copy to assignment 1c
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assignment-1c/ASSIGNMENT.md
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assignment-1c/ASSIGNMENT.md
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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
|
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Here is an example scene with some objects that demonstrates some of the
|
||||
features of the raytracer.
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![Objects in the scene](examples/objects.png){width=360px}
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\
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|
@ -5,7 +5,14 @@ the points on the side of the triangle in the triangle or not?**
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|||
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_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
|
||||
|
||||
**When d11 \* d22 - d12 \* d12 = 0, the system will have no solution. When might
|
||||
this happen, and what does it mean?**
|
||||
|
||||
|
|
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Reference in a new issue