blender/intern/cycles/render/camera.cpp

293 lines
7.6 KiB
C++
Raw Normal View History

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License
*/
#include "camera.h"
#include "scene.h"
#include "device.h"
#include "util_vector.h"
CCL_NAMESPACE_BEGIN
Camera::Camera()
{
shuttertime = 1.0f;
aperturesize = 0.0f;
focaldistance = 10.0f;
blades = 0;
bladesrotation = 0.0f;
matrix = transform_identity();
motion.pre = transform_identity();
motion.post = transform_identity();
use_motion = false;
type = CAMERA_PERSPECTIVE;
Fisheye Camera for Cycles For sample images see: http://www.dalaifelinto.com/?p=399 (equisolid) http://www.dalaifelinto.com/?p=389 (equidistant) The 'use_panorama' option is now part of a new Camera type: 'Panorama'. Created two other panorama cameras: - Equisolid: most of lens in the market simulate this lens - e.g. Nikon, Canon, ...) this works as a real lens up to an extent. The final result takes the sensor dimensions into account also. .:. to simulate a Nikon DX2S with a 10.5mm lens do: sensor: 23.7 x 15.7 fisheye lens: 10.5 fisheye fov: 180 render dimensions: 4288 x 2848 - Equidistant: this is not a real lens model. Although the old equidistant lens simulate this lens. The result is always as a circular fisheye that takes the whole sensor (in other words, it doesn't take the sensor into consideration). This is perfect for fulldomes ;) For the UI we have 10 to 360 as soft values and 10 to 3600 as hard values (because we can). Reference material: http://www.hdrlabs.com/tutorials/downloads_files/HDRI%20for%20CGI.pdf http://www.bobatkins.com/photography/technical/field_of_view.html Note, this is not a real simulation of the light path through the lens. The ideal solution would be this: https://graphics.stanford.edu/wikis/cs348b-11/Assignment3 http://www.graphics.stanford.edu/papers/camera/ Thanks Brecht for the fix, suggestions and code review. Kudos for the dome community for keeping me stimulated on the topic since 2009 ;) Patch partly implemented during lab time at VisGraf, IMPA - Rio de Janeiro.
2012-05-04 16:20:51 +00:00
panorama_type = PANORAMA_EQUIRECTANGULAR;
fisheye_fov = M_PI_F;
fisheye_lens = 10.5f;
fov = M_PI_4_F;
Fisheye Camera for Cycles For sample images see: http://www.dalaifelinto.com/?p=399 (equisolid) http://www.dalaifelinto.com/?p=389 (equidistant) The 'use_panorama' option is now part of a new Camera type: 'Panorama'. Created two other panorama cameras: - Equisolid: most of lens in the market simulate this lens - e.g. Nikon, Canon, ...) this works as a real lens up to an extent. The final result takes the sensor dimensions into account also. .:. to simulate a Nikon DX2S with a 10.5mm lens do: sensor: 23.7 x 15.7 fisheye lens: 10.5 fisheye fov: 180 render dimensions: 4288 x 2848 - Equidistant: this is not a real lens model. Although the old equidistant lens simulate this lens. The result is always as a circular fisheye that takes the whole sensor (in other words, it doesn't take the sensor into consideration). This is perfect for fulldomes ;) For the UI we have 10 to 360 as soft values and 10 to 3600 as hard values (because we can). Reference material: http://www.hdrlabs.com/tutorials/downloads_files/HDRI%20for%20CGI.pdf http://www.bobatkins.com/photography/technical/field_of_view.html Note, this is not a real simulation of the light path through the lens. The ideal solution would be this: https://graphics.stanford.edu/wikis/cs348b-11/Assignment3 http://www.graphics.stanford.edu/papers/camera/ Thanks Brecht for the fix, suggestions and code review. Kudos for the dome community for keeping me stimulated on the topic since 2009 ;) Patch partly implemented during lab time at VisGraf, IMPA - Rio de Janeiro.
2012-05-04 16:20:51 +00:00
sensorwidth = 0.036;
sensorheight = 0.024;
nearclip = 1e-5f;
farclip = 1e5f;
width = 1024;
height = 512;
viewplane.left = -((float)width/(float)height);
viewplane.right = (float)width/(float)height;
viewplane.bottom = -1.0f;
viewplane.top = 1.0f;
screentoworld = transform_identity();
rastertoworld = transform_identity();
ndctoworld = transform_identity();
rastertocamera = transform_identity();
cameratoworld = transform_identity();
worldtoraster = transform_identity();
dx = make_float3(0.0f, 0.0f, 0.0f);
dy = make_float3(0.0f, 0.0f, 0.0f);
need_update = true;
need_device_update = true;
previous_need_motion = -1;
}
Camera::~Camera()
{
}
void Camera::update()
{
if(!need_update)
return;
/* ndc to raster */
Transform screentocamera;
Transform ndctoraster = transform_scale(width, height, 1.0f);
/* raster to screen */
Transform screentondc =
transform_scale(1.0f/(viewplane.right - viewplane.left),
1.0f/(viewplane.top - viewplane.bottom), 1.0f) *
transform_translate(-viewplane.left, -viewplane.bottom, 0.0f);
Transform screentoraster = ndctoraster * screentondc;
Transform rastertoscreen = transform_inverse(screentoraster);
/* screen to camera */
if(type == CAMERA_PERSPECTIVE)
screentocamera = transform_inverse(transform_perspective(fov, nearclip, farclip));
else if(type == CAMERA_ORTHOGRAPHIC)
screentocamera = transform_inverse(transform_orthographic(nearclip, farclip));
else
screentocamera = transform_identity();
Transform cameratoscreen = transform_inverse(screentocamera);
rastertocamera = screentocamera * rastertoscreen;
cameratoraster = screentoraster * cameratoscreen;
cameratoworld = matrix;
screentoworld = cameratoworld * screentocamera;
rastertoworld = cameratoworld * rastertocamera;
ndctoworld = rastertoworld * ndctoraster;
/* note we recompose matrices instead of taking inverses of the above, this
* is needed to avoid inverting near degenerate matrices that happen due to
* precision issues with large scenes */
worldtocamera = transform_inverse(matrix);
worldtoscreen = cameratoscreen * worldtocamera;
worldtondc = screentondc * worldtoscreen;
worldtoraster = ndctoraster * worldtondc;
/* differentials */
if(type == CAMERA_ORTHOGRAPHIC) {
dx = transform_direction(&rastertocamera, make_float3(1, 0, 0));
dy = transform_direction(&rastertocamera, make_float3(0, 1, 0));
}
else if(type == CAMERA_PERSPECTIVE) {
dx = transform_perspective(&rastertocamera, make_float3(1, 0, 0)) -
transform_perspective(&rastertocamera, make_float3(0, 0, 0));
dy = transform_perspective(&rastertocamera, make_float3(0, 1, 0)) -
transform_perspective(&rastertocamera, make_float3(0, 0, 0));
}
else {
dx = make_float3(0, 0, 0);
dy = make_float3(0, 0, 0);
}
dx = transform_direction(&cameratoworld, dx);
dy = transform_direction(&cameratoworld, dy);
need_update = false;
need_device_update = true;
}
void Camera::device_update(Device *device, DeviceScene *dscene, Scene *scene)
{
Scene::MotionType need_motion = scene->need_motion(device->info.advanced_shading);
update();
if (previous_need_motion != need_motion) {
/* scene's motion model could have been changed since previous device
* camera update this could happen for example in case when one render
* layer has got motion pass and another not */
need_device_update = true;
}
if(!need_device_update)
return;
KernelCamera *kcam = &dscene->data.cam;
/* store matrices */
kcam->screentoworld = screentoworld;
kcam->rastertoworld = rastertoworld;
kcam->rastertocamera = rastertocamera;
kcam->cameratoworld = cameratoworld;
kcam->worldtocamera = worldtocamera;
kcam->worldtoscreen = worldtoscreen;
kcam->worldtoraster = worldtoraster;
kcam->worldtondc = worldtondc;
/* camera motion */
kcam->have_motion = 0;
if(need_motion == Scene::MOTION_PASS) {
if(type == CAMERA_PANORAMA) {
if(use_motion) {
kcam->motion.pre = transform_inverse(motion.pre);
kcam->motion.post = transform_inverse(motion.post);
}
else {
kcam->motion.pre = kcam->worldtocamera;
kcam->motion.post = kcam->worldtocamera;
}
}
else {
if(use_motion) {
kcam->motion.pre = cameratoraster * transform_inverse(motion.pre);
kcam->motion.post = cameratoraster * transform_inverse(motion.post);
}
else {
kcam->motion.pre = worldtoraster;
kcam->motion.post = worldtoraster;
}
}
}
#ifdef __CAMERA_MOTION__
else if(need_motion == Scene::MOTION_BLUR) {
if(use_motion) {
transform_motion_decompose((DecompMotionTransform*)&kcam->motion, &motion, &matrix);
kcam->have_motion = 1;
}
}
#endif
/* depth of field */
kcam->aperturesize = aperturesize;
kcam->focaldistance = focaldistance;
kcam->blades = (blades < 3)? 0.0f: blades;
kcam->bladesrotation = bladesrotation;
/* motion blur */
#ifdef __CAMERA_MOTION__
kcam->shuttertime = (need_motion == Scene::MOTION_BLUR) ? shuttertime: -1.0f;
#else
kcam->shuttertime = -1.0f;
#endif
/* type */
kcam->type = type;
Fisheye Camera for Cycles For sample images see: http://www.dalaifelinto.com/?p=399 (equisolid) http://www.dalaifelinto.com/?p=389 (equidistant) The 'use_panorama' option is now part of a new Camera type: 'Panorama'. Created two other panorama cameras: - Equisolid: most of lens in the market simulate this lens - e.g. Nikon, Canon, ...) this works as a real lens up to an extent. The final result takes the sensor dimensions into account also. .:. to simulate a Nikon DX2S with a 10.5mm lens do: sensor: 23.7 x 15.7 fisheye lens: 10.5 fisheye fov: 180 render dimensions: 4288 x 2848 - Equidistant: this is not a real lens model. Although the old equidistant lens simulate this lens. The result is always as a circular fisheye that takes the whole sensor (in other words, it doesn't take the sensor into consideration). This is perfect for fulldomes ;) For the UI we have 10 to 360 as soft values and 10 to 3600 as hard values (because we can). Reference material: http://www.hdrlabs.com/tutorials/downloads_files/HDRI%20for%20CGI.pdf http://www.bobatkins.com/photography/technical/field_of_view.html Note, this is not a real simulation of the light path through the lens. The ideal solution would be this: https://graphics.stanford.edu/wikis/cs348b-11/Assignment3 http://www.graphics.stanford.edu/papers/camera/ Thanks Brecht for the fix, suggestions and code review. Kudos for the dome community for keeping me stimulated on the topic since 2009 ;) Patch partly implemented during lab time at VisGraf, IMPA - Rio de Janeiro.
2012-05-04 16:20:51 +00:00
/* panorama */
kcam->panorama_type = panorama_type;
kcam->fisheye_fov = fisheye_fov;
kcam->fisheye_lens = fisheye_lens;
/* sensor size */
kcam->sensorwidth = sensorwidth;
kcam->sensorheight = sensorheight;
/* render size */
kcam->width = width;
kcam->height = height;
kcam->resolution = resolution;
/* store differentials */
kcam->dx = float3_to_float4(dx);
kcam->dy = float3_to_float4(dy);
/* clipping */
kcam->nearclip = nearclip;
kcam->cliplength = (farclip == FLT_MAX)? FLT_MAX: farclip - nearclip;
need_device_update = false;
previous_need_motion = need_motion;
}
void Camera::device_free(Device *device, DeviceScene *dscene)
{
/* nothing to free, only writing to constant memory */
}
bool Camera::modified(const Camera& cam)
{
2012-09-20 12:29:28 +00:00
return !((shuttertime == cam.shuttertime) &&
(aperturesize == cam.aperturesize) &&
(blades == cam.blades) &&
(bladesrotation == cam.bladesrotation) &&
(focaldistance == cam.focaldistance) &&
(type == cam.type) &&
(fov == cam.fov) &&
(nearclip == cam.nearclip) &&
(farclip == cam.farclip) &&
Fisheye Camera for Cycles For sample images see: http://www.dalaifelinto.com/?p=399 (equisolid) http://www.dalaifelinto.com/?p=389 (equidistant) The 'use_panorama' option is now part of a new Camera type: 'Panorama'. Created two other panorama cameras: - Equisolid: most of lens in the market simulate this lens - e.g. Nikon, Canon, ...) this works as a real lens up to an extent. The final result takes the sensor dimensions into account also. .:. to simulate a Nikon DX2S with a 10.5mm lens do: sensor: 23.7 x 15.7 fisheye lens: 10.5 fisheye fov: 180 render dimensions: 4288 x 2848 - Equidistant: this is not a real lens model. Although the old equidistant lens simulate this lens. The result is always as a circular fisheye that takes the whole sensor (in other words, it doesn't take the sensor into consideration). This is perfect for fulldomes ;) For the UI we have 10 to 360 as soft values and 10 to 3600 as hard values (because we can). Reference material: http://www.hdrlabs.com/tutorials/downloads_files/HDRI%20for%20CGI.pdf http://www.bobatkins.com/photography/technical/field_of_view.html Note, this is not a real simulation of the light path through the lens. The ideal solution would be this: https://graphics.stanford.edu/wikis/cs348b-11/Assignment3 http://www.graphics.stanford.edu/papers/camera/ Thanks Brecht for the fix, suggestions and code review. Kudos for the dome community for keeping me stimulated on the topic since 2009 ;) Patch partly implemented during lab time at VisGraf, IMPA - Rio de Janeiro.
2012-05-04 16:20:51 +00:00
(sensorwidth == cam.sensorwidth) &&
(sensorheight == cam.sensorheight) &&
// modified for progressive render
// (width == cam.width) &&
// (height == cam.height) &&
(viewplane == cam.viewplane) &&
(border == cam.border) &&
(matrix == cam.matrix) &&
Fisheye Camera for Cycles For sample images see: http://www.dalaifelinto.com/?p=399 (equisolid) http://www.dalaifelinto.com/?p=389 (equidistant) The 'use_panorama' option is now part of a new Camera type: 'Panorama'. Created two other panorama cameras: - Equisolid: most of lens in the market simulate this lens - e.g. Nikon, Canon, ...) this works as a real lens up to an extent. The final result takes the sensor dimensions into account also. .:. to simulate a Nikon DX2S with a 10.5mm lens do: sensor: 23.7 x 15.7 fisheye lens: 10.5 fisheye fov: 180 render dimensions: 4288 x 2848 - Equidistant: this is not a real lens model. Although the old equidistant lens simulate this lens. The result is always as a circular fisheye that takes the whole sensor (in other words, it doesn't take the sensor into consideration). This is perfect for fulldomes ;) For the UI we have 10 to 360 as soft values and 10 to 3600 as hard values (because we can). Reference material: http://www.hdrlabs.com/tutorials/downloads_files/HDRI%20for%20CGI.pdf http://www.bobatkins.com/photography/technical/field_of_view.html Note, this is not a real simulation of the light path through the lens. The ideal solution would be this: https://graphics.stanford.edu/wikis/cs348b-11/Assignment3 http://www.graphics.stanford.edu/papers/camera/ Thanks Brecht for the fix, suggestions and code review. Kudos for the dome community for keeping me stimulated on the topic since 2009 ;) Patch partly implemented during lab time at VisGraf, IMPA - Rio de Janeiro.
2012-05-04 16:20:51 +00:00
(panorama_type == cam.panorama_type) &&
(fisheye_fov == cam.fisheye_fov) &&
(fisheye_lens == cam.fisheye_lens));
}
bool Camera::motion_modified(const Camera& cam)
{
return !((motion == cam.motion) &&
(use_motion == cam.use_motion));
}
void Camera::tag_update()
{
need_update = true;
}
CCL_NAMESPACE_END