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<title>Castle Game Engine: CastleRayTracer: Class TPathTracer</title>
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<h2>Castle Game Engine</h2><p><a href="introduction.html" class="navigation">Introduction</a></p><p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<a name="TPathTracer"></a><h1 class="cio">Class TPathTracer</h1>
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<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td><a class="section" href="#PasDoc-Fields">Fields</a></td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td>Properties</td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="CastleRayTracer.html">CastleRayTracer</a></p>
<h2 class="declaration">Declaration</h2>
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<code>type TPathTracer = class(<a class="normal" href="CastleRayTracer.TRayTracer.html">TRayTracer</a>)</code></p>
<h2 class="description">Description</h2>
<p>
Path tracer. See [<a href="http://castle-engine.sourceforge.net/vrml_engine_doc/output/xsl/html/section.path_tracer.html">http://castle-engine.sourceforge.net/vrml_engine_doc/output/xsl/html/section.path_tracer.html</a>] for documentation.</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TObject</li>
<li class="ancestor"><a class="normal" href="CastleRayTracer.TRayTracer.html">TRayTracer</a></li>
<li class="thisitem">TPathTracer</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Fields"></a><h3 class="summary">Fields</h3>
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<td class="itemcode"><code><b><a href="CastleRayTracer.TPathTracer.html#MinDepth">MinDepth</a></b>: Integer;</code></td>
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<td class="itemcode"><code><b><a href="CastleRayTracer.TPathTracer.html#RRoulContinue">RRoulContinue</a></b>: Single;</code></td>
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<td class="itemcode"><code><b><a href="CastleRayTracer.TPathTracer.html#PrimarySamplesCount">PrimarySamplesCount</a></b>: Cardinal;</code></td>
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<td class="itemcode"><code><b><a href="CastleRayTracer.TPathTracer.html#NonPrimarySamplesCount">NonPrimarySamplesCount</a></b>: Cardinal;</code></td>
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<td class="itemcode"><code><b><a href="CastleRayTracer.TPathTracer.html#DirectIllumSamplesCount">DirectIllumSamplesCount</a></b>: Cardinal;</code></td>
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<td class="itemcode"><code><b><a href="CastleRayTracer.TPathTracer.html#SFCurveClass">SFCurveClass</a></b>: <a href="CastleSpaceFillingCurves.html#TSpaceFillingCurveClass">TSpaceFillingCurveClass</a>;</code></td>
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<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
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<td class="itemcode"><code>procedure <b><a href="CastleRayTracer.TPathTracer.html#AppendStats">AppendStats</a></b>(const Stats: TStrings; const RenderingTime: Single); override;</code></td>
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<td class="itemcode"><code>constructor <b><a href="CastleRayTracer.TPathTracer.html#Create">Create</a></b>;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleRayTracer.TPathTracer.html#Execute">Execute</a></b>; override;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Fields</h3>
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<td class="itemcode"><a name="MinDepth"></a><code><b>MinDepth</b>: Integer;</code></td>
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<code>MinDepth</code> and <a class="normal" href="CastleRayTracer.TPathTracer.html#RRoulContinue">RRoulContinue</a> together determine the path length. The path has at least <code>MinDepth</code> length, and then Russian roulette is used.
<p>See [<a href="http://castle-engine.sourceforge.net/rayhunter.php">http://castle-engine.sourceforge.net/rayhunter.php</a>] documentation about "<recursion-depth>" and --r-roul-continue for suggestions about how to use these parameters. See also [<a href="http://castle-engine.sourceforge.net/raytr_gallery.php">http://castle-engine.sourceforge.net/raytr_gallery.php</a>] for some experiments with these values.
<p><a class="normal" href="CastleRayTracer.TPathTracer.html#RRoulContinue">RRoulContinue</a> must be in 0..1 range.
<p>You can give <a class="normal" href="CastleRayTracer.TPathTracer.html#RRoulContinue">RRoulContinue</a> = 0 if you don't want to use Russian roulette at all (works OK because our comparison <code>Random < <a class="normal" href="CastleRayTracer.TPathTracer.html#RRoulContinue">RRoulContinue</a></code> uses "<", not "<="). Note that this causes bias (result is darker than it should be). Only <a class="normal" href="CastleRayTracer.TPathTracer.html#RRoulContinue">RRoulContinue</a> > 0 removes bias (the expected result is the correct one).
<p>Small <a class="normal" href="CastleRayTracer.TPathTracer.html#RRoulContinue">RRoulContinue</a> values cause a lot of noise. Large <a class="normal" href="CastleRayTracer.TPathTracer.html#RRoulContinue">RRoulContinue</a> values cause long rendering.
<p><code>MinDepth</code> must be >= 0. You can use <code>MinDepth</code> = 0 to disable "minimal path length", and use Russian roulette always (noisy). </p>
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<td class="itemcode"><a name="RRoulContinue"></a><code><b>RRoulContinue</b>: Single;</code></td>
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<td class="itemcode"><a name="PrimarySamplesCount"></a><code><b>PrimarySamplesCount</b>: Cardinal;</code></td>
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How many paths to use. Both must be > 0.
<p><code>PrimarySamplesCount</code> tells how many paths are used for primary ray, and is really useful only for anti-aliasing. You can set this to a few. Values above ˜10 are useless, they cause much longer rendering without really improving the result. You can set this to 1 if you don't need anti-aliasing.
<p><a class="normal" href="CastleRayTracer.TPathTracer.html#NonPrimarySamplesCount">NonPrimarySamplesCount</a> is the number of paths caused by each hit of a primary ray. This is the main quality control for the path-tracer, more paths mean that colors are gathered from more random samples, which means that final color is more accurate. In total you have pixels count * <code>PrimarySamplesCount</code> * <a class="normal" href="CastleRayTracer.TPathTracer.html#NonPrimarySamplesCount">NonPrimarySamplesCount</a>, so beware when increasing this: you really have a lot paths.</p>
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<td class="itemcode"><a name="NonPrimarySamplesCount"></a><code><b>NonPrimarySamplesCount</b>: Cardinal;</code></td>
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How many paths to use. Both must be > 0.
<p><a class="normal" href="CastleRayTracer.TPathTracer.html#PrimarySamplesCount">PrimarySamplesCount</a> tells how many paths are used for primary ray, and is really useful only for anti-aliasing. You can set this to a few. Values above ˜10 are useless, they cause much longer rendering without really improving the result. You can set this to 1 if you don't need anti-aliasing.
<p><code>NonPrimarySamplesCount</code> is the number of paths caused by each hit of a primary ray. This is the main quality control for the path-tracer, more paths mean that colors are gathered from more random samples, which means that final color is more accurate. In total you have pixels count * <a class="normal" href="CastleRayTracer.TPathTracer.html#PrimarySamplesCount">PrimarySamplesCount</a> * <code>NonPrimarySamplesCount</code>, so beware when increasing this: you really have a lot paths.</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DirectIllumSamplesCount"></a><code><b>DirectIllumSamplesCount</b>: Cardinal;</code></td>
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<p>
How many samples are used to calculate <i>direct</i> illumination at every path point. These are rays sent into random points of random light sources, to test if given light shines here.
<p>Set this to 0 to have a really naive path-tracing, that wanders randomly hoping to hit light source by chance. This will usually need an enormous amount of <a class="normal" href="CastleRayTracer.TPathTracer.html#PrimarySamplesCount">PrimarySamplesCount</a> * <a class="normal" href="CastleRayTracer.TPathTracer.html#NonPrimarySamplesCount">NonPrimarySamplesCount</a> to given any sensible results.
<p>Set this to 1 or more for a normal path-tracer.</p>
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<td class="itemcode"><a name="SFCurveClass"></a><code><b>SFCurveClass</b>: <a href="CastleSpaceFillingCurves.html#TSpaceFillingCurveClass">TSpaceFillingCurveClass</a>;</code></td>
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<p>
Order of pixels filled. In theory, something like <a class="normal" href="CastleSpaceFillingCurves.THilbertCurve.html">THilbertCurve</a> or <a class="normal" href="CastleSpaceFillingCurves.TPeanoCurve.html">TPeanoCurve</a> could speed up rendering (because shadow cache is more utilized) compared to <a class="normal" href="CastleSpaceFillingCurves.TSwapScanCurve.html">TSwapScanCurve</a>. But in practice, right now this doesn't give any noticeable benefit.</p>
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<h3 class="detail">Methods</h3>
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<td class="itemcode"><a name="AppendStats"></a><code>procedure <b>AppendStats</b>(const Stats: TStrings; const RenderingTime: Single); override;</code></td>
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<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>;</code></td>
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<td class="itemcode"><a name="Execute"></a><code>procedure <b>Execute</b>; override;</code></td>
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