#ifndef __PHOTON_H__ #define __PHOTON_H__ #include "stdio.h" #include "linalg.h" #include "materials.h" #include "rotate.h" #include "random.h" #include "physical_constants.h" #include "mesh.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__ 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) { p.last_hit_triangle = intersect_mesh(p.position, p.direction, s.distance_to_boundary, p.last_hit_triangle); if (p.last_hit_triangle == -1) { p.history |= NO_HIT; return; } uint4 triangle_data = g_triangles[p.last_hit_triangle]; float3 v0 = g_vertices[triangle_data.x]; float3 v1 = g_vertices[triangle_data.y]; float3 v2 = g_vertices[triangle_data.z]; int inner_material_index = convert(0xFF & (triangle_data.w >> 24)); int outer_material_index = convert(0xFF & (triangle_data.w >> 16)); s.surface_index = convert(0xFF & (triangle_data.w >> 8)); s.surface_normal = cross(v1-v0, v2-v1); s.surface_normal /= norm(s.surface_normal); Material material1, material2; if (dot(s.surface_normal,-p.direction) > 0.0f) { // outside to inside material1 = materials[outer_material_index]; material2 = materials[inner_material_index]; s.inside_to_outside = false; } else { // inside to outside material1 = materials[inner_material_index]; material2 = materials[outer_material_index]; s.surface_normal = -s.surface_normal; s.inside_to_outside = true; } s.refractive_index1 = interp_property(p.wavelength, material1.refractive_index); s.refractive_index2 = interp_property(p.wavelength, material2.refractive_index); s.absorption_length = interp_property(p.wavelength, material1.absorption_length); s.scattering_length = interp_property(p.wavelength, material1.scattering_length); printf("wavelength = %f", p.wavelength); printf("scattering length = %f\n", s.scattering_length); } // fill_state __device__ void rayleigh_scatter(Photon &p, curandState &rng) { float theta, y; while (true) { y = curand_uniform(&rng); theta = uniform(&rng, 0, 2*PI); if (y < powf(cosf(theta),2)) break; } float phi = uniform(&rng, 0, 2*PI); float3 b = cross(p.polarization, p.direction); float3 c = p.polarization; p.direction = rotate(p.direction, theta, b); p.direction = rotate(p.direction, phi, c); p.polarization = rotate(p.polarization, theta, b); p.polarization = rotate(p.polarization, phi, c); } // 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) { printf("scattering distance = %f\n", scattering_distance); 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); incident_plane_normal /= norm(incident_plane_normal); 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) { 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; } // photon polarization normal to plane of incidence else { 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); } // photon polarization parallel to plane of incidence } // propagate_at_boundary __device__ int propagate_at_surface(Photon &p, State &s, curandState &rng) { Surface surface = surfaces[s.surface_index]; float detect = interp_property(p.wavelength, surface.detect); float absorb = interp_property(p.wavelength, surface.absorb); float reflect_diffuse = interp_property(p.wavelength, surface.reflect_diffuse); float reflect_specular = interp_property(p.wavelength, surface.reflect_specular); // since the surface properties are interpolated linearly, we are // guaranteed that they still sum to 1.0. 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