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README
MulanPSL-2.0

pathTracing_OPENGL

安装教程

--亲测 Visual Studio 2019, Visual Studio 2022 可以使用;

--运行前一定要选择 Release x64

--打开 opengl.sln 文件 选择Release x64 运行

--(.sln是通过vs2022创建的,如果使用的是其他版本的,需要修改平台工具集到对应版本,比如vs2019需要点击项目的属性,平台工具集v143修改成v142,否则可能会报错)

--第三方库 GLEW, GLAD, stbi_image, Eigen ,OBJ_Loader ;

--实测20万三角形,每秒10帧左右(NVIDIA Geforce GTX 1650)

介绍

--是一个基于物理的路径追踪渲染器;

--原理:从光线起点出发,击中所有物体中最近一个点,该点的颜色取决于半圆面内所有方向的光对该点的贡献和,方程 L =∫ f(n,i,o)L(i)(i·n) d(i);

==Cook-Torrance模型BRDF:fr=Ks*F_lambert+F_s;

降噪方法:超采样,重要性采样,联合双边滤波;

优化方法:BVH建树进行SAH优化,从摄像机出发的光线和世界物体第一次求交利用光栅化完成,开启背面剔除,LUT;

--实现了基于物理的BRDF和BTDF材质;

--主要的文件介绍

1.CodeBaseClass/material.h 实现了一个Material类,该类是物体的材质,主要由albedo,metallic,roughness组成;

2.CodeBaseClass/bvh.h 该文件只有一个函数,函数接收一个三角形数组,以三角形的包围盒为叶子结点建立一个包围盒树,,对三角形进行排序最终组成一个包围盒树的数组(树以数组的形式而不是指针的形式构造,因为数据传入到GPU指针失效)

3.CodeBaseClass/camera.h 只有一个Camera类 存储了摄像机的状态,根据状态返回摄像机的VP矩阵,提供控制摄像机的函数

4.CodeShapeClass 中的文件实现了模型读取,基础的圆球,正方体,圆柱形状,可以自动创建和释放VAO,VBO,EBO,并且实现了5个简单的场景;

5.CodeShaderClass/shader.h 实现了Shader类,该类可以组合顶点着色器,几何着色器,片元着色器成一个着色器程序,并且对着色器程序中的uniform进行写入.

6.CodeShaderClass/framebufer.h 实现了Frame类,该类可以自动创建帧缓冲,读入和创建和释放帧缓冲中的数据

7.CodeShaderClass/texturemanager. 实现了TextureManager类 自动的创建和释放纹理缓冲

8.main.cpp是项目的入口,该文件顺序的做了以下这些事情

8.1.加载摄像机,

8.2.初始化OPENGL环境,

8.3.加载场景数据(50行可以修改场景),

8.4.创建三角形,包围盒树,材质数组,

8.5.加载3个阶段的着色器程序并且传入恒定不变的数据,

8.6.创建2个帧缓冲着色器

8.7.开始渲染阶段,开启深度测试,绑定帧缓冲,传入uniform数据,调用Draw

9.CodeGLSL/frag1.glsl是最核心的部分。接受CPU传入的三角形,包围盒树,材质,摄像机位置等数据,接受顶点着色器传入的位置,法线等数据进行路径追踪。

路径追踪接受一个光线,然后该光线和世界所有物体求交:首先和根包围盒求交,如果击中,则和左子树右子树的包围盒求交(GLSL函数循环调用,所以引入栈的方法进行调用),直到包围盒没有子包围盒了,此时和包围盒的三角形求交把并且返回最近的交点。

如果和世界物体有交点,根据该点的材料,若是金属材料,需要对下一个光线方向进行重要性采样,计算BRDF和PDF,更新下一个光纤,继续下一步的路径追踪。

参与贡献

木兰宽松许可证, 第2版 木兰宽松许可证, 第2版 2020年1月 http://license.coscl.org.cn/MulanPSL2 您对“软件”的复制、使用、修改及分发受木兰宽松许可证,第2版(“本许可证”)的如下条款的约束: 0. 定义 “软件”是指由“贡献”构成的许可在“本许可证”下的程序和相关文档的集合。 “贡献”是指由任一“贡献者”许可在“本许可证”下的受版权法保护的作品。 “贡献者”是指将受版权法保护的作品许可在“本许可证”下的自然人或“法人实体”。 “法人实体”是指提交贡献的机构及其“关联实体”。 “关联实体”是指,对“本许可证”下的行为方而言,控制、受控制或与其共同受控制的机构,此处的控制是指有受控方或共同受控方至少50%直接或间接的投票权、资金或其他有价证券。 1. 授予版权许可 每个“贡献者”根据“本许可证”授予您永久性的、全球性的、免费的、非独占的、不可撤销的版权许可,您可以复制、使用、修改、分发其“贡献”,不论修改与否。 2. 授予专利许可 每个“贡献者”根据“本许可证”授予您永久性的、全球性的、免费的、非独占的、不可撤销的(根据本条规定撤销除外)专利许可,供您制造、委托制造、使用、许诺销售、销售、进口其“贡献”或以其他方式转移其“贡献”。前述专利许可仅限于“贡献者”现在或将来拥有或控制的其“贡献”本身或其“贡献”与许可“贡献”时的“软件”结合而将必然会侵犯的专利权利要求,不包括对“贡献”的修改或包含“贡献”的其他结合。如果您或您的“关联实体”直接或间接地,就“软件”或其中的“贡献”对任何人发起专利侵权诉讼(包括反诉或交叉诉讼)或其他专利维权行动,指控其侵犯专利权,则“本许可证”授予您对“软件”的专利许可自您提起诉讼或发起维权行动之日终止。 3. 无商标许可 “本许可证”不提供对“贡献者”的商品名称、商标、服务标志或产品名称的商标许可,但您为满足第4条规定的声明义务而必须使用除外。 4. 分发限制 您可以在任何媒介中将“软件”以源程序形式或可执行形式重新分发,不论修改与否,但您必须向接收者提供“本许可证”的副本,并保留“软件”中的版权、商标、专利及免责声明。 5. 免责声明与责任限制 “软件”及其中的“贡献”在提供时不带任何明示或默示的担保。在任何情况下,“贡献者”或版权所有者不对任何人因使用“软件”或其中的“贡献”而引发的任何直接或间接损失承担责任,不论因何种原因导致或者基于何种法律理论,即使其曾被建议有此种损失的可能性。 6. 语言 “本许可证”以中英文双语表述,中英文版本具有同等法律效力。如果中英文版本存在任何冲突不一致,以中文版为准。 条款结束 如何将木兰宽松许可证,第2版,应用到您的软件 如果您希望将木兰宽松许可证,第2版,应用到您的新软件,为了方便接收者查阅,建议您完成如下三步: 1, 请您补充如下声明中的空白,包括软件名、软件的首次发表年份以及您作为版权人的名字; 2, 请您在软件包的一级目录下创建以“LICENSE”为名的文件,将整个许可证文本放入该文件中; 3, 请将如下声明文本放入每个源文件的头部注释中。 Copyright (c) [Year] [name of copyright holder] [Software Name] is licensed under Mulan PSL v2. 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简介

将求交阶段移动到GPU上运行的路径追踪 展开 收起
C++ 等 5 种语言
MulanPSL-2.0
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