#ifndef __PHOTON_H__ #define __PHOTON_H__ #include "stdio.h" #include "linalg.h" #include "rotate.h" #include "random.h" #include "physical_constants.h" #include "mesh.h" #include "geometry.h" struct Photon { float3 position; float3 direction; float3 polarization; float wavelength; float time; unsigned int history; int last_hit_triangle; }; struct State { bool inside_to_outside; float3 surface_normal; float refractive_index1, refractive_index2; float absorption_length; float scattering_length; int surface_index; float distance_to_boundary; }; enum { NO_HIT = 0x1 << 0, BULK_ABSORB = 0x1 << 1, SURFACE_DETECT = 0x1 << 2, SURFACE_ABSORB = 0x1 << 3, RAYLEIGH_SCATTER = 0x1 << 4, REFLECT_DIFFUSE = 0x1 << 5, REFLECT_SPECULAR = 0x1 << 6, NAN_ABORT = 0x1 << 31 }; // processes enum {BREAK, CONTINUE, PASS}; // return value from propagate_to_boundary __device__ int convert(int c) { if (c & 0x80) return (0xFFFFFF00 | c); else return c; } __device__ float get_theta(const float3 &a, const float3 &b) { return acosf(fmaxf(-1.0f,fminf(1.0f,dot(a,b)))); } __device__ void fill_state(State &s, Photon &p, Geometry *g) { p.last_hit_triangle = intersect_mesh(p.position, p.direction, g, s.distance_to_boundary, p.last_hit_triangle); if (p.last_hit_triangle == -1) { p.history |= NO_HIT; return; } Triangle t = get_triangle(g, p.last_hit_triangle); unsigned int material_code = g->material_codes[p.last_hit_triangle]; int inner_material_index = convert(0xFF & (material_code >> 24)); int outer_material_index = convert(0xFF & (material_code >> 16)); s.surface_index = convert(0xFF & (material_code >> 8)); float3 v01 = t.v1 - t.v0; float3 v12 = t.v2 - t.v1; s.surface_normal = normalize(cross(v01, v12)); Material *material1, *material2; if (dot(s.surface_normal,-p.direction) > 0.0f) { // outside to inside material1 = g->materials[outer_material_index]; material2 = g->materials[inner_material_index]; s.inside_to_outside = false; } else { // inside to outside material1 = g->materials[inner_material_index]; material2 = g->materials[outer_material_index]; s.surface_normal = -s.surface_normal; s.inside_to_outside = true; } s.refractive_index1 = interp_property(material1, p.wavelength, material1->refractive_index); s.refractive_index2 = interp_property(material2, p.wavelength, material2->refractive_index); s.absorption_length = interp_property(material1, p.wavelength, material1->absorption_length); s.scattering_length = interp_property(material1, p.wavelength, material1->scattering_length); } // fill_state __device__ float3 pick_new_direction(float3 axis, float theta, float phi) { // Taken from SNOMAN rayscatter.for float cos_theta = cosf(theta); float sin_theta = sinf(theta); float cos_phi = cosf(phi); float sin_phi = sinf(phi); float sin_axis_theta = sqrt(1.0f - axis.z*axis.z); float cos_axis_phi, sin_axis_phi; if (isnan(sin_axis_theta) || sin_axis_theta < 0.00001f) { cos_axis_phi = 1.0f; sin_axis_phi = 0.0f; } else { cos_axis_phi = axis.x / sin_axis_theta; sin_axis_phi = axis.y / sin_axis_theta; } float dirx = cos_theta*axis.x + sin_theta*(axis.z*cos_phi*cos_axis_phi - sin_phi*sin_axis_phi); float diry = cos_theta*axis.y + sin_theta*(cos_phi*axis.z*sin_axis_phi - sin_phi*cos_axis_phi); float dirz = cos_theta*axis.z - sin_theta*cos_phi*sin_axis_theta; return make_float3(dirx, diry, dirz); } __device__ void rayleigh_scatter(Photon &p, curandState &rng) { float cos_theta = 2.0f*cosf((acosf(1.0f - 2.0f*curand_uniform(&rng))-2*PI)/3.0f); if (cos_theta > 1.0f) cos_theta = 1.0f; else if (cos_theta < -1.0f) cos_theta = -1.0f; float theta = acosf(cos_theta); float phi = uniform(&rng, 0.0f, 2.0f * PI); p.direction = pick_new_direction(p.polarization, theta, phi); if (1.0f - fabsf(cos_theta) < 1e-6f) { p.polarization = pick_new_direction(p.polarization, PI/2.0f, phi); } else { // linear combination of old polarization and new direction p.polarization = p.polarization - cos_theta * p.direction; } p.direction /= norm(p.direction); p.polarization /= norm(p.polarization); } // scatter __device__ int propagate_to_boundary(Photon &p, State &s, curandState &rng) { float absorption_distance = -s.absorption_length*logf(curand_uniform(&rng)); float scattering_distance = -s.scattering_length*logf(curand_uniform(&rng)); if (absorption_distance <= scattering_distance) { if (absorption_distance <= s.distance_to_boundary) { p.time += absorption_distance/(SPEED_OF_LIGHT/s.refractive_index1); p.position += absorption_distance*p.direction; p.history |= BULK_ABSORB; p.last_hit_triangle = -1; return BREAK; } // photon is absorbed in material1 } else { if (scattering_distance <= s.distance_to_boundary) { p.time += scattering_distance/(SPEED_OF_LIGHT/s.refractive_index1); p.position += scattering_distance*p.direction; rayleigh_scatter(p, rng); p.history |= RAYLEIGH_SCATTER; p.last_hit_triangle = -1; return CONTINUE; } // photon is scattered in material1 } // if scattering_distance < absorption_distance p.position += s.distance_to_boundary*p.direction; p.time += s.distance_to_boundary/(SPEED_OF_LIGHT/s.refractive_index1); return PASS; } // propagate_to_boundary __device__ void propagate_at_boundary(Photon &p, State &s, curandState &rng) { float incident_angle = get_theta(s.surface_normal,-p.direction); float refracted_angle = asinf(sinf(incident_angle)*s.refractive_index1/s.refractive_index2); float3 incident_plane_normal = cross(p.direction, s.surface_normal); float incident_plane_normal_length = norm(incident_plane_normal); // Photons at normal incidence do not have a unique plane of incidence, // so we have to pick the plane normal to be the polarization vector // to get the correct logic below if (incident_plane_normal_length < 1e-6f) incident_plane_normal = p.polarization; else incident_plane_normal /= incident_plane_normal_length; float normal_coefficient = dot(p.polarization, incident_plane_normal); float normal_probability = normal_coefficient*normal_coefficient; float reflection_coefficient; if (curand_uniform(&rng) < normal_probability) { // photon polarization normal to plane of incidence reflection_coefficient = -sinf(incident_angle-refracted_angle)/sinf(incident_angle+refracted_angle); if ((curand_uniform(&rng) < reflection_coefficient*reflection_coefficient) || isnan(refracted_angle)) { p.direction = rotate(s.surface_normal, incident_angle, incident_plane_normal); p.history |= REFLECT_SPECULAR; } else { p.direction = rotate(s.surface_normal, PI-refracted_angle, incident_plane_normal); } p.polarization = incident_plane_normal; } else { // photon polarization parallel to plane of incidence reflection_coefficient = tanf(incident_angle-refracted_angle)/tanf(incident_angle+refracted_angle); if ((curand_uniform(&rng) < reflection_coefficient*reflection_coefficient) || isnan(refracted_angle)) { p.direction = rotate(s.surface_normal, incident_angle, incident_plane_normal); p.history |= REFLECT_SPECULAR; } else { p.direction = rotate(s.surface_normal, PI-refracted_angle, incident_plane_normal); } p.polarization = cross(incident_plane_normal, p.direction); p.polarization /= norm(p.polarization); } } // propagate_at_boundary __device__ int propagate_at_surface(Photon &p, State &s, curandState &rng, Geometry *geometry) { Surface *surface = geometry->surfaces[s.surface_index]; /* since the surface properties are interpolated linearly, we are guaranteed that they still sum to 1.0. */ float detect = interp_property(surface, p.wavelength, surface->detect); float absorb = interp_property(surface, p.wavelength, surface->absorb); float reflect_diffuse = interp_property(surface, p.wavelength, surface->reflect_diffuse); float reflect_specular = interp_property(surface, p.wavelength, surface->reflect_specular); float uniform_sample = curand_uniform(&rng); if (uniform_sample < absorb) { p.history |= SURFACE_ABSORB; return BREAK; } else if (uniform_sample < absorb + detect) { p.history |= SURFACE_DETECT; return BREAK; } else if (uniform_sample < absorb + detect + reflect_diffuse) { // diffusely reflect p.direction = uniform_sphere(&rng); if (dot(p.direction, s.surface_normal) < 0.0f) p.direction = -p.direction; // randomize polarization? p.polarization = cross(uniform_sphere(&rng), p.direction); p.polarization /= norm(p.polarization); p.history |= REFLECT_DIFFUSE; return CONTINUE; } else { // specularly reflect float incident_angle = get_theta(s.surface_normal,-p.direction); float3 incident_plane_normal = cross(p.direction, s.surface_normal); incident_plane_normal /= norm(incident_plane_normal); p.direction = rotate(s.surface_normal, incident_angle, incident_plane_normal); p.history |= REFLECT_SPECULAR; return CONTINUE; } } // propagate_at_surface #endif