sort out units
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2e6589e01b
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cbe0839cd6
17
src/lib.rs
17
src/lib.rs
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@ -244,26 +244,27 @@ impl Core {
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}
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let mut camera_ray_display: Vec<Vertex> = Vec::with_capacity(camera_rays.len());
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let sigma2 = args.accum_sigma.powi(2);
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let weight = (2. * PI * sigma2).sqrt().recip() * args.accum_scale;
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let accum_normalizator = (2. * PI * sigma2).sqrt().recip();
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for ray in camera_rays {
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let Some(hit) = scene.trace_ray(ray) else {
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continue;
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};
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let mut value = 0.0f32;
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let mut total_cd = 0.0f32;
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for light_hit in &hits {
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let d2 = hit.incident.base.distance_squared(light_hit.incident.base);
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if d2 > 9. * sigma2 {
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continue;
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}
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assert!(hit.incident.dir.is_normalized());
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let radiance = hit.normal.dot(-hit.incident.dir);
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let w = (-0.5 * d2 / sigma2).exp();
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value += w * radiance;
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let in_lm = 1.0;
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let out_cd = in_lm * hit.normal.dot(-hit.incident.dir) / PI;
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let weight = accum_normalizator * (-0.5 * d2 / sigma2).exp();
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total_cd += weight * out_cd;
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}
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value *= weight;
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value = 3. * (1. - (1. + value).recip());
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let brightness = 3. * (1. - (1. + total_cd * args.accum_scale).recip());
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let r = args.accum_sigma;
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let color = vec3(value, value - 1., value - 2.).clamp(Vec3::splat(0.), Vec3::splat(1.));
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let color = vec3(brightness, brightness - 1., brightness - 2.)
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.clamp(Vec3::splat(0.), Vec3::splat(1.));
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let vertex = |off: Vec3| Vertex {
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pos: hit.incident.base + r * off,
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color,
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