Reimplement dot + cross
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parent
688f71ff73
commit
33f3cadeba
4 changed files with 62 additions and 12 deletions
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@ -5,6 +5,7 @@ use nalgebra::Vector3;
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use crate::image::Color;
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use crate::ray::Ray;
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use crate::utils::cross;
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use super::cylinder::Cylinder;
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use super::illumination::IntersectionContext;
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@ -134,8 +135,8 @@ impl Scene {
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/// Determine the boundaries of the viewing window in world coordinates
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pub fn compute_viewing_window(&self, distance: f64) -> Rect {
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// Compute viewing directions
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let u = self.view_dir.cross(&self.up_dir).normalize();
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let v = u.cross(&self.view_dir).normalize();
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let u = cross(self.view_dir, self.up_dir).normalize();
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let v = cross(u, self.view_dir).normalize();
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// Compute dimensions of viewing window based on field of view
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let viewing_width = {
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@ -8,7 +8,7 @@ use rayon::prelude::{
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ParallelIterator,
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};
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use crate::{image::Color, ray::Ray};
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use crate::{image::Color, ray::Ray, utils::dot};
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use super::{
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data::{DepthCueing, Light, LightKind, Object},
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@ -53,12 +53,11 @@ impl Scene {
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let diffuse_component = material.k_d
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* material.diffuse_color
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* normal.dot(&light_direction).max(0.0);
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* dot(normal, light_direction).max(0.0);
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let specular_component = material.k_s
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* material.specular_color
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* normal
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.dot(&halfway_direction)
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* dot(normal, halfway_direction)
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.max(0.0)
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.powf(material.exponent);
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@ -24,6 +24,21 @@ where
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.map(|i| i.into_inner())
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}
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/// Dot-product between two 3D vectors.
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#[inline]
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pub fn dot(a: Vector3<f64>, b: Vector3<f64>) -> f64 {
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a.x * b.x + a.y * b.y + a.z * b.z
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}
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/// Cross-product between two 3D vectors.
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#[inline]
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pub fn cross(a: Vector3<f64>, b: Vector3<f64>) -> Vector3<f64> {
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let x = a.y * b.z - a.z * b.y;
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let y = a.z * b.x - a.x * b.z;
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let z = a.x * b.y - a.y * b.x;
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Vector3::new(x, y, z)
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}
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/// Calculate the rotation matrix between the 2 given vectors
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///
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/// Based on the method given [here][1].
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@ -39,15 +54,15 @@ pub fn compute_rotation_matrix(
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return Ok(Matrix3::identity());
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}
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let cos_t = a.dot(&b);
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let sin_t = a.cross(&b).norm();
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let cos_t = dot(a, b);
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let sin_t = cross(a, b).norm();
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let g = Matrix3::new(cos_t, -sin_t, 0.0, sin_t, cos_t, 0.0, 0.0, 0.0, 1.0);
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// New basis vectors
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let u = a;
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let v = (b - a.dot(&b) * a).normalize();
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let w = b.cross(&a);
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let v = (b - cos_t * a).normalize();
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let w = cross(b, a);
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// Not sure if this is required to be invertible?
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let f_inverse = Matrix3::from_columns(&[u, v, w]);
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@ -56,8 +71,9 @@ pub fn compute_rotation_matrix(
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None => {
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// So I ran into this case trying to compute the rotation matrix where one
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// of the vector endpoints was (0, 0, 0). I'm pretty sure this case makes
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// no sense in reality, so going to just error out here and screw
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// recovering.
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// no sense in reality, which means if I ever encounter this case, I
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// probably made a mistake somewhere before. So going to just error
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// out here and screw recovering.
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//
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// println!("Failed to compute inverse matrix.");
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// println!("- Initial: a = {a}, b = {b}");
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34
participation/2023-02-15.py
Normal file
34
participation/2023-02-15.py
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@ -0,0 +1,34 @@
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class Point:
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def __init__(self, x, y, z):
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self.x = x
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self.y = y
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self.z = z
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def __sub__(self, o):
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return Point(self.x - o.x, self.y - o.y, self.z - o.z)
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def __str__(self):
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return f"({self.x}, {self.y}, {self.z})"
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def cross(self, o):
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x = self.y * o.z - self.z * o.y
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y = self.z * o.x - self.x * o.z
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z = self.x * o.y - self.y * o.x
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return Point(x, y, z)
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p0 = Point(1, 1, 0)
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p1 = Point(0, 1, 1)
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p2 = Point(1, 0, 1)
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e1 = p1 - p0
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print(e1)
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e2 = p2 - p0
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print(e2)
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n = e1.cross(e2)
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print(n)
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# Find A, B, C and D
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D = -(n.x * p0.x + n.y * p0.y + n.z * p0.z)
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print(n.x, n.y, n.z, D)
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