import Common; [shader("raygeneration")] void raygen() { if(pSamps.pass == pSamps.samplesPerPixel) return; uint2 pix = DispatchRaysIndex().xy; uint2 imgdim = DispatchRaysDimensions().xy; //-- define cam Ray cam = Ray(pParams.cam.cameraPosition, pParams.cam.cameraForward); float3 cx = -normalize(cross(cam.d, abs(cam.d.y) < 0.9 ? float3(0, 1, 0) : float3(0, 0, 1))), cy = cross(cam.d, cx); const float2 sdim = float2(0.036, 0.024); float S_I = (pParams.cam.S_O * pParams.cam.f) / (pParams.cam.S_O - pParams.cam.f); //-- sample sensor float2 rnd2 = 2*rand01(uint3(pix, pSamps.pass)).xy; // vvv tent filter sample float2 tent = float2(rnd2.x<1 ? sqrt(rnd2.x)-1 : 1-sqrt(2-rnd2.x), rnd2.y<1 ? sqrt(rnd2.y)-1 : 1-sqrt(2-rnd2.y)); float2 s = ((pix + 0.5 * (0.5 + float2((pSamps.pass/2)%2, pSamps.pass%2) + tent)) / float2(imgdim) - 0.5) * sdim; float3 spos = cam.o + cx*s.x + cy*s.y, lc = cam.o + cam.d * 0.035; // sample on 3d sensor plane Ray r = Ray(lc, normalize(lc - spos)); // construct ray //-- setup lens float3 lensP = lc; float3 lensN = -cam.d; float3 lensX = cross(lensN, float3(0, 1, 0)); // the exact vector doesnt matter float3 lensY = cross(lensN, lensX); uint3 rndSeed = uint3(pix, pSamps.pass); float2 rnd01 = rand01(rndSeed).xy; float3 lensSample = lensP + rnd01.x * pParams.cam.A * lensX + rnd01.y * pParams.cam.A * lensY; float3 focalPoint = cam.o + (pParams.cam.S_O + S_I) * cam.d; float t = dot(focalPoint - r.o, lensN) / dot(r.d, lensN); float3 focus = r.o + t * r.d; RayDesc rayDesc; rayDesc.Origin = lensSample; rayDesc.Direction = normalize(focus - lensSample); rayDesc.TMin = 0.001; rayDesc.TMax = 10000.0; const uint maxDepth = 12; RayPayload payload; // initialize accumulated radiance and bxdf payload.light=float3(0); payload.emissive = 1; payload.depth = 1; payload.anyHit = false; TraceRay(pParams.scene, 0, 0xff, 0, 0, 0, rayDesc, payload); if(pSamps.pass == 0) pParams.radianceAccumulator[pix] = float4(0); pParams.radianceAccumulator[pix] += float4(payload.light / pSamps.samplesPerPixel, 0); pParams.image[pix] = float4(clamp(pParams.radianceAccumulator[pix].xyz, 0, 1), 1); }