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No commits in common. "master" and "main" have entirely different histories.
1
.envrc
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use flake
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1
.gitattributes
vendored
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@ -1 +0,0 @@
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assignment-2*/ext/* linguist-vendored
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.gitignore
vendored
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@ -1,4 +0,0 @@
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.direnv
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.pijul
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/target
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2
.ignore
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@ -1,2 +0,0 @@
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.git
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.DS_Store
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1288
Cargo.lock
generated
20
Cargo.toml
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@ -1,20 +0,0 @@
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[workspace]
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members = [
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"assignment-0",
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"assignment-1a",
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"assignment-1b",
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"assignment-1c",
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"assignment-1d",
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"assignment-2a-rust",
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]
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# For profiling with flamegraphs
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[profile.release]
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debug = true
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|
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# Optimize for size when creating handin
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[profile.release-handin]
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inherits = "release"
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strip = true
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lto = true
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2
README.md
Normal file
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# csci5607
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assignment-0/.gitignore
vendored
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@ -1,4 +0,0 @@
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/target
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input
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out.ppm
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handin.tar.gz
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@ -1,77 +0,0 @@
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# Assignment 0: Working with ASCII images
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In this assignment, you are asked to write a program that creates an image in
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ASCII PPM format.
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Your program should accept, as a command line argument, the name of a file
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containing an "image description" (consisting of one line of text specifying the
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image height and image width, optionally followed other lines of text specifying
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any additional parameters your program might use), and it should generate a
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valid ASCII PPM file as output. The name of the output file should end with the
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suffix .ppm. Your program should be capable of accepting different input files
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and producing different output files without needing to be recompiled.
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You are free to use whatever means you like to define the contents of the output
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image. If you have time and are so inclined, you can earn extra credit by doing
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something creative. Possibilities include: hardcoding an interesting pattern,
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generating a [procedural texture][1], generating an image of the [Mandelbrot
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set][2], or reading an image from a file and applying an interesting [filter][3]
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or function such as [line integral convolution][4]. Whatever approach you
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choose, the code you turn in **must** be your own.
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[1]: https://en.wikipedia.org/wiki/Procedural_texture
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[2]: https://en.wikipedia.org/wiki/Mandelbrot_set
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[3]: https://en.wikipedia.org/wiki/Kernel_(image_processing)
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[4]: https://en.wikipedia.org/wiki/Line_integral_convolution
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### Detailed instructions
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1. Please use the following syntax to define the image size in your input file:
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imsize width height
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where imsize is a keyword and width and height are integers.
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2. Please use the following syntax to define your output image:
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P3
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# any comments you want to include
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width height
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255
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r(0,0) g(0,0) b(0,0) r(1,0) g(1,0) b(1,0) r(2,0) g(2,0) b(2,0) ...
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Please note that in an ASCII PPM file, each pixel color is defined as an (r, g,
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b) triple, and the provided values are used to fill the image in row major
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order. Specifically, the first three entries represent the red, green and blue
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components of the color of the upper leftmost pixel in the image, the second
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three entries represent the color of the adjacent pixel to the right, and so on.
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Your program will need to specify exactly one color triple for each pixel in
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your image. Try to keep the line length under 80 characters, or approximately
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4-5 pixels per line. It’s also okay to put each color component on its own line
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too. Do not insert any other characters such as commas, etc. between any of the
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color values.
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||||
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||||
You can use the free program [GIMP] to view your image, to verify that it looks
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the way you intend it to. GIMP is a general-purpose image editing tool that can
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also be used to convert images from multiple other formats into ASCII PPM format
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||||
(and vice versa).
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||||
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||||
[gimp]: http://www.gimp.org
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||||
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### What you should turn in
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- a readme file that describes your what your program does
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- all of your source code, clearly commented
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- at least one ascii PPM image created by your program
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||||
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We will plan to share the PPM images in class. If you would prefer that we not
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show your image, please let us know.
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||||
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||||
We will use this rubric: grading-criteria-0.pdf when grading your program. You
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are advised to check the rubric before beginning the assignment to fully
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understand how credit will be awarded.
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assignment-0/Cargo.lock
generated
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@ -1,430 +0,0 @@
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|||
# This file is automatically @generated by Cargo.
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dependencies = [
|
||||
"proc-macro2",
|
||||
"quote",
|
||||
"unicode-ident",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "termcolor"
|
||||
version = "1.2.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "be55cf8942feac5c765c2c993422806843c9a9a45d4d5c407ad6dd2ea95eb9b6"
|
||||
dependencies = [
|
||||
"winapi-util",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "unicode-ident"
|
||||
version = "1.0.6"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "84a22b9f218b40614adcb3f4ff08b703773ad44fa9423e4e0d346d5db86e4ebc"
|
||||
|
||||
[[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 = "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"
|
|
@ -1,12 +0,0 @@
|
|||
[package]
|
||||
authors = ["Michael Zhang <zhan4854@umn.edu>"]
|
||||
name = "assignment-0"
|
||||
version = "0.1.0"
|
||||
edition = "2021"
|
||||
|
||||
[dependencies]
|
||||
anyhow = "1.0.68"
|
||||
clap = { version = "4.1.1", features = ["derive", "cargo"] }
|
||||
lazy_static = "1.4.0"
|
||||
rand = "0.8.5"
|
||||
regex = "1.7.1"
|
|
@ -1,7 +0,0 @@
|
|||
.PHONY: clean
|
||||
|
||||
handin.tar.gz:
|
||||
tar -czvf $@ target/release/assignment-0 Cargo.* input out.ppm README.md src
|
||||
|
||||
clean:
|
||||
rm -f handin.tar.gz
|
|
@ -1,31 +0,0 @@
|
|||
Assignment 0: Generating turbulence with Rust!
|
||||
===
|
||||
|
||||
This program generates PPM images.
|
||||
|
||||
Using the program
|
||||
---
|
||||
|
||||
The binary provided has been built for Ubuntu, and has been tested on CSELabs.
|
||||
Run `assignment-0 --help` to find out about all the options for using this
|
||||
program.
|
||||
|
||||
Compiling the source
|
||||
---
|
||||
|
||||
This project is a standard Rust program, and can be built with just a Rust
|
||||
compiler. The version of Rust used is the current stable at the time of writing,
|
||||
1.66.
|
||||
|
||||
Build the program using:
|
||||
|
||||
```
|
||||
cargo build --release
|
||||
```
|
||||
|
||||
The binary can be found in the `target` directory.
|
||||
|
||||
Contact
|
||||
---
|
||||
|
||||
Author: Michael Zhang
|
|
@ -1,34 +0,0 @@
|
|||
use std::io::{Result, Write};
|
||||
|
||||
/// A 24-bit pixel represented by a red, green, and blue value.
|
||||
pub struct Pixel(pub u8, pub u8, pub u8);
|
||||
|
||||
/// A representation of an image
|
||||
pub struct Image {
|
||||
/// Width in pixels
|
||||
pub(crate) width: usize,
|
||||
|
||||
/// Height in pixels
|
||||
pub(crate) height: usize,
|
||||
|
||||
/// Pixel data in row-major form.
|
||||
pub(crate) data: Vec<Pixel>,
|
||||
}
|
||||
|
||||
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
|
||||
for pixel in self.data.iter() {
|
||||
let Pixel(red, green, blue) = pixel;
|
||||
let pixel = format!("{red} {green} {blue}\n");
|
||||
w.write_all(pixel.as_bytes())?;
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
|
@ -1,111 +0,0 @@
|
|||
use std::{
|
||||
fs::File,
|
||||
io::Read,
|
||||
path::{Path, PathBuf},
|
||||
};
|
||||
|
||||
use anyhow::{bail, Context, Result};
|
||||
use clap::{Parser, ValueEnum};
|
||||
use lazy_static::lazy_static;
|
||||
use regex::Regex;
|
||||
use turbulence::generate_turbulence;
|
||||
|
||||
use crate::value_noise::generate_noise;
|
||||
|
||||
mod image;
|
||||
mod turbulence;
|
||||
mod value_noise;
|
||||
mod vec2;
|
||||
|
||||
/// Noise image generator.
|
||||
#[derive(Parser)]
|
||||
#[clap(author, version, about, long_about = None)]
|
||||
struct Opt {
|
||||
/// Path to the input file to use.
|
||||
///
|
||||
/// The input file should follow this format:
|
||||
///
|
||||
/// imsize [width] [height]
|
||||
///
|
||||
/// Where `imsize' is a keyword, and `width' and `height' are integer values
|
||||
/// denoting the desired size of the image to be generated.
|
||||
#[clap()]
|
||||
input_path: PathBuf,
|
||||
|
||||
/// The algorithm to use for pattern generation.
|
||||
#[clap(long = "algorithm", default_value = "turbulence")]
|
||||
algorithm: Algorithm,
|
||||
|
||||
/// The output image path.
|
||||
#[clap(short = 'o', long = "out", default_value = "out.ppm")]
|
||||
output_path: PathBuf,
|
||||
}
|
||||
|
||||
#[derive(ValueEnum, Clone)]
|
||||
enum Algorithm {
|
||||
/// Generates noise, which is linearly interpolated randomness.
|
||||
Noise,
|
||||
|
||||
/// Fractal sum made with signed noise, used to resemble smoke.
|
||||
Turbulence,
|
||||
}
|
||||
|
||||
fn main() -> Result<()> {
|
||||
let opt = Opt::parse();
|
||||
|
||||
let (width, height) = parse_input_file(&opt.input_path)?;
|
||||
|
||||
// We will use the default thread-local rng. Future work could include
|
||||
// allowing the rng to be seedable from the command line
|
||||
let rng = rand::thread_rng();
|
||||
|
||||
// Pick the algorithm to use based on the option passed via command line
|
||||
let ppm = match opt.algorithm {
|
||||
Algorithm::Noise => generate_noise(width, height, rng),
|
||||
Algorithm::Turbulence => generate_turbulence(width, height, rng),
|
||||
};
|
||||
|
||||
// Write the PPM image to the output file specified
|
||||
{
|
||||
let file = File::create(&opt.output_path).with_context(|| {
|
||||
format!("Could not create file {:?}.", opt.output_path)
|
||||
})?;
|
||||
|
||||
ppm.write(file).with_context(|| {
|
||||
format!("Could not write to file {:?}.", opt.output_path)
|
||||
})?;
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
lazy_static! {
|
||||
static ref INPUT_PATTERN: Regex =
|
||||
Regex::new(r"imsize\s+(?P<width>\d+)\s+(?P<height>\d+)")
|
||||
.expect("Failed to compile regex.");
|
||||
}
|
||||
|
||||
/// Parse the input file, returning the target image dimensions
|
||||
fn parse_input_file(path: impl AsRef<Path>) -> Result<(usize, usize)> {
|
||||
let path = path.as_ref();
|
||||
|
||||
// Read the contents from the file
|
||||
let contents = {
|
||||
let mut contents = String::new();
|
||||
let mut file = File::open(path)?;
|
||||
file.read_to_string(&mut contents)?;
|
||||
contents
|
||||
};
|
||||
|
||||
// Parse the contents using regex
|
||||
let matches = match INPUT_PATTERN.captures(&contents) {
|
||||
Some(v) => v,
|
||||
None => bail!("Invalid input file syntax."),
|
||||
};
|
||||
|
||||
// Extract the parsed captures and convert to int
|
||||
let width = matches.name("width").unwrap().as_str().parse()?;
|
||||
let height = matches.name("height").unwrap().as_str().parse()?;
|
||||
|
||||
Ok((width, height))
|
||||
}
|
|
@ -1,52 +0,0 @@
|
|||
// Follows this algorithm:
|
||||
// https://www.scratchapixel.com/lessons/procedural-generation-virtual-worlds/procedural-patterns-noise-part-1/simple-pattern-examples.html
|
||||
|
||||
use rand::RngCore;
|
||||
|
||||
use crate::image::{Image, Pixel};
|
||||
use crate::value_noise::ValueNoise;
|
||||
use crate::vec2::Vec2;
|
||||
|
||||
pub fn generate_turbulence(
|
||||
width: usize,
|
||||
height: usize,
|
||||
rng: impl RngCore,
|
||||
) -> Image {
|
||||
let mut noise_map = vec![0.0; width * height];
|
||||
let noise = ValueNoise::new(rng);
|
||||
|
||||
let frequency = 0.02;
|
||||
let frequency_mult = 1.8;
|
||||
let amplitude_mult = 0.35;
|
||||
let num_layers = 5;
|
||||
let mut max_noise_val = 0.0f64;
|
||||
|
||||
for j in 0..height {
|
||||
for i in 0..width {
|
||||
let mut noise_point = Vec2::new(i as f64, j as f64) * frequency;
|
||||
let mut amplitude = 1.0;
|
||||
|
||||
for _ in 0..num_layers {
|
||||
noise_map[j * width + i] =
|
||||
(2.0 * noise.eval(noise_point) - 1.0).abs() * amplitude;
|
||||
noise_point = noise_point * frequency_mult;
|
||||
amplitude *= amplitude_mult;
|
||||
}
|
||||
|
||||
max_noise_val = max_noise_val.max(noise_map[j * width + i]);
|
||||
}
|
||||
}
|
||||
|
||||
let data = noise_map
|
||||
.into_iter()
|
||||
.map(|f| {
|
||||
let v = (f / max_noise_val * 192.0 + 32.0).floor() as u8;
|
||||
Pixel(v, v, v)
|
||||
})
|
||||
.collect();
|
||||
Image {
|
||||
width,
|
||||
height,
|
||||
data,
|
||||
}
|
||||
}
|
|
@ -1,90 +0,0 @@
|
|||
// Follows this algorithm:
|
||||
// https://www.scratchapixel.com/lessons/procedural-generation-virtual-worlds/procedural-patterns-noise-part-1/creating-simple-2D-noise.html
|
||||
|
||||
use std::mem;
|
||||
|
||||
use rand::{Rng, RngCore};
|
||||
|
||||
use crate::image::{Pixel, Image};
|
||||
use crate::vec2::Vec2;
|
||||
|
||||
const MAX_TABLE_SIZE: usize = 256;
|
||||
const MAX_TABLE_SIZE_MASK: usize = MAX_TABLE_SIZE - 1;
|
||||
|
||||
pub fn generate_noise(width: usize, height: usize, rng: impl RngCore) -> Image {
|
||||
let mut noise_map = vec![0.0; width * height];
|
||||
let noise = ValueNoise::new(rng);
|
||||
let frequency = 0.05;
|
||||
|
||||
for j in 0..height {
|
||||
for i in 0..width {
|
||||
let vec = Vec2::new(i as f64, j as f64);
|
||||
noise_map[j * width + i] = noise.eval(vec * frequency);
|
||||
}
|
||||
}
|
||||
|
||||
let data = noise_map
|
||||
.into_iter()
|
||||
.map(|f| {
|
||||
let v = (f * 256.0).floor() as u8;
|
||||
Pixel(v, v, v)
|
||||
})
|
||||
.collect();
|
||||
Image {
|
||||
width,
|
||||
height,
|
||||
data,
|
||||
}
|
||||
}
|
||||
|
||||
pub struct ValueNoise {
|
||||
r: [f64; MAX_TABLE_SIZE * MAX_TABLE_SIZE],
|
||||
}
|
||||
|
||||
impl ValueNoise {
|
||||
pub fn new(mut rng: impl RngCore) -> Self {
|
||||
let mut r: [f64; MAX_TABLE_SIZE * MAX_TABLE_SIZE] =
|
||||
unsafe { mem::zeroed() };
|
||||
for k in 0..MAX_TABLE_SIZE * MAX_TABLE_SIZE {
|
||||
r[k] = rng.gen_range(0.0..1.0);
|
||||
}
|
||||
ValueNoise { r }
|
||||
}
|
||||
|
||||
pub fn eval(&self, point: Vec2) -> f64 {
|
||||
let xi = point.x.floor();
|
||||
let yi = point.y.floor();
|
||||
|
||||
let tx = point.x - xi;
|
||||
let ty = point.y - yi;
|
||||
|
||||
let xi = xi as usize;
|
||||
let yi = yi as usize;
|
||||
|
||||
let rx0 = xi & MAX_TABLE_SIZE_MASK;
|
||||
let rx1 = (rx0 + 1) & MAX_TABLE_SIZE_MASK;
|
||||
let ry0 = yi & MAX_TABLE_SIZE_MASK;
|
||||
let ry1 = (ry0 + 1) & MAX_TABLE_SIZE_MASK;
|
||||
|
||||
let c00 = self.r[ry0 * MAX_TABLE_SIZE_MASK + rx0];
|
||||
let c10 = self.r[ry0 * MAX_TABLE_SIZE_MASK + rx1];
|
||||
let c01 = self.r[ry1 * MAX_TABLE_SIZE_MASK + rx0];
|
||||
let c11 = self.r[ry1 * MAX_TABLE_SIZE_MASK + rx1];
|
||||
|
||||
let sx = smooth_step(tx);
|
||||
let sy = smooth_step(ty);
|
||||
|
||||
let nx0 = lerp(c00, c10, sx);
|
||||
let nx1 = lerp(c01, c11, sx);
|
||||
|
||||
lerp(nx0, nx1, sy)
|
||||
}
|
||||
}
|
||||
|
||||
fn smooth_step(t: f64) -> f64 {
|
||||
t * t * (3.0 - 2.0 * t)
|
||||
}
|
||||
|
||||
fn lerp(lo: f64, hi: f64, t: f64) -> f64 {
|
||||
lo * (1.0 - t) + hi * t
|
||||
}
|
|
@ -1,25 +0,0 @@
|
|||
use std::ops::Mul;
|
||||
|
||||
/// A generic 2-dimensional point class.
|
||||
#[derive(Copy, Clone)]
|
||||
pub struct Vec2<T = f64> {
|
||||
pub x: T,
|
||||
pub y: T,
|
||||
}
|
||||
|
||||
impl<T> Vec2<T> {
|
||||
pub fn new(x: T, y: T) -> Self {
|
||||
Self { x, y }
|
||||
}
|
||||
}
|
||||
|
||||
impl<S: Copy, T: Mul<S>> Mul<S> for Vec2<T> {
|
||||
type Output = Vec2<T::Output>;
|
||||
|
||||
fn mul(self, rhs: S) -> Self::Output {
|
||||
Vec2 {
|
||||
x: self.x * rhs,
|
||||
y: self.y * rhs,
|
||||
}
|
||||
}
|
||||
}
|
6
assignment-1a/.gitignore
vendored
|
@ -1,6 +0,0 @@
|
|||
/target
|
||||
/assignment-1
|
||||
/examples/*.png
|
||||
*.ppm
|
||||
*.zip
|
||||
*.pdf
|
|
@ -1,183 +0,0 @@
|
|||
# Assignment 1a: Getting Started with Ray Casting
|
||||
|
||||
In this assignment, you are asked to begin writing a basic ray casting program.
|
||||
|
||||
This program should:
|
||||
|
||||
1. read a simple scene description from a file that is provided as a command
|
||||
line argument
|
||||
2. define an array of pixels that will hold a computer-generated image of the
|
||||
scene
|
||||
3. use ray casting to determine the appropriate color to store in each pixel of
|
||||
the output image
|
||||
4. write the rendered image to an output file in ascii PPM format
|
||||
|
||||
As with assignment 0, the output file name should match the input file name
|
||||
except for the suffix. You can also earn extra credit by enabling your program
|
||||
to render a parallel projection and/or to render not only spheres but also
|
||||
cylinders.
|
||||
|
||||
You are asked to run your program on multiple different input files, featuring a
|
||||
diverse range of different input parameter settings. One of the objectives of
|
||||
this assignment is to help you to develop an intuitive understanding of how each
|
||||
of the various input settings affects the appearance of the rendered scene.
|
||||
Please be sure to specifically consider these three questions:
|
||||
|
||||
- How does the direction of the 'up' vector affect the rendered view of a scene?
|
||||
You should specifically consider tipping the 'up' vector from side to side and
|
||||
forward to back. You will want to define scenes with multiple objects,
|
||||
asymmetrically arranged, to explore this question.
|
||||
- How do changes in the field of view settings affect the contents of your
|
||||
rendered images?
|
||||
- How do various modifications of the viewing parameters affect the amount of
|
||||
perspective distortion apparent in your image?
|
||||
|
||||
In subsequent assignments you will be asked to extend the code you write for
|
||||
this assignment to incorporate additional effects like illumination, shadows,
|
||||
specular reflections and transparency, with these latter effects being achieved
|
||||
by recursive ray tracing. Be sure that your code is structured with these
|
||||
extensions in mind. In particular, you are advised to write simple, modular code
|
||||
following the example described in class.
|
||||
|
||||
Please be sure to check the grading criteria to ensure that all requirements are
|
||||
understood.
|
||||
|
||||
### Detailed instructions
|
||||
|
||||
1. Your program should read the following information from an input scene
|
||||
description file (the syntax is shown below each item; entries in italics
|
||||
are variables, entries in bold are keywords):
|
||||
|
||||
- The view origin, also variously referred to as the 'eye position', 'camera
|
||||
position' or 'center of projection' (a 3D point in space)
|
||||
|
||||
eye eyex eyey eyez
|
||||
|
||||
- The viewing direction (a 3D vector)
|
||||
|
||||
viewdir vdirx vdiry vdirz
|
||||
|
||||
- The 'up' direction (a 3D vector)
|
||||
|
||||
updir upx upy upz
|
||||
|
||||
- The horizontal field of view (in degrees, please)
|
||||
|
||||
hfov fovh
|
||||
|
||||
- The size of the output image (in pixel units)
|
||||
|
||||
imsize width height
|
||||
|
||||
- The 'background' color (using r, g, b components defined on a scale from
|
||||
0-1)
|
||||
|
||||
bkgcolor r g b
|
||||
|
||||
- A 'material' color (in terms of r, g, b components defined on a scale from
|
||||
0-1). The material color should be treated as a state variable, meaning
|
||||
that all subsequently-defined objects should use the immediately-preceding
|
||||
material color
|
||||
|
||||
mtlcolor r g b
|
||||
|
||||
- A sequence of one or more objects. For this assignment, your program is
|
||||
only required to be able to handle spheres. In subsequent assignments you
|
||||
will be asked to extend your code to handle triangles, so you will want to
|
||||
write your code with this future extension in mind. A sphere should be
|
||||
defined by the coordinates of its center point (a 3D point in space) and
|
||||
radius.
|
||||
|
||||
sphere cx cy cz r
|
||||
|
||||
- If you would like to attempt the extra credit portion of this assignment,
|
||||
please use this format to define a parallel projection
|
||||
|
||||
projection parallel
|
||||
|
||||
- If you would like to attempt the extra credit portion of this assignment,
|
||||
please use this format to define a finite cylinder (without endcaps) that
|
||||
is centered at the point (cx, cy, cz) and oriented in the direction (dirx,
|
||||
diry, dirz).
|
||||
|
||||
cylinder cx cy cz dirx diry dirz radius length
|
||||
|
||||
2. Define an array of sufficient size to store the color values of your image.
|
||||
|
||||
3. Using knowledge of the view origin, viewing direction, up direction,
|
||||
horizontal field of view and desired image aspect ratio, define an
|
||||
appropriate “viewing window” in world coordinate space, and a 1-1 mapping
|
||||
between points within this viewing window and pixel locations in your output
|
||||
image.
|
||||
|
||||
4. For each pixel in the output image:
|
||||
|
||||
- Define the equation of the ray that begins at the view origin and passes
|
||||
through the corresponding 3D point in the viewing window
|
||||
- Then, for each object in the scene:
|
||||
- Determine whether the current viewing ray intersects that object, and if
|
||||
so at what point or points
|
||||
- If there are one or more ray/object intersection points that are 'in
|
||||
front of' the view origin with respect to the positive viewing
|
||||
direction, determine which of them is closest to the view origin,
|
||||
remembering that ray/object intersection points that are 'behind' the
|
||||
view origin, with respect to the viewing direction, should be ignored
|
||||
- Determine the color of the object at the closest forward ray/object
|
||||
intersection point, if there is one, and return that value to be stored
|
||||
at the appropriate location in your image array
|
||||
- If no ray/object intersection is found, return the background color
|
||||
|
||||
5. After all of the rays have been cast and a color has been determined for
|
||||
each pixel in the output image, write the final image to an output file,
|
||||
using the ascii PPM format.
|
||||
|
||||
You are strongly encouraged to begin with a very simple scene description,
|
||||
consisting for example of a single sphere located directly in front of the eye
|
||||
in the direction of view. You are also advised to begin by using a very small
|
||||
image size, to expedite the debugging process.
|
||||
|
||||
To explore the effects of various scene parameters, you are advised to start by
|
||||
varying the values of just one viewing parameter at a time, such as: the eye
|
||||
position, the viewing direction, the direction of the 'up' vector, the vertical
|
||||
field of view, the image aspect ratio, etc. Once you understand the effect of
|
||||
each parameter in isolation, you should experiment with combinations of changes,
|
||||
such as: co-varying the field of view and the proximity of the eye to the
|
||||
objects in your scene. Your ability to appreciate the effects of different view
|
||||
settings will be improved if you use a relatively complex but intuitively
|
||||
organized scene, with some asymmetric features and not too much empty space. One
|
||||
example is: spheres centered at each of the 8 corners of a cube, using different
|
||||
colors for each corner, or cylinders arranged along each of the 12 edges of a
|
||||
cube.
|
||||
|
||||
### What you should turn in
|
||||
|
||||
- All of your source code, clearly commented, plus a ~~readme file with
|
||||
compiling instructions or a~~ Makefile or CMake file that the TA can use to
|
||||
compile your code.
|
||||
- One "showcase" image produced by your program, that I can share with the rest
|
||||
of the class. To save time for the TA, we would be grateful if you could
|
||||
provide this image in a format that is supported for direct display in Google
|
||||
Slides or Powerpoint.
|
||||
- A 1-3 page writeup (including pictures) in which you discuss your observations
|
||||
on how the key viewing parameters affect the appearance of the rendered scene.
|
||||
Please incorporate sufficient images produced by your ray casting program to
|
||||
illustrate and explain your findings. In your writeup, be sure to specifically
|
||||
address each of these three points:
|
||||
- How does the apparent rotation of the scene with respect to the viewpoint
|
||||
change with changes in the direction of the 'up' vector?
|
||||
- How do changes in the field of view settings affect the appearance of the
|
||||
scene in your rendered image?
|
||||
- How can the viewing parameters (e.g. the camera location, field of view
|
||||
settings, …) be adjusted to achieve a less exaggerated vs more exaggerated
|
||||
amount of apparent perspective distortion in your image?
|
||||
- Please submit all of the above as a single zip file, containing appropriate
|
||||
subfolders, using the naming convention hw1a.firstname.lastname.zip. Please
|
||||
do not use tar or rar or any other alternative compression mode that could
|
||||
complicate the grading process for the TA.
|
||||
|
||||
---
|
||||
|
||||
Two sample input files with their corresponding output images are provided in
|
||||
the Files directory of this Canvas website. Please feel free to use these
|
||||
examples to partially check the functionality of your program. We will be
|
||||
testing your code on additional input files.
|
637
assignment-1a/Cargo.lock
generated
|
@ -1,637 +0,0 @@
|
|||
# This file is automatically @generated by Cargo.
|
||||
# It is not intended for manual editing.
|
||||
version = 3
|
||||
|
||||
[[package]]
|
||||
name = "anyhow"
|
||||
version = "1.0.68"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "2cb2f989d18dd141ab8ae82f64d1a8cdd37e0840f73a406896cf5e99502fab61"
|
||||
|
||||
[[package]]
|
||||
name = "approx"
|
||||
version = "0.5.1"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "cab112f0a86d568ea0e627cc1d6be74a1e9cd55214684db5561995f6dad897c6"
|
||||
dependencies = [
|
||||
"num-traits",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "assignment-1"
|
||||
version = "0.1.0"
|
||||
dependencies = [
|
||||
"anyhow",
|
||||
"clap",
|
||||
"nalgebra",
|
||||
"num",
|
||||
"ordered-float",
|
||||
"rayon",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "autocfg"
|
||||
version = "1.1.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "d468802bab17cbc0cc575e9b053f41e72aa36bfa6b7f55e3529ffa43161b97fa"
|
||||
|
||||
[[package]]
|
||||
name = "bitflags"
|
||||
version = "1.3.2"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "bef38d45163c2f1dde094a7dfd33ccf595c92905c8f8f4fdc18d06fb1037718a"
|
||||
|
||||
[[package]]
|
||||
name = "bytemuck"
|
||||
version = "1.13.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "c041d3eab048880cb0b86b256447da3f18859a163c3b8d8893f4e6368abe6393"
|
||||
|
||||
[[package]]
|
||||
name = "cc"
|
||||
version = "1.0.79"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "50d30906286121d95be3d479533b458f87493b30a4b5f79a607db8f5d11aa91f"
|
||||
|
||||
[[package]]
|
||||
name = "cfg-if"
|
||||
version = "1.0.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "baf1de4339761588bc0619e3cbc0120ee582ebb74b53b4efbf79117bd2da40fd"
|
||||
|
||||
[[package]]
|
||||
name = "clap"
|
||||
version = "4.1.4"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "f13b9c79b5d1dd500d20ef541215a6423c75829ef43117e1b4d17fd8af0b5d76"
|
||||
dependencies = [
|
||||
"bitflags",
|
||||
"clap_derive",
|
||||
"clap_lex",
|
||||
"is-terminal",
|
||||
"once_cell",
|
||||
"strsim",
|
||||
"termcolor",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "clap_derive"
|
||||
version = "4.1.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "684a277d672e91966334af371f1a7b5833f9aa00b07c84e92fbce95e00208ce8"
|
||||
dependencies = [
|
||||
"heck",
|
||||
"proc-macro-error",
|
||||
"proc-macro2",
|
||||
"quote",
|
||||
"syn",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "clap_lex"
|
||||
version = "0.3.1"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "783fe232adfca04f90f56201b26d79682d4cd2625e0bc7290b95123afe558ade"
|
||||
dependencies = [
|
||||
"os_str_bytes",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "crossbeam-channel"
|
||||
version = "0.5.6"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "c2dd04ddaf88237dc3b8d8f9a3c1004b506b54b3313403944054d23c0870c521"
|
||||
dependencies = [
|
||||
"cfg-if",
|
||||
"crossbeam-utils",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "crossbeam-deque"
|
||||
version = "0.8.2"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "715e8152b692bba2d374b53d4875445368fdf21a94751410af607a5ac677d1fc"
|
||||
dependencies = [
|
||||
"cfg-if",
|
||||
"crossbeam-epoch",
|
||||
"crossbeam-utils",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "crossbeam-epoch"
|
||||
version = "0.9.13"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "01a9af1f4c2ef74bb8aa1f7e19706bc72d03598c8a570bb5de72243c7a9d9d5a"
|
||||
dependencies = [
|
||||
"autocfg",
|
||||
"cfg-if",
|
||||
"crossbeam-utils",
|
||||
"memoffset",
|
||||
"scopeguard",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "crossbeam-utils"
|
||||
version = "0.8.14"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "4fb766fa798726286dbbb842f174001dab8abc7b627a1dd86e0b7222a95d929f"
|
||||
dependencies = [
|
||||
"cfg-if",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "either"
|
||||
version = "1.8.1"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "7fcaabb2fef8c910e7f4c7ce9f67a1283a1715879a7c230ca9d6d1ae31f16d91"
|
||||
|
||||
[[package]]
|
||||
name = "errno"
|
||||
version = "0.2.8"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
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|
||||
dependencies = [
|
||||
"errno-dragonfly",
|
||||
"libc",
|
||||
"winapi",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "errno-dragonfly"
|
||||
version = "0.1.2"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "aa68f1b12764fab894d2755d2518754e71b4fd80ecfb822714a1206c2aab39bf"
|
||||
dependencies = [
|
||||
"cc",
|
||||
"libc",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "heck"
|
||||
version = "0.4.1"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "95505c38b4572b2d910cecb0281560f54b440a19336cbbcb27bf6ce6adc6f5a8"
|
||||
|
||||
[[package]]
|
||||
name = "hermit-abi"
|
||||
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|
||||
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|
||||
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|
||||
dependencies = [
|
||||
"libc",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "io-lifetimes"
|
||||
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|
||||
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|
||||
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|
||||
dependencies = [
|
||||
"libc",
|
||||
"windows-sys",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "is-terminal"
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
"hermit-abi",
|
||||
"io-lifetimes",
|
||||
"rustix",
|
||||
"windows-sys",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "libc"
|
||||
version = "0.2.139"
|
||||
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|
||||
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|
||||
|
||||
[[package]]
|
||||
name = "linux-raw-sys"
|
||||
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|
||||
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|
||||
checksum = "f051f77a7c8e6957c0696eac88f26b0117e54f52d3fc682ab19397a8812846a4"
|
||||
|
||||
[[package]]
|
||||
name = "matrixmultiply"
|
||||
version = "0.3.2"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
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|
||||
dependencies = [
|
||||
"rawpointer",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "memoffset"
|
||||
version = "0.7.1"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
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|
||||
anyhow = "1.0.68"
|
||||
clap = { version = "4.1.4", features = ["derive"] }
|
||||
nalgebra = "0.32.1"
|
||||
num = { version = "0.4.0", features = ["serde"] }
|
||||
ordered-float = "3.4.0"
|
||||
rayon = "1.6.1"
|
|
@ -1,43 +0,0 @@
|
|||
.PHONY: all clean
|
||||
|
||||
DOCKER := docker
|
||||
ZIP := zip
|
||||
PANDOC := pandoc
|
||||
CONVERT := convert
|
||||
|
||||
HANDIN := hw1a.michael.zhang.zip
|
||||
BINARY := ./assignment-1
|
||||
WRITEUP := writeup.pdf
|
||||
SOURCES := $(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)
|
||||
$(DOCKER) run \
|
||||
--rm \
|
||||
-v "$(shell pwd)":/usr/src/myapp \
|
||||
-v cargo-registry:/usr/local/cargo \
|
||||
--user "$(shell id -u)":"$(shell id -g)" \
|
||||
-w /usr/src/myapp \
|
||||
rust \
|
||||
cargo build --release
|
||||
mv target/release/assignment-1 $@
|
||||
|
||||
$(HANDIN): $(BINARY) $(WRITEUP) Makefile Cargo.toml Cargo.lock README.md $(EXAMPLES_PNG) $(EXAMPLES_PPM)
|
||||
$(ZIP) -r $@ src examples $^
|
||||
|
||||
examples/%.ppm: examples/%.txt
|
||||
cargo run -- -o $@ $<
|
||||
|
||||
examples/%.png: examples/%.ppm
|
||||
convert $< $@
|
||||
|
||||
writeup.pdf: writeup.md $(EXAMPLES_PNG)
|
||||
$(PANDOC) -o $@ $<
|
||||
|
||||
clean:
|
||||
rm -f $(HANDIN) $(BINARY) $(WRITEUP) $(EXAMPLES_PPM) $(EXAMPLES_PNG)
|
|
@ -1,25 +0,0 @@
|
|||
# Raycaster
|
||||
|
||||
## Bundle contents
|
||||
|
||||
Writeup is located at `/writeup.pdf`.
|
||||
|
||||
The binary can be found at `/assignment-1`. Run `./assignment-1 --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.
|
||||
|
||||
## 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`.
|
Before Width: | Height: | Size: 38 KiB |
Before Width: | Height: | Size: 32 KiB |
Before Width: | Height: | Size: 25 KiB |
|
@ -1,21 +0,0 @@
|
|||
imsize 640 480
|
||||
eye 0 0 15
|
||||
viewdir 0 0 -1
|
||||
hfov 60
|
||||
updir 0 1 0
|
||||
bkgcolor 0.1 0.1 0.1
|
||||
|
||||
mtlcolor 0 0.5 0.5
|
||||
sphere -1 -2 -5 2
|
||||
sphere 3 -5 -1 0.5
|
||||
|
||||
mtlcolor 0.5 0.5 1
|
||||
sphere 1 2 -3 3
|
||||
sphere -6 3 -4 1
|
||||
|
||||
mtlcolor 0.5 0 0.5
|
||||
sphere 5 5 -1 1
|
||||
sphere -6 -4 -8 7
|
||||
|
||||
mtlcolor 0.5 1 0.5
|
||||
cylinder 5 1 -2 1 -2 1 1 2
|
|
@ -1,21 +0,0 @@
|
|||
imsize 640 480
|
||||
eye 0 0 15
|
||||
viewdir 0 0 -1
|
||||
hfov 30
|
||||
updir 0 1 0
|
||||
bkgcolor 0.1 0.1 0.1
|
||||
|
||||
mtlcolor 0 0.5 0.5
|
||||
sphere -1 -2 -5 2
|
||||
sphere 3 -5 -1 0.5
|
||||
|
||||
mtlcolor 0.5 0.5 1
|
||||
sphere 1 2 -3 3
|
||||
sphere -6 3 -4 1
|
||||
|
||||
mtlcolor 0.5 0 0.5
|
||||
sphere 5 5 -1 1
|
||||
sphere -6 -4 -8 7
|
||||
|
||||
mtlcolor 0.5 1 0.5
|
||||
cylinder 5 1 -2 1 -2 1 1 2
|
|
@ -1,21 +0,0 @@
|
|||
imsize 640 480
|
||||
eye 0 0 15
|
||||
viewdir 0 0 -1
|
||||
hfov 60
|
||||
updir 0 1 0
|
||||
bkgcolor 0.1 0.1 0.1
|
||||
|
||||
mtlcolor 0 0.5 0.5
|
||||
sphere -1 -2 -5 2
|
||||
sphere 3 -5 -1 0.5
|
||||
|
||||
mtlcolor 0.5 0.5 1
|
||||
sphere 1 2 -3 3
|
||||
sphere -6 3 -4 1
|
||||
|
||||
mtlcolor 0.5 0 0.5
|
||||
sphere 5 5 -1 1
|
||||
sphere -6 -4 -8 7
|
||||
|
||||
mtlcolor 0.5 1 0.5
|
||||
cylinder 5 1 -2 1 -2 1 1 2
|
|
@ -1,8 +0,0 @@
|
|||
imsize 256 256
|
||||
eye 0 0 0
|
||||
viewdir 0 0 -1
|
||||
hfov 90
|
||||
updir 0 1 0
|
||||
bkgcolor 0.1 0.1 0.1
|
||||
mtlcolor 0 0 1
|
||||
sphere 0 0 -5 2
|
|
@ -1,10 +0,0 @@
|
|||
imsize 512 256
|
||||
eye 0 0 0
|
||||
viewdir 0 0 -1
|
||||
hfov 130
|
||||
updir 0 1 1
|
||||
bkgcolor 0.1 0.1 0.1
|
||||
mtlcolor 0 1 0
|
||||
sphere -0.5 -1 -8 3
|
||||
mtlcolor 1 0 0
|
||||
sphere 3 1 -3 1
|
|
@ -1,9 +0,0 @@
|
|||
imsize 640 480
|
||||
eye 0 0 8
|
||||
viewdir 0 0 -1
|
||||
hfov 60
|
||||
updir 0 1 0
|
||||
bkgcolor 1 1 1
|
||||
|
||||
mtlcolor 0.5 1 0.5
|
||||
cylinder 0 0 -4 1 0 0 1 8
|
|
@ -1,9 +0,0 @@
|
|||
imsize 640 480
|
||||
eye 0 0 8
|
||||
viewdir 0 0 -1
|
||||
hfov 60
|
||||
updir 1 1 0
|
||||
bkgcolor 1 1 1
|
||||
|
||||
mtlcolor 0.5 1 0.5
|
||||
cylinder 0 0 -4 1 0 0 1 8
|
|
@ -1,55 +0,0 @@
|
|||
use std::io::{Result, Write};
|
||||
|
||||
/// A 24-bit pixel represented by a red, green, and blue value.
|
||||
#[derive(Clone, Copy, Default, Debug)]
|
||||
pub struct Color {
|
||||
pub red: u8,
|
||||
pub green: u8,
|
||||
pub blue: u8,
|
||||
}
|
||||
|
||||
impl Color {
|
||||
pub fn new(r: u8, g: u8, b: u8) -> Self {
|
||||
Color {
|
||||
red: r,
|
||||
green: g,
|
||||
blue: b,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn from_01_float(r: f64, g: f64, b: f64) -> Self {
|
||||
Color::new((r * 256.0) as u8, (g * 256.0) as u8, (b * 256.0) as u8)
|
||||
}
|
||||
}
|
||||
|
||||
/// A representation of an image
|
||||
pub struct Image {
|
||||
/// Width in pixels
|
||||
pub(crate) width: usize,
|
||||
|
||||
/// Height in pixels
|
||||
pub(crate) height: usize,
|
||||
|
||||
/// Pixel data in row-major form.
|
||||
pub(crate) 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 Color { red, green, blue } = pixel;
|
||||
let pixel = format!("{red} {green} {blue}\n");
|
||||
w.write_all(pixel.as_bytes())?;
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
|
@ -1,115 +0,0 @@
|
|||
use std::{fs::File, io::Read, path::Path};
|
||||
|
||||
use anyhow::Result;
|
||||
use nalgebra::Vector3;
|
||||
|
||||
use crate::{
|
||||
image::Color,
|
||||
scene::{
|
||||
cylinder::Cylinder,
|
||||
data::{Object, Scene},
|
||||
sphere::Sphere,
|
||||
},
|
||||
};
|
||||
|
||||
/// Parse the input file into a scene
|
||||
pub fn parse_input_file(path: impl AsRef<Path>) -> Result<Scene> {
|
||||
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| {
|
||||
if parts.len() < 3 {
|
||||
bail!("Vec3 requires 3 components.");
|
||||
}
|
||||
Ok(Vector3::new(
|
||||
parts[start],
|
||||
parts[start + 1],
|
||||
parts[start + 2],
|
||||
))
|
||||
};
|
||||
|
||||
let read_color = || {
|
||||
if parts.len() < 3 {
|
||||
bail!("Color requires 3 components.");
|
||||
}
|
||||
Ok(Color::from_01_float(parts[0], parts[1], parts[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_color()?,
|
||||
|
||||
"mtlcolor" => {
|
||||
let idx = scene.material_colors.len();
|
||||
material_color = Some(idx);
|
||||
scene.material_colors.push(read_color()?);
|
||||
}
|
||||
|
||||
"sphere" => scene.objects.push(Object {
|
||||
kind: Box::new(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: Box::new(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)
|
||||
}
|
|
@ -1,151 +0,0 @@
|
|||
#[macro_use]
|
||||
extern crate anyhow;
|
||||
|
||||
mod image;
|
||||
mod input_file;
|
||||
mod utils;
|
||||
mod ray;
|
||||
mod scene;
|
||||
|
||||
use std::fs::File;
|
||||
use std::path::PathBuf;
|
||||
|
||||
use anyhow::Result;
|
||||
use clap::Parser;
|
||||
use ordered_float::NotNan;
|
||||
use rayon::prelude::{IntoParallelIterator, ParallelIterator};
|
||||
|
||||
use crate::image::Image;
|
||||
use crate::input_file::parse_input_file;
|
||||
use crate::ray::Ray;
|
||||
|
||||
/// Simple raycaster.
|
||||
#[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();
|
||||
let out_file = opt
|
||||
.output_path
|
||||
.unwrap_or_else(|| opt.input_path.with_extension("ppm"));
|
||||
|
||||
let mut scene = parse_input_file(&opt.input_path)?;
|
||||
let distance = opt.distance;
|
||||
|
||||
if opt.force_parallel {
|
||||
scene.parallel_projection = true;
|
||||
}
|
||||
|
||||
// Compute the viewing window
|
||||
let view_window = scene.compute_viewing_window(distance);
|
||||
|
||||
// Translate image pixels to real-world 3d coords
|
||||
let translate_pixel = {
|
||||
let dx = view_window.upper_right - view_window.upper_left;
|
||||
let pixel_base_x = dx / scene.image_width as f64;
|
||||
|
||||
let dy = view_window.lower_left - view_window.upper_left;
|
||||
let pixel_base_y = dy / scene.image_height as f64;
|
||||
|
||||
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
|
||||
}
|
||||
};
|
||||
|
||||
// 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 earliest_intersection = scene
|
||||
.objects
|
||||
.iter()
|
||||
.filter_map(|object| {
|
||||
let intersection_point_opt = object.kind.intersects_ray_at(&ray);
|
||||
|
||||
intersection_point_opt.and_then(|t| {
|
||||
// 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
|
||||
let t = NotNan::new(t);
|
||||
|
||||
// Return both the t and the sphere, because we want to sort on the
|
||||
// t but later retrieve attributes from the sphere
|
||||
t.ok().map(|t| (t, object))
|
||||
})
|
||||
})
|
||||
// Sort the list of intersection times by the lowest one.
|
||||
.min_by_key(|(t, _)| *t);
|
||||
|
||||
match earliest_intersection {
|
||||
// Take the object's material color
|
||||
Some((_, object)) => scene.compute_pixel_color(object.material),
|
||||
|
||||
// There was no intersection, so this should default to the scene's
|
||||
// background color
|
||||
None => scene.bkg_color,
|
||||
}
|
||||
})
|
||||
.collect::<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(())
|
||||
}
|
|
@ -1,27 +0,0 @@
|
|||
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
|
||||
}
|
||||
}
|
|
@ -1,126 +0,0 @@
|
|||
use nalgebra::Vector3;
|
||||
|
||||
use crate::ray::Ray;
|
||||
use crate::utils::{compute_rotation_matrix, min_f64};
|
||||
|
||||
use super::data::ObjectKind;
|
||||
|
||||
#[derive(Debug)]
|
||||
pub struct Cylinder {
|
||||
pub center: Vector3<f64>,
|
||||
pub direction: Vector3<f64>,
|
||||
pub radius: f64,
|
||||
pub length: f64,
|
||||
}
|
||||
|
||||
impl ObjectKind for Cylinder {
|
||||
/// Given a cylinder, returns the first time at which this ray intersects the
|
||||
/// cylinder.
|
||||
///
|
||||
/// If there is no intersection point, returns None.
|
||||
fn intersects_ray_at(&self, ray: &Ray) -> Option<f64> {
|
||||
// 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);
|
||||
|
||||
// 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...
|
||||
_ => unreachable!("Invalid determinant value: {discriminant}"),
|
||||
};
|
||||
|
||||
// Filter out solutions that don't have a valid Z position.
|
||||
let side_solutions = possible_side_solutions.into_iter().filter(|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
|
||||
z.abs() < self.length / 2.0
|
||||
});
|
||||
|
||||
// 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;
|
||||
|
||||
vec![
|
||||
(o.z + c.z + self.length / 2.0) / r.z,
|
||||
(o.z + c.z - self.length / 2.0) / r.z,
|
||||
]
|
||||
};
|
||||
|
||||
// Filter out all the solutions where the z does not lie in the circle
|
||||
let end_solutions = possible_z_intersections.into_iter().filter(|t| {
|
||||
let ray_point = ray.eval(*t);
|
||||
ray_point.x.powi(2) + ray_point.y.powi(2) <= self.radius.powi(2)
|
||||
});
|
||||
|
||||
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(|t| *t >= 0.0);
|
||||
|
||||
// Return the minimum solution
|
||||
min_f64(solutions)
|
||||
}
|
||||
}
|
|
@ -1,101 +0,0 @@
|
|||
use std::fmt::Debug;
|
||||
|
||||
use nalgebra::Vector3;
|
||||
|
||||
use crate::image::Color;
|
||||
use crate::ray::Ray;
|
||||
|
||||
pub trait ObjectKind: Debug + Send + Sync {
|
||||
/// 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.
|
||||
fn intersects_ray_at(&self, ray: &Ray) -> Option<f64>;
|
||||
}
|
||||
|
||||
#[derive(Debug)]
|
||||
pub struct Object {
|
||||
pub kind: Box<dyn 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, 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 material_colors: Vec<Color>,
|
||||
pub objects: Vec<Object>,
|
||||
}
|
||||
|
||||
impl Scene {
|
||||
/// Determine the color that should be used to fill this pixel
|
||||
///
|
||||
/// Also known as Shade_Ray in the slides.
|
||||
pub fn compute_pixel_color(&self, material_idx: usize) -> Color {
|
||||
// TODO: Does it make sense to make this function fallible from an API
|
||||
// design standpoint?
|
||||
self
|
||||
.material_colors
|
||||
.get(material_idx)
|
||||
.cloned()
|
||||
.unwrap_or(self.bkg_color)
|
||||
}
|
||||
|
||||
/// Determine the boundaries of the viewing window in world coordinates
|
||||
pub fn compute_viewing_window(&self, distance: f64) -> Rect {
|
||||
// Compute viewing directions
|
||||
let u = self.view_dir.cross(&self.up_dir).normalize();
|
||||
let v = u.cross(&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] // Otherwise 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
|
||||
}
|
||||
}
|
|
@ -1,3 +0,0 @@
|
|||
pub mod data;
|
||||
pub mod sphere;
|
||||
pub mod cylinder;
|
|
@ -1,99 +0,0 @@
|
|||
use nalgebra::Vector3;
|
||||
|
||||
use crate::{ray::Ray, utils::min_f64};
|
||||
|
||||
use super::data::ObjectKind;
|
||||
|
||||
#[derive(Debug)]
|
||||
pub struct Sphere {
|
||||
pub center: Vector3<f64>,
|
||||
pub radius: f64,
|
||||
}
|
||||
|
||||
impl ObjectKind for Sphere {
|
||||
/// Given a sphere, returns the first time at which this ray intersects the
|
||||
/// sphere.
|
||||
///
|
||||
/// If there is no intersection point, returns None.
|
||||
fn intersects_ray_at(&self, ray: &Ray) -> Option<f64> {
|
||||
let a = ray.direction.x.powi(2)
|
||||
+ ray.direction.y.powi(2)
|
||||
+ ray.direction.z.powi(2);
|
||||
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;
|
||||
|
||||
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}"),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use nalgebra::Vector3;
|
||||
|
||||
use crate::ray::Ray;
|
||||
use crate::scene::data::ObjectKind;
|
||||
|
||||
use super::Sphere;
|
||||
|
||||
#[test]
|
||||
fn practice_problem_slide_154() {
|
||||
let ray = Ray {
|
||||
origin: Vector3::new(0.0, 0.0, 0.0),
|
||||
direction: Vector3::new(0.0, 0.0, -1.0),
|
||||
};
|
||||
let sphere = Sphere {
|
||||
center: Vector3::new(0.0, 0.0, -10.0),
|
||||
radius: 4.0,
|
||||
};
|
||||
|
||||
let point = sphere.intersects_ray_at(&ray).map(|t| ray.eval(t));
|
||||
|
||||
// the intersection point in this case is (0, 0, -6)
|
||||
assert_eq!(point, Some(Vector3::new(0.0, 0.0, -6.0)));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn practice_problem_slide_158() {
|
||||
let ray = Ray {
|
||||
origin: Vector3::new(0.0, 0.0, 0.0),
|
||||
direction: Vector3::new(0.0, 0.5, -1.0),
|
||||
};
|
||||
let sphere = Sphere {
|
||||
center: Vector3::new(0.0, 0.0, -10.0),
|
||||
radius: 4.0,
|
||||
};
|
||||
|
||||
// oops! In this case, the ray does not intersect the sphere.
|
||||
assert_eq!(sphere.intersects_ray_at(&ray), None);
|
||||
}
|
||||
}
|
|
@ -1,32 +0,0 @@
|
|||
use nalgebra::{Matrix3, Vector3};
|
||||
use ordered_float::NotNan;
|
||||
|
||||
/// Finds the minimum of an iterator of f64s, ignoring any NaN values
|
||||
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())
|
||||
}
|
||||
|
||||
/// Calculate the rotation matrix between the 2 given vectors
|
||||
/// Based on the method here: https://math.stackexchange.com/a/897677
|
||||
pub fn compute_rotation_matrix(
|
||||
a: Vector3<f64>,
|
||||
b: Vector3<f64>,
|
||||
) -> Matrix3<f64> {
|
||||
let cos_t = a.dot(&b);
|
||||
let sin_t = a.cross(&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 - a.dot(&b) * a).normalize();
|
||||
let w = b.cross(&a);
|
||||
// Not sure if this is required to be invertible?
|
||||
let f = Matrix3::from_columns(&[u, v, w]).try_inverse().unwrap();
|
||||
|
||||
f.try_inverse().unwrap() * g * f
|
||||
}
|
|
@ -1,132 +0,0 @@
|
|||
---
|
||||
geometry: margin=2cm
|
||||
output: pdf_document
|
||||
---
|
||||
|
||||
# Raycaster
|
||||
|
||||
#### Michael Zhang \<zhan4854@umn.edu\>
|
||||
|
||||
---
|
||||
|
||||
Determining the viewing window for the raycaster for this assignment involved
|
||||
creating a "virtual" screen in world coordinates, mapping image pixels into that
|
||||
virtual screen, and then casting a ray through each pixel's world coordinate to
|
||||
see where it would intersect objects.
|
||||
|
||||
### Creating a virtual screen
|
||||
|
||||
The virtual screen is determined first using the eye's position and where it's
|
||||
looking. This gives us a single 3d vector, but it doesn't give us a 2d screen in
|
||||
the world. This is where the field of view (FOV) comes in; the FOV determines
|
||||
how many degrees the screen should take up.
|
||||
|
||||
![Field of view](doc/fov.jpg){width=180px}
|
||||
|
||||
Changing the angle of the field of view would result in a wider or narrower
|
||||
screen, which when paired with the aspect ratio (width / height), would produce
|
||||
a bigger or smaller viewing screen, like the orange box in the above diagram
|
||||
shows. Simply put, FOV affects how _much_ of the frame you're able to see. An
|
||||
example is shown here:
|
||||
|
||||
![](examples/fov-demo-1.png){width=180px}\ ![](examples/fov-demo-2.png){width=180px}
|
||||
|
||||
The left image uses an FOV of 60, while the right image uses an FOV of 30. As
|
||||
you can see, the left side has a wider range of vision, which allows it to see
|
||||
more of the world. (both images can be found in the `examples` directory of the
|
||||
handin zip)
|
||||
|
||||
Curiously, distance from the eye actually doesn't really affect the viewing
|
||||
screen very much. The reason is the screen is only used to determine how to
|
||||
project rays. As the two black rectangles in the diagram above demonstrates,
|
||||
changing the distance would still allow the viewer to see the same amount of the
|
||||
scene. (using the word _amount_ very loosely here to mean percentage of the
|
||||
landscape, rather than # of pixels, which is determined by the actual image
|
||||
dimensions)
|
||||
|
||||
The up-direction vector controls the rotation of the scene. Without the
|
||||
up-direction, it would not be possible to tell which rotation the screen should
|
||||
be in.
|
||||
|
||||
![Rotation determined by up direction](doc/rot.jpg){width=240px}
|
||||
|
||||
To see what this looks like, consider the following images, where the left side
|
||||
uses an up direction of $(0, 1, 0)$, while the right side uses $(1, 1, 0)$ (both
|
||||
images can be found in the `examples` directory of the handin zip)
|
||||
|
||||
![](examples/up-dir-demo-1.png){width=180px}\ ![](examples/up-dir-demo-2.png){width=180px}
|
||||
|
||||
Together, all of these parameters can uniquely determine a virtual screen
|
||||
location, that we can use to cast rays through and fill pixels. We can change
|
||||
any of these to produce an image with a more exaggerated view of the scene for
|
||||
example; simply move the eye position to be incredibly close to the object that
|
||||
we are observing, and increase the field of view to cover the entire object.
|
||||
|
||||
Because the rays are going in much different directions and travelling different
|
||||
distances, the corners of the image will seem more stretched than if we were
|
||||
observing the object from afar and all the rays are in approximately the same
|
||||
part of the virtual screen.
|
||||
|
||||
One other point to make is that we're currently using a rectangle for our
|
||||
virtual screen, which automatically does a bit of the distortion. If instead we
|
||||
were to use a curved lens-like shape, then the rays pointing to any pixel of the
|
||||
screen would be travelling the same distance. Moving the eye position closer to
|
||||
the object would still generate distortion, but to a lesser extent.
|
||||
|
||||
### Mapping image pixels
|
||||
|
||||
After the rectangle has been determined, we can simply pick one corner to start
|
||||
as an anchor, and then find out what pixel values would correspond to it. For
|
||||
example, in the image below:
|
||||
|
||||
![Mapping image pixels](doc/map.jpg){width=240px}
|
||||
|
||||
I would pick a starting point like $A$, and then take the vector $B-A$ and
|
||||
subdivide it into 4 pieces, letting $\Delta x = \frac{B-A}{4}$. Then, same thing
|
||||
for the $y$ direction, I would set $\Delta y = \frac{D-A}{4}$. Taking $A +
|
||||
x_i \times \Delta x + y_i \times \Delta y$ yields the precise coordinate
|
||||
location for any pixel.
|
||||
|
||||
(Technically really we would want the middle of the pixel, so just add
|
||||
$\frac{\Delta x + \Delta y}{2}$ to the point to get that)
|
||||
|
||||
### Parallel Projection Notes
|
||||
|
||||
Because of the way I implemented parallel projection, it's recommended to
|
||||
either put the eye much farther back, or use `--distance` to force a much bigger
|
||||
distance from the eye for the raycaster. See the `--help` to see how this option
|
||||
is used.
|
||||
|
||||
### Cylinder Intersection Notes
|
||||
|
||||
First, we will transform the current point into the vector space of the
|
||||
cylinder, so that the cylinder location is $(0, 0, 0)$ and the direction vector
|
||||
is normalized into $(0, 0, 1)$.
|
||||
|
||||
This can be done by using a rotation matrix (since we are sure this
|
||||
transformation is just a rotation). This rotation is actually a 2D rotation,
|
||||
around the normal between the cylinder direction and $(0, 0, 1)$. We then
|
||||
rotate everything we are working with (the cylinder and the ray) into this
|
||||
coordinate system to make calculations easier.
|
||||
|
||||
Then it's a matter of determining if the $x$ and $y$ coordinates fall into the
|
||||
space constrained by the equation $(o_x + t\times r_x - c_x)^2 + (o_y + t\times
|
||||
r_y - c_y)^2 = r^2$ and if $z \le L$. I can solve this using the quadratic
|
||||
formula the same way as the sphere case.
|
||||
|
||||
We want a quadratic equation of the form $At^2 + Bt + C = 0$. The values for
|
||||
$A$, $B$, and $C$ are:
|
||||
|
||||
- $A = r_x^2 + r_y^2$
|
||||
- $B = 2(r_x(o_x - c_x) + r_y(o_y - c_y))$
|
||||
- $C = (c_x - o_x)^2 + (c_y - o_y)^2 - r^2$
|
||||
|
||||
Solving this for $t$ yields 0-2 solutions depending on if the equation was
|
||||
satisfied or not. Then, we can plug any solutions we get back into the ray
|
||||
equation and determine if the $z$-coordinate is in the range of the cylinder
|
||||
that we want.
|
||||
|
||||
We will also have to do this for the ends of the cylinder, but just backwards.
|
||||
So we would start with the $z$-coordinate, solve for $t$s where the ray hits
|
||||
that $z$-plane, and then check the $x$ and $y$ values to see if they satisfy the
|
||||
ray equation as well.
|
10
assignment-1b/.gitignore
vendored
|
@ -1,10 +0,0 @@
|
|||
/target
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||||
/assignment-1b
|
||||
/raytracer1b
|
||||
/examples/*.png
|
||||
*.ppm
|
||||
*.zip
|
||||
*.pdf
|
||||
perf.data*
|
||||
flamegraph.svg
|
||||
showcase.png
|
838
assignment-1b/Cargo.lock
generated
|
@ -1,838 +0,0 @@
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|||
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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"
|
|
@ -1,22 +0,0 @@
|
|||
[package]
|
||||
name = "assignment-1b"
|
||||
authors = ["Michael Zhang <zhan4854@umn.edu>"]
|
||||
version = "0.1.0"
|
||||
edition = "2021"
|
||||
|
||||
[[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"
|
|
@ -1,54 +0,0 @@
|
|||
.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)
|
|
@ -1,29 +0,0 @@
|
|||
# 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`.
|
|
@ -1,18 +0,0 @@
|
|||
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
|
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|
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mtlcolor 0 1 0 1 1 1 0.6 0.2 0.2 10
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|
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mtlcolor 0 1 0 1 1 1 0.1 0.8 0.2 10
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|
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mtlcolor 0 1 0 1 1 1 0.1 0.2 0.8 10
|
||||
sphere 1.275 -0.75 -4 1
|
||||
|
|
@ -1,10 +0,0 @@
|
|||
eye 0 0 0
|
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viewdir 0 -0.3 -1
|
||||
updir 0 1 0
|
||||
hfov 60
|
||||
imsize 256 512
|
||||
bkgcolor 0.1 0.1 0.1
|
||||
light 0 -1 0 0 1 1 1
|
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mtlcolor 1 1 0 1 1 1 0.2 0.6 0.2 20
|
||||
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|
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sphere 0 0 -3 0.5
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|
@ -1,15 +0,0 @@
|
|||
imsize 600 200
|
||||
eye 0 0 15
|
||||
viewdir 0 0 -1
|
||||
hfov 90
|
||||
updir 0 1 0
|
||||
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|
||||
|
||||
attlight -15 10 5 1 1 1 1 0 0.25 0.03
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||||
|
||||
mtlcolor 0.6 1 0.8 1 1 1 0.4 1 0.5 15
|
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|
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sphere -5 0 0 2
|
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sphere 0 0 0 2
|
||||
sphere 5 0 0 2
|
||||
sphere 10 0 0 2
|
|
@ -1,12 +0,0 @@
|
|||
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
|
|
@ -1,15 +0,0 @@
|
|||
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
|
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sphere -3 2 -20 2
|
||||
sphere 1.5 2 -30 2
|
||||
sphere 13 2 -60 2
|
|
@ -1,23 +0,0 @@
|
|||
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
|
||||
|
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mtlcolor 0.6 1 0.4 1 1 1 0.2 0.4 0 1
|
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sphere -5 0 0 2
|
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|
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mtlcolor 0.6 1 0.4 1 1 1 0.4 0.4 0 1
|
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sphere 0 0 0 2
|
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|
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mtlcolor 0.6 1 0.4 1 1 1 0.6 0.4 0 1
|
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sphere 5 0 0 2
|
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|
||||
mtlcolor 0.6 1 0.4 1 1 1 0.8 0.4 0 1
|
||||
sphere 10 0 0 2
|
|
@ -1,23 +0,0 @@
|
|||
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
|
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|
||||
mtlcolor 0.6 1 0.4 1 1 1 0.2 0 0 1
|
||||
sphere -10 0 0 2
|
||||
|
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mtlcolor 0.6 1 0.4 1 1 1 0.2 0.2 0 1
|
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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
|
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sphere 5 0 0 2
|
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|
||||
mtlcolor 0.6 1 0.4 1 1 1 0.2 0.8 0 1
|
||||
sphere 10 0 0 2
|
|
@ -1,23 +0,0 @@
|
|||
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
|
|
@ -1,16 +0,0 @@
|
|||
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
|
|
@ -1,23 +0,0 @@
|
|||
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
|
|
@ -1,37 +0,0 @@
|
|||
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
|
|
@ -1,12 +0,0 @@
|
|||
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
|
|
@ -1,45 +0,0 @@
|
|||
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
|
|
@ -1,41 +0,0 @@
|
|||
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(())
|
||||
}
|
||||
}
|
|
@ -1,13 +0,0 @@
|
|||
#![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;
|
|
@ -1,138 +0,0 @@
|
|||
#[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(())
|
||||
}
|
|
@ -1,27 +0,0 @@
|
|||
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
|
||||
}
|
||||
}
|
|
@ -1,204 +0,0 @@
|
|||
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:?}");
|
||||
}
|
||||
}
|
|
@ -1,225 +0,0 @@
|
|||
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
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,276 +0,0 @@
|
|||
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 {}
|
|
@ -1,191 +0,0 @@
|
|||
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)
|
||||
}
|
||||
}
|
|
@ -1,34 +0,0 @@
|
|||
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>,
|
||||
}
|
|
@ -1,74 +0,0 @@
|
|||
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,
|
||||
}))
|
||||
}
|
||||
}
|
|
@ -1,93 +0,0 @@
|
|||
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)
|
||||
}
|
|
@ -1,173 +0,0 @@
|
|||
---
|
||||
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.
|
||||
|
||||
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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"
|
||||
version = "0.39.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "f1c4bd0a50ac6020f65184721f758dba47bb9fbc2133df715ec74a237b26794a"
|
||||
dependencies = [
|
||||
"windows_aarch64_msvc 0.39.0",
|
||||
"windows_i686_gnu 0.39.0",
|
||||
"windows_i686_msvc 0.39.0",
|
||||
"windows_x86_64_gnu 0.39.0",
|
||||
"windows_x86_64_msvc 0.39.0",
|
||||
]
|
||||
|
||||
[[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 0.42.1",
|
||||
"windows_i686_gnu 0.42.1",
|
||||
"windows_i686_msvc 0.42.1",
|
||||
"windows_x86_64_gnu 0.42.1",
|
||||
"windows_x86_64_gnullvm",
|
||||
"windows_x86_64_msvc 0.42.1",
|
||||
]
|
||||
|
||||
[[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 = "0.39.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "ec7711666096bd4096ffa835238905bb33fb87267910e154b18b44eaabb340f2"
|
||||
|
||||
[[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 = "0.39.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "763fc57100a5f7042e3057e7e8d9bdd7860d330070251a73d003563a3bb49e1b"
|
||||
|
||||
[[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 = "0.39.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "7bc7cbfe58828921e10a9f446fcaaf649204dcfe6c1ddd712c5eebae6bda1106"
|
||||
|
||||
[[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 = "0.39.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "6868c165637d653ae1e8dc4d82c25d4f97dd6605eaa8d784b5c6e0ab2a252b65"
|
||||
|
||||
[[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 = "0.39.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "5e4d40883ae9cae962787ca76ba76390ffa29214667a111db9e0a1ad8377e809"
|
||||
|
||||
[[package]]
|
||||
name = "windows_x86_64_msvc"
|
||||
version = "0.42.1"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "447660ad36a13288b1db4d4248e857b510e8c3a225c822ba4fb748c0aafecffd"
|
|
@ -1,24 +0,0 @@
|
|||
[package]
|
||||
name = "assignment-1c"
|
||||
authors = ["Michael Zhang <zhan4854@umn.edu>"]
|
||||
version = "0.1.0"
|
||||
edition = "2021"
|
||||
|
||||
[[bin]]
|
||||
name = "raytracer1c"
|
||||
path = "src/main.rs"
|
||||
|
||||
[dependencies]
|
||||
anyhow = { version = "1.0.68", features = ["backtrace"] }
|
||||
base64 = "0.21.0"
|
||||
clap = { version = "4.1.4", features = ["cargo", "derive"] }
|
||||
derivative = "2.2.0"
|
||||
generator = "0.7.2"
|
||||
itertools = "0.10.5"
|
||||
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"
|
|
@ -1,46 +0,0 @@
|
|||
.PHONY: all clean
|
||||
|
||||
.PRECIOUS: $(EXAMPLES_PPM)
|
||||
|
||||
RAYTRACER_FLAGS :=
|
||||
DOCKER := docker
|
||||
ZIP := zip
|
||||
PANDOC := pandoc
|
||||
CONVERT := convert
|
||||
|
||||
HANDIN := ./hw1c.michael.zhang.zip
|
||||
BINARY := ./raytracer1c
|
||||
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/raytracer1c $@
|
||||
|
||||
$(HANDIN): $(BINARY) Makefile Cargo.toml Cargo.lock README.md $(EXAMPLES_PNG) $(EXAMPLES_PPM)
|
||||
$(ZIP) -r $@ src examples $^
|
||||
|
||||
examples/%.ppm: examples/%.txt $(SOURCES)
|
||||
cargo run --release -- -o $@ $(RAYTRACER_FLAGS) $<
|
||||
|
||||
examples/%.png: examples/%.ppm
|
||||
convert $< $@
|
||||
|
||||
clean:
|
||||
rm -rf target/docker \
|
||||
$(HANDIN) $(BINARY) \
|
||||
$(EXAMPLES_PPM) $(EXAMPLES_PNG)
|
|
@ -1,29 +0,0 @@
|
|||
# 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`.
|
2
assignment-1c/examples/.gitignore
vendored
|
@ -1,2 +0,0 @@
|
|||
# Necessary files
|
||||
!/earthtexture.ppm
|
|
@ -1,17 +0,0 @@
|
|||
eye 0 0 0
|
||||
viewdir 0 0 -1
|
||||
updir 0 1 0
|
||||
hfov 60
|
||||
imsize 512 256
|
||||
bkgcolor 0.1 0.1 0.1
|
||||
light -2 1 0 1 1 1 1
|
||||
mtlcolor 1 0 1 1 1 1 0.1 0.4 0.4 20
|
||||
|
||||
|
||||
v -2 1 -5
|
||||
v -1 -1 -4
|
||||
v 1 -1 -4
|
||||
v 2 1 -6
|
||||
|
||||
f 1 2 3
|
||||
f 1 3 4
|
|
@ -1,21 +0,0 @@
|
|||
eye 0 0 0
|
||||
viewdir 0 0 -1
|
||||
updir 0 1 0
|
||||
hfov 60
|
||||
imsize 512 256
|
||||
bkgcolor 0.1 0.1 0.1
|
||||
light -2 1 0 1 1 1 1
|
||||
mtlcolor 1 0 1 1 1 1 0.1 0.4 0.4 20
|
||||
|
||||
|
||||
v -2 1 -5
|
||||
v -1 -1 -4
|
||||
v 1 -1 -4
|
||||
v 2 1 -6
|
||||
|
||||
vn -2 1 1
|
||||
vn -1 -1 1
|
||||
vn 2 1 1
|
||||
|
||||
f 1//1 2//2 3//3
|
||||
f 1 3 4
|
|
@ -1,10 +0,0 @@
|
|||
eye 2 -6 1
|
||||
viewdir -1 3 -0.5
|
||||
updir 0 0 1
|
||||
hfov 50
|
||||
imsize 512 512
|
||||
bkgcolor 0.5 0.7 0.9
|
||||
light 0 1 -1 0 1 1 1
|
||||
mtlcolor 0 1 0 1 1 1 0.2 0.8 0.1 20
|
||||
texture earthtexture.ppm
|
||||
sphere 0 0 0 2
|
Before Width: | Height: | Size: 9.9 KiB |
|
@ -1,14 +0,0 @@
|
|||
eye 0 0 0
|
||||
viewdir 0 0 -1
|
||||
updir 0 1 0
|
||||
hfov 60
|
||||
imsize 512 256
|
||||
bkgcolor 0.1 0.1 0.1
|
||||
light -2 1 0 1 1 1 1
|
||||
mtlcolor 0 1 0 1 1 1 0.2 0.6 0.2 20
|
||||
v 0 1 -4
|
||||
v -1 -1 -4
|
||||
v 1 -1 -4
|
||||
v 2 1 -6
|
||||
f 1 2 3
|
||||
f 1 3 4
|
Before Width: | Height: | Size: 12 KiB |
|
@ -1,18 +0,0 @@
|
|||
eye 0 0 0
|
||||
viewdir 0 0 -1
|
||||
updir 0 1 0
|
||||
hfov 60
|
||||
imsize 512 256
|
||||
bkgcolor 0.1 0.1 0.1
|
||||
light -2 1 0 1 1 1 1
|
||||
mtlcolor 0 0 1 1 1 1 0.2 0.6 0.2 20
|
||||
v -1 1 -4
|
||||
v -1 -1 -4
|
||||
v 1 -1 -4
|
||||
v 1 1 -4
|
||||
vn -1 1 1
|
||||
vn -1 -1 1
|
||||
vn 1 -1 1
|
||||
vn 1 1 1
|
||||
f 1//1 2//2 3//3
|
||||
f 1//1 3//3 4//4
|
Before Width: | Height: | Size: 105 KiB |
|
@ -1,10 +0,0 @@
|
|||
eye 2 -6 1
|
||||
viewdir -1 3 -0.5
|
||||
updir 0 0 1
|
||||
hfov 50
|
||||
imsize 512 512
|
||||
bkgcolor 0.5 0.7 0.9
|
||||
light 0 1 -1 0 1 1 1
|
||||
mtlcolor 0 1 0 1 1 1 0.2 0.8 0.1 20
|
||||
texture earthtexture.ppm
|
||||
sphere 0 0 0 2
|
Before Width: | Height: | Size: 28 KiB |
|
@ -1,19 +0,0 @@
|
|||
eye 0 0 0
|
||||
viewdir 0 0 -1
|
||||
updir 0 1 0
|
||||
hfov 60
|
||||
imsize 512 256
|
||||
bkgcolor 0.1 0.1 0.1
|
||||
light -2 1 0 1 1 1 1
|
||||
mtlcolor 0 0 1 1 1 1 0.2 0.6 0.2 20
|
||||
texture umn.ppm
|
||||
v -1 1 -4
|
||||
v -1 -1 -4
|
||||
v 1 -1 -4
|
||||
v 1 1 -4
|
||||
vt 0 0
|
||||
vt 0 1
|
||||
vt 1 1
|
||||
vt 1 0
|
||||
f 1/1 2/2 3/3
|
||||
f 1/1 3/3 4/4
|
Before Width: | Height: | Size: 25 KiB |
|
@ -1,25 +0,0 @@
|
|||
eye 0 0 0
|
||||
viewdir 0 0 -1
|
||||
updir 0 1 0
|
||||
hfov 60
|
||||
imsize 512 256
|
||||
bkgcolor 0.1 0.1 0.1
|
||||
light -2 1 0 1 1 1 1
|
||||
mtlcolor 0 0 1 1 1 1 0.2 0.6 0.2 20
|
||||
texture umn.ppm
|
||||
v -1 1 -4
|
||||
v -1 -1 -4
|
||||
v 1 -1 -4
|
||||
v 1 1 -4
|
||||
vn -1 1 1
|
||||
vn -1 -1 1
|
||||
vn 1 -1 1
|
||||
vn 1 1 1
|
||||
vt 0 0
|
||||
vt 0 1
|
||||
vt 1 1
|
||||
vt 1 0
|
||||
f 1/1/1 2/2/2 3/3/3
|
||||
f 1/1/1 3/3/3 4/4/4
|
||||
|
||||
|
Before Width: | Height: | Size: 640 KiB |
|
@ -1,56 +0,0 @@
|
|||
eye 12.5 5 2.5
|
||||
viewdir -2 -0.5 2
|
||||
updir 0 1 0
|
||||
hfov 60
|
||||
imsize 900 600
|
||||
bkgcolor 0.5 0.7 0.9
|
||||
light 1 -1 1 0 1 1 1
|
||||
mtlcolor 0 1 0 1 1 1 0.2 0.8 0 20
|
||||
v 10 0 5
|
||||
v -10 0 5
|
||||
v -10 0 25
|
||||
v 10 0 25
|
||||
v 5 0 12.5
|
||||
v -5 0 12.5
|
||||
v -5 5 12.5
|
||||
v 5 5 12.5
|
||||
v 5 0 17.5
|
||||
v -5 0 17.5
|
||||
v -5 5 17.5
|
||||
v 5 5 17.5
|
||||
v 5 7.5 15
|
||||
v -5 7.5 15
|
||||
v 5 4.5 12
|
||||
v -5 4.5 12
|
||||
v 5 4.5 18
|
||||
v -5 4.5 18
|
||||
vt 0 0
|
||||
vt 0 1
|
||||
vt 1 1
|
||||
vt 1 0
|
||||
vt 2 0
|
||||
vt 2 1
|
||||
vt 0.5 0
|
||||
vt 4 0
|
||||
vt 4 1
|
||||
texture grass.ppm
|
||||
f 1/2 2/3 3/4
|
||||
f 1/2 3/4 4/1
|
||||
texture wood.ppm
|
||||
f 5/2 6/6 7/5
|
||||
f 5/2 7/5 8/1
|
||||
f 9/2 11/5 10/6
|
||||
f 9/2 12/1 11/5
|
||||
f 6/2 10/3 11/4
|
||||
f 6/2 11/4 7/1
|
||||
f 5/3 12/1 9/2
|
||||
f 5/3 8/4 12/1
|
||||
f 7/2 11/3 14/7
|
||||
f 8/3 13/7 12/2
|
||||
texture redwood.ppm
|
||||
f 13/1 15/2 16/9
|
||||
f 13/1 16/9 14/8
|
||||
f 13/8 14/1 18/2
|
||||
f 13/8 18/2 17/9
|
||||
texture soccerball.ppm
|
||||
sphere -2.5 0.5 9 0.5
|
Before Width: | Height: | Size: 46 KiB |
|
@ -1,20 +0,0 @@
|
|||
eye 0 0 0
|
||||
viewdir 0 0 -1
|
||||
updir 0 1 0
|
||||
hfov 60
|
||||
imsize 512 256
|
||||
bkgcolor 0.1 0.1 0.1
|
||||
light -2 1 0 1 1 1 1
|
||||
mtlcolor 1 1 1 1 1 1 0.2 0.6 0.2 20 1 0
|
||||
bump normalmap.ppm
|
||||
sphere -1.6 0 -4 0.5
|
||||
v -1 1 -4
|
||||
v -1 -1 -4
|
||||
v 1 -1 -4
|
||||
v 1 1 -4
|
||||
vt 0 0
|
||||
vt 0 1
|
||||
vt 1 1
|
||||
vt 1 0
|
||||
f 1/1 2/2 3/3
|
||||
f 1/1 3/3 4/4
|