayType
Definition RayTracer.h:76
openvdb::v10_0::tools::LevelSetRayTracer::render
void render(bool threaded=true) const
Perform the actual (potentially multithreaded) ray-tracing.
Definition RayTracer.h:884
openvdb::v10_0::tools::LevelSetRayTracer::setGrid
void setGrid(const GridT &grid)
Set the level set grid to be ray-traced.
Definition RayTracer.h:833
openvdb::v10_0::tools::LevelSetRayTracer::operator()
void operator()(const tbb::blocked_range< size_t > &range) const
Public method required by tbb::parallel_for.
Definition RayTracer.h:892
openvdb::v10_0::tools::LevelSetRayTracer::setIntersector
void setIntersector(const IntersectorT &inter)
Set the intersector that performs the actual intersection of the rays against the narrow-band level s...
Definition RayTracer.h:841
openvdb::v10_0::tools::LevelSetRayTracer::Vec3Type
typename IntersectorT::Vec3Type Vec3Type
Definition RayTracer.h:75
openvdb::v10_0::tools::LevelSetRayTracer::setCamera
void setCamera(BaseCamera &camera)
Set the camera derived from the abstract BaseCamera class.
Definition RayTracer.h:857
openvdb::v10_0::tools::LevelSetRayTracer::~LevelSetRayTracer
~LevelSetRayTracer()
Destructor.
Definition RayTracer.h:826
openvdb::v10_0::tools::LevelSetRayTracer::setShader
void setShader(const BaseShader &shader)
Set the shader derived from the abstract BaseShader class.
Definition RayTracer.h:849
openvdb::v10_0::tools::LevelSetRayTracer::GridType
GridT GridType
Definition RayTracer.h:74
openvdb::v10_0::tools::LevelSetRayTracer::setPixelSamples
void setPixelSamples(size_t pixelSamples, unsigned int seed=0)
Set the number of pixel samples and the seed for jittered sub-rays. A value larger than one implies a...
Definition RayTracer.h:865
openvdb::v10_0::tools::MatteShader< Film::RGBA, SamplerType >::~MatteShader
~MatteShader() override=default
openvdb::v10_0::tools::MatteShader< Film::RGBA, SamplerType >::copy
BaseShader * copy() const override
Definition RayTracer.h:574
openvdb::v10_0::tools::MatteShader< Film::RGBA, SamplerType >::MatteShader
MatteShader(const Film::RGBA &c=Film::RGBA(1.0f))
Definition RayTracer.h:567
openvdb::v10_0::tools::MatteShader< Film::RGBA, SamplerType >::MatteShader
MatteShader(const MatteShader &)=default
openvdb::v10_0::tools::MatteShader< Film::RGBA, SamplerType >::operator()
Film::RGBA operator()(const Vec3R &, const Vec3R &, const Vec3R &) const override
Defines the interface of the virtual function that returns a RGB color.
Definition RayTracer.h:570
openvdb::v10_0::tools::MatteShader::~MatteShader
~MatteShader() override=default
openvdb::v10_0::tools::MatteShader::copy
BaseShader * copy() const override
Definition RayTracer.h:555
openvdb::v10_0::tools::MatteShader::MatteShader
MatteShader(const MatteShader &)=default
openvdb::v10_0::tools::MatteShader::operator()
Film::RGBA operator()(const Vec3R &xyz, const Vec3R &, const Vec3R &) const override
Defines the interface of the virtual function that returns a RGB color.
Definition RayTracer.h:549
openvdb::v10_0::tools::MatteShader::MatteShader
MatteShader(const GridT &grid)
Definition RayTracer.h:546
openvdb::v10_0::tools::NormalShader< Film::RGBA, SamplerType >::NormalShader
NormalShader(const Film::RGBA &c=Film::RGBA(1.0f))
Definition RayTracer.h:614
openvdb::v10_0::tools::NormalShader< Film::RGBA, SamplerType >::copy
BaseShader * copy() const override
Definition RayTracer.h:621
openvdb::v10_0::tools::NormalShader< Film::RGBA, SamplerType >::NormalShader
NormalShader(const NormalShader &)=default
openvdb::v10_0::tools::NormalShader< Film::RGBA, SamplerType >::operator()
Film::RGBA operator()(const Vec3R &, const Vec3R &normal, const Vec3R &) const override
Defines the interface of the virtual function that returns a RGB color.
Definition RayTracer.h:617
openvdb::v10_0::tools::NormalShader< Film::RGBA, SamplerType >::~NormalShader
~NormalShader() override=default
openvdb::v10_0::tools::NormalShader::NormalShader
NormalShader(const GridT &grid)
Definition RayTracer.h:593
openvdb::v10_0::tools::NormalShader::copy
BaseShader * copy() const override
Definition RayTracer.h:602
openvdb::v10_0::tools::NormalShader::NormalShader
NormalShader(const NormalShader &)=default
openvdb::v10_0::tools::NormalShader::operator()
Film::RGBA operator()(const Vec3R &xyz, const Vec3R &normal, const Vec3R &) const override
Defines the interface of the virtual function that returns a RGB color.
Definition RayTracer.h:596
openvdb::v10_0::tools::NormalShader::~NormalShader
~NormalShader() override=default
openvdb::v10_0::tools::OrthographicCamera::getRay
math::Ray< double > getRay(size_t i, size_t j, double iOffset=0.5, double jOffset=0.5) const override
Return a Ray in world space given the pixel indices and optional offsets in the range [0,...
Definition RayTracer.h:504
openvdb::v10_0::tools::OrthographicCamera::OrthographicCamera
OrthographicCamera(Film &film, const Vec3R &rotation=Vec3R(0.0), const Vec3R &translation=Vec3R(0.0), double frameWidth=1.0, double nearPlane=1e-3, double farPlane=std::numeric_limits< double >::max())
Constructor.
Definition RayTracer.h:493
openvdb::v10_0::tools::OrthographicCamera::~OrthographicCamera
~OrthographicCamera() override=default
openvdb::v10_0::tools::PerspectiveCamera::PerspectiveCamera
PerspectiveCamera(Film &film, const Vec3R &rotation=Vec3R(0.0), const Vec3R &translation=Vec3R(0.0), double focalLength=50.0, double aperture=41.2136, double nearPlane=1e-3, double farPlane=std::numeric_limits< double >::max())
Constructor.
Definition RayTracer.h:435
openvdb::v10_0::tools::PerspectiveCamera::focalLengthToFieldOfView
static double focalLengthToFieldOfView(double length, double aperture)
Return the horizontal field of view in degrees given a focal lenth in mm and the specified aperture i...
Definition RayTracer.h:465
openvdb::v10_0::tools::PerspectiveCamera::fieldOfViewToFocalLength
static double fieldOfViewToFocalLength(double fov, double aperture)
Return the focal length in mm given a horizontal field of view in degrees and the specified aperture ...
Definition RayTracer.h:471
openvdb::v10_0::tools::PerspectiveCamera::getRay
math::Ray< double > getRay(size_t i, size_t j, double iOffset=0.5, double jOffset=0.5) const override
Return a Ray in world space given the pixel indices and optional offsets in the range [0,...
Definition RayTracer.h:451
openvdb::v10_0::tools::PerspectiveCamera::~PerspectiveCamera
~PerspectiveCamera() override=default
openvdb::v10_0::tools::PositionShader< Film::RGBA, SamplerType >::PositionShader
PositionShader(const math::BBox< Vec3R > &bbox, const Film::RGBA &c=Film::RGBA(1.0f))
Definition RayTracer.h:669
openvdb::v10_0::tools::PositionShader< Film::RGBA, SamplerType >::copy
BaseShader * copy() const override
Definition RayTracer.h:678
openvdb::v10_0::tools::PositionShader< Film::RGBA, SamplerType >::operator()
Film::RGBA operator()(const Vec3R &xyz, const Vec3R &, const Vec3R &) const override
Defines the interface of the virtual function that returns a RGB color.
Definition RayTracer.h:673
openvdb::v10_0::tools::PositionShader< Film::RGBA, SamplerType >::~PositionShader
~PositionShader() override=default
openvdb::v10_0::tools::PositionShader< Film::RGBA, SamplerType >::PositionShader
PositionShader(const PositionShader &)=default
openvdb::v10_0::tools::PositionShader::copy
BaseShader * copy() const override
Definition RayTracer.h:656
openvdb::v10_0::tools::PositionShader::operator()
Film::RGBA operator()(const Vec3R &xyz, const Vec3R &, const Vec3R &) const override
Defines the interface of the virtual function that returns a RGB color.
Definition RayTracer.h:649
openvdb::v10_0::tools::PositionShader::~PositionShader
~PositionShader() override=default
openvdb::v10_0::tools::PositionShader::PositionShader
PositionShader(const PositionShader &)=default
openvdb::v10_0::tools::PositionShader::PositionShader
PositionShader(const math::BBox< Vec3R > &bbox, const GridT &grid)
Definition RayTracer.h:640
openvdb::v10_0::tools::VolumeRender::setShadowStep
void setShadowStep(Real shadowStep)
Set the integration step-size in voxel units for the primay ray.
Definition RayTracer.h:187
openvdb::v10_0::tools::VolumeRender::RayType
typename IntersectorT::RayType RayType
Definition RayTracer.h:153
openvdb::v10_0::tools::VolumeRender::render
void render(bool threaded=true) const
Perform the actual (potentially multithreaded) volume rendering.
Definition RayTracer.h:976
openvdb::v10_0::tools::VolumeRender::setAbsorption
void setAbsorption(Real x, Real y, Real z)
Set absorption coefficients.
Definition RayTracer.h:193
openvdb::v10_0::tools::VolumeRender::print
void print(std::ostream &os=std::cout, int verboseLevel=1)
Print parameters, statistics, memory usage and other information.
Definition RayTracer.h:951
openvdb::v10_0::tools::VolumeRender::operator()
void operator()(const tbb::blocked_range< size_t > &range) const
Public method required by tbb::parallel_for.
Definition RayTracer.h:984
openvdb::v10_0::tools::VolumeRender::setIntersector
void setIntersector(const IntersectorT &inter)
Set the intersector that performs the actual intersection of the rays against the volume.
Definition RayTracer.h:968
openvdb::v10_0::tools::VolumeRender::setLightDir
void setLightDir(Real x, Real y, Real z)
Set the vector components of a directional light source.
Definition RayTracer.h:178
openvdb::v10_0::tools::VolumeRender::SamplerType
tools::GridSampler< AccessorType, SamplerT > SamplerType
Definition RayTracer.h:156
openvdb::v10_0::tools::VolumeRender::ValueType
typename GridType::ValueType ValueType
Definition RayTracer.h:154
openvdb::v10_0::tools::VolumeRender::setCamera
void setCamera(BaseCamera &camera)
Set the camera derived from the abstract BaseCamera class.
Definition RayTracer.h:170
openvdb::v10_0::tools::VolumeRender::setPrimaryStep
void setPrimaryStep(Real primaryStep)
Set the integration step-size in voxel units for the primay ray.
Definition RayTracer.h:184
openvdb::v10_0::tools::VolumeRender::AccessorType
typename GridType::ConstAccessor AccessorType
Definition RayTracer.h:155
openvdb::v10_0::tools::VolumeRender::setLightColor
void setLightColor(Real r, Real g, Real b)
Set the color of the directional light source.
Definition RayTracer.h:181
openvdb::v10_0::tools::VolumeRender::GridType
typename IntersectorT::GridType GridType
Definition RayTracer.h:152
openvdb::v10_0::tools::VolumeRender::setScattering
void setScattering(Real x, Real y, Real z)
Set Scattering coefficients.
Definition RayTracer.h:190
openvdb::v10_0::tools::VolumeRender::VolumeRender
VolumeRender(const IntersectorT &inter, BaseCamera &camera)
Constructor taking an intersector and a base camera.
Definition RayTracer.h:915
openvdb::v10_0::tools::VolumeRender::setLightGain
void setLightGain(Real gain)
Set parameter that imitates multi-scattering. A value of zero implies no multi-scattering.
Definition RayTracer.h:197
openvdb::v10_0::tools::VolumeRender::setCutOff
void setCutOff(Real cutOff)
Set the cut-off value for density and transmittance.
Definition RayTracer.h:200
openvdb::v10_0::math::pi
constexpr T pi()
Pi constant taken from Boost to match old behaviour.
Definition Math.h:119
openvdb::v10_0::math::Exp
Type Exp(const Type &x)
Return ex.
Definition Math.h:710
openvdb::v10_0::math::Abs
Coord Abs(const Coord &xyz)
Definition Coord.h:515
openvdb::v10_0::math::Mat4d
Mat4< double > Mat4d
Definition Mat4.h:1354
openvdb::v10_0::math::aim
MatType aim(const Vec3< typename MatType::value_type > &direction, const Vec3< typename MatType::value_type > &vertical)
Return an orientation matrix such that z points along direction, and y is along the direction / verti...
Definition Mat.h:726
openvdb::v10_0::math::Z_AXIS
@ Z_AXIS
Definition Math.h:904
openvdb::v10_0::math::X_AXIS
@ X_AXIS
Definition Math.h:902
openvdb::v10_0::math::Y_AXIS
@ Y_AXIS
Definition Math.h:903
openvdb::v10_0::tools::rayTrace
void rayTrace(const GridT &, const BaseShader &, BaseCamera &, size_t pixelSamples=1, unsigned int seed=0, bool threaded=true)
Ray-trace a volume.
Definition RayTracer.h:750
openvdb::v10_0::Real
double Real
Definition Types.h:60
openvdb::v10_0::Vec3R
math::Vec3< Real > Vec3R
Definition Types.h:72
openvdb::v10_0::zeroVal
T zeroVal()
Return the value of type T that corresponds to zero.
Definition Math.h:70
openvdb
Definition Exceptions.h:13
OPENVDB_THROW
#define OPENVDB_THROW(exception, message)
Definition Exceptions.h:74
Types.h
Ray.h
A Ray class.
openvdb.h
openvdb::v10_0::tools::BoxSampler
Definition Interpolation.h:120
openvdb::v10_0::tools::Film::RGBA
Floating-point RGBA components in the range [0, 1].
Definition RayTracer.h:231
openvdb::v10_0::tools::Film::RGBA::g
ValueT g
Definition RayTracer.h:260
openvdb::v10_0::tools::Film::RGBA::a
ValueT a
Definition RayTracer.h:260
openvdb::v10_0::tools::Film::RGBA::RGBA
RGBA(ValueT intensity)
Definition RayTracer.h:235
openvdb::v10_0::tools::Film::RGBA::r
ValueT r
Definition RayTracer.h:260
openvdb::v10_0::tools::Film::RGBA::RGBA
RGBA(ValueT _r, ValueT _g, ValueT _b, ValueT _a=static_cast< ValueT >(1.0))
Definition RayTracer.h:236
openvdb::v10_0::tools::Film::RGBA::RGBA
RGBA(double _r, double _g, double _b, double _a=1.0)
Definition RayTracer.h:239
openvdb::v10_0::tools::Film::RGBA::over
void over(const RGBA &rhs)
Definition RayTracer.h:251
openvdb::v10_0::tools::Film::RGBA::operator+=
RGBA & operator+=(const RGBA &rhs)
Definition RayTracer.h:249
openvdb::v10_0::tools::Film::RGBA::b
ValueT b
Definition RayTracer.h:260
openvdb::v10_0::tools::Film::RGBA::RGBA
RGBA()
Definition RayTracer.h:234
openvdb::v10_0::tools::Film::RGBA::ValueT
float ValueT
Definition RayTracer.h:232
openvdb::v10_0::tools::PointSampler
Definition Interpolation.h:97
openvdb::v10_0::tools::Type
OPENVDB_VERSION_NAME
#define OPENVDB_VERSION_NAME
The version namespace name for this library version.
Definition version.h.in:121
OPENVDB_USE_VERSION_NAMESPACE
#define OPENVDB_USE_VERSION_NAMESPACE
Definition version.h.in:212
OPENVDB_INSTANTIATE_CLASS
#define OPENVDB_INSTANTIATE_CLASS
Definition version.h.in:153
OPENVDB_REAL_TREE_INSTANTIATE
#define OPENVDB_REAL_TREE_INSTANTIATE(Function)
Definition version.h.in:157