copy to assignment 1c
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assignment-1c/ASSIGNMENT.md
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|
checksum = "78ddad33d2d10b1ed7eb9d1f518a5674713876e97e5bb9b7345a7984fbb4f922"
|
||||||
|
dependencies = [
|
||||||
|
"lazy_static",
|
||||||
|
"log",
|
||||||
|
"tracing-core",
|
||||||
|
]
|
||||||
|
|
||||||
|
[[package]]
|
||||||
|
name = "tracing-subscriber"
|
||||||
|
version = "0.3.16"
|
||||||
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
|
checksum = "a6176eae26dd70d0c919749377897b54a9276bd7061339665dd68777926b5a70"
|
||||||
|
dependencies = [
|
||||||
|
"nu-ansi-term",
|
||||||
|
"sharded-slab",
|
||||||
|
"smallvec",
|
||||||
|
"thread_local",
|
||||||
|
"tracing-core",
|
||||||
|
"tracing-log",
|
||||||
|
]
|
||||||
|
|
||||||
|
[[package]]
|
||||||
|
name = "typenum"
|
||||||
|
version = "1.16.0"
|
||||||
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
|
checksum = "497961ef93d974e23eb6f433eb5fe1b7930b659f06d12dec6fc44a8f554c0bba"
|
||||||
|
|
||||||
|
[[package]]
|
||||||
|
name = "unicode-ident"
|
||||||
|
version = "1.0.6"
|
||||||
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
|
checksum = "84a22b9f218b40614adcb3f4ff08b703773ad44fa9423e4e0d346d5db86e4ebc"
|
||||||
|
|
||||||
|
[[package]]
|
||||||
|
name = "valuable"
|
||||||
|
version = "0.1.0"
|
||||||
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
|
checksum = "830b7e5d4d90034032940e4ace0d9a9a057e7a45cd94e6c007832e39edb82f6d"
|
||||||
|
|
||||||
|
[[package]]
|
||||||
|
name = "version_check"
|
||||||
|
version = "0.9.4"
|
||||||
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
|
checksum = "49874b5167b65d7193b8aba1567f5c7d93d001cafc34600cee003eda787e483f"
|
||||||
|
|
||||||
|
[[package]]
|
||||||
|
name = "wasi"
|
||||||
|
version = "0.11.0+wasi-snapshot-preview1"
|
||||||
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
|
checksum = "9c8d87e72b64a3b4db28d11ce29237c246188f4f51057d65a7eab63b7987e423"
|
||||||
|
|
||||||
|
[[package]]
|
||||||
|
name = "wide"
|
||||||
|
version = "0.7.5"
|
||||||
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
|
checksum = "ae41ecad2489a1655c8ef8489444b0b113c0a0c795944a3572a0931cf7d2525c"
|
||||||
|
dependencies = [
|
||||||
|
"bytemuck",
|
||||||
|
"safe_arch",
|
||||||
|
]
|
||||||
|
|
||||||
|
[[package]]
|
||||||
|
name = "winapi"
|
||||||
|
version = "0.3.9"
|
||||||
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
|
checksum = "5c839a674fcd7a98952e593242ea400abe93992746761e38641405d28b00f419"
|
||||||
|
dependencies = [
|
||||||
|
"winapi-i686-pc-windows-gnu",
|
||||||
|
"winapi-x86_64-pc-windows-gnu",
|
||||||
|
]
|
||||||
|
|
||||||
|
[[package]]
|
||||||
|
name = "winapi-i686-pc-windows-gnu"
|
||||||
|
version = "0.4.0"
|
||||||
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
|
checksum = "ac3b87c63620426dd9b991e5ce0329eff545bccbbb34f3be09ff6fb6ab51b7b6"
|
||||||
|
|
||||||
|
[[package]]
|
||||||
|
name = "winapi-util"
|
||||||
|
version = "0.1.5"
|
||||||
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
|
checksum = "70ec6ce85bb158151cae5e5c87f95a8e97d2c0c4b001223f33a334e3ce5de178"
|
||||||
|
dependencies = [
|
||||||
|
"winapi",
|
||||||
|
]
|
||||||
|
|
||||||
|
[[package]]
|
||||||
|
name = "winapi-x86_64-pc-windows-gnu"
|
||||||
|
version = "0.4.0"
|
||||||
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
|
checksum = "712e227841d057c1ee1cd2fb22fa7e5a5461ae8e48fa2ca79ec42cfc1931183f"
|
||||||
|
|
||||||
|
[[package]]
|
||||||
|
name = "windows-sys"
|
||||||
|
version = "0.42.0"
|
||||||
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
|
checksum = "5a3e1820f08b8513f676f7ab6c1f99ff312fb97b553d30ff4dd86f9f15728aa7"
|
||||||
|
dependencies = [
|
||||||
|
"windows_aarch64_gnullvm",
|
||||||
|
"windows_aarch64_msvc",
|
||||||
|
"windows_i686_gnu",
|
||||||
|
"windows_i686_msvc",
|
||||||
|
"windows_x86_64_gnu",
|
||||||
|
"windows_x86_64_gnullvm",
|
||||||
|
"windows_x86_64_msvc",
|
||||||
|
]
|
||||||
|
|
||||||
|
[[package]]
|
||||||
|
name = "windows_aarch64_gnullvm"
|
||||||
|
version = "0.42.1"
|
||||||
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
|
checksum = "8c9864e83243fdec7fc9c5444389dcbbfd258f745e7853198f365e3c4968a608"
|
||||||
|
|
||||||
|
[[package]]
|
||||||
|
name = "windows_aarch64_msvc"
|
||||||
|
version = "0.42.1"
|
||||||
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
|
checksum = "4c8b1b673ffc16c47a9ff48570a9d85e25d265735c503681332589af6253c6c7"
|
||||||
|
|
||||||
|
[[package]]
|
||||||
|
name = "windows_i686_gnu"
|
||||||
|
version = "0.42.1"
|
||||||
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
|
checksum = "de3887528ad530ba7bdbb1faa8275ec7a1155a45ffa57c37993960277145d640"
|
||||||
|
|
||||||
|
[[package]]
|
||||||
|
name = "windows_i686_msvc"
|
||||||
|
version = "0.42.1"
|
||||||
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
|
checksum = "bf4d1122317eddd6ff351aa852118a2418ad4214e6613a50e0191f7004372605"
|
||||||
|
|
||||||
|
[[package]]
|
||||||
|
name = "windows_x86_64_gnu"
|
||||||
|
version = "0.42.1"
|
||||||
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
|
checksum = "c1040f221285e17ebccbc2591ffdc2d44ee1f9186324dd3e84e99ac68d699c45"
|
||||||
|
|
||||||
|
[[package]]
|
||||||
|
name = "windows_x86_64_gnullvm"
|
||||||
|
version = "0.42.1"
|
||||||
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
|
checksum = "628bfdf232daa22b0d64fdb62b09fcc36bb01f05a3939e20ab73aaf9470d0463"
|
||||||
|
|
||||||
|
[[package]]
|
||||||
|
name = "windows_x86_64_msvc"
|
||||||
|
version = "0.42.1"
|
||||||
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
|
checksum = "447660ad36a13288b1db4d4248e857b510e8c3a225c822ba4fb748c0aafecffd"
|
32
assignment-1c/Cargo.toml
Normal file
32
assignment-1c/Cargo.toml
Normal file
|
@ -0,0 +1,32 @@
|
||||||
|
[package]
|
||||||
|
name = "assignment-1b"
|
||||||
|
authors = ["Michael Zhang <zhan4854@umn.edu>"]
|
||||||
|
version = "0.1.0"
|
||||||
|
edition = "2021"
|
||||||
|
|
||||||
|
# For profiling with flamegraphs
|
||||||
|
[profile.release]
|
||||||
|
debug = true
|
||||||
|
|
||||||
|
# Optimize for size when creating handin
|
||||||
|
[profile.release-handin]
|
||||||
|
inherits = "release"
|
||||||
|
strip = true
|
||||||
|
lto = true
|
||||||
|
|
||||||
|
[[bin]]
|
||||||
|
name = "raytracer1b"
|
||||||
|
path = "src/main.rs"
|
||||||
|
|
||||||
|
[dependencies]
|
||||||
|
anyhow = "1.0.68"
|
||||||
|
base64 = "0.21.0"
|
||||||
|
clap = { version = "4.1.4", features = ["cargo", "derive"] }
|
||||||
|
derivative = "2.2.0"
|
||||||
|
nalgebra = "0.32.1"
|
||||||
|
num = { version = "0.4.0", features = ["serde"] }
|
||||||
|
ordered-float = "3.4.0"
|
||||||
|
rand = "0.8.5"
|
||||||
|
rayon = "1.6.1"
|
||||||
|
tracing = "0.1.37"
|
||||||
|
tracing-subscriber = "0.3.16"
|
54
assignment-1c/Makefile
Normal file
54
assignment-1c/Makefile
Normal file
|
@ -0,0 +1,54 @@
|
||||||
|
.PHONY: all clean
|
||||||
|
|
||||||
|
.PRECIOUS: $(EXAMPLES_PPM)
|
||||||
|
|
||||||
|
RAYTRACER_FLAGS :=
|
||||||
|
DOCKER := docker
|
||||||
|
ZIP := zip
|
||||||
|
PANDOC := pandoc
|
||||||
|
CONVERT := convert
|
||||||
|
|
||||||
|
HANDIN := ./hw1b.michael.zhang.zip
|
||||||
|
BINARY := ./raytracer1b
|
||||||
|
WRITEUP := ./writeup.pdf
|
||||||
|
SHOWCASE := ./showcase.png
|
||||||
|
SOURCES := Cargo.toml $(shell find -name "*.rs")
|
||||||
|
|
||||||
|
EXAMPLES := $(shell find examples -name "*.txt")
|
||||||
|
EXAMPLES_PPM := $(patsubst %.txt,%.ppm,$(EXAMPLES))
|
||||||
|
EXAMPLES_PNG := $(patsubst %.txt,%.png,$(EXAMPLES))
|
||||||
|
|
||||||
|
all: $(HANDIN)
|
||||||
|
|
||||||
|
$(BINARY): $(SOURCES)
|
||||||
|
mkdir -p target/docker
|
||||||
|
$(DOCKER) run \
|
||||||
|
--rm \
|
||||||
|
-v "$(shell pwd)":/usr/src/myapp \
|
||||||
|
-v cargo-registry:/usr/local/cargo \
|
||||||
|
--user "$(shell id -u)":"$(shell id -g)" \
|
||||||
|
-w /usr/src/myapp \
|
||||||
|
-e CARGO_TARGET_DIR=/usr/src/myapp/target/docker \
|
||||||
|
rust \
|
||||||
|
cargo build --profile release-handin
|
||||||
|
mv target/docker/release-handin/raytracer1b $@
|
||||||
|
|
||||||
|
$(HANDIN): $(BINARY) $(WRITEUP) Makefile Cargo.toml Cargo.lock README.md $(EXAMPLES_PNG) $(EXAMPLES_PPM) $(SHOWCASE)
|
||||||
|
$(ZIP) -r $@ src examples $^
|
||||||
|
|
||||||
|
$(SHOWCASE): examples/soft-shadow-demo.png
|
||||||
|
cp $< $@
|
||||||
|
|
||||||
|
examples/%.ppm: examples/%.txt $(SOURCES)
|
||||||
|
cargo run --release -- -o $@ $(RAYTRACER_FLAGS) $<
|
||||||
|
|
||||||
|
examples/%.png: examples/%.ppm
|
||||||
|
convert $< $@
|
||||||
|
|
||||||
|
writeup.pdf: writeup.md $(EXAMPLES_PNG)
|
||||||
|
$(PANDOC) -o $@ $<
|
||||||
|
|
||||||
|
clean:
|
||||||
|
rm -rf target/docker \
|
||||||
|
$(HANDIN) $(BINARY) $(WRITEUP) $(SHOWCASE) \
|
||||||
|
$(EXAMPLES_PPM) $(EXAMPLES_PNG)
|
29
assignment-1c/README.md
Normal file
29
assignment-1c/README.md
Normal file
|
@ -0,0 +1,29 @@
|
||||||
|
# Raycaster
|
||||||
|
|
||||||
|
## Bundle contents
|
||||||
|
|
||||||
|
Writeup is located at `/writeup.pdf`.
|
||||||
|
|
||||||
|
The binary can be found at `/raytracer1b`. Run `./raytracer1b --help` to see
|
||||||
|
how to use it. The binary has been built using the Rust Docker image, which
|
||||||
|
should have an environment similar to CSELabs. If there is trouble running the
|
||||||
|
binary, try building from source, as documented below.
|
||||||
|
|
||||||
|
Examples are found in the `examples` directory. The text files are the input
|
||||||
|
sources, and the ppm files are the corresponding outputs. They have been
|
||||||
|
generated by running this program. For convenience, pngs have also been provided
|
||||||
|
using imagemagick.
|
||||||
|
|
||||||
|
## Showcase image
|
||||||
|
|
||||||
|
The showcase image can be found at `/showcase.png`.
|
||||||
|
|
||||||
|
## Building from source
|
||||||
|
|
||||||
|
The Makefile currently uses Docker to produce a more consistent build. If you
|
||||||
|
have a Rust+Cargo toolchain installed locally, it's also possible to build the
|
||||||
|
source using just:
|
||||||
|
|
||||||
|
cargo build --release
|
||||||
|
|
||||||
|
The binary will be found in `target/release`.
|
18
assignment-1c/examples/Hw1bSample1.txt
Executable file
18
assignment-1c/examples/Hw1bSample1.txt
Executable file
|
@ -0,0 +1,18 @@
|
||||||
|
imsize 512 512
|
||||||
|
eye 0 0 0
|
||||||
|
viewdir 0 0.1 -1
|
||||||
|
hfov 90
|
||||||
|
updir 0 1 0
|
||||||
|
bkgcolor 0.1 0.1 0.1
|
||||||
|
|
||||||
|
light -1 -1 -1 0 0.9 0.5 0.05
|
||||||
|
|
||||||
|
mtlcolor 0 1 0 1 1 1 0.6 0.2 0.2 10
|
||||||
|
sphere 0 1.5 -4 1
|
||||||
|
|
||||||
|
mtlcolor 0 1 0 1 1 1 0.1 0.8 0.2 10
|
||||||
|
sphere -1.275 -0.75 -4 1
|
||||||
|
|
||||||
|
mtlcolor 0 1 0 1 1 1 0.1 0.2 0.8 10
|
||||||
|
sphere 1.275 -0.75 -4 1
|
||||||
|
|
15
assignment-1c/examples/attenuation-demo.txt
Normal file
15
assignment-1c/examples/attenuation-demo.txt
Normal file
|
@ -0,0 +1,15 @@
|
||||||
|
imsize 600 200
|
||||||
|
eye 0 0 15
|
||||||
|
viewdir 0 0 -1
|
||||||
|
hfov 90
|
||||||
|
updir 0 1 0
|
||||||
|
bkgcolor 0.4 0.4 0.4
|
||||||
|
|
||||||
|
attlight -15 10 5 1 1 1 1 0 0.25 0.03
|
||||||
|
|
||||||
|
mtlcolor 0.6 1 0.8 1 1 1 0.4 1 0.5 15
|
||||||
|
sphere -10 0 0 2
|
||||||
|
sphere -5 0 0 2
|
||||||
|
sphere 0 0 0 2
|
||||||
|
sphere 5 0 0 2
|
||||||
|
sphere 10 0 0 2
|
12
assignment-1c/examples/cylinder.txt
Normal file
12
assignment-1c/examples/cylinder.txt
Normal file
|
@ -0,0 +1,12 @@
|
||||||
|
imsize 640 480
|
||||||
|
eye 0 0 15
|
||||||
|
viewdir 0 0 -1
|
||||||
|
hfov 60
|
||||||
|
updir 0 1 0
|
||||||
|
bkgcolor 0.1 0.1 0.1
|
||||||
|
|
||||||
|
light -10 10 -3 0 0 0.4 0.4
|
||||||
|
light 10 10 -3 1 0.4 0 0.4
|
||||||
|
|
||||||
|
mtlcolor 0.5 1 0.5 0.2 0.4 0.8 0.2 0.4 0 10
|
||||||
|
cylinder -2 4 -3 0 0 5 1 4
|
15
assignment-1c/examples/depth-cueing-demo.txt
Normal file
15
assignment-1c/examples/depth-cueing-demo.txt
Normal file
|
@ -0,0 +1,15 @@
|
||||||
|
imsize 640 480
|
||||||
|
eye -2.5 2 -5
|
||||||
|
viewdir -0.2 0 -1
|
||||||
|
hfov 90
|
||||||
|
updir 0 1 0
|
||||||
|
bkgcolor 0.4 0.4 0.4
|
||||||
|
|
||||||
|
depthcueing 0.4 0.4 0.4 1 0.1 60 0
|
||||||
|
light 0 5 -7.5 1 1 1 1
|
||||||
|
|
||||||
|
mtlcolor 1 0.8 0.7 1 1 1 0.6 0.6 0 10
|
||||||
|
sphere -5 2 -10 2
|
||||||
|
sphere -3 2 -20 2
|
||||||
|
sphere 1.5 2 -30 2
|
||||||
|
sphere 13 2 -60 2
|
23
assignment-1c/examples/ka-demo.txt
Normal file
23
assignment-1c/examples/ka-demo.txt
Normal file
|
@ -0,0 +1,23 @@
|
||||||
|
imsize 600 200
|
||||||
|
eye 0 0 15
|
||||||
|
viewdir 0 0 -1
|
||||||
|
hfov 90
|
||||||
|
updir 0 1 0
|
||||||
|
bkgcolor 0.4 0.4 0.4
|
||||||
|
|
||||||
|
light 0 5 5 1 0.7 0.7 0.8
|
||||||
|
|
||||||
|
mtlcolor 0.6 1 0.4 1 1 1 0 0.4 0 1
|
||||||
|
sphere -10 0 0 2
|
||||||
|
|
||||||
|
mtlcolor 0.6 1 0.4 1 1 1 0.2 0.4 0 1
|
||||||
|
sphere -5 0 0 2
|
||||||
|
|
||||||
|
mtlcolor 0.6 1 0.4 1 1 1 0.4 0.4 0 1
|
||||||
|
sphere 0 0 0 2
|
||||||
|
|
||||||
|
mtlcolor 0.6 1 0.4 1 1 1 0.6 0.4 0 1
|
||||||
|
sphere 5 0 0 2
|
||||||
|
|
||||||
|
mtlcolor 0.6 1 0.4 1 1 1 0.8 0.4 0 1
|
||||||
|
sphere 10 0 0 2
|
23
assignment-1c/examples/kd-demo.txt
Normal file
23
assignment-1c/examples/kd-demo.txt
Normal file
|
@ -0,0 +1,23 @@
|
||||||
|
imsize 600 200
|
||||||
|
eye 0 0 15
|
||||||
|
viewdir 0 0 -1
|
||||||
|
hfov 90
|
||||||
|
updir 0 1 0
|
||||||
|
bkgcolor 0.4 0.4 0.4
|
||||||
|
|
||||||
|
light 0 5 5 1 0.7 0.7 0.8
|
||||||
|
|
||||||
|
mtlcolor 0.6 1 0.4 1 1 1 0.2 0 0 1
|
||||||
|
sphere -10 0 0 2
|
||||||
|
|
||||||
|
mtlcolor 0.6 1 0.4 1 1 1 0.2 0.2 0 1
|
||||||
|
sphere -5 0 0 2
|
||||||
|
|
||||||
|
mtlcolor 0.6 1 0.4 1 1 1 0.2 0.4 0 1
|
||||||
|
sphere 0 0 0 2
|
||||||
|
|
||||||
|
mtlcolor 0.6 1 0.4 1 1 1 0.2 0.6 0 1
|
||||||
|
sphere 5 0 0 2
|
||||||
|
|
||||||
|
mtlcolor 0.6 1 0.4 1 1 1 0.2 0.8 0 1
|
||||||
|
sphere 10 0 0 2
|
23
assignment-1c/examples/ks-demo.txt
Normal file
23
assignment-1c/examples/ks-demo.txt
Normal file
|
@ -0,0 +1,23 @@
|
||||||
|
imsize 600 200
|
||||||
|
eye 0 0 15
|
||||||
|
viewdir 0 0 -1
|
||||||
|
hfov 90
|
||||||
|
updir 0 1 0
|
||||||
|
bkgcolor 0.4 0.4 0.4
|
||||||
|
|
||||||
|
light 0 5 5 1 0.7 0.7 0.8
|
||||||
|
|
||||||
|
mtlcolor 0.6 1 0.4 1 1 1 0.2 0.2 0 15
|
||||||
|
sphere -10 0 0 2
|
||||||
|
|
||||||
|
mtlcolor 0.6 1 0.4 1 1 1 0.2 0.2 0.2 15
|
||||||
|
sphere -5 0 0 2
|
||||||
|
|
||||||
|
mtlcolor 0.6 1 0.4 1 1 1 0.2 0.2 0.4 15
|
||||||
|
sphere 0 0 0 2
|
||||||
|
|
||||||
|
mtlcolor 0.6 1 0.4 1 1 1 0.2 0.2 0.6 15
|
||||||
|
sphere 5 0 0 2
|
||||||
|
|
||||||
|
mtlcolor 0.6 1 0.4 1 1 1 0.2 0.2 0.8 15
|
||||||
|
sphere 10 0 0 2
|
16
assignment-1c/examples/multiple-lights-demo.txt
Normal file
16
assignment-1c/examples/multiple-lights-demo.txt
Normal file
|
@ -0,0 +1,16 @@
|
||||||
|
imsize 640 480
|
||||||
|
eye 0 0 -2
|
||||||
|
viewdir 0 0 -1
|
||||||
|
hfov 90
|
||||||
|
updir 0 1 0
|
||||||
|
bkgcolor 0.4 0.4 0.4
|
||||||
|
|
||||||
|
light -5 5 -7.5 1 1 1 1
|
||||||
|
light 5 5 -7.5 1 1 1 1
|
||||||
|
|
||||||
|
mtlcolor 0.4 0.6 1 1 1 1 0.2 0.6 0 10
|
||||||
|
sphere 0 -2 -10 2
|
||||||
|
|
||||||
|
mtlcolor 0.8 0.4 0.4 1 1 1 0.2 0.6 0 10
|
||||||
|
sphere -2.5 2.5 -10 1
|
||||||
|
sphere 2.5 2.5 -10 1
|
23
assignment-1c/examples/n-demo.txt
Normal file
23
assignment-1c/examples/n-demo.txt
Normal file
|
@ -0,0 +1,23 @@
|
||||||
|
imsize 600 200
|
||||||
|
eye 0 0 15
|
||||||
|
viewdir 0 0 -1
|
||||||
|
hfov 90
|
||||||
|
updir 0 1 0
|
||||||
|
bkgcolor 0.4 0.4 0.4
|
||||||
|
|
||||||
|
light 0 5 5 1 0.7 0.7 0.8
|
||||||
|
|
||||||
|
mtlcolor 0.6 1 0.4 1 1 1 0.2 0.2 0.4 2
|
||||||
|
sphere -10 0 0 2
|
||||||
|
|
||||||
|
mtlcolor 0.6 1 0.4 1 1 1 0.2 0.2 0.4 6
|
||||||
|
sphere -5 0 0 2
|
||||||
|
|
||||||
|
mtlcolor 0.6 1 0.4 1 1 1 0.2 0.2 0.4 10
|
||||||
|
sphere 0 0 0 2
|
||||||
|
|
||||||
|
mtlcolor 0.6 1 0.4 1 1 1 0.2 0.2 0.4 50
|
||||||
|
sphere 5 0 0 2
|
||||||
|
|
||||||
|
mtlcolor 0.6 1 0.4 1 1 1 0.2 0.2 0.4 100
|
||||||
|
sphere 10 0 0 2
|
37
assignment-1c/examples/objects.txt
Normal file
37
assignment-1c/examples/objects.txt
Normal file
|
@ -0,0 +1,37 @@
|
||||||
|
imsize 1920 1080
|
||||||
|
eye 0 0 15
|
||||||
|
viewdir 0 0 -1
|
||||||
|
hfov 60
|
||||||
|
updir 0 1 0
|
||||||
|
bkgcolor 0.4 0.4 0.4
|
||||||
|
|
||||||
|
depthcueing 0.4 0.4 0.4 1 0.1 60 0
|
||||||
|
|
||||||
|
light -10 10 -3 0 0.8 0.8 0.8
|
||||||
|
light -10 10 -3 1 0.8 0.8 0.8
|
||||||
|
|
||||||
|
mtlcolor 0 0.5 0.5 1 1 1 0.2 0.7 0.2 10
|
||||||
|
sphere -1 -2 -5 2
|
||||||
|
sphere 10 -10 -40 1
|
||||||
|
|
||||||
|
mtlcolor 0.5 0.5 1 0.4 0.4 0.4 0.2 0.7 0.4 10
|
||||||
|
sphere 1 2 -3 3
|
||||||
|
sphere -6 3 -4 1
|
||||||
|
|
||||||
|
mtlcolor 1.0 0 0.5 0.6 0.4 0.2 0.2 0.6 0.8 10
|
||||||
|
sphere 20 20 -50 6
|
||||||
|
|
||||||
|
mtlcolor 0.5 0 0.5 0.6 0.4 0.2 0.2 0.5 0 10
|
||||||
|
sphere -6 -4 -8 7
|
||||||
|
|
||||||
|
mtlcolor 0.8 0 0.3 0.6 0.4 0.2 0.2 0.4 0.2 10
|
||||||
|
cylinder -2 2 -3 0 0 5 1 4
|
||||||
|
|
||||||
|
mtlcolor 0.8 0.8 0.3 0.6 0.4 0.2 0.2 0.8 0.2 10
|
||||||
|
sphere -40 35 -80 7
|
||||||
|
sphere -25 20 -60 5
|
||||||
|
sphere -12.5 15 -40 3
|
||||||
|
sphere -7 14 -30 2
|
||||||
|
|
||||||
|
mtlcolor 0.5 1 0.5 0.2 0.4 0.8 0.2 0.4 0 10
|
||||||
|
cylinder 5 1 -2 1 -2 1 1 2
|
12
assignment-1c/examples/sample-1.txt
Normal file
12
assignment-1c/examples/sample-1.txt
Normal file
|
@ -0,0 +1,12 @@
|
||||||
|
imsize 256 256
|
||||||
|
eye 0 0 0
|
||||||
|
viewdir 0 0 -1
|
||||||
|
hfov 90
|
||||||
|
updir 0 1 0
|
||||||
|
bkgcolor 0.1 0.1 0.1
|
||||||
|
|
||||||
|
light -2 3 -3 0 1 0.5 0.6
|
||||||
|
light 2 3 -3 1 0.5 0.5 1
|
||||||
|
|
||||||
|
mtlcolor 0 1 0 1 1 1 0.2 0.4 0 10
|
||||||
|
sphere 0 0 -5 2
|
45
assignment-1c/examples/soft-shadow-demo.txt
Normal file
45
assignment-1c/examples/soft-shadow-demo.txt
Normal file
|
@ -0,0 +1,45 @@
|
||||||
|
imsize 640 480
|
||||||
|
eye 0 0 15
|
||||||
|
viewdir 0 0 -1
|
||||||
|
hfov 60
|
||||||
|
updir 0 1 0
|
||||||
|
bkgcolor 0.5 0.5 0.5
|
||||||
|
|
||||||
|
depthcueing 0.5 0.5 0.5 1 0.4 60 0
|
||||||
|
|
||||||
|
light 10 10 -10 1 1 1 1
|
||||||
|
|
||||||
|
mtlcolor 0.5 1 0.5 1 1 1 0.2 1 0.1 5
|
||||||
|
sphere 4.5 4.5 -20 4.5
|
||||||
|
sphere -4.5 -4.5 -20 4.5
|
||||||
|
|
||||||
|
mtlcolor 1 0.5 0.5 1 1 1 0.2 0.8 0 5
|
||||||
|
sphere -10 0 -30 4
|
||||||
|
sphere -20 0 -30 4
|
||||||
|
sphere -30 0 -30 4
|
||||||
|
sphere -40 0 -30 4
|
||||||
|
sphere 0 0 -30 4
|
||||||
|
sphere 10 0 -30 4
|
||||||
|
sphere 20 0 -30 4
|
||||||
|
sphere 30 0 -30 4
|
||||||
|
sphere 40 0 -30 4
|
||||||
|
|
||||||
|
sphere -10 -10 -30 4
|
||||||
|
sphere -20 -10 -30 4
|
||||||
|
sphere -30 -10 -30 4
|
||||||
|
sphere -40 -10 -30 4
|
||||||
|
sphere 0 -10 -30 4
|
||||||
|
sphere 10 -10 -30 4
|
||||||
|
sphere 20 -10 -30 4
|
||||||
|
sphere 30 -10 -30 4
|
||||||
|
sphere 40 -10 -30 4
|
||||||
|
|
||||||
|
sphere -10 10 -30 4
|
||||||
|
sphere -20 10 -30 4
|
||||||
|
sphere -30 10 -30 4
|
||||||
|
sphere -40 10 -30 4
|
||||||
|
sphere 0 10 -30 4
|
||||||
|
sphere 10 10 -30 4
|
||||||
|
sphere 20 10 -30 4
|
||||||
|
sphere 30 10 -30 4
|
||||||
|
sphere 40 10 -30 4
|
41
assignment-1c/src/image.rs
Normal file
41
assignment-1c/src/image.rs
Normal file
|
@ -0,0 +1,41 @@
|
||||||
|
use std::io::{Result, Write};
|
||||||
|
|
||||||
|
use nalgebra::Vector3;
|
||||||
|
|
||||||
|
/// A pixel color represented by a red, green, and blue value in the range 0-1.
|
||||||
|
pub type Color = Vector3<f64>;
|
||||||
|
|
||||||
|
/// A representation of an image
|
||||||
|
pub struct Image {
|
||||||
|
/// Width in pixels
|
||||||
|
pub width: usize,
|
||||||
|
|
||||||
|
/// Height in pixels
|
||||||
|
pub height: usize,
|
||||||
|
|
||||||
|
/// Pixel data in row-major form.
|
||||||
|
pub data: Vec<Color>,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Image {
|
||||||
|
/// Write the image in PPM format to a file.
|
||||||
|
pub fn write(&self, mut w: impl Write) -> Result<()> {
|
||||||
|
// Header
|
||||||
|
let header = format!("P3 {} {} 255\n", self.width, self.height);
|
||||||
|
w.write_all(header.as_bytes())?;
|
||||||
|
|
||||||
|
// Pixel data
|
||||||
|
assert_eq!(self.data.len(), self.width * self.height);
|
||||||
|
|
||||||
|
for pixel in self.data.iter() {
|
||||||
|
let pixel = pixel * 256.0;
|
||||||
|
let red = pixel.x as u8;
|
||||||
|
let green = pixel.y as u8;
|
||||||
|
let blue = pixel.z as u8;
|
||||||
|
let pixel = format!("{red} {green} {blue}\n");
|
||||||
|
w.write_all(pixel.as_bytes())?;
|
||||||
|
}
|
||||||
|
|
||||||
|
Ok(())
|
||||||
|
}
|
||||||
|
}
|
13
assignment-1c/src/lib.rs
Normal file
13
assignment-1c/src/lib.rs
Normal file
|
@ -0,0 +1,13 @@
|
||||||
|
#![doc = include_str!("../README.md")]
|
||||||
|
|
||||||
|
#[macro_use]
|
||||||
|
extern crate anyhow;
|
||||||
|
#[macro_use]
|
||||||
|
extern crate derivative;
|
||||||
|
#[macro_use]
|
||||||
|
extern crate tracing;
|
||||||
|
|
||||||
|
pub mod image;
|
||||||
|
pub mod ray;
|
||||||
|
pub mod scene;
|
||||||
|
pub mod utils;
|
138
assignment-1c/src/main.rs
Normal file
138
assignment-1c/src/main.rs
Normal file
|
@ -0,0 +1,138 @@
|
||||||
|
#[macro_use]
|
||||||
|
extern crate tracing;
|
||||||
|
|
||||||
|
use std::fs::File;
|
||||||
|
use std::path::PathBuf;
|
||||||
|
|
||||||
|
use anyhow::Result;
|
||||||
|
use assignment_1b::image::Image;
|
||||||
|
use assignment_1b::ray::Ray;
|
||||||
|
use assignment_1b::scene::Scene;
|
||||||
|
|
||||||
|
use clap::Parser;
|
||||||
|
|
||||||
|
use rayon::prelude::{IntoParallelIterator, ParallelIterator};
|
||||||
|
|
||||||
|
/// Simple raytracer with Blinn-Phong illumination and shadowing.
|
||||||
|
#[derive(Parser)]
|
||||||
|
#[clap(author, version, about, long_about = None)]
|
||||||
|
struct Opt {
|
||||||
|
/// Path to the input file to use.
|
||||||
|
#[clap()]
|
||||||
|
input_path: PathBuf,
|
||||||
|
|
||||||
|
/// Path to the output (defaults to the same file name as the input except
|
||||||
|
/// with an extension of .ppm)
|
||||||
|
#[clap(short = 'o', long = "output")]
|
||||||
|
output_path: Option<PathBuf>,
|
||||||
|
|
||||||
|
/// Force parallel projection to be used
|
||||||
|
#[clap(long = "parallel")]
|
||||||
|
force_parallel: bool,
|
||||||
|
|
||||||
|
/// Override distance from eye
|
||||||
|
#[clap(long = "distance", default_value = "1.0")]
|
||||||
|
distance: f64,
|
||||||
|
}
|
||||||
|
|
||||||
|
fn main() -> Result<()> {
|
||||||
|
let opt = Opt::parse();
|
||||||
|
|
||||||
|
// Set up logging
|
||||||
|
tracing_subscriber::fmt()
|
||||||
|
.with_target(false)
|
||||||
|
.with_timer(tracing_subscriber::fmt::time::uptime())
|
||||||
|
.with_level(true)
|
||||||
|
.init();
|
||||||
|
|
||||||
|
// Rename the output file if it's not provided
|
||||||
|
let out_file = opt
|
||||||
|
.output_path
|
||||||
|
.unwrap_or_else(|| opt.input_path.with_extension("ppm"));
|
||||||
|
|
||||||
|
let mut scene = Scene::from_input_file(&opt.input_path)?;
|
||||||
|
let distance = opt.distance;
|
||||||
|
|
||||||
|
// Force-override parallel projection
|
||||||
|
if opt.force_parallel {
|
||||||
|
scene.parallel_projection = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Translate image pixels to real-world 3d coords
|
||||||
|
let translate_pixel = scene.pixel_translation_function(distance);
|
||||||
|
|
||||||
|
// Generate a parallel iterator for pixels
|
||||||
|
// The iterator preserves order and uses row-major order
|
||||||
|
let pixels_iter = (0..scene.image_height)
|
||||||
|
.into_par_iter()
|
||||||
|
.flat_map(|y| (0..scene.image_width).into_par_iter().map(move |x| (x, y)));
|
||||||
|
|
||||||
|
// Loop through every single pixel of the output file
|
||||||
|
let pixels = pixels_iter
|
||||||
|
.map(|(px, py)| {
|
||||||
|
let pixel_in_space = translate_pixel(px, py);
|
||||||
|
|
||||||
|
let ray_start = if scene.parallel_projection {
|
||||||
|
// For a parallel projection, we'll just take the view direction and
|
||||||
|
// subtract it from the target point. This means every single
|
||||||
|
// ray will be viewed from a point at infinity, rather than a single eye
|
||||||
|
// position.
|
||||||
|
let n = scene.view_dir.normalize();
|
||||||
|
let view_dir = n * distance;
|
||||||
|
pixel_in_space - view_dir
|
||||||
|
} else {
|
||||||
|
scene.eye_pos
|
||||||
|
};
|
||||||
|
|
||||||
|
let ray = Ray::from_endpoints(ray_start, pixel_in_space);
|
||||||
|
|
||||||
|
let intersections = scene
|
||||||
|
.objects
|
||||||
|
.iter()
|
||||||
|
.enumerate()
|
||||||
|
.filter_map(|(i, object)| {
|
||||||
|
match object.kind.intersects_ray_at(&ray) {
|
||||||
|
Ok(Some(t)) => {
|
||||||
|
// Return both the t and the sphere, because we want to sort on
|
||||||
|
// the t but later retrieve attributes from the sphere
|
||||||
|
Some(Ok((i, t, object)))
|
||||||
|
}
|
||||||
|
Ok(None) => None,
|
||||||
|
Err(err) => {
|
||||||
|
error!("Error: {err}");
|
||||||
|
Some(Err(err))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
})
|
||||||
|
.collect::<Result<Vec<_>>>()?;
|
||||||
|
|
||||||
|
// Sort the list of intersection times by the lowest one.
|
||||||
|
let earliest_intersection =
|
||||||
|
intersections.into_iter().min_by_key(|(_, t, _)| t.time);
|
||||||
|
|
||||||
|
Ok(match earliest_intersection {
|
||||||
|
// Take the object's material color
|
||||||
|
Some((obj_idx, intersection_context, object)) => scene
|
||||||
|
.compute_pixel_color(obj_idx, object.material, intersection_context),
|
||||||
|
|
||||||
|
// There was no intersection, so this should default to the scene's
|
||||||
|
// background color
|
||||||
|
None => scene.bkg_color,
|
||||||
|
})
|
||||||
|
})
|
||||||
|
.collect::<Result<Vec<_>>>()?;
|
||||||
|
|
||||||
|
// Construct and emit image
|
||||||
|
let image = Image {
|
||||||
|
width: scene.image_width,
|
||||||
|
height: scene.image_height,
|
||||||
|
data: pixels,
|
||||||
|
};
|
||||||
|
|
||||||
|
{
|
||||||
|
let file = File::create(out_file)?;
|
||||||
|
image.write(file)?;
|
||||||
|
}
|
||||||
|
|
||||||
|
Ok(())
|
||||||
|
}
|
27
assignment-1c/src/ray.rs
Normal file
27
assignment-1c/src/ray.rs
Normal file
|
@ -0,0 +1,27 @@
|
||||||
|
use nalgebra::Vector3;
|
||||||
|
|
||||||
|
/// A normalized parametric Ray of the form (origin + direction * time)
|
||||||
|
///
|
||||||
|
/// That means at any time t: f64, the point represented by origin + direction *
|
||||||
|
/// time occurs on the ray.
|
||||||
|
#[derive(Debug)]
|
||||||
|
pub struct Ray {
|
||||||
|
pub origin: Vector3<f64>,
|
||||||
|
pub direction: Vector3<f64>,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Ray {
|
||||||
|
/// Construct a ray from endpoints
|
||||||
|
pub fn from_endpoints(start: Vector3<f64>, end: Vector3<f64>) -> Self {
|
||||||
|
let delta = (end - start).normalize();
|
||||||
|
Ray {
|
||||||
|
origin: start,
|
||||||
|
direction: delta,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Evaluate the ray at a certain point in time, yielding a point
|
||||||
|
pub fn eval(&self, time: f64) -> Vector3<f64> {
|
||||||
|
self.origin + self.direction * time
|
||||||
|
}
|
||||||
|
}
|
204
assignment-1c/src/scene/cylinder.rs
Normal file
204
assignment-1c/src/scene/cylinder.rs
Normal file
|
@ -0,0 +1,204 @@
|
||||||
|
use anyhow::Result;
|
||||||
|
use nalgebra::Vector3;
|
||||||
|
use ordered_float::NotNan;
|
||||||
|
|
||||||
|
use crate::ray::Ray;
|
||||||
|
use crate::utils::compute_rotation_matrix;
|
||||||
|
|
||||||
|
use super::{illumination::IntersectionContext};
|
||||||
|
|
||||||
|
#[derive(Debug)]
|
||||||
|
pub struct Cylinder {
|
||||||
|
pub center: Vector3<f64>,
|
||||||
|
pub direction: Vector3<f64>,
|
||||||
|
pub radius: f64,
|
||||||
|
pub length: f64,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Cylinder {
|
||||||
|
/// Given a cylinder, returns the first time at which this ray intersects the
|
||||||
|
/// cylinder.
|
||||||
|
///
|
||||||
|
/// If there is no intersection point, returns None.
|
||||||
|
pub fn intersects_ray_at(
|
||||||
|
&self,
|
||||||
|
ray: &Ray,
|
||||||
|
) -> Result<Option<IntersectionContext>> {
|
||||||
|
// Determine rotation matrix for turning the cylinder upright along the
|
||||||
|
// Z-axis
|
||||||
|
let target_direction = Vector3::new(0.0, 0.0, 1.0);
|
||||||
|
let rotation_matrix =
|
||||||
|
compute_rotation_matrix(self.direction, target_direction)?;
|
||||||
|
let inverse_rotation_matrix =
|
||||||
|
rotation_matrix.try_inverse().ok_or_else(|| {
|
||||||
|
anyhow!("Rotation matrix for some reason does not have an inverse?")
|
||||||
|
})?;
|
||||||
|
|
||||||
|
// Transform all parameters according to this rotation matrix
|
||||||
|
let rotated_cylinder_center = rotation_matrix * self.center;
|
||||||
|
let rotated_ray_origin = rotation_matrix * ray.origin;
|
||||||
|
let rotated_ray_direction = rotation_matrix * ray.direction;
|
||||||
|
|
||||||
|
// Now that we know the cylinder is upright, we can start checking against
|
||||||
|
// the formula:
|
||||||
|
//
|
||||||
|
// (ox + t*rx - cx)^2 + (oy + t*ry - cy)^2 = r^2
|
||||||
|
//
|
||||||
|
// where o{xy} is the ray origin, r{xy} is the ray direction, and c{xy} is
|
||||||
|
// the cylinder center. The z will be taken care of after the fact. To
|
||||||
|
// solve, we must put it into the form At^2 + Bt + c = 0. The variables
|
||||||
|
// are:
|
||||||
|
//
|
||||||
|
// A: rx^2 + ry^2
|
||||||
|
// B: 2(rx(ox - cx) + ry(oy - cy))
|
||||||
|
// C: (cx - ox)^2 + (cy - oy)^2 - r^2
|
||||||
|
let (a, b, c) = {
|
||||||
|
let o = rotated_ray_origin;
|
||||||
|
let r = rotated_ray_direction;
|
||||||
|
let c = rotated_cylinder_center;
|
||||||
|
|
||||||
|
(
|
||||||
|
r.x.powi(2) + r.y.powi(2),
|
||||||
|
2.0 * (r.x * (o.x - c.x) + r.y * (o.y - c.y)),
|
||||||
|
(c.x - o.x).powi(2) + (c.y - o.y).powi(2) - self.radius.powi(2),
|
||||||
|
)
|
||||||
|
};
|
||||||
|
|
||||||
|
let discriminant = b * b - 4.0 * a * c;
|
||||||
|
|
||||||
|
let possible_side_solutions = match discriminant {
|
||||||
|
// Discriminant < 0, means the equation has no solutions.
|
||||||
|
d if d < 0.0 => vec![],
|
||||||
|
|
||||||
|
// Discriminant == 0
|
||||||
|
d if d == 0.0 => vec![-b / 2.0 * a],
|
||||||
|
|
||||||
|
// Discriminant > 0, 2 solutions available.
|
||||||
|
d if d > 0.0 => {
|
||||||
|
vec![
|
||||||
|
(-b + discriminant.sqrt()) / (2.0 * a),
|
||||||
|
(-b - discriminant.sqrt()) / (2.0 * a),
|
||||||
|
]
|
||||||
|
}
|
||||||
|
|
||||||
|
// Probably hit some NaN or Infinity value due to faulty inputs...
|
||||||
|
_ => bail!("Invalid determinant value: {discriminant}"),
|
||||||
|
};
|
||||||
|
|
||||||
|
// Filter out solutions that don't have a valid Z position.
|
||||||
|
let side_solutions = possible_side_solutions.into_iter().filter_map(|t| {
|
||||||
|
let ray_point = ray.eval(t);
|
||||||
|
let rotated_ray_point = rotation_matrix * ray_point;
|
||||||
|
let z = rotated_ray_point.z - rotated_cylinder_center.z;
|
||||||
|
|
||||||
|
// Check to see if z is between -len/2 and len/2
|
||||||
|
if z.abs() > self.length / 2.0 {
|
||||||
|
return None;
|
||||||
|
}
|
||||||
|
|
||||||
|
let time = NotNan::new(t).ok()?;
|
||||||
|
|
||||||
|
// The point on the center of the cylinder that corresponds to the z-axis
|
||||||
|
// point of the intersection
|
||||||
|
let center_at_z = {
|
||||||
|
let mut center_point = rotation_matrix * ray_point;
|
||||||
|
center_point.x = rotated_cylinder_center.x;
|
||||||
|
center_point.y = rotated_cylinder_center.y;
|
||||||
|
|
||||||
|
inverse_rotation_matrix * center_point
|
||||||
|
};
|
||||||
|
let normal = (ray_point - center_at_z).normalize();
|
||||||
|
|
||||||
|
Some(IntersectionContext {
|
||||||
|
time,
|
||||||
|
point: ray_point,
|
||||||
|
normal,
|
||||||
|
})
|
||||||
|
});
|
||||||
|
|
||||||
|
// We also need to add solutions for the two ends of the cylinder, which
|
||||||
|
// uses a similar method except backwards: check intersection points
|
||||||
|
// with the correct z-plane and then see if the points are within the
|
||||||
|
// circle.
|
||||||
|
//
|
||||||
|
// Luckily, this means we only need to care about one dimension at first,
|
||||||
|
// and don't need to perform the quadratic equation method above.
|
||||||
|
//
|
||||||
|
// oz + t * rz = cz +- (len / 2)
|
||||||
|
// t = (-oz + cz +- (len / 2)) / rz
|
||||||
|
let possible_z_intersections = {
|
||||||
|
let o = rotated_ray_origin;
|
||||||
|
let r = rotated_ray_direction;
|
||||||
|
let c = rotated_cylinder_center;
|
||||||
|
|
||||||
|
if r.z == 0.0 {
|
||||||
|
Vec::new() // No solutions here
|
||||||
|
} else {
|
||||||
|
vec![
|
||||||
|
(-o.z + c.z + self.length / 2.0) / r.z,
|
||||||
|
(-o.z + c.z - self.length / 2.0) / r.z,
|
||||||
|
]
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
let end_solutions = possible_z_intersections.into_iter().filter_map(|t| {
|
||||||
|
let ray_point = ray.eval(t);
|
||||||
|
let rotated_point = rotation_matrix * ray_point;
|
||||||
|
|
||||||
|
// Filter out all the solutions where the intersection point does not lie
|
||||||
|
// in the circle
|
||||||
|
if rotated_point.x.powi(2) + rotated_point.y.powi(2) > self.radius.powi(2)
|
||||||
|
{
|
||||||
|
return None;
|
||||||
|
}
|
||||||
|
|
||||||
|
let normal_rotated =
|
||||||
|
Vector3::new(0.0, 0.0, rotated_point.z - rotated_cylinder_center.z)
|
||||||
|
.normalize();
|
||||||
|
let normal = inverse_rotation_matrix * normal_rotated;
|
||||||
|
|
||||||
|
let time = NotNan::new(t).ok()?;
|
||||||
|
Some(IntersectionContext {
|
||||||
|
time,
|
||||||
|
point: ray_point,
|
||||||
|
normal,
|
||||||
|
})
|
||||||
|
});
|
||||||
|
|
||||||
|
let solutions = side_solutions
|
||||||
|
.into_iter()
|
||||||
|
.chain(end_solutions.into_iter())
|
||||||
|
// Remove any t < 0, since that means it's behind the viewer and we
|
||||||
|
// can't see it.
|
||||||
|
.filter(|ctx| *ctx.time >= 0.0);
|
||||||
|
|
||||||
|
// Return the minimum solution
|
||||||
|
Ok(solutions.min_by_key(|ctx| ctx.time))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[cfg(test)]
|
||||||
|
mod tests {
|
||||||
|
use nalgebra::Vector3;
|
||||||
|
|
||||||
|
use crate::{ray::Ray};
|
||||||
|
|
||||||
|
use super::Cylinder;
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_cylinder() {
|
||||||
|
let cylinder = Cylinder {
|
||||||
|
center: Vector3::new(0.0, 0.0, 0.0),
|
||||||
|
direction: Vector3::new(0.0, 1.0, 0.0),
|
||||||
|
radius: 3.0,
|
||||||
|
length: 4.0,
|
||||||
|
};
|
||||||
|
|
||||||
|
let eye = Vector3::new(0.0, 3.0, 3.0);
|
||||||
|
let end = Vector3::new(0.0, 2.0, 2.0);
|
||||||
|
let ray = Ray::from_endpoints(eye, end);
|
||||||
|
|
||||||
|
let res = cylinder.intersects_ray_at(&ray);
|
||||||
|
panic!("Result: {res:?}");
|
||||||
|
}
|
||||||
|
}
|
225
assignment-1c/src/scene/data.rs
Normal file
225
assignment-1c/src/scene/data.rs
Normal file
|
@ -0,0 +1,225 @@
|
||||||
|
use std::fmt::Debug;
|
||||||
|
|
||||||
|
use anyhow::Result;
|
||||||
|
use nalgebra::Vector3;
|
||||||
|
|
||||||
|
use crate::image::Color;
|
||||||
|
use crate::ray::Ray;
|
||||||
|
use crate::utils::cross;
|
||||||
|
|
||||||
|
use super::cylinder::Cylinder;
|
||||||
|
use super::illumination::IntersectionContext;
|
||||||
|
use super::sphere::Sphere;
|
||||||
|
use super::Scene;
|
||||||
|
|
||||||
|
#[derive(Debug)]
|
||||||
|
pub enum ObjectKind {
|
||||||
|
Sphere(Sphere),
|
||||||
|
Cylinder(Cylinder),
|
||||||
|
}
|
||||||
|
|
||||||
|
impl ObjectKind {
|
||||||
|
/// Determine where the ray intersects this object, returning the earliest
|
||||||
|
/// time this happens. Returns None if no intersection occurs.
|
||||||
|
///
|
||||||
|
/// Also known as Trace_Ray in the slides, except not the part where it calls
|
||||||
|
/// Shade_Ray.
|
||||||
|
pub fn intersects_ray_at(
|
||||||
|
&self,
|
||||||
|
ray: &Ray,
|
||||||
|
) -> Result<Option<IntersectionContext>> {
|
||||||
|
match self {
|
||||||
|
ObjectKind::Sphere(sphere) => sphere.intersects_ray_at(ray),
|
||||||
|
ObjectKind::Cylinder(cylinder) => cylinder.intersects_ray_at(ray),
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// An object in the scene
|
||||||
|
#[derive(Debug)]
|
||||||
|
pub struct Object {
|
||||||
|
pub kind: ObjectKind,
|
||||||
|
|
||||||
|
/// Index into the scene's material color list
|
||||||
|
pub material: usize,
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(Debug)]
|
||||||
|
pub struct Rect {
|
||||||
|
pub upper_left: Vector3<f64>,
|
||||||
|
pub upper_right: Vector3<f64>,
|
||||||
|
pub lower_left: Vector3<f64>,
|
||||||
|
pub lower_right: Vector3<f64>,
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(Debug)]
|
||||||
|
pub struct Material {
|
||||||
|
pub diffuse_color: Vector3<f64>,
|
||||||
|
pub specular_color: Vector3<f64>,
|
||||||
|
|
||||||
|
pub k_a: f64,
|
||||||
|
pub k_d: f64,
|
||||||
|
pub k_s: f64,
|
||||||
|
pub exponent: f64,
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(Debug)]
|
||||||
|
pub enum LightKind {
|
||||||
|
/// A point light source exists at a point and emits light in all directions
|
||||||
|
Point {
|
||||||
|
location: Vector3<f64>,
|
||||||
|
|
||||||
|
/// Whether light attenuation is enabled for this light
|
||||||
|
attenuation: Option<Attenuation>,
|
||||||
|
},
|
||||||
|
|
||||||
|
/// A directional light source exists at an infinitely far location but emits
|
||||||
|
/// light in a specific direction
|
||||||
|
Directional { direction: Vector3<f64> },
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(Debug)]
|
||||||
|
pub struct Light {
|
||||||
|
/// The kind of light source, as well as its associated information
|
||||||
|
pub kind: LightKind,
|
||||||
|
|
||||||
|
/// The color, or intensity, of the light source
|
||||||
|
pub color: Vector3<f64>,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Light {
|
||||||
|
/// Get the unit directional vector pointing from the given point to this
|
||||||
|
/// light source
|
||||||
|
pub fn direction_from(&self, point: Vector3<f64>) -> Vector3<f64> {
|
||||||
|
match self.kind {
|
||||||
|
LightKind::Point { location, .. } => location - point,
|
||||||
|
LightKind::Directional { direction } => -direction,
|
||||||
|
}
|
||||||
|
.normalize()
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(Debug)]
|
||||||
|
pub struct DepthCueing {
|
||||||
|
/// The color to tint (should be the same as the background color, to avoid
|
||||||
|
/// bizarre visual effects)
|
||||||
|
pub color: Color,
|
||||||
|
|
||||||
|
/// Proportion of the color influenced by the depth tint when the distance is
|
||||||
|
/// maxed (caps at 1.0)
|
||||||
|
pub a_max: f64,
|
||||||
|
|
||||||
|
/// Proportion of the color influenced by the depth tint when the distance is
|
||||||
|
/// at the minimum (caps at 1.0)
|
||||||
|
pub a_min: f64,
|
||||||
|
|
||||||
|
/// The max distance that should be affected by the depth tint
|
||||||
|
pub dist_max: f64,
|
||||||
|
|
||||||
|
/// The min distance that should be affected by the depth tint
|
||||||
|
pub dist_min: f64,
|
||||||
|
}
|
||||||
|
|
||||||
|
/// A default implementation here needs to simulate what would happen if there
|
||||||
|
/// was no depth cueing. In this case, if we have both a_max and a_min be 1.0,
|
||||||
|
/// then the original color will always apply and there will be no need for
|
||||||
|
/// depth color
|
||||||
|
impl Default for DepthCueing {
|
||||||
|
fn default() -> Self {
|
||||||
|
Self {
|
||||||
|
color: Default::default(),
|
||||||
|
a_max: 1.0,
|
||||||
|
a_min: 1.0,
|
||||||
|
dist_max: 0.0,
|
||||||
|
dist_min: 0.0,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Light attenuation dropoff coefficients
|
||||||
|
#[derive(Debug)]
|
||||||
|
pub struct Attenuation {
|
||||||
|
pub c1: f64,
|
||||||
|
pub c2: f64,
|
||||||
|
pub c3: f64,
|
||||||
|
}
|
||||||
|
|
||||||
|
/// A default implementation here needs to simulate what would happen if there
|
||||||
|
/// was no light attenuation specified. In this case, c1 would just be a
|
||||||
|
/// constant of 1 and all the coefficients for anything involving distance would
|
||||||
|
/// be zeroed out
|
||||||
|
impl Default for Attenuation {
|
||||||
|
fn default() -> Self {
|
||||||
|
Self {
|
||||||
|
c1: 1.0,
|
||||||
|
c2: 0.0,
|
||||||
|
c3: 0.0,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Scene {
|
||||||
|
/// Determine the boundaries of the viewing window in world coordinates
|
||||||
|
pub fn compute_viewing_window(&self, distance: f64) -> Rect {
|
||||||
|
// Compute viewing directions
|
||||||
|
let u = cross(self.view_dir, self.up_dir).normalize();
|
||||||
|
let v = cross(u, self.view_dir).normalize();
|
||||||
|
|
||||||
|
// Compute dimensions of viewing window based on field of view
|
||||||
|
let viewing_width = {
|
||||||
|
// Divide the angle in 2 since we are trying to use trig rules so we must
|
||||||
|
// get it from a right triangle
|
||||||
|
let half_hfov = self.hfov.to_radians() / 2.0;
|
||||||
|
|
||||||
|
// tan(hfov / 2) = w / 2d
|
||||||
|
let w_over_2d = half_hfov.tan();
|
||||||
|
|
||||||
|
// To find the viewing width we must multiply by 2d now
|
||||||
|
w_over_2d * 2.0 * distance
|
||||||
|
};
|
||||||
|
|
||||||
|
let aspect_ratio = self.image_width as f64 / self.image_height as f64;
|
||||||
|
let viewing_height = viewing_width / aspect_ratio;
|
||||||
|
|
||||||
|
// Compute viewing window corners
|
||||||
|
let n = self.view_dir.normalize();
|
||||||
|
|
||||||
|
#[rustfmt::skip] // Don't format, or else this line wraps over
|
||||||
|
let view_window = Rect {
|
||||||
|
upper_left: self.eye_pos + n * distance - u * (viewing_width / 2.0) + v * (viewing_height / 2.0),
|
||||||
|
upper_right: self.eye_pos + n * distance + u * (viewing_width / 2.0) + v * (viewing_height / 2.0),
|
||||||
|
lower_left: self.eye_pos + n * distance - u * (viewing_width / 2.0) - v * (viewing_height / 2.0),
|
||||||
|
lower_right: self.eye_pos + n * distance + u * (viewing_width / 2.0) - v * (viewing_height / 2.0),
|
||||||
|
};
|
||||||
|
|
||||||
|
view_window
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Create a pixel translation function based on the viewing window of the
|
||||||
|
/// current scene
|
||||||
|
pub fn pixel_translation_function(
|
||||||
|
&self,
|
||||||
|
distance: f64,
|
||||||
|
) -> impl Fn(usize, usize) -> Vector3<f64> {
|
||||||
|
let view_window = self.compute_viewing_window(distance);
|
||||||
|
|
||||||
|
let dx = view_window.upper_right - view_window.upper_left;
|
||||||
|
let pixel_base_x = dx / self.image_width as f64;
|
||||||
|
|
||||||
|
let dy = view_window.lower_left - view_window.upper_left;
|
||||||
|
let pixel_base_y = dy / self.image_height as f64;
|
||||||
|
|
||||||
|
// The final function to be returned
|
||||||
|
move |px: usize, py: usize| {
|
||||||
|
let x_component = pixel_base_x * px as f64;
|
||||||
|
let y_component = pixel_base_y * py as f64;
|
||||||
|
|
||||||
|
// Without adding this, we would be getting the top-left of the pixel's
|
||||||
|
// rectangle. We want the center, so add half of the pixel size as
|
||||||
|
// well.
|
||||||
|
let center_offset = (pixel_base_x + pixel_base_y) / 2.0;
|
||||||
|
|
||||||
|
view_window.upper_left + x_component + y_component + center_offset
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
276
assignment-1c/src/scene/illumination.rs
Normal file
276
assignment-1c/src/scene/illumination.rs
Normal file
|
@ -0,0 +1,276 @@
|
||||||
|
use std::iter;
|
||||||
|
|
||||||
|
use nalgebra::Vector3;
|
||||||
|
use ordered_float::NotNan;
|
||||||
|
use rand::Rng;
|
||||||
|
use rayon::prelude::{
|
||||||
|
IndexedParallelIterator, IntoParallelIterator, IntoParallelRefIterator,
|
||||||
|
ParallelIterator,
|
||||||
|
};
|
||||||
|
|
||||||
|
use crate::{image::Color, ray::Ray, utils::dot};
|
||||||
|
|
||||||
|
use super::{
|
||||||
|
data::{DepthCueing, Light, LightKind, Object},
|
||||||
|
Scene,
|
||||||
|
};
|
||||||
|
|
||||||
|
impl Scene {
|
||||||
|
/// Determine the color that should be used to fill this pixel.
|
||||||
|
///
|
||||||
|
/// - material_idx is the index into the materials list.
|
||||||
|
/// - intersection_context contains information on vectors where the
|
||||||
|
/// intersection occurred
|
||||||
|
///
|
||||||
|
/// Also known as Shade_Ray in the slides.
|
||||||
|
pub fn compute_pixel_color(
|
||||||
|
&self,
|
||||||
|
obj_idx: usize,
|
||||||
|
material_idx: usize,
|
||||||
|
intersection_context: IntersectionContext,
|
||||||
|
) -> Color {
|
||||||
|
// TODO: Does it make sense to make this function fallible from an API
|
||||||
|
// design standpoint?
|
||||||
|
let material = match self.materials.get(material_idx) {
|
||||||
|
Some(v) => v,
|
||||||
|
None => return self.bkg_color,
|
||||||
|
};
|
||||||
|
|
||||||
|
let ambient_component = material.k_a * material.diffuse_color;
|
||||||
|
|
||||||
|
// Diffuse and specular lighting for each separate light
|
||||||
|
let diffuse_and_specular: Vector3<f64> = self
|
||||||
|
.lights
|
||||||
|
.par_iter()
|
||||||
|
.map(|light| {
|
||||||
|
// The vector pointing in the direction of the light
|
||||||
|
let light_direction = light.direction_from(intersection_context.point);
|
||||||
|
|
||||||
|
let normal = intersection_context.normal.normalize();
|
||||||
|
let viewer_direction = self.eye_pos - intersection_context.point;
|
||||||
|
let halfway_direction =
|
||||||
|
((light_direction + viewer_direction) / 2.0).normalize();
|
||||||
|
|
||||||
|
let diffuse_component = material.k_d
|
||||||
|
* material.diffuse_color
|
||||||
|
* dot(normal, light_direction).max(0.0);
|
||||||
|
|
||||||
|
let specular_component = material.k_s
|
||||||
|
* material.specular_color
|
||||||
|
* dot(normal, halfway_direction)
|
||||||
|
.max(0.0)
|
||||||
|
.powf(material.exponent);
|
||||||
|
|
||||||
|
// Shadow coefficient between 0 and 1 to control how bright this pixel
|
||||||
|
// should be from being in the shadow of another object (could be
|
||||||
|
// between 0 and 1 when applying soft shadows)
|
||||||
|
let shadow_coefficient = self.compute_shadow_coefficient(
|
||||||
|
obj_idx,
|
||||||
|
intersection_context.point,
|
||||||
|
light,
|
||||||
|
);
|
||||||
|
|
||||||
|
let attenuation_coefficient = match &light.kind {
|
||||||
|
LightKind::Point {
|
||||||
|
location,
|
||||||
|
attenuation: Some(att),
|
||||||
|
} => {
|
||||||
|
let dist = (location - intersection_context.point).norm();
|
||||||
|
let denom = att.c1 + att.c2 * dist + att.c3 * dist.powi(2);
|
||||||
|
if denom == 0.0 {
|
||||||
|
warn!("Light attenuation coefficients produced a denominator of 0. Check your inputs...");
|
||||||
|
1.0 // Some kind of graceful fallback here
|
||||||
|
} else {
|
||||||
|
1.0 / denom
|
||||||
|
}
|
||||||
|
}
|
||||||
|
_ => 1.0,
|
||||||
|
};
|
||||||
|
|
||||||
|
let diffuse_and_specular = diffuse_component + specular_component;
|
||||||
|
|
||||||
|
attenuation_coefficient
|
||||||
|
* shadow_coefficient
|
||||||
|
* light.color.component_mul(&diffuse_and_specular)
|
||||||
|
})
|
||||||
|
.sum();
|
||||||
|
|
||||||
|
let color = ambient_component + diffuse_and_specular;
|
||||||
|
|
||||||
|
// Apply depth cueing to the result
|
||||||
|
let a_dc = {
|
||||||
|
// Distance from the viewer
|
||||||
|
let d_obj = (intersection_context.point - self.eye_pos).norm();
|
||||||
|
let DepthCueing {
|
||||||
|
dist_max,
|
||||||
|
dist_min,
|
||||||
|
a_max,
|
||||||
|
a_min,
|
||||||
|
..
|
||||||
|
} = self.depth_cueing;
|
||||||
|
|
||||||
|
if d_obj < dist_min {
|
||||||
|
a_max
|
||||||
|
} else if d_obj < dist_max {
|
||||||
|
a_min + (a_max - a_min) * (dist_max - d_obj) / (dist_max - dist_min)
|
||||||
|
} else {
|
||||||
|
a_min
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
let color = a_dc * color + (1.0 - a_dc) * self.depth_cueing.color;
|
||||||
|
|
||||||
|
// Need to clamp the result so none of the components goes over 1
|
||||||
|
let clamped_result = color.map(|v| v.min(1.0));
|
||||||
|
|
||||||
|
clamped_result
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Perform another ray casting to see if there are any objects obstructing
|
||||||
|
/// the light source to this particular point
|
||||||
|
pub fn compute_shadow_coefficient(
|
||||||
|
&self,
|
||||||
|
obj_idx: usize,
|
||||||
|
point: Vector3<f64>,
|
||||||
|
light: &Light,
|
||||||
|
) -> f64 {
|
||||||
|
let light_direction = light.direction_from(point);
|
||||||
|
let ray = Ray {
|
||||||
|
origin: point,
|
||||||
|
direction: light_direction.normalize(),
|
||||||
|
};
|
||||||
|
|
||||||
|
// Small helper for iterating over all of the objects in the scene except
|
||||||
|
// for the current one
|
||||||
|
let other_objects = self
|
||||||
|
.objects
|
||||||
|
.par_iter()
|
||||||
|
.enumerate()
|
||||||
|
.filter(|(i, _)| *i != obj_idx);
|
||||||
|
|
||||||
|
// Get the list of intersections with all the other objects in the scene
|
||||||
|
// This list will be a set of opacities
|
||||||
|
let intersections = other_objects
|
||||||
|
.filter_map(|(_, object)| {
|
||||||
|
let intersection_context = match object.kind.intersects_ray_at(&ray) {
|
||||||
|
Ok(v) => v,
|
||||||
|
Err(err) => {
|
||||||
|
error!("Error while performing shadow casting: {err}");
|
||||||
|
None
|
||||||
|
}
|
||||||
|
}?;
|
||||||
|
let intersection_time = *intersection_context.time;
|
||||||
|
|
||||||
|
match light.kind {
|
||||||
|
// In the case of point lights, we must check to see if both t > 0 and
|
||||||
|
// t is less than the time it took to even get to the light.
|
||||||
|
LightKind::Point { location, .. } => {
|
||||||
|
let light_time = (location - ray.origin).norm();
|
||||||
|
|
||||||
|
if intersection_time <= 0.0 || intersection_time >= light_time {
|
||||||
|
None
|
||||||
|
} else {
|
||||||
|
let soft_shadow_coefficient =
|
||||||
|
self.compute_soft_shadow_coefficient(location, point, object);
|
||||||
|
Some(soft_shadow_coefficient)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// In the case of directional lights, only t > 0 needs to be checked,
|
||||||
|
// otherwise
|
||||||
|
LightKind::Directional { .. } => {
|
||||||
|
if intersection_time <= 0.0 {
|
||||||
|
None
|
||||||
|
} else {
|
||||||
|
Some(0.0) // complete obstruction
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
})
|
||||||
|
.collect::<Vec<_>>();
|
||||||
|
|
||||||
|
let average =
|
||||||
|
intersections.iter().cloned().sum::<f64>() / intersections.len() as f64;
|
||||||
|
|
||||||
|
match intersections.is_empty() {
|
||||||
|
true => 1.0,
|
||||||
|
false => average,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
fn compute_soft_shadow_coefficient(
|
||||||
|
&self,
|
||||||
|
light_location: Vector3<f64>,
|
||||||
|
original_intersection_point: Vector3<f64>,
|
||||||
|
object: &Object,
|
||||||
|
) -> f64 {
|
||||||
|
// Soft shadows: jitter some rays here to somewhere close to the
|
||||||
|
// actual location as well, and measure the proportion
|
||||||
|
// of them that intersect any objects
|
||||||
|
const JITTER_RADIUS: f64 = 1.0;
|
||||||
|
const JITTER_RAYS: usize = 75;
|
||||||
|
|
||||||
|
let mut rng = rand::thread_rng();
|
||||||
|
let locations = iter::repeat_with(|| {
|
||||||
|
let x = rng.gen_range(0.0..JITTER_RADIUS);
|
||||||
|
let y = rng.gen_range(0.0..JITTER_RADIUS);
|
||||||
|
let z = rng.gen_range(0.0..JITTER_RADIUS);
|
||||||
|
let delta = Vector3::new(x, y, z);
|
||||||
|
light_location + delta
|
||||||
|
})
|
||||||
|
.take(JITTER_RAYS)
|
||||||
|
.collect::<Vec<_>>();
|
||||||
|
let num_obstructed_rays = locations
|
||||||
|
.into_par_iter()
|
||||||
|
.filter(|location| {
|
||||||
|
let direction = (location - original_intersection_point).normalize();
|
||||||
|
let ray = Ray {
|
||||||
|
origin: original_intersection_point,
|
||||||
|
direction,
|
||||||
|
};
|
||||||
|
|
||||||
|
let intersection_context = match object.kind.intersects_ray_at(&ray) {
|
||||||
|
Ok(Some(v)) => v,
|
||||||
|
Ok(None) => return false,
|
||||||
|
Err(err) => {
|
||||||
|
error!("Error while performing shadow casting: {err}");
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
let light_time = (location - ray.origin).norm();
|
||||||
|
let intersection_time = *intersection_context.time;
|
||||||
|
|
||||||
|
0.0 < intersection_time && intersection_time < light_time
|
||||||
|
})
|
||||||
|
.count();
|
||||||
|
|
||||||
|
(JITTER_RAYS - num_obstructed_rays) as f64 / JITTER_RAYS as f64
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Information about an intersection
|
||||||
|
#[derive(Derivative)]
|
||||||
|
#[derivative(Debug, PartialEq, PartialOrd, Ord)]
|
||||||
|
pub struct IntersectionContext {
|
||||||
|
/// The time of the intersection in the parametric ray
|
||||||
|
///
|
||||||
|
/// Unfortunately, IEEE floats in Rust don't have total ordering, because
|
||||||
|
/// NaNs violate ordering properties. The way to remedy this is to ensure we
|
||||||
|
/// don't have NaNs by wrapping it into this type, which then implements
|
||||||
|
/// total ordering.
|
||||||
|
pub time: NotNan<f64>,
|
||||||
|
|
||||||
|
/// The intersection point.
|
||||||
|
#[derivative(PartialEq = "ignore", Ord = "ignore")]
|
||||||
|
pub point: Vector3<f64>,
|
||||||
|
|
||||||
|
/// The normal vector protruding from the surface of the object at the
|
||||||
|
/// intersection point
|
||||||
|
#[derivative(PartialEq = "ignore", Ord = "ignore")]
|
||||||
|
pub normal: Vector3<f64>,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Eq for IntersectionContext {}
|
||||||
|
|
||||||
|
impl IntersectionContext {}
|
191
assignment-1c/src/scene/input_file.rs
Normal file
191
assignment-1c/src/scene/input_file.rs
Normal file
|
@ -0,0 +1,191 @@
|
||||||
|
use std::{fs::File, io::Read, path::Path};
|
||||||
|
|
||||||
|
use anyhow::Result;
|
||||||
|
use nalgebra::Vector3;
|
||||||
|
|
||||||
|
use crate::scene::{
|
||||||
|
cylinder::Cylinder,
|
||||||
|
data::{Attenuation, Light, LightKind, Material, Object},
|
||||||
|
sphere::Sphere,
|
||||||
|
Scene,
|
||||||
|
};
|
||||||
|
|
||||||
|
use super::data::{DepthCueing, ObjectKind};
|
||||||
|
|
||||||
|
impl Scene {
|
||||||
|
/// Parse the input file into a scene
|
||||||
|
pub fn from_input_file(path: impl AsRef<Path>) -> Result<Self> {
|
||||||
|
// Scope the read so the file is dropped and closed immediately after the
|
||||||
|
// contents have been read to memory
|
||||||
|
let contents = {
|
||||||
|
let mut contents = String::new();
|
||||||
|
let mut file = File::open(path.as_ref())?;
|
||||||
|
file.read_to_string(&mut contents)?;
|
||||||
|
contents
|
||||||
|
};
|
||||||
|
|
||||||
|
let mut scene = Scene::default();
|
||||||
|
let mut material_color = None;
|
||||||
|
|
||||||
|
for line in contents.lines() {
|
||||||
|
let mut parts = line.split_whitespace();
|
||||||
|
let keyword = match parts.next() {
|
||||||
|
Some(v) => v,
|
||||||
|
None => continue,
|
||||||
|
};
|
||||||
|
|
||||||
|
if keyword == "imsize" {
|
||||||
|
let parts = parts
|
||||||
|
.map(|s| s.parse::<usize>().map_err(|e| e.into()))
|
||||||
|
.collect::<Result<Vec<_>>>()?;
|
||||||
|
if let [width, height] = parts[..] {
|
||||||
|
scene.image_width = width;
|
||||||
|
scene.image_height = height;
|
||||||
|
}
|
||||||
|
} else if keyword == "projection" {
|
||||||
|
if let Some("parallel") = parts.next() {
|
||||||
|
scene.parallel_projection = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// Do float parsing instead
|
||||||
|
else {
|
||||||
|
let parts = parts
|
||||||
|
.map(|s| s.parse::<f64>().map_err(|e| e.into()))
|
||||||
|
.collect::<Result<Vec<_>>>()?;
|
||||||
|
|
||||||
|
let read_vec3 = |start: usize| {
|
||||||
|
ensure!(parts.len() >= start + 3, "Vec3 requires 3 components.");
|
||||||
|
|
||||||
|
Ok(Vector3::new(
|
||||||
|
parts[start],
|
||||||
|
parts[start + 1],
|
||||||
|
parts[start + 2],
|
||||||
|
))
|
||||||
|
};
|
||||||
|
|
||||||
|
match keyword {
|
||||||
|
"eye" => scene.eye_pos = read_vec3(0)?,
|
||||||
|
"viewdir" => scene.view_dir = read_vec3(0)?,
|
||||||
|
"updir" => scene.up_dir = read_vec3(0)?,
|
||||||
|
|
||||||
|
"hfov" => scene.hfov = parts[0],
|
||||||
|
"bkgcolor" => scene.bkg_color = read_vec3(0)?,
|
||||||
|
|
||||||
|
// light x y z w r g b
|
||||||
|
"light" => {
|
||||||
|
ensure!(parts.len() == 7, "Light requires 7 params");
|
||||||
|
|
||||||
|
let kind = match parts[3] as usize {
|
||||||
|
0 => LightKind::Directional {
|
||||||
|
direction: read_vec3(0)?,
|
||||||
|
},
|
||||||
|
1 => LightKind::Point {
|
||||||
|
location: read_vec3(0)?,
|
||||||
|
attenuation: None,
|
||||||
|
},
|
||||||
|
_ => bail!("Invalid w; must be either 0 or 1"),
|
||||||
|
};
|
||||||
|
let light = Light {
|
||||||
|
kind,
|
||||||
|
color: read_vec3(4)?,
|
||||||
|
};
|
||||||
|
scene.lights.push(light);
|
||||||
|
}
|
||||||
|
|
||||||
|
// attlight x y z w r g b c1 c2 c3
|
||||||
|
"attlight" => {
|
||||||
|
ensure!(parts.len() == 10, "Attenuated light requires 10 params");
|
||||||
|
|
||||||
|
let kind = match parts[3] as usize {
|
||||||
|
// TODO: Is this even defined? Pending TA answer
|
||||||
|
0 => LightKind::Directional {
|
||||||
|
direction: read_vec3(0)?,
|
||||||
|
},
|
||||||
|
1 => LightKind::Point {
|
||||||
|
location: read_vec3(0)?,
|
||||||
|
attenuation: Some(Attenuation {
|
||||||
|
c1: parts[7],
|
||||||
|
c2: parts[8],
|
||||||
|
c3: parts[9],
|
||||||
|
}),
|
||||||
|
},
|
||||||
|
_ => bail!("Invalid w; must be either 0 or 1"),
|
||||||
|
};
|
||||||
|
let light = Light {
|
||||||
|
kind,
|
||||||
|
color: read_vec3(4)?,
|
||||||
|
};
|
||||||
|
scene.lights.push(light);
|
||||||
|
}
|
||||||
|
|
||||||
|
// depthcueing dcr dcg dcb amax amin distmax distmin
|
||||||
|
"depthcueing" => {
|
||||||
|
ensure!(parts.len() == 7, "Depth cueing requires 7 params");
|
||||||
|
|
||||||
|
let color = read_vec3(0)?;
|
||||||
|
scene.depth_cueing = DepthCueing {
|
||||||
|
color,
|
||||||
|
a_max: parts[3],
|
||||||
|
a_min: parts[4],
|
||||||
|
dist_max: parts[5],
|
||||||
|
dist_min: parts[6],
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
// mtlcolor Odr Odg Odb Osr Osg Osb ka kd ks n
|
||||||
|
"mtlcolor" => {
|
||||||
|
ensure!(parts.len() == 10, "Material color requires 10 params");
|
||||||
|
|
||||||
|
let diffuse_color = read_vec3(0)?;
|
||||||
|
let specular_color = read_vec3(3)?;
|
||||||
|
|
||||||
|
let material = Material {
|
||||||
|
diffuse_color,
|
||||||
|
specular_color,
|
||||||
|
k_a: parts[6],
|
||||||
|
k_d: parts[7],
|
||||||
|
k_s: parts[8],
|
||||||
|
exponent: parts[9],
|
||||||
|
};
|
||||||
|
|
||||||
|
let idx = scene.materials.len();
|
||||||
|
material_color = Some(idx);
|
||||||
|
scene.materials.push(material);
|
||||||
|
}
|
||||||
|
|
||||||
|
"sphere" => scene.objects.push(Object {
|
||||||
|
kind: ObjectKind::Sphere(Sphere {
|
||||||
|
center: read_vec3(0)?,
|
||||||
|
radius: parts[3],
|
||||||
|
}),
|
||||||
|
material: match material_color {
|
||||||
|
Some(v) => v,
|
||||||
|
None => {
|
||||||
|
bail!("Each sphere must be preceded by a `mtlcolor` line")
|
||||||
|
}
|
||||||
|
},
|
||||||
|
}),
|
||||||
|
|
||||||
|
"cylinder" => scene.objects.push(Object {
|
||||||
|
kind: ObjectKind::Cylinder(Cylinder {
|
||||||
|
center: read_vec3(0)?,
|
||||||
|
direction: read_vec3(3)?,
|
||||||
|
radius: parts[6],
|
||||||
|
length: parts[7],
|
||||||
|
}),
|
||||||
|
material: match material_color {
|
||||||
|
Some(v) => v,
|
||||||
|
None => {
|
||||||
|
bail!("Each sphere must be preceded by a `mtlcolor` line")
|
||||||
|
}
|
||||||
|
},
|
||||||
|
}),
|
||||||
|
|
||||||
|
_ => bail!("Unknown keyword {keyword}"),
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Ok(scene)
|
||||||
|
}
|
||||||
|
}
|
34
assignment-1c/src/scene/mod.rs
Normal file
34
assignment-1c/src/scene/mod.rs
Normal file
|
@ -0,0 +1,34 @@
|
||||||
|
pub mod cylinder;
|
||||||
|
pub mod data;
|
||||||
|
pub mod illumination;
|
||||||
|
pub mod input_file;
|
||||||
|
pub mod sphere;
|
||||||
|
|
||||||
|
use nalgebra::Vector3;
|
||||||
|
|
||||||
|
use crate::image::Color;
|
||||||
|
|
||||||
|
use self::data::{DepthCueing, Light, Material, Object, Attenuation};
|
||||||
|
|
||||||
|
#[derive(Debug, Default)]
|
||||||
|
pub struct Scene {
|
||||||
|
pub eye_pos: Vector3<f64>,
|
||||||
|
pub view_dir: Vector3<f64>,
|
||||||
|
pub up_dir: Vector3<f64>,
|
||||||
|
|
||||||
|
/// Horizontal field of view (in degrees)
|
||||||
|
pub hfov: f64,
|
||||||
|
pub parallel_projection: bool,
|
||||||
|
|
||||||
|
pub image_width: usize,
|
||||||
|
pub image_height: usize,
|
||||||
|
|
||||||
|
/// Background color
|
||||||
|
pub bkg_color: Color,
|
||||||
|
pub depth_cueing: DepthCueing,
|
||||||
|
pub attenuation: Attenuation,
|
||||||
|
|
||||||
|
pub materials: Vec<Material>,
|
||||||
|
pub lights: Vec<Light>,
|
||||||
|
pub objects: Vec<Object>,
|
||||||
|
}
|
74
assignment-1c/src/scene/sphere.rs
Normal file
74
assignment-1c/src/scene/sphere.rs
Normal file
|
@ -0,0 +1,74 @@
|
||||||
|
use anyhow::Result;
|
||||||
|
use nalgebra::Vector3;
|
||||||
|
use ordered_float::NotNan;
|
||||||
|
|
||||||
|
use crate::{ray::Ray, utils::min_f64};
|
||||||
|
|
||||||
|
use super::illumination::IntersectionContext;
|
||||||
|
|
||||||
|
#[derive(Debug)]
|
||||||
|
pub struct Sphere {
|
||||||
|
pub center: Vector3<f64>,
|
||||||
|
pub radius: f64,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Sphere {
|
||||||
|
/// Given a sphere, returns the first time at which this ray intersects the
|
||||||
|
/// sphere.
|
||||||
|
///
|
||||||
|
/// If there is no intersection point, returns None.
|
||||||
|
pub fn intersects_ray_at(
|
||||||
|
&self,
|
||||||
|
ray: &Ray,
|
||||||
|
) -> Result<Option<IntersectionContext>> {
|
||||||
|
let a = ray.direction.norm();
|
||||||
|
let b = 2.0
|
||||||
|
* (ray.direction.x * (ray.origin.x - self.center.x)
|
||||||
|
+ ray.direction.y * (ray.origin.y - self.center.y)
|
||||||
|
+ ray.direction.z * (ray.origin.z - self.center.z));
|
||||||
|
let c = (ray.origin.x - self.center.x).powi(2)
|
||||||
|
+ (ray.origin.y - self.center.y).powi(2)
|
||||||
|
+ (ray.origin.z - self.center.z).powi(2)
|
||||||
|
- self.radius.powi(2);
|
||||||
|
let discriminant = b * b - 4.0 * a * c;
|
||||||
|
|
||||||
|
let time = match discriminant {
|
||||||
|
// Discriminant < 0, means the equation has no solutions.
|
||||||
|
d if d < 0.0 => None,
|
||||||
|
|
||||||
|
// Discriminant == 0
|
||||||
|
d if d == 0.0 => Some(-b / (2.0 * a)),
|
||||||
|
|
||||||
|
d if d > 0.0 => {
|
||||||
|
let solution_1 = (-b + discriminant.sqrt()) / (2.0 * a);
|
||||||
|
let solution_2 = (-b - discriminant.sqrt()) / (2.0 * a);
|
||||||
|
|
||||||
|
let solutions = [solution_1, solution_2]
|
||||||
|
.into_iter()
|
||||||
|
// Remove any t < 0, since that means it's behind the viewer and we
|
||||||
|
// can't see it.
|
||||||
|
.filter(|t| *t >= 0.0);
|
||||||
|
|
||||||
|
// Return the minimum solution
|
||||||
|
min_f64(solutions)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Probably hit some NaN or Infinity value due to faulty inputs...
|
||||||
|
_ => unreachable!("Invalid determinant value: {discriminant}"),
|
||||||
|
};
|
||||||
|
|
||||||
|
let time = match time.and_then(|t| NotNan::new(t).ok()) {
|
||||||
|
Some(v) => v,
|
||||||
|
None => return Ok(None),
|
||||||
|
};
|
||||||
|
|
||||||
|
let point = ray.eval(*time);
|
||||||
|
let normal = (point - self.center).normalize();
|
||||||
|
|
||||||
|
Ok(Some(IntersectionContext {
|
||||||
|
time,
|
||||||
|
point,
|
||||||
|
normal,
|
||||||
|
}))
|
||||||
|
}
|
||||||
|
}
|
93
assignment-1c/src/utils.rs
Normal file
93
assignment-1c/src/utils.rs
Normal file
|
@ -0,0 +1,93 @@
|
||||||
|
use anyhow::Result;
|
||||||
|
use nalgebra::{Matrix3, Vector3};
|
||||||
|
use ordered_float::NotNan;
|
||||||
|
|
||||||
|
/// Finds the minimum of an iterator of f64s, ignoring any NaN values
|
||||||
|
#[inline]
|
||||||
|
pub fn min_f64<I>(i: I) -> Option<f64>
|
||||||
|
where
|
||||||
|
I: Iterator<Item = f64>,
|
||||||
|
{
|
||||||
|
i.filter_map(|i| NotNan::new(i).ok())
|
||||||
|
.min()
|
||||||
|
.map(|i| i.into_inner())
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Finds the minimum of an iterator of f64s using the given predicate, ignoring
|
||||||
|
/// any NaN values
|
||||||
|
#[inline]
|
||||||
|
pub fn min_f64_by_key<I, F>(i: I, f: F) -> Option<f64>
|
||||||
|
where
|
||||||
|
I: Iterator<Item = f64>,
|
||||||
|
F: FnMut(&NotNan<f64>),
|
||||||
|
{
|
||||||
|
i.filter_map(|i| NotNan::new(i).ok())
|
||||||
|
.min_by_key(f)
|
||||||
|
.map(|i| i.into_inner())
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Dot-product between two 3D vectors.
|
||||||
|
#[inline]
|
||||||
|
pub fn dot(a: Vector3<f64>, b: Vector3<f64>) -> f64 {
|
||||||
|
a.x * b.x + a.y * b.y + a.z * b.z
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Cross-product between two 3D vectors.
|
||||||
|
#[inline]
|
||||||
|
pub fn cross(a: Vector3<f64>, b: Vector3<f64>) -> Vector3<f64> {
|
||||||
|
let x = a.y * b.z - a.z * b.y;
|
||||||
|
let y = a.z * b.x - a.x * b.z;
|
||||||
|
let z = a.x * b.y - a.y * b.x;
|
||||||
|
Vector3::new(x, y, z)
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Calculate the rotation matrix between the 2 given vectors
|
||||||
|
///
|
||||||
|
/// Based on the method given [here][1].
|
||||||
|
///
|
||||||
|
/// [1]: https://math.stackexchange.com/a/897677
|
||||||
|
pub fn compute_rotation_matrix(
|
||||||
|
a: Vector3<f64>,
|
||||||
|
b: Vector3<f64>,
|
||||||
|
) -> Result<Matrix3<f64>> {
|
||||||
|
// Special case: if a and b are in the same direction, just return the
|
||||||
|
// identity matrix.
|
||||||
|
if a.normalize() == b.normalize() {
|
||||||
|
return Ok(Matrix3::identity());
|
||||||
|
}
|
||||||
|
|
||||||
|
let cos_t = dot(a, b);
|
||||||
|
let sin_t = cross(a, b).norm();
|
||||||
|
|
||||||
|
let g = Matrix3::new(cos_t, -sin_t, 0.0, sin_t, cos_t, 0.0, 0.0, 0.0, 1.0);
|
||||||
|
|
||||||
|
// New basis vectors
|
||||||
|
let u = a;
|
||||||
|
let v = (b - cos_t * a).normalize();
|
||||||
|
let w = cross(b, a);
|
||||||
|
|
||||||
|
// Not sure if this is required to be invertible?
|
||||||
|
let f_inverse = Matrix3::from_columns(&[u, v, w]);
|
||||||
|
let f = match f_inverse.try_inverse() {
|
||||||
|
Some(v) => v,
|
||||||
|
None => {
|
||||||
|
// So I ran into this case trying to compute the rotation matrix where one
|
||||||
|
// of the vector endpoints was (0, 0, 0). I'm pretty sure this case makes
|
||||||
|
// no sense in reality, which means if I ever encounter this case, I
|
||||||
|
// probably made a mistake somewhere before. So going to just error
|
||||||
|
// out here and screw recovering.
|
||||||
|
//
|
||||||
|
// println!("Failed to compute inverse matrix.");
|
||||||
|
// println!("- Initial: a = {a}, b = {b}");
|
||||||
|
// println!("- cos(t) = {cos_t}, sin(t) = {sin_t}");
|
||||||
|
// println!("- Basis: u = {u}, v = {v}, w = {w}");
|
||||||
|
bail!("Failed to compute inverse matrix of {f_inverse}\na = {a}\nb = {b}")
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
// if (f_inverse * g * f).norm() != 1.0 {
|
||||||
|
// bail!("WTF {}", (f_inverse * g * f).norm());
|
||||||
|
// }
|
||||||
|
|
||||||
|
Ok(f_inverse * g * f)
|
||||||
|
}
|
173
assignment-1c/writeup.md
Normal file
173
assignment-1c/writeup.md
Normal file
|
@ -0,0 +1,173 @@
|
||||||
|
---
|
||||||
|
geometry: margin=2cm
|
||||||
|
output: pdf_document
|
||||||
|
---
|
||||||
|
|
||||||
|
# Raytracer part B
|
||||||
|
|
||||||
|
This project implements a raytracer with Blinn-Phong illumination and shadows
|
||||||
|
implemented. The primary formula that is used by this implementation is:
|
||||||
|
|
||||||
|
\begin{equation}
|
||||||
|
I_{\lambda} =
|
||||||
|
k_a O_{d\lambda} +
|
||||||
|
\sum_{i=1}^{n_\textrm{lights}} \left(
|
||||||
|
f_\textrm{att} \cdot
|
||||||
|
S_i \cdot
|
||||||
|
IL_{i\lambda} \left[
|
||||||
|
k_d O_{d\lambda} \max ( 0, \vec{N} \cdot \vec{L_i} ) +
|
||||||
|
k_s O_{s\lambda} \max ( 0, \vec{N} \cdot \vec{H_i} )^n
|
||||||
|
\right]
|
||||||
|
\right)
|
||||||
|
\end{equation}
|
||||||
|
|
||||||
|
Where:
|
||||||
|
|
||||||
|
- $I_{\lambda}$ is the final illumination of the pixel on an object
|
||||||
|
- $k_a$ is the material's ambient reflectivity
|
||||||
|
- $k_d$ is the material's diffuse reflectivity
|
||||||
|
- $k_s$ is the material's specular reflectivity
|
||||||
|
- $n_\textrm{lights}$ is the number of lights
|
||||||
|
- $f_\textrm{att}$ is the light attenuation factor (1.0 if attenuation is not on)
|
||||||
|
- $S_i$ is the shadow coefficient for light $i$
|
||||||
|
- $IL_{i\lambda}$ is the intensity of light $i$
|
||||||
|
- $O_{d\lambda}$ is the object's diffuse color
|
||||||
|
- $O_{s\lambda}$ is the object's specular color
|
||||||
|
- $\vec{N}$ is the normal vector to the object's surface
|
||||||
|
- $\vec{L_i}$ is the direction from the intersection point to the light $i$
|
||||||
|
- $\vec{H_i}$ is halfway between the direction to the light $i$ and the
|
||||||
|
direction to the viewer
|
||||||
|
- $n$ is the exponent for the specular component
|
||||||
|
|
||||||
|
In this report we will look through how these various factors influence the
|
||||||
|
rendering of the scene. All the images along with their source `.txt` files,
|
||||||
|
rendered `.ppm` files, and converted `.png` files can be found in the `examples`
|
||||||
|
directory of this handin.
|
||||||
|
|
||||||
|
## Varying $k_a$
|
||||||
|
|
||||||
|
$k_a$ is the strength of ambient light. It's used as a coefficient for the
|
||||||
|
object's diffuse color, which keeps a constant value independent of the
|
||||||
|
positions of the object, light, and the viewer. In the image below, I varied
|
||||||
|
$k_a$ between 0.2 and 1. Note how the overall color of the ball increases or
|
||||||
|
decreases in brightness when all other factors remain constant.
|
||||||
|
|
||||||
|
![Varying $k_a$](examples/ka-demo.png){width=360px}
|
||||||
|
\
|
||||||
|
|
||||||
|
## Varying $k_d$
|
||||||
|
|
||||||
|
$k_d$ is the strength of the diffuse component. It also affects an object's
|
||||||
|
diffuse color, but at a strength that's affected by how much of it faces the
|
||||||
|
light. Much like the dark side of the moon, the parts of the object that aren't
|
||||||
|
pointed at the light will not receive as much of the light's influence. In the
|
||||||
|
image below, I varied $k_d$ between 0.2 and 1. Note how the part pointed to the
|
||||||
|
light changes the strength of the brightness as all other factors remain
|
||||||
|
constant.
|
||||||
|
|
||||||
|
![Varying $k_d$](examples/kd-demo.png){width=360px}
|
||||||
|
\
|
||||||
|
|
||||||
|
## Varying $k_s$
|
||||||
|
|
||||||
|
$k_s$ is the specular strength. It uses the object's specular color, which is
|
||||||
|
like its reflective component. When there is a large specular $k_s$, there's a
|
||||||
|
shine that appears on the object with a greater intensity. In the image below, I
|
||||||
|
varied $k_s$ between 0.2 and 1. Note how the whiteness of the light is more
|
||||||
|
reflective in higher $k_s$ values as other factors remain constant.
|
||||||
|
|
||||||
|
![Varying $k_s$](examples/ks-demo.png){width=360px}
|
||||||
|
\
|
||||||
|
|
||||||
|
## Varying $n$
|
||||||
|
|
||||||
|
$n$ is the exponent saying how big the radius of the specular highlight should
|
||||||
|
be. In the equation, increasing the exponent usually leads to smaller shines. In
|
||||||
|
the image below, I varied $n$ between 2 and 100. Note how the size of the shine
|
||||||
|
is the same intensity, but more focused but covers a smaller area as $n$
|
||||||
|
increases.
|
||||||
|
|
||||||
|
![Varying $n$](examples/n-demo.png){width=360px}
|
||||||
|
\
|
||||||
|
|
||||||
|
## Multiple lights
|
||||||
|
|
||||||
|
Multiple lights are handled by multiplying each light against an intensity
|
||||||
|
level, and then added together. Unfortunately, this means that the intensity of
|
||||||
|
each light can't be too bright. We rely on the image to not use lights that are
|
||||||
|
too bright. Because this may result in color values above 1.0, the final value
|
||||||
|
is clamped against 1.0. Below is an example of a scene with two lights; one to
|
||||||
|
the left and one to the right:
|
||||||
|
|
||||||
|
![Multiple lights](examples/multiple-lights-demo.png){width=360px}
|
||||||
|
\
|
||||||
|
|
||||||
|
## Shadows
|
||||||
|
|
||||||
|
Shadows are implemented by pointing a second ray between the intersection point
|
||||||
|
of the original view ray and each light. If the light has something obstructing
|
||||||
|
it in the middle, the light's effect is not used.
|
||||||
|
|
||||||
|
The soft shadow effect is realized by jittering rays across an area. In my
|
||||||
|
implementation, a jitter radius of about 1.0 is used, and 75 rays are shot into
|
||||||
|
uniformly sampled points within that radius. This also has the side effect that
|
||||||
|
rays that are closer to the original ray are sampled more frequently. Each of
|
||||||
|
these rays produces either 0 or 1 depending on if it was obstructed by the
|
||||||
|
object. Taking the proportion of rays that hit as a coefficient for the shadow,
|
||||||
|
we can get some soft shadow effects like this:
|
||||||
|
|
||||||
|
![Soft shadows](examples/soft-shadow-demo.png){width=360px}
|
||||||
|
\
|
||||||
|
|
||||||
|
## Light attenuation
|
||||||
|
|
||||||
|
Light attenuation is when more of the light is applied for objects that are
|
||||||
|
closer to a particular light source. The function that's applied is an inverse
|
||||||
|
quadratic formula with respect to the distance the object is from the light:
|
||||||
|
|
||||||
|
\begin{equation}
|
||||||
|
f_\textrm{att}(d) = \frac{1}{c_1 + c_2 d + c_3 d^2}
|
||||||
|
\end{equation}
|
||||||
|
|
||||||
|
Where:
|
||||||
|
|
||||||
|
- $f_\textrm{att}$ is the attenuation factor
|
||||||
|
- $d$ is the distance the object is from the light
|
||||||
|
- $c_1$, $c_2$, and $c_3$ are user-supplied coefficients
|
||||||
|
|
||||||
|
As you can see below, the effect of the light drops off with the distance from
|
||||||
|
the light (light coming from the left):
|
||||||
|
|
||||||
|
![Light attenuation](examples/attenuation-demo.png){width=360px}
|
||||||
|
\
|
||||||
|
|
||||||
|
## Depth Cueing
|
||||||
|
|
||||||
|
Depth cueing is when the objects further from the viewer have a lower opacity to
|
||||||
|
"fade" into the background in some sense. A good example of this can be seen in
|
||||||
|
the image below; note how the objects are less and less bright the further they
|
||||||
|
are away from the eye.
|
||||||
|
|
||||||
|
![Depth cueing](examples/depth-cueing-demo.png){width=360px}
|
||||||
|
\
|
||||||
|
|
||||||
|
## Shortcomings of the model
|
||||||
|
|
||||||
|
The Phong formula is just a model of how light works, and doesn't actually
|
||||||
|
represent reality. There's not actually rays physically escaping our eyes and
|
||||||
|
hitting objects; it's actually the other way around, but computing it that way
|
||||||
|
would not be efficient since we would be factoring in a lot of rays that don't
|
||||||
|
ever get rendered.
|
||||||
|
|
||||||
|
Also, one needs to take care to use reasonable constants. For example, if using
|
||||||
|
a different specular light color than the diffuse color, then it may produce
|
||||||
|
some bizarre lighting effects that may not actually look right compare to
|
||||||
|
reality.
|
||||||
|
|
||||||
|
# Arbitrary Objects
|
||||||
|
|
||||||
|
Here is an example scene with some objects that demonstrates some of the
|
||||||
|
features of the raytracer.
|
||||||
|
|
||||||
|
![Objects in the scene](examples/objects.png){width=360px}
|
||||||
|
\
|
|
@ -5,7 +5,14 @@ the points on the side of the triangle in the triangle or not?**
|
||||||
|
|
||||||
_Hint: Two triangles that share a border may have problems._
|
_Hint: Two triangles that share a border may have problems._
|
||||||
|
|
||||||
|
If the triangles share a border, then you will have to decide whether points on
|
||||||
|
the border belong to one or the other. I think there might need to be some kind
|
||||||
|
of average function or something that decides how different values might be
|
||||||
|
reconciled, but I think omitting the border from either might also not be the
|
||||||
|
right solution because you really don't want there to be a gap.
|
||||||
|
|
||||||
# Participation Question 2
|
# Participation Question 2
|
||||||
|
|
||||||
**When d11 \* d22 - d12 \* d12 = 0, the system will have no solution. When might
|
**When d11 \* d22 - d12 \* d12 = 0, the system will have no solution. When might
|
||||||
this happen, and what does it mean?**
|
this happen, and what does it mean?**
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue