Example #1
0
def look_at_matrix(camera_position: np.ndarray, camera_target: np.ndarray,
                   camera_up: np.ndarray):
    z_axis = Utils.normalize(np.array(camera_position - camera_target))
    x_axis = Utils.normalize(np.cross(camera_up, z_axis))
    y_axis = np.cross(z_axis, x_axis)

    translation_x = -np.dot(x_axis, camera_position)
    translation_y = -np.dot(y_axis, camera_position)
    translation_z = -np.dot(z_axis, camera_position)
    translation = np.array([translation_x, translation_y,
                            translation_z]).reshape((3, 1))

    x_axis = x_axis.reshape((3, 1))
    y_axis = y_axis.reshape((3, 1))
    z_axis = z_axis.reshape((3, 1))
    translation = translation.reshape((3, 1))

    #TODO: Make this more efficient
    mat = np.append(np.append(np.append(x_axis, y_axis, axis=1),
                              z_axis,
                              axis=1),
                    translation,
                    axis=1)

    return np.append(mat, Utils.homogenous_for_SE3(), axis=0)
Example #2
0
 def render(self):
     (height, width) = self.resolution
     for x in range(0, width):
         for y in range(0, height):
             ray_direction_camera_space = self.camera.camera_ray_direction_camera_space(
                 x, y, width, height, self.fov)
             camera_to_world = self.camera.se3_inv
             rot = SE3.extract_rotation(camera_to_world)
             ray_world_space = Utils.normalize(
                 np.matmul(rot, ray_direction_camera_space))
             ray = Geometry.Ray(self.camera.origin_ws[0:3], ray_world_space)
             (b, t, sphere) = self.find_closest_intersection(ray)
             if sphere.is_intersection_acceptable(b, t):
                 intersection_point = Geometry.point_for_ray(ray, t)
                 normal = sphere.normal_for_point(intersection_point)
                 depth = intersection_point[2]
                 self.depth_buffer[y, x] = fabs(depth)
                 self.frame_buffer[y, x] = phong_shading(
                     self.light_ws, intersection_point, normal)
Example #3
0
 def camera_ray_direction_camera_space(self, pixel_x, pixel_y, width,
                                       height, fov):
     (camera_x, camera_y) = self.pixel_to_camera(pixel_x, pixel_y, width,
                                                 height, fov)
     ray_cs = np.array([camera_x, camera_y, -1]).reshape(3, 1)
     return Utils.normalize(ray_cs)
Example #4
0
 def normal_for_point(self,point_on_shpere):
     return Utils.normalize(point_on_shpere - self.origin)
Example #5
0
def phong_shading(light_ws, position_ws, normal):
    view = Utils.normalize(light_ws - position_ws)
    return Utils.fast_dot(view, normal)