Added samples per pixel gui param
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@ -55,3 +55,6 @@ __device__ float d_alphaAcumLimit;
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__device__ int d_tfComboSelected;
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__device__ int d_tfComboSelectedColor;
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__device__ float d_opacityConst;
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// ----------------------- Raycasting -----------------------
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__device__ int d_samplesPerPixel;
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@ -30,9 +30,6 @@ const float MAX_SPEED = 14.0f;
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// --------------------------- Raycasting Constants ---------------------------
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const int SAMPLES_PER_PIXEL = 4;
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// const float alphaAcumLimit = 0.4f; // TODO: Atm, this only works with sigmoid
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const float minAllowedDensity = 0.001f;
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const float stepSize = 0.02f;
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@ -74,6 +71,8 @@ extern __device__ int d_tfComboSelected;
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extern __device__ int d_tfComboSelectedColor;
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// constant opacity option
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extern __device__ float d_opacityConst;
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// samples per pixel
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extern __device__ int d_samplesPerPixel;
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const int lenStopsPythonLike = 5;
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const int lenStopsGrayscale = 2;
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@ -25,6 +25,7 @@ Widget::Widget(GLFWwindow* window) {
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this->fps = (char*)malloc(512*sizeof(char));
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this->paused = true;
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this->renderOnce = false;
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this->samplesPerPixel = 1;
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this->opacityK = 0;
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this->sigmoidShift = 0.5f;
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@ -101,6 +102,7 @@ void Widget::tick(double fps) {
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}
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sprintf(this->fps, "%.3f fps\n", fps);
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ImGui::Text(this->fps);
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ImGui::DragInt("Samples per pixel", &this->samplesPerPixel, 1, 1, 16, "%d", ImGuiSliderFlags_AlwaysClamp);
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ImGui::End();
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ImGui::Begin("Camera Controls");
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@ -126,6 +128,8 @@ void Widget::copyToDevice() {
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cudaMemcpyToSymbol(&d_lightPos, &this->lightPos, sizeof(Point3));
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cudaMemcpyToSymbol(&d_backgroundColor, &this->bgColor, sizeof(Color3));
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cudaMemcpyToSymbol(&d_samplesPerPixel, &this->samplesPerPixel, sizeof(int));
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// cudaMemcpyToSymbol(&d_opacityK, &this->opacityK, sizeof(float));
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this->opacityKReal = std::pow(10.0f, (-10 + 0.1 * this->opacityK));
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cudaMemcpyToSymbol(&d_opacityK, &this->opacityKReal, sizeof(float));
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@ -17,6 +17,7 @@ public:
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bool paused;
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bool renderOnce;
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char* fps;
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int samplesPerPixel;
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int tfComboSelected;
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int tfComboSelectedColor;
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@ -20,14 +20,14 @@ __global__ void raycastKernel(float* volumeData, FrameBuffer framebuffer, const
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float accumR = 0.0f;
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float accumG = 0.0f;
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float accumB = 0.0f;
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float accumA = 1.0f * (float)SAMPLES_PER_PIXEL;
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float accumA = 1.0f * (float)d_samplesPerPixel;
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// Initialize random state for ray scattering
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curandState randState;
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curand_init(1234, px + py * width, 0, &randState);
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// Multiple samples per pixel
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for (int s = 0; s < SAMPLES_PER_PIXEL; s++) {
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for (int s = 0; s < d_samplesPerPixel; s++) {
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// Map to [-1, 1]
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float jitterU = (curand_uniform(&randState) - 0.5f) / width;
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float jitterV = (curand_uniform(&randState) - 0.5f) / height;
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@ -71,11 +71,11 @@ __global__ void raycastKernel(float* volumeData, FrameBuffer framebuffer, const
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intersectAxis(d_cameraPos.z, rayDir.z, 0.0f, (float)VOLUME_DEPTH);
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if (tNear > tFar) {
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// No intersection -> Set to brackground color (multiply by SAMPLES_PER_PIXEL because we divide by it later)
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accumR = d_backgroundColor.x * (float)SAMPLES_PER_PIXEL;
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accumG = d_backgroundColor.y * (float)SAMPLES_PER_PIXEL;
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accumB = d_backgroundColor.z * (float)SAMPLES_PER_PIXEL;
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accumA = 1.0f * (float)SAMPLES_PER_PIXEL;
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// No intersection -> Set to brackground color (multiply by d_samplesPerPixel because we divide by it later)
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accumR = d_backgroundColor.x * (float)d_samplesPerPixel;
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accumG = d_backgroundColor.y * (float)d_samplesPerPixel;
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accumB = d_backgroundColor.z * (float)d_samplesPerPixel;
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accumA = 1.0f * (float)d_samplesPerPixel;
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} else {
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if (tNear < 0.0f) tNear = 0.0f;
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@ -130,10 +130,10 @@ __global__ void raycastKernel(float* volumeData, FrameBuffer framebuffer, const
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// Average samples
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accumR /= (float)SAMPLES_PER_PIXEL;
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accumG /= (float)SAMPLES_PER_PIXEL;
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accumB /= (float)SAMPLES_PER_PIXEL;
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accumA /= (float)SAMPLES_PER_PIXEL;
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accumR /= (float)d_samplesPerPixel;
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accumG /= (float)d_samplesPerPixel;
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accumB /= (float)d_samplesPerPixel;
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accumA /= (float)d_samplesPerPixel;
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// Final colour
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framebuffer.writePixel(px, py, accumR, accumG, accumB, accumA);
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