Open LowRanker opened 1 month ago
I believe that instead of using <emitter type="envmap">
, you can define custom illumination settings using <emitter type="point">
and <emitter type="area">
. I have attached an example below. If your target scene contains complex illumination settings, modeling the illuminants in blender and exporting them using the mitsuba-blender add-on might be handy.
<!-- Emitters -->
<shape type="rectangle" id="emit-Area">
<boolean name="flip_normals" value="true"/>
<transform name="to_world">
<matrix value="0.000000 0.207677 0.000000 1.005986 -0.000000 0.000000 0.207677 1.743940 0.207677 0.000000 0.000000 0.504078 0.000000 0.000000 0.000000 1.000000"/>
</transform>
<emitter type="area">
<rgb value="28.982344 28.982344 28.982344" name="radiance"/>
</emitter>
<bsdf type="null"/>
</shape>
<shape type="rectangle" id="emit-Area.001">
<boolean name="flip_normals" value="true"/>
<transform name="to_world">
<matrix value="0.000000 0.197070 0.000000 -0.002348 -0.000000 0.000000 0.197070 1.743940 0.197070 0.000000 0.000000 0.504078 0.000000 0.000000 0.000000 1.000000"/>
</transform>
<emitter type="area">
<rgb value="32.186264 32.186264 32.186264" name="radiance"/>
</emitter>
<bsdf type="null"/>
</shape>
<shape type="rectangle" id="emit-Area.002">
<boolean name="flip_normals" value="true"/>
<transform name="to_world">
<matrix value="0.000000 0.197070 0.000000 0.001613 -0.000000 0.000000 -0.197070 -0.744040 -0.197070 0.000000 0.000000 0.504078 0.000000 0.000000 0.000000 1.000000"/>
</transform>
<emitter type="area">
<rgb value="32.186264 32.186264 32.186264" name="radiance"/>
</emitter>
<bsdf type="null"/>
</shape>
<shape type="rectangle" id="emit-Area.003">
<boolean name="flip_normals" value="true"/>
<transform name="to_world">
<matrix value="0.000000 0.197070 0.000000 1.002026 -0.000000 0.000000 -0.197070 -0.744040 -0.197070 0.000000 0.000000 0.504078 0.000000 0.000000 0.000000 1.000000"/>
</transform>
<emitter type="area">
<rgb value="32.186264 32.186264 32.186264" name="radiance"/>
</emitter>
<bsdf type="null"/>
</shape>
<shape type="rectangle" id="emit-Area.006">
<boolean name="flip_normals" value="true"/>
<transform name="to_world">
<matrix value="0.000000 -0.197070 0.000000 0.001613 0.197070 0.000000 0.000000 0.490169 0.000000 0.000000 0.197070 1.807220 0.000000 0.000000 0.000000 1.000000"/>
</transform>
<emitter type="area">
<rgb value="32.186264 32.186264 32.186264" name="radiance"/>
</emitter>
<bsdf type="null"/>
</shape>
<shape type="rectangle" id="emit-Area.007">
<boolean name="flip_normals" value="true"/>
<transform name="to_world">
<matrix value="0.000000 -0.197070 0.000000 1.002026 0.197070 0.000000 0.000000 0.488310 0.000000 0.000000 0.197070 1.807220 0.000000 0.000000 0.000000 1.000000"/>
</transform>
<emitter type="area">
<rgb value="32.186264 32.186264 32.186264" name="radiance"/>
</emitter>
<bsdf type="null"/>
</shape>
<shape type="rectangle" id="emit-Area.004">
<boolean name="flip_normals" value="true"/>
<transform name="to_world">
<matrix value="0.000000 0.197070 0.000000 1.002026 0.197070 0.000000 0.000000 0.515303 0.000000 0.000000 -0.197070 -0.796824 0.000000 0.000000 0.000000 1.000000"/>
</transform>
<emitter type="area">
<rgb value="32.186264 32.186264 32.186264" name="radiance"/>
</emitter>
<bsdf type="null"/>
</shape>
<shape type="rectangle" id="emit-Area.005">
<boolean name="flip_normals" value="true"/>
<transform name="to_world">
<matrix value="0.000000 0.197070 0.000000 0.001613 0.197070 0.000000 0.000000 0.509802 0.000000 0.000000 -0.197070 -0.796824 0.000000 0.000000 0.000000 1.000000"/>
</transform>
<emitter type="area">
<rgb value="32.186264 32.186264 32.186264" name="radiance"/>
</emitter>
<bsdf type="null"/>
</shape>
Hi: Thanks for your kindly sharing. What I mean is that could this repo deal with complex illumination such as different textures emitting with the area light like you put, different light texture may be mixed in shape texture, could it work for that complex scene to optimize the right shape SDF. Anyway, I want to try it and check it out.
Hi: I want to use other kind of emitter rather than env map to estimate the surface SDF, like a directional light such as area light or prejection emitter from multi-view images, would you kindly like to share with me some advice about does this repo would help me to estimate the target SDF of shape using the emitters I have mentioned? Any response would be apperatiate!