Renderer¶
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template<IsSpectral TSpectral>
class Renderer¶ Abstract base class for scene renderers.
Renderer provides the interface and common helpers for rendering a SceneView into a FrameBuffer. Derived classes implement specific rendering algorithms.
- Template Parameters:
TSpectral – Spectral type for the rendering pipeline
Public Functions
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virtual ~Renderer() = default¶
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virtual void render(SceneView<TSpectral> &scene_view, FrameBuffer<TSpectral> &frame_buffer)¶
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inline void set_samples_per_pixel(int spp)¶
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inline void set_max_bounces(int max_bounces)¶
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inline void set_dynamic_sampling(bool dynamic_sampling = true)¶
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inline void set_min_samples(int min_samples)¶
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inline void set_variance_threshold(float threshold)¶
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inline void set_indirect_clamp(float indirect_clamp)¶
Protected Functions
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virtual Image<TSpectral> path_trace_(SceneView<TSpectral> &scene_view, FrameBuffer<TSpectral> &frame_buffer)¶
Path trace a scene view into a frame buffer.
Traces camera rays through each pixel, evaluating direct lighting with shadow rays and indirect illumination via recursive path tracing with Russian roulette termination.
The rendering is parallelized over tiles using TBB. Each tile accumulates results from multiple samples per pixel (spp_) into the frame buffer.
- Template Parameters:
TSpectral – Spectral type for the rendering pipeline
- Parameters:
scene_view – The scene view containing geometry, lights, and environment
frame_buffer – The frame buffer to render into
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virtual Image<TSpectral> render_unresolved_(SceneView<TSpectral> &scene_view, FrameBuffer<TSpectral> &frame_buffer)¶
Render unresolved point sources (stars and unresolved objects) into the frame buffer.
This method implements an optimized pipeline for rendering point sources that cannot be resolved into visible geometry. It supports both delta-function (no PSF) and spatially- distributed PSF rendering with adaptive radius culling for performance.
The rendering pipeline:
Collects all stars and unresolved objects into a unified list
Builds a radius LUT and assigns per-source effective PSF radii based on irradiance
Projects sources to screen space and bins them into tiles
Renders each tile in parallel into local buffers
Combines tile buffers into the final frame buffer
Performance optimizations:
Adaptive PSF radius: dim sources use smaller kernels
Tiled rendering: parallel processing with minimal synchronization
Depth occlusion testing: skip sources behind resolved geometry
- Template Parameters:
TSpectral – Spectral type for the rendering pipeline
- Parameters:
scene_view – The scene view containing stars and unresolved objects
frame_buffer – The frame buffer to render into
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inline std::shared_ptr<CameraModel<TSpectral>> get_camera(SceneView<TSpectral> &scene_view) const¶