def test_sampled_to_rgb(self):
        runtimes = [Runtime()]

        color_mgr = SampledManager()
        s_to_rgb = spectrum_to_rgb_shader(color_mgr)
        s_to_rgb.compile(color_mgr=color_mgr)
        s_to_rgb.prepare(runtimes)

        code = """
value = spectrum_to_rgb(color)
        """
        spec = RGBSpectrum(0.3, 0.5, 0.4)
        spec = color_mgr.rgb_to_sampled(spec)
        col = SampledArg('color', spec)
        val = Vec3Arg('value', Vector3(0.0, 0.0, 0.0))
        shader = Shader(code=code, args=[col, val])
        shader.compile(shaders=[s_to_rgb], color_mgr=color_mgr)
        shader.prepare(runtimes)
        shader.execute()

        value = shader.get_value('value')
        vv = color_mgr.sampled_to_rgb(spec)
        self.assertAlmostEqual(value.x, vv.r)
        self.assertAlmostEqual(value.y, vv.g)
        self.assertAlmostEqual(value.z, vv.b, places=6)
Beispiel #2
0
    def test_sampled_point_light(self):
        sam_mgr = SampledManager()
        register_sampled_shadepoint(sam_mgr)

        runtimes = [Runtime()]
        lgt = GeneralLight()
        lgt.load('point', sam_mgr, spectral=True)
        lgt.set_value('intensity', RGBSpectrum(0.3, 0.3, 0.3))
        lgt.set_value('position', Vector3(2.0, 2.0, 2.0))
        lgt.compile()
        lgt.prepare(runtimes)
        ptrs = lgt.shader.get_ptrs()

        ptr_func = PointerArg('ptr_func', ptrs[0])
        spec = SampledArg('spec', sam_mgr.zero())
        wi = Vec3Arg('wi', Vector3(0.0, 0.0, 0.0))
        pos = Vec3Arg('position', Vector3(0.0, 0.0, 0.0))

        code = """
hp = HitPoint()
hp.hit = (4.0, 5, 6)
sp = ShadePoint()
__light_radiance(hp, sp, ptr_func)
spec = sp.light_intensity
wi = sp.wi
position = sp.light_position
        """
        shader = Shader(code=code, args=[ptr_func, wi, spec, pos])
        shader.compile()
        shader.prepare(runtimes)
        shader.execute()

        wi = Vector3(2.0, 2.0, 2.0) - Vector3(4.0, 5.0, 6.0)
        wi.normalize()
        wi_s = shader.get_value('wi')
        self.assertAlmostEqual(wi.x, wi_s.x)
        self.assertAlmostEqual(wi.y, wi_s.y)
        self.assertAlmostEqual(wi.z, wi_s.z)

        p = Vector3(2.0, 2.0, 2.0)
        p_s = shader.get_value('position')
        self.assertAlmostEqual(p.x, p_s.x)
        self.assertAlmostEqual(p.y, p_s.y)
        self.assertAlmostEqual(p.z, p_s.z)

        s = sam_mgr.rgb_to_sampled(RGBSpectrum(0.3, 0.3, 0.3), illum=True)
        s_s = shader.get_value('spec')

        for i in range(len(s.samples)):
            self.assertAlmostEqual(s.samples[i], s_s.samples[i])
Beispiel #3
0
    def test_sampled_point_light(self):
        sam_mgr = SampledManager()
        register_sampled_shadepoint(sam_mgr)

        runtimes = [Runtime()]
        lgt = GeneralLight()
        lgt.load('point', sam_mgr, spectral=True)
        lgt.set_value('intensity', RGBSpectrum(0.3, 0.3, 0.3))
        lgt.set_value('position', Vector3(2.0, 2.0, 2.0))
        lgt.compile()
        lgt.prepare(runtimes)
        ptrs = lgt.shader.get_ptrs()

        ptr_func = PointerArg('ptr_func', ptrs[0])
        spec = SampledArg('spec', sam_mgr.zero())
        wi = Vec3Arg('wi', Vector3(0.0, 0.0, 0.0))
        pos = Vec3Arg('position', Vector3(0.0, 0.0, 0.0))

        code = """
hp = HitPoint()
hp.hit = (4.0, 5, 6)
sp = ShadePoint()
__light_radiance(hp, sp, ptr_func)
spec = sp.light_intensity
wi = sp.wi
position = sp.light_position
        """
        shader = Shader(code=code, args=[ptr_func, wi, spec, pos])
        shader.compile()
        shader.prepare(runtimes)
        shader.execute()

        wi = Vector3(2.0, 2.0, 2.0) - Vector3(4.0, 5.0, 6.0)
        wi.normalize()
        wi_s = shader.get_value('wi')
        self.assertAlmostEqual(wi.x, wi_s.x)
        self.assertAlmostEqual(wi.y, wi_s.y)
        self.assertAlmostEqual(wi.z, wi_s.z)

        p = Vector3(2.0, 2.0, 2.0)
        p_s = shader.get_value('position')
        self.assertAlmostEqual(p.x, p_s.x)
        self.assertAlmostEqual(p.y, p_s.y)
        self.assertAlmostEqual(p.z, p_s.z)

        s = sam_mgr.rgb_to_sampled(RGBSpectrum(0.3, 0.3, 0.3), illum=True)
        s_s = shader.get_value('spec')

        for i in range(len(s.samples)):
            self.assertAlmostEqual(s.samples[i], s_s.samples[i])
Beispiel #4
0
    def atest_material_manager(self):
        sam_mgr = SampledManager()
        register_rgb_shadepoint()

        runtimes = [Runtime(), Runtime()]
        mat = Material()
        mat.load('lambertian', sam_mgr, spectral=False)
        mat.set_value('diffuse', RGBSpectrum(0.2, 0.3, 0.4))

        mgr = MaterialManager()
        mgr.add('material1', mat)

        mgr.compile_shaders(sam_mgr, spectral=False)
        mgr.prepare_shaders(runtimes)

        code = """
hp = HitPoint()
sp = ShadePoint()
material_reflectance(hp, sp, 0)
spec = sp.material_reflectance
        """
        spec = RGBArg('spec', RGBSpectrum(0.5, 0.5, 0.5))
        shader = Shader(code=code, args=[spec])
        shader.compile(shaders=[mgr.ref_shader])
        shader.prepare(runtimes)
        shader.execute()

        s = shader.get_value('spec')
        ls = RGBSpectrum(0.2, 0.3, 0.4) * (1.0 / math.pi)

        self.assertAlmostEqual(s.r, ls.r)
        self.assertAlmostEqual(s.g, ls.g)
        self.assertAlmostEqual(s.b, ls.b)
Beispiel #5
0
    def test_rgb_area_light(self):
        sam_mgr = SampledManager()
        register_rgb_shadepoint()

        point = Vector3(0.0, 0.0, 55.92)
        e1 = Vector3(55.28, 0.0, 0.0)
        e2 = Vector3(0.0, 54.88, 0.0)
        normal = Vector3(0.0, 0.0, -1.0)
        rectangle = Rectangle(point, e1, e2, normal)

        material = Material()
        material.load('lambertian_emiter', sam_mgr)
        e = RGBSpectrum(0.5, 0.5, 0.5)
        material.set_value('emission', e)

        runtimes = [Runtime()]
        lgt = AreaLight(shape=rectangle, material=material)
        lgt.load('general', sam_mgr, spectral=False)
        lgt.compile()
        lgt.prepare(runtimes)
        ptrs = lgt.shader.get_ptrs()

        ptr_func = PointerArg('ptr_func', ptrs[0])
        spec = RGBArg('spec', RGBSpectrum(0.5, 0.5, 0.5))
        wi = Vec3Arg('wi', Vector3(0.0, 0.0, 0.0))
        pos = Vec3Arg('position', Vector3(0.0, 0.0, 0.0))
        n = Vec3Arg('normal', Vector3(0.0, 0.0, 0.0))
        pdf = FloatArg('pdf', 0.0)
        emission = RGBArg('emission', RGBSpectrum(0.0, 0.0, 0.0))

        code = """
hp = HitPoint()
hp.hit = (4.0, 5, 6)
sp = ShadePoint()
__light_radiance(hp, sp, ptr_func)
spec = sp.light_intensity
wi = sp.wi
position = sp.light_position
normal = sp.light_normal
pdf = sp.light_pdf
emission = sp.material_emission
        """

        shader = Shader(code=code,
                        args=[ptr_func, wi, spec, pos, n, pdf, emission])
        shader.compile()
        shader.prepare(runtimes)
        shader.execute()

        print("Position ", shader.get_value('position'))
        print("Normal ", shader.get_value('normal'))
        print("Light pdf ", shader.get_value('pdf'))
        print("Emission ", shader.get_value('emission'))
        print("Wi ", shader.get_value('wi'))
        print("Intensity ", shader.get_value('spec'))
Beispiel #6
0
    def test_sampled_luminance(self):
        runtimes = [Runtime()]

        color_mgr = SampledManager()
        lum_shader = luminance_shader(color_mgr)
        lum_shader.compile(color_mgr=color_mgr)
        lum_shader.prepare(runtimes)

        code = """
value = luminance(color)
        """
        spec = RGBSpectrum(0.3, 0.5, 0.7)
        spec = color_mgr.rgb_to_sampled(spec)
        col = SampledArg('color', spec)
        val = FloatArg('value', 0.0)
        shader = Shader(code=code, args=[col, val])
        shader.compile(shaders=[lum_shader], color_mgr=color_mgr)
        shader.prepare(runtimes)
        shader.execute()

        value = shader.get_value('value')
        vv = color_mgr.luminance(spec)
        self.assertAlmostEqual(value, vv)
    def test_rgb_to_sampled_spectrum(self):
        runtimes = [Runtime()]

        color_mgr = SampledManager()
        rgb_to_spec = rgb_to_spectrum_shader(color_mgr)
        rgb_to_spec.compile(color_mgr=color_mgr)
        rgb_to_spec.prepare(runtimes)

        code = """
spec = rgb_to_spectrum(color)
        """
        val = Vector3(0.3, 0.5, 0.7)
        col = Vec3Arg('color', val)
        spec = SampledArg('spec', color_mgr.zero())
        shader = Shader(code=code, args=[col, spec])
        shader.compile(shaders=[rgb_to_spec], color_mgr=color_mgr)
        shader.prepare(runtimes)
        shader.execute()

        value = shader.get_value('spec')
        vv = color_mgr.rgb_to_sampled(RGBSpectrum(val.x, val.y, val.z))
        for i in range(len(value.samples)):
            self.assertAlmostEqual(value.samples[i], vv.samples[i], places=6)
Beispiel #8
0
    def test_rgb_to_sampled_spectrum(self):
        runtimes = [Runtime()]

        color_mgr = SampledManager()
        rgb_to_spec = rgb_to_spectrum_shader(color_mgr)
        rgb_to_spec.compile(color_mgr=color_mgr)
        rgb_to_spec.prepare(runtimes)

        code = """
spec = rgb_to_spectrum(color)
        """
        val = Vector3(0.3, 0.5, 0.7)
        col = Vec3Arg('color', val)
        spec = SampledArg('spec', color_mgr.zero())
        shader = Shader(code=code, args=[col, spec])
        shader.compile(shaders=[rgb_to_spec], color_mgr=color_mgr)
        shader.prepare(runtimes)
        shader.execute()

        value = shader.get_value('spec')
        vv = color_mgr.rgb_to_sampled(RGBSpectrum(val.x, val.y, val.z))
        for i in range(len(value.samples)):
            self.assertAlmostEqual(value.samples[i], vv.samples[i], places=6)
Beispiel #9
0
    def test_light_manager(self):
        sam_mgr = SampledManager()
        register_rgb_shadepoint()

        runtimes = [Runtime(), Runtime()]
        lgt = GeneralLight()
        lgt.load('point', sam_mgr, spectral=False)

        lgt2 = GeneralLight()
        lgt2.load('point', sam_mgr, spectral=False)
        lgt2.set_value('intensity', RGBSpectrum(0.3, 0.3, 0.3))
        lgt2.set_value('position', Vector3(2.0, 2.0, 2.0))

        mgr = LightManager()
        mgr.add('light1', lgt)
        mgr.add('light2', lgt2)

        mgr.compile_shaders(sam_mgr, spectral=False)
        mgr.prepare_shaders(runtimes)

        code = """
hp = HitPoint()
hp.hit = (4.0, 5, 6)
sp = ShadePoint()
light_radiance(hp, sp, 1)
wi = sp.wi
n = number_of_lights()
        """
        wi = Vec3Arg('wi', Vector3(0.0, 0.0, 0.0))
        nlights = IntArg('n', 999)
        shader = Shader(code=code, args=[wi, nlights])
        shader.compile(shaders=[mgr.rad_shader, mgr.nlights_shader])
        shader.prepare(runtimes)
        shader.execute()

        wi = Vector3(2.0, 2.0, 2.0) - Vector3(4.0, 5.0, 6.0)
        wi.normalize()
        wi_s = shader.get_value('wi')
        self.assertAlmostEqual(wi.x, wi_s.x)
        self.assertAlmostEqual(wi.y, wi_s.y)
        self.assertAlmostEqual(wi.z, wi_s.z)

        self.assertEqual(2, shader.get_value('n'))
Beispiel #10
0
    def test_material_sampling_manager(self):
        sam_mgr = SampledManager()
        register_rgb_shadepoint()

        runtimes = [Runtime(), Runtime()]
        mat = Material()
        mat.load('lambertian', sam_mgr, spectral=False)
        mat.set_value('diffuse', RGBSpectrum(0.2, 0.3, 0.4))

        mgr = MaterialManager()
        mgr.add('material1', mat)

        mgr.compile_shaders(sam_mgr, spectral=False)
        mgr.prepare_shaders(runtimes)

        code = """
hp = HitPoint()
hp.normal = (0.1, 0.4, 0.66)
hp.normal = normalize(hp.normal)
sp = ShadePoint()
material_sampling(hp, sp, 0)
pdf = sp.pdf
wi = sp.wi
spec = sp.material_reflectance
        """
        pdf = FloatArg('pdf', 0.0)
        wi = Vec3Arg('wi', Vector3(0.0, 0.0, 0.0))
        spec = RGBArg('spec', RGBSpectrum(0.5, 0.5, 0.5))
        shader = Shader(code=code, args=[pdf, wi, spec])
        shader.compile(shaders=[mgr.sampling_shader])
        shader.prepare(runtimes)
        shader.execute()

        s = shader.get_value('pdf')
        print(s)
        s = shader.get_value('wi')
        print(s)
        s = shader.get_value('spec')
        print(s)
        normal = Vector3(0.1, 0.4, 0.66)
        normal.normalize()
        print(cos_hemisphere(r1=0.1, r2=0.06, normal=normal, e=1.0))
Beispiel #11
0
    def atest_material_glass(self):
        sam_mgr = SampledManager()
        register_rgb_shadepoint()

        runtimes = [Runtime()]
        mat = Material()
        mat.load('glass', sam_mgr, spectral=False)
        mat.set_value('ior', 1.5)

        mgr = MaterialManager()
        mgr.add('material1', mat)

        shaders = shaders_functions()
        for shader in shaders:
            shader.compile()
            shader.prepare(runtimes)

        mgr.compile_shaders(sam_mgr, spectral=False, shaders=shaders)
        mgr.prepare_shaders(runtimes)

        code = """
hp = HitPoint()
hp.normal = normal
sp = ShadePoint()
sp.wo = wo
material_sampling(hp, sp, 0)
pdf = sp.pdf
wi = sp.wi
spec = sp.material_reflectance
        """
        pdf = FloatArg('pdf', 0.0)
        wi = Vec3Arg('wi', Vector3(0.0, 0.0, 0.0))
        ww = Vector3(5.0, 1.0, 0.0)
        ww.normalize()
        wo = Vec3Arg('wo', ww)
        nn = Vector3(0.0, 1.0, 0.0)
        nn.normalize()
        normal = Vec3Arg('normal', nn)
        spec = RGBArg('spec', RGBSpectrum(0.5, 0.5, 0.5))

        shader = Shader(code=code, args=[pdf, wi, wo, normal, spec])
        shader.compile(shaders=[mgr.sampling_shader])
        shader.prepare(runtimes)

        shader.execute()

        s = shader.get_value('wi')
        print(s)
        s = shader.get_value('pdf')
        print(s)
        s = shader.get_value('spec')
        print(s)
        print('------------------------------')
        print('wo', ww)
        wi, pdf, ref = sampling_glass(1.5, ww, nn)
        print("wi", wi)
        print("pdf", pdf)
        print("ref", ref)
        ndotwi = abs(nn.dot(wi))
        print("ndotwi", ndotwi)

        tmp = ndotwi / pdf
        path_weight = ref * tmp
        print("path weight", path_weight)