Ejemplo n.º 1
0
def main():

    nx = 200
    ny = 100
    ns = 30

    f = open("generated_images/first_world.ppm","w")
    f.write("P3\n%d %d\n255\n"%(nx,ny))

    cam = Camera()

    world = Object3DList(
            [Sphere(Vec3(0.0,0.0,-1.0), 0.5),
             Sphere(Vec3(0.0,-100.5,-1.0),100)])

    # Note break with guide convention, vertical pixels start with index 0 at top
    for y in range(0,ny):
        for x in range(0,nx):
            col = Vec3(0.0,0.0,0.0)
            for _ in range(0, ns):
                u = (float(x)+random.random())/float(nx)
                v = (float(y)+random.random())/float(ny)
                r = cam.get_ray(u, v)
                col += color(r, world)

            col /= ns

            f.write(col.color_string(scale=255.99))

    f.close()
Ejemplo n.º 2
0
def main():
    # nx = 100
    # ny = 100
    # ns = 10
    nx = 1000
    ny = 1000
    ns = 100

    f = open("generated_images/balls_world_fuzz_glass.ppm", "w")
    f.write("P3\n%d %d\n255\n" % (nx, ny))

    cam = Camera(look_from=Vec3(0.5,0.5,0.0),
                 look_at=Vec3(0.0,0.5,-1.0),
                 vec_up=Vec3(0.0, 1.0, 0.0),
                 v_fov=90.0,
                 aspect=nx/ny,
                 aperture=0.0,
                 focus_dist=1.0)

    world = Object3DList(
        [Sphere(Vec3(0.0, -1000.0, -1.0),
                1000.0,
                Lambertian(albedo=Vec3(0.8, 0.8, 0.8))),
         Sphere(Vec3(0.0, 0.5, -1.0),
                0.5,
                Lambertian(albedo=Vec3(0.8, 0.3, 0.3))),
         Sphere(Vec3(0.0, 0.1, -0.5),
                0.1,
                Lambertian(albedo=Vec3(0.5, 0.2, 0.5))),
         Sphere(Vec3(-0.2, 0.5, -0.3),
                0.1,
                Dielectric(ref_idx=1.5)),
         Sphere(Vec3(0.75, 0.25, -0.5),
                0.25,
                Metal(albedo=Vec3(0.6, 0.8, 0.8), fuzz=0.02)),
         Sphere(Vec3(-0.75, 0.25, -0.75),
                0.25,
                Metal(albedo=Vec3(0.8, 0.6, 0.2), fuzz=0.0))
         ])

    # Note break with guide convention, vertical pixels start with index 0 at top
    for y in range(0, ny):
        for x in range(0, nx):
            col = Vec3(0.0, 0.0, 0.0)
            for _ in range(0, ns):
                u = (float(x) + random.random()) / float(nx)
                v = (float(y) + random.random()) / float(ny)
                r = cam.get_ray(u, v)
                col += color(r, world, 0)

                print(y*100000 + x*ns + _)

            col /= ns

            col = col ** 0.5

            f.write(col.color_string(scale=255.99))

    f.close()
Ejemplo n.º 3
0
def color(ray: Ray, world: Object3DList):

    h_rec = HitRecord()

    if world.hit(ray, 0.0, float("inf"), h_rec):
        return Vec3(h_rec.normal.x+1.0,
                    h_rec.normal.y+1.0,
                    h_rec.normal.z+1.0)*0.5

    unit_direction = unit_vector(ray.direction)
    t = 0.5*(unit_direction.y+1.0)

    return (1-t)*Vec3(1.0,1.0,1.0) + t*Vec3(0.5,0.7,1.0)
Ejemplo n.º 4
0
def color(ray: Ray, world: Object3DList, depth: int):
    h_rec = HitRecord()

    if world.hit(ray, 0.001, float("inf"), h_rec):
        retval, s_ray, attenuation = h_rec.material.scatter(ray, h_rec)
        if depth < 50 and retval:
            return attenuation * color(s_ray, world, depth + 1)
        else:
            return Vec3(0.0, 0.0, 0.0)
    else:

        unit_direction = unit_vector(ray.direction)
        t = 0.5 * (unit_direction.y + 1.0)
        return (1 - t) * Vec3(1.0, 1.0, 1.0) + t * Vec3(0.5, 0.7, 1.0)
Ejemplo n.º 5
0
def main():
    # nx = 1000
    # ny = 500
    # ns = 30
    nx = 200
    ny = 100
    ns = 10

    f = open("generated_images/balls_world_fuzz.ppm", "w")
    f.write("P3\n%d %d\n255\n" % (nx, ny))

    cam = Camera(upper_left_corner=Vec3(-2.0, 1.5, -1.0),
                 horizontal=Vec3(4.0, 0.0, 0.0),
                 vertical=Vec3(0.0, -2.0, 0.0),
                 origin=Vec3(0.0, 0.5, 0.0))

    world = Object3DList([
        Sphere(Vec3(0.0, -1000.0, -1.0), 1000.0,
               Lambertian(albedo=Vec3(0.8, 0.8, 0.8))),
        Sphere(Vec3(0.0, 0.5, -1.0), 0.5,
               Lambertian(albedo=Vec3(0.8, 0.3, 0.3))),
        Sphere(Vec3(0.0, 0.1, -0.5), 0.1,
               Lambertian(albedo=Vec3(0.5, 0.2, 0.5))),
        Sphere(Vec3(0.75, 0.25, -0.5), 0.25,
               Metal(albedo=Vec3(0.6, 0.8, 0.8), fuzz=0.5)),
        Sphere(Vec3(-0.75, 0.25, -0.75), 0.25,
               Metal(albedo=Vec3(0.8, 0.6, 0.2), fuzz=0.0))
    ])

    # Note break with guide convention, vertical pixels start with index 0 at top
    for y in range(0, ny):
        for x in range(0, nx):
            col = Vec3(0.0, 0.0, 0.0)
            for _ in range(0, ns):
                u = (float(x) + random.random()) / float(nx)
                v = (float(y) + random.random()) / float(ny)
                r = cam.get_ray(u, v)
                col += color(r, world, 0)

            col /= ns

            col = col**0.5

            f.write(col.color_string(scale=255.99))

    f.close()
Ejemplo n.º 6
0
def populate_world() -> Object3DList:
    obj_list = [Sphere(Vec3(0.0, -1000.0, -0.0),
                       1000.0,
                       Lambertian(albedo=Vec3(0.8, 0.8, 0.8)))
                ]

    sphere_radius = 0.5

    for idx in range(0, 3):
        for idz in range(0, 3):
            for idy in range(0, 3):
                pos = Vec3(
                    (idx - 1) * 4 * sphere_radius,
                    (2 * idy + 1) * sphere_radius,
                    (idz - 1) * 4 * sphere_radius)
                n = random.random()
                if n < 0.33:
                    alb = 0.8 * Vec3(random.random(),
                                     random.random(),
                                     random.random())
                    obj_list.append(
                        Sphere(pos, sphere_radius,
                               Lambertian(albedo=alb)))
                elif n >= 0.33 and n < 0.66:
                    alb = 0.8 * Vec3(random.random(),
                                     random.random(),
                                     random.random())
                    fuzz = 0.2 * random.random()
                    obj_list.append(
                        Sphere(pos, sphere_radius,
                               Metal(albedo=alb, fuzz=fuzz)))
                else:
                    ref_idx = random.random() * 0.5 + 1
                    obj_list.append(
                        Sphere(pos, sphere_radius,
                               Dielectric(ref_idx=ref_idx)))

    return Object3DList(obj_list)