Example #1
0
def sphere_intersection_point(theRay, theSphere):
    dotvector_of_raydir_sqr = vector_math.dot_vector(theRay.dir, theRay.dir)
    diffpoint_of_raypt_sphcen = vector_math.difference_point(
        theRay.pt, theSphere.center)
    dotvector_of_raydir_diffpoint = vector_math.dot_vector(
        diffpoint_of_raypt_sphcen, theRay.dir)
    dotvector_of_diffpoint_sqr = vector_math.dot_vector(
        diffpoint_of_raypt_sphcen, diffpoint_of_raypt_sphcen)
    A = dotvector_of_raydir_sqr  #(theRay.dir * theRay.dir)
    B = dotvector_of_raydir_diffpoint * 2  #(2 * (theRay.pt - theSphere.center) * theRay.dir)
    C = dotvector_of_diffpoint_sqr - theSphere.radius**2  #(((theRay.pt - theSphere.center) * (theRay.pt - theSphere.center)) - theSphere.radius ** 2)
    D = B**2 - 4 * A * C  #discriminant
    if D < 0:  #D < 0 means no real roots, thus sphere does not intersect with ray
        return 'None'
    elif D == 0:
        t = (-B + math.sqrt(D)) / (2 * A)
        if t < 0:
            return 'None'
        else:
            pointt = vector_math.translate_point(
                theRay.pt, vector_math.scale_vector(theRay.dir, t))
            return pointt
    else:
        t1 = (-B + math.sqrt(D)) / (2 * A)
        t2 = (-B - math.sqrt(D)) / (2 * A)
        if t1 >= 0 and t2 >= 0:
            pointt = vector_math.translate_point(
                theRay.pt, vector_math.scale_vector(theRay.dir, min(t1, t2)))
            return pointt
        elif t1 < 0 and t2 < 0:
            return 'None'
        elif t1 < 0 or t2 < 0:
            pointt = vector_math.translate_point(
                theRay.pt, vector_math.scale_vector(theRay.dir, max(t1, t2)))
            return pointt
Example #2
0
def getSpecular(ray, intersection_list, light, point):
    closest = findClosestSphere(ray, intersection_list)
    csphere = closest[0]
    cpoint = closest[1]
    n_vector = collisions.sphere_normal_at_point(csphere, cpoint)
    scaled_vector = vector_math.scale_vector(n_vector, 0.01)
    p_e = vector_math.translate_point(cpoint, scaled_vector)
    light_vector = vector_math.vector_from_to(p_e, light.pt)
    L_dir = vector_math.normalize_vector(light_vector)
    light_dot_product = vector_math.dot_vector(n_vector, L_dir)
    #gets spec values
    n_scale = vector_math.scale_vector(n_vector, (2 * light_dot_product))
    reflection = vector_math.difference_vector(L_dir, n_scale)
    pe_eyevec = vector_math.normalize_vector(
        vector_math.difference_point(p_e, point))
    specularIntensity = vector_math.dot_vector(pe_eyevec, reflection)
    if specularIntensity > 0:
        sphere_spec = csphere.finish.specular
        sphere_rough = csphere.finish.roughness
        specCont_r = (light.color.r * sphere_spec) * (specularIntensity**(
            1 / float(sphere_rough)))
        specCont_g = (light.color.g * sphere_spec) * (specularIntensity**(
            1 / float(sphere_rough)))
        specCont_b = (light.color.b * sphere_spec) * (specularIntensity**(
            1 / float(sphere_rough)))
    else:
        specCont_r = 0
        specCont_g = 0
        specCont_b = 0
    return (specCont_r, specCont_g, specCont_b)
 def test_translate_2(self):
   p = data.Point(1,2,3)
   v = data.Vector(4,5,6)
   newp = vector_math.translate_point(p, v)
   equals = data.Point(5, 7, 9)
   self.assertEqual(newp == equals, True)
   pass
Example #4
0
 def test_translate_point_2(self):
     p = data.Point(0.0, 0.0, 0.0)
     v = data.Vector(1.0, 2.0, 3.0)
     p_translated = vector_math.translate_point(p, v)
     self.assertAlmostEqual(p_translated.x, 1.0)
     self.assertAlmostEqual(p_translated.y, 2.0)
     self.assertAlmostEqual(p_translated.z, 3.0)
Example #5
0
 def test_translate_point_1(self):
     p = data.Point(0.0, 0.0, 0.0)
     v = data.Vector(0.0, 0.0, 0.0)
     p_translated = vector_math.translate_point(p, v)
     self.assertEqual(p_translated, data.Point(0.0, 0.0, 0.0))
     self.assertAlmostEqual(p_translated.x, 0.0)
     self.assertAlmostEqual(p_translated.y, 0.0)
     self.assertAlmostEqual(p_translated.z, 0.0)
Example #6
0
def cast_ray(ray, sphere_list, color, light):
    """Find the rendered color at the nearest intersection point along ray"""
    nearest = closest_intersect(ray, sphere_list)
    if not nearest:
        # No intersection, return white
        return Color(1.0, 1.0, 1.0)
    point, sphere = nearest

    # Compute initial ambient colors
    r = sphere.color.r * sphere.finish.ambient * color.r
    g = sphere.color.g * sphere.finish.ambient * color.g
    b = sphere.color.b * sphere.finish.ambient * color.b

    # Calculate diffuse value
    normal = sphere_normal_at_point(sphere, point)
    to_light = normalize_vector(vector_from_to(point, light.pt))
    l_dot = dot_vector(normal, to_light)
    diffuse = sphere.finish.diffuse * l_dot
    if diffuse < 0:
        diffuse = 0
    else:
        # Check for shadows
        new_point = translate_point(point, scale_vector(normal, 0.01))
        light_ray = Ray(new_point, to_light)
        shadow_intersect = closest_intersect(light_ray, sphere_list)
        if (shadow_intersect and
                length_vector_sq(vector_from_to(new_point, shadow_intersect[0]))
                < length_vector_sq(vector_from_to(new_point, light.pt))):
            diffuse = 0

    # Add diffuse to existing colors
    r += sphere.color.r * diffuse * light.color.r
    g += sphere.color.g * diffuse * light.color.g
    b += sphere.color.b * diffuse * light.color.b

    # Compute specular intensity
    if diffuse > 0:
        reflection = difference_vector(to_light, scale_vector(normal, 2 * l_dot))
        intensity = dot_vector(reflection, normalize_vector(ray.dir))
        power = 1. / sphere.finish.roughness
        if intensity > 0:
            r += light.color.r * sphere.finish.specular * intensity ** power
            g += light.color.g * sphere.finish.specular * intensity ** power
            b += light.color.b * sphere.finish.specular * intensity ** power

    # Max out colors at 1.0
    if r > 1:
        r = 1
    if g > 1:
        g = 1
    if b > 1:
        b = 1

    return Color(r, g, b)
Example #7
0
def sphere_intersection_point(ray, sphere):
    #define variables
    A = vector_math.dot_vector(ray.dir, ray.dir)
    B = vector_math.dot_vector(
        vector_math.scale_vector(
            (vector_math.difference_point(ray.pt, sphere.center)), 2), ray.dir)
    C = vector_math.dot_vector(
        vector_math.difference_point(ray.pt, sphere.center),
        vector_math.difference_point(ray.pt, sphere.center)) - sphere.radius**2
    discriminant = B**2 - 4 * A * C

    if discriminant < 0:
        return None

    #define t
    t = (-B + math.sqrt(discriminant)) / (2.0 * A)
    t_2 = (-B - math.sqrt(discriminant)) / (2.0 * A)
    point_t = vector_math.translate_point(ray.pt,
                                          vector_math.scale_vector(ray.dir, t))
    point_t2 = vector_math.translate_point(
        ray.pt, vector_math.scale_vector(ray.dir, t_2))

    #Cases

    if t >= 0 and t_2 >= 0:
        if t_2 > t:
            return point_t
        else:
            return point_t2

    elif t < 0 and t_2 < 0:
        return None

    elif (t < 0 and t_2 >= 0) or (t >= 0 and t_2 < 0):
        if t >= 0:
            return point_t
        else:
            return point_t2
    else:
        return None
Example #8
0
def cast_ray(ray, sphere_list, amb, light, eye_point):
    result_color = data.Color(1.0, 1.0, 1.0)
    # test for closest sphere to the eye
    collision_tuple = find_closest_collision(ray, sphere_list)
    if collision_tuple:
        # some useful variables
        sphere_hit = collision_tuple[0]
        sphere_hit_point = collision_tuple[1]
        # basic color before manipulation
        result_r = sphere_hit.color.r * sphere_hit.finish.amb * amb.r
        result_g = sphere_hit.color.g * sphere_hit.finish.amb * amb.g
        result_b = sphere_hit.color.b * sphere_hit.finish.amb * amb.b
        # computing light intensity
        sphere_vector = vector_math.vector_from_to(sphere_hit.center, sphere_hit_point)
        sphere_normal = vector_math.normalize_vector(sphere_vector)

        scaled_normal = vector_math.scale_vector(sphere_normal, 0.01)
        hit_point = vector_math.translate_point(sphere_hit_point, scaled_normal)

        light_vector = vector_math.vector_from_to(hit_point, light.pt)
        light_normal = vector_math.normalize_vector(light_vector)

        light_scale = vector_math.dot_vector(sphere_normal, light_normal)

        if light_scale > 0:
            sphere_normal_ray = data.Ray(hit_point, light_normal)
            possible_obstruction = find_closest_collision(sphere_normal_ray, sphere_list)
            if possible_obstruction == None or distance(hit_point, possible_obstruction[1]) > distance(
                hit_point, light.pt
            ):
                result_r += sphere_hit.color.r * light_scale * light.color.r * sphere_hit.finish.diff
                result_g += sphere_hit.color.g * light_scale * light.color.g * sphere_hit.finish.diff
                result_b += sphere_hit.color.b * light_scale * light.color.b * sphere_hit.finish.diff

                # computing specular intensity
        tmp_vector = vector_math.scale_vector(sphere_normal, 2 * light_scale)
        reflection_vector = vector_math.difference_vector(light_normal, tmp_vector)

        eye_vector = vector_math.vector_from_to(eye_point, hit_point)
        eye_normal = vector_math.normalize_vector(eye_vector)

        spec_scale = vector_math.dot_vector(reflection_vector, eye_normal)

        if spec_scale > 0:

            result_r += light.color.r * sphere_hit.finish.spec * spec_scale ** (1 / float(sphere_hit.finish.rough))
            result_g += light.color.g * sphere_hit.finish.spec * spec_scale ** (1 / float(sphere_hit.finish.rough))
            result_b += light.color.b * sphere_hit.finish.spec * spec_scale ** (1 / float(sphere_hit.finish.rough))

        result_color = data.Color(result_r, result_g, result_b)
    return result_color
Example #9
0
def cast_ray(ray, sphere_list, ambient, light, point):
    a = collisions.find_intersection_points(sphere_list, ray)
    if a == []:
        return data.Color(1.0, 1.0, 1.0)
    sphere_look = a[0]
    for x in a:
        if distance(ray.pt, x[1]) < distance(ray.pt, sphere_look[1]):
            sphere_look = x

    red = sphere_look[0].color.r * sphere_look[0].finish.ambient * ambient.r
    green = sphere_look[0].color.g * sphere_look[0].finish.ambient * ambient.g
    blue = sphere_look[0].color.b * sphere_look[0].finish.ambient * ambient.b

    n = collisions.sphere_normal_at_point(sphere_look[0], sphere_look[1])
    pe = vector_math.translate_point(sphere_look[1],
                                     vector_math.scale_vector(n, .01))
    visible_ray = data.Ray(pe, vector_math.vector_from_to(pe, light.point))
    ldir = vector_math.normalize_vector(visible_ray.dir)
    visible = vector_math.dot_vector(ldir, n)
    n = collisions.sphere_normal_at_point(sphere_look[0], sphere_look[1])
    ldir_dot_n = vector_math.dot_vector(ldir, n)
    reflection_vector = vector_math.difference_vector(
        vector_math.scale_vector(n, ldir_dot_n * 2), ldir)
    vdir = vector_math.normalize_vector(vector_math.vector_from_to(point, pe))
    specular_intensity = vector_math.dot_vector(reflection_vector, vdir)
    if visible > 0:
        if collisions.find_intersection_points(sphere_list, visible_ray) == []:
            red += (visible * light.color.r * sphere_look[0].color.r *
                    sphere_look[0].finish.diffuse)
            green += (visible * light.color.g * sphere_look[0].color.g *
                      sphere_look[0].finish.diffuse)
            blue += (visible * light.color.b * sphere_look[0].color.b *
                     sphere_look[0].finish.diffuse)
    if specular_intensity > 0:
        spec_intensity_calc = specular_intensity**(
            1 / sphere_look[0].finish.roughness)
        red += light.color.r * sphere_look[
            0].finish.specular * spec_intensity_calc
        green += light.color.g * sphere_look[
            0].finish.specular * spec_intensity_calc
        blue += light.color.b * sphere_look[
            0].finish.specular * spec_intensity_calc
    return data.Color(red, green, blue)
Example #10
0
def getDiffuse(ray, intersection_list, sphere_list, light):
    closest = findClosestSphere(ray, intersection_list)
    csphere = closest[0]
    cpoint = closest[1]
    normalVec = collisions.sphere_normal_at_point(csphere, cpoint)
    scaled_vector = vector_math.scale_vector(normalVec, 0.01)
    p_e = vector_math.translate_point(cpoint, scaled_vector)
    light_vector = vector_math.vector_from_to(p_e, light.pt)
    L_dir = vector_math.normalize_vector(light_vector)
    ldotProduct = vector_math.dot_vector(normalVec, L_dir)
    light_ray = data.Ray(p_e, L_dir)
    light_intersections = collisions.find_intersection_points(
        sphere_list, light_ray)
    light_distance = vector_math.length_vector(light_vector)
    if_diffuse = True
    if ldotProduct > 0:
        if light_intersections != []:
            for spheres_and_points in light_intersections:
                point = spheres_and_points[1]
                difference_lengths = vector_math.length_vector(
                    vector_math.difference_point(point, p_e))
                if difference_lengths < light_distance:
                    if_diffuse = False
    else:
        if_diffuse = False
    if if_diffuse:
        lClr_r = light.color.r
        lClr_g = light.color.g
        lClr_b = light.color.b
        sp_r = csphere.color.r
        sp_g = csphere.color.g
        sp_b = csphere.color.b
        diff_r = ldotProduct * lClr_r * sp_r * csphere.finish.diffuse
        diff_g = ldotProduct * lClr_g * sp_g * csphere.finish.diffuse
        diff_b = ldotProduct * lClr_b * sp_b * csphere.finish.diffuse
    else:
        diff_r = 0
        diff_g = 0
        diff_b = 0
    return (diff_r, diff_g, diff_b)
Example #11
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def comp(sphere_list,inter,light,sphere,int,eye_point):
	n = collisions.sphere_normal_at_point(sphere,int)
	scaled_normal = vector_math.scale_vector(n,.01)
	Pe = vector_math.translate_point(inter[0][1],scaled_normal)
	vr_light = vector_math.vector_from_to(Pe,light.pt)
	L_dir = vector_math.normalize_vector(vr_light)
	dot_product = vector_math.dot_vector(n,L_dir)
	reflection_vr = vector_math.difference_vector(L_dir,vector_math.scale_vector(n,(2 * dot_product)))
	V_dir = vector_math.normalize_vector(vector_math.vector_from_to(eye_point,Pe))
	intensity = vector_math.dot_vector(reflection_vr,V_dir)
	ray = data.Ray(Pe,L_dir)
	inter2 = collisions.find_intersection_points(sphere_list,ray)
	if dot_product>0 and inter2 == []:
		diff_r = sphere.color.r*sphere.finish.diffuse*dot_product*light.color.r
		diff_g = sphere.color.g*sphere.finish.diffuse*dot_product*light.color.g
		diff_b = sphere.color.b*sphere.finish.diffuse*dot_product*light.color.b
		spec_r = light.color.r*sphere.finish.specular*math.pow(intensity,(1/sphere.finish.roughness))
		spec_g = light.color.g*sphere.finish.specular*math.pow(intensity,(1/sphere.finish.roughness))
		spec_b = light.color.b*sphere.finish.specular*math.pow(intensity,(1/sphere.finish.roughness))
		return data.Color(diff_r,diff_g,diff_b),data.Color(spec_r,spec_g,spec_b)
	else :    
		return data.Color(0,0,0), data.Color(0,0,0)
Example #12
0
def find_pt_off_sphere(inter_point,normal):
   vect = vector_math.scale_vector(normal, 0.01)
   return vector_math.translate_point(inter_point,vect)
Example #13
0
 def test_translate_point_1(self):
     point = data.Point(1, 2, 3)
     vector = data.Vector(1, 2, 3)
     newpoint = vector_math.translate_point(point, vector)
     self.assertEqual(newpoint, data.Point(2, 4, 6))
Example #14
0
 def test_translate_point_2(self):
     p = data.Point(1, 1, 1)
     vect = data.Vector(1, 1, 1)
     new_p = data.Point(2, 2, 2)
     self.assertAlmostEqual(vector_math.translate_point(p, vect), new_p)
Example #15
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 def test_translate_point(self):
     p = data.Point(1, 1, 1)
     vect = data.Vector(0.5, 0.5, 0.5)
     new_p = data.Point(1.5, 1.5, 1.5)
     self.assertAlmostEqual(vector_math.translate_point(p, vect), new_p)
Example #16
0
 def point_t(t):
     return vector_math.translate_point(
         ray.pt, vector_math.scale_vector(ray.dir, t))
Example #17
0
def find_pt_off_sphere(inter_point, normal):
    vect = vector_math.scale_vector(normal, 0.01)
    return vector_math.translate_point(inter_point, vect)
Example #18
0
 def test_translate_point_1(self):
    point1 = data.Point(0, 1, 2)
    vector1 = data.Vector(3, 4, 5)
    translation = data.Point(3, 5, 7)
    self.assertEqual(vector_math.translate_point(point1, vector1), translation)
Example #19
0
 def test_translate_point_2(self):
     point = data.Point(3, -2, 6)
     vector = data.Vector(-2.5, 3.3, -2)
     newpoint = vector_math.translate_point(point, vector)
     self.assertEqual(newpoint, data.Point(0.5, 1.3, 4))
Example #20
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def get_pe(tu):
   vector = collisions.sphere_normal_at_point(tu[0], tu[1])
   sVector = vector_math.scale_vector(vector, .01)
   scaledPoint = vector_math.translate_point(tu[1], sVector)
   return scaledPoint
Example #21
0
def get_pe(tu):
    vector = collisions.sphere_normal_at_point(tu[0], tu[1])
    sVector = vector_math.scale_vector(vector, .01)
    scaledPoint = vector_math.translate_point(tu[1], sVector)
    return scaledPoint
 def test_translate_1(self):
   p = data.Point(1,2,3)
   v = data.Vector(0,0,0)
   newp = vector_math.translate_point(p, v)
   self.assertEqual(p == newp, True)
   pass
Example #23
0
def cast_ray(ray, sphere_list, light = light_obj, ambient = data.Color(), eye_point = data.Point(0, 0, -14)):

    # intersections contains a list of tuples of spheres and points, ex: [(Sphere_1, Point_1), (Sphere_2, Point_2), ...]
    intersections = collisions.find_intersection_points(sphere_list, ray)

    if len(intersections) == 0:
        return data.Color(1.0, 1.0, 1.0)
    else:

        # initializing variable that stores the index and the distance of the tuple with the smallest distance
        index_of_nearest_sphere = 0
        distance_of_nearest_sphere = vector_math.distance_between(intersections[0][1], ray.pt)

        # loop through all_intersection_point and find the index of the tuple that contains the sphere & intersection with the smallest distance from ray's point
        for index in range(0, len(intersections)):
            distance_between_points = vector_math.distance_between(intersections[index][1], ray.pt)
            if distance_between_points < distance_of_nearest_sphere:
                index_of_nearest_sphere = index
                distance_of_nearest_sphere = distance_between_points

        # storing the sphere and intersection point in to variables for later usage
        nearest_sphere = intersections[index_of_nearest_sphere][0]
        nearest_intersection = intersections[index_of_nearest_sphere][1]


        # ==== color calculation based on ambient light, diffusion, light color and location ====
        # Impricision of floats can create collision issues with the sphere where the point lies when using the computed intersection
        # A point "pe" that is 0.01 above te intersection point will be used instead
        sphere_normal_vector = collisions.sphere_normal_at_point(nearest_sphere, nearest_intersection)
        pe_translate_direction_vector = vector_math.scale_vector(sphere_normal_vector, 0.01)
        # new point PE is now found
        pe = vector_math.translate_point(nearest_intersection, pe_translate_direction_vector)

        # === determine whether diffusivity is applicable -- determine if there are any obstruction of light vectors ===
        # comput vector from pe to light point then compute normalized vector from pe to to light point
        l_dir = vector_math.normalize_vector(vector_math.vector_from_to(pe, light.pt))
        n_dot_l_dir = vector_math.dot_vector(sphere_normal_vector, l_dir)

        #              === computing the specular_intensity ===
        reflection_vector = vector_math.difference_vector(l_dir ,vector_math.scale_vector(sphere_normal_vector, 2 * n_dot_l_dir))
        #creating the direction vector that points from eye_point to pe
        v_dir = vector_math.normalize_vector(vector_math.vector_from_to(eye_point, pe)) #Vdir
        # specular_intensity is defined to be the dot product of reflection_vector and the direction vector from eye_point to pe
        specular_intensity = vector_math.dot_vector(v_dir, reflection_vector)

        ambient_color = compute_ambient_color(nearest_sphere, ambient)

        if n_dot_l_dir > 0:
            ray_to_point = data.Ray(pe,l_dir)
            inter = collisions.find_intersection_points(sphere_list, ray_to_point)
            if len(inter) == 0:
                diffuse_color = compute_diffuse_color(n_dot_l_dir, light, intersections[index_of_nearest_sphere][0])
                if specular_intensity > 0:
                    specular_color = compute_specular_color(light, nearest_sphere, specular_intensity)
                    return add_color(add_color(specular_color, diffuse_color), ambient_color)
                else:
                    return add_color(diffuse_color, ambient_color)
            else:
                return ambient_color
        elif specular_intensity > 0:
            specular_color = compute_specular_color(light, nearest_sphere, specular_intensity)
            return add_color(specular_color, ambient_color)
        else:
            return ambient_color
Example #24
0
 def test_translate_point_2(self):
    point2 = data.Point(-8, 9, -4)
    vector2 = data.Vector(-3, 5, -9)
    translation = data.Point(-11, 14, -13)
    self.assertEqual(vector_math.translate_point(point2, vector2), translation)
Example #25
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 def test_translate_point(self):
     tp = vector_math.translate_point(data.Point(9, 0, 1), data.Vector(1, 2, 3))
     self.assertEqual(tp, data.Point(10, 2, 4))
Example #26
0
 def test_translate_point_again(self):
     tp = vector_math.translate_point(data.Point(10, -4, 7.4), data.Vector(3.1, -7, 0.6))
     self.assertEqual(tp, data.Point(13.1, -11, 8))
Example #27
0
 def point_t(t):
    return vector_math.translate_point(ray.pt,
                                       vector_math.scale_vector(ray.dir,t))
Example #28
0
def find_point_near_sphere(sphere, point):
   normal_vector = collisions.sphere_normal_at_point(sphere, point)
   translate_vec = vector_math.scale_vector(normal_vector, 0.01)
   return vector_math.translate_point(point, translate_vec)