disp = x[tl.clamp(i + d, 0, tl.vec(*NN) - 1)] - x[i] length = L * float(d).norm() acc += disp * (disp.norm() - length) / length**2 v[i] += stiffness * acc * dt for i in ti.grouped(x): v[i].y -= gravity * dt v[i] = tl.ballBoundReflect(x[i], v[i], tl.vec(+0.0, +0.2, -0.0), 0.4, 6) for i in ti.grouped(x): v[i] *= ti.exp(-damping * dt) x[i] += dt * v[i] ### Rendering GUI scene = t3.Scene() model = t3.Model(f_n=(N - 1)**2 * 4, vi_n=N**2, vt_n=N**2, f_m=1, tex=ti.imread('assets/cloth.jpg')) scene.add_model(model) camera = t3.Camera(fov=24, pos=[0, 1.1, -1.5], target=[0, 0.25, 0]) scene.add_camera(camera) light = t3.Light([0.4, -1.5, 1.8]) scene.add_light(light) @ti.kernel def init_display(): for i_ in ti.grouped(ti.ndrange(N - 1, N - 1)): i = i_ a = i.dot(tl.vec(N, 1)) i.x += 1 b = i.dot(tl.vec(N, 1)) i.y += 1
import taichi as ti import taichi_three as t3 import numpy as np ti.init(ti.cpu) scene = t3.Scene() model = t3.Model(t3.Mesh.from_obj(t3.readobj('assets/monkey.obj', scale=0.8))) scene.add_model(model) camera = t3.Camera(res=(256, 256)) camera.ctl = t3.CameraCtl(pos=[0, 0, 2.5], target=[0, 0, 0], up=[0, 1, 0]) scene.add_camera(camera) camera2 = t3.Camera() camera2.ctl = t3.CameraCtl(pos=[0, 1, -2], target=[0, 1, 0], up=[0, 1, 0]) scene.add_camera(camera2) light = t3.Light([0.4, -1.5, -0.8]) scene.add_light(light) camera.type = camera.ORTHO camera2.set_intrinsic(256, 256, 256, 256) gui = ti.GUI('Model', camera.res) gui2 = ti.GUI('Model2', camera2.res) while gui.running and gui2.running: gui.get_event(None) gui2.get_event(None) gui.running = not gui.is_pressed(ti.GUI.ESCAPE) gui2.running = not gui2.is_pressed(ti.GUI.ESCAPE)
import taichi as ti import taichi_three as t3 import numpy as np ti.init(ti.cpu) mtllib = [None] scene = t3.Scene() obj = t3.readobj('assets/torus.obj', scale=0.8) model = t3.Model(t3.Mesh.from_obj(obj)) model.material = t3.DeferredMaterial(mtllib, t3.Material(t3.CookTorrance())) scene.add_model(model) camera = t3.Camera(res=(600, 400)) camera.ctl = t3.CameraCtl(pos=[0, 1, -1.8]) scene.add_camera_d(camera) gbuff = t3.FrameBuffer(camera, buffers=dict( mid=[(), int], position=[3, float], texcoord=[2, float], normal=[3, float], tangent=[3, float], )) imgbuf = t3.DeferredShading(gbuff, mtllib) scene.add_buffer(imgbuf) light = t3.Light([0.4, -1.5, -0.8], 0.9) scene.add_light(light) ambient = t3.AmbientLight(0.1) scene.add_light(ambient) gui = ti.GUI('G-Buffer', camera.res) while gui.running:
def show(self, arguments: list = sys.argv[2:]): """Visualize an OBJ/NPZ model using Taichi THREE""" parser = argparse.ArgumentParser(prog='t3 show', description=f"{self.show.__doc__}") parser.add_argument( 'filename', help='File name of the OBJ/NPZ model to visualize, e.g. monkey.obj' ) parser.add_argument('-s', '--scale', default=0.75, type=float, help='Specify a scale parameter') parser.add_argument('-u', '--resx', default=512, type=int, help='Specify window width') parser.add_argument('-v', '--resy', default=512, type=int, help='Specify window height') parser.add_argument('-A', '--ambient', default=0, type=float, help='Specify ambient light strength') parser.add_argument('-o', '--ortho', action='store_true', help='Display in orthogonal mode') parser.add_argument('-l', '--lowp', action='store_true', help='Shade faces by interpolation') parser.add_argument('-x', '--flipx', action='store_true', help='Flip X axis of model when display') parser.add_argument('-y', '--flipy', action='store_true', help='Flip Y axis of model when display') parser.add_argument('-z', '--flipz', action='store_true', help='Flip Z axis of model when display') parser.add_argument('-f', '--flipface', action='store_true', help='Flip face culling direction') parser.add_argument('-F', '--flipnorm', action='store_true', help='Flip face normal direction') parser.add_argument('-b', '--bothface', action='store_true', help='Including both face, no culling') parser.add_argument('-N', '--renorm', action='store_true', help='Reset normal vectors to flat') parser.add_argument('-S', '--showhints', action='store_true', help='Show information about pixel under cursor') parser.add_argument('-T', '--taa', default=True, action='store_true', help='Enable temporal anti-aliasing') parser.add_argument('-t', '--texture', type=str, help='Path to texture to bind') parser.add_argument('-n', '--normtex', type=str, help='Path to normal map to bind') parser.add_argument('-m', '--metallic', type=str, help='Path to metallic map to bind') parser.add_argument('-r', '--roughness', type=str, help='Path to roughness map to bind') parser.add_argument('-a', '--arch', default='cpu', type=str, help='Backend to use for rendering') args = parser.parse_args(arguments) import taichi as ti import taichi_three as t3 import numpy as np ti.init(getattr(ti, args.arch)) scene = t3.Scene() obj = t3.readobj(args.filename, scale=args.scale if args.scale != 0 else 1) t3.objflipaxis(obj, args.flipx, args.flipy, args.flipz) if args.scale == 0: t3.objautoscale(obj) if args.flipface: t3.objflipface(obj) if args.flipnorm: t3.objflipnorm(obj) if args.renorm: t3.objmknorm(obj) if args.bothface: t3.objbothface(obj) model = t3.Model(t3.Mesh.from_obj(obj)) if args.texture is not None: model.add_texture('color', ti.imread(args.texture)) if args.normtex is not None: model.add_texture('normal', ti.imread(args.normtex)) if args.metallic is not None: model.add_texture('metallic', ti.imread(args.metallic)) if args.roughness is not None: model.add_texture('roughness', ti.imread(args.roughness)) scene.add_model(model) camera = t3.Camera(res=(args.resx, args.resy), taa=args.taa) if args.showhints: camera.fb.add_buffer('pos', 3) camera.fb.add_buffer('texcoor', 2) camera.fb.add_buffer('normal', 3) if args.ortho: camera.type = camera.ORTHO scene.add_camera(camera) if args.ambient: light = t3.AmbientLight(args.ambient) else: light = t3.Light([0.4, -1.5, 0.8]) scene.add_light(light) gui = ti.GUI('Model', camera.res) while gui.running: gui.get_event(None) gui.running = not gui.is_pressed(ti.GUI.ESCAPE) camera.from_mouse(gui) scene.render() gui.set_image(camera.img) if args.showhints: coor = gui.get_cursor_pos() pos = camera.fb.fetchpixelinfo('pos', coor) color = camera.fb.fetchpixelinfo('img', coor) texcoor = camera.fb.fetchpixelinfo('texcoor', coor) normal = camera.fb.fetchpixelinfo('normal', coor) gui.text( f'color: [{color.x:.2f} {color.y:.2f} {color.z:.2f}]; pos: [{pos.x:+.2f} {pos.y:+.2f} {pos.z:+.2f}]', (0, 1)) gui.text( f'texcoor: [{texcoor.x:.2f} {texcoor.y:.2f}]; normal: [{normal.x:+.2f} {normal.y:+.2f} {normal.z:+.2f}]', (0, 1 - 16 / camera.res[1])) gui.show()
import taichi as ti import taichi_three as t3 import numpy as np ti.init(ti.cpu) scene = t3.Scene() cubic = t3.Model(t3.MeshGen().cube([0, 0, 0], [1, 1, 1])) cylin = t3.Model(t3.MeshGen().cylinder([0, 0, 0], [0, 1, 0], [0.5, 0, 0], [0, 0, 0.5], 20)) scene.add_model(cylin) scene.add_model(cubic) scene.set_light_dir([0.4, 1.5, -1.8]) gui = ti.GUI('Creating models', scene.res) while gui.running: gui.running = not gui.get_event(ti.GUI.ESCAPE) cylin.L2W.offset[None] = [0, -0.5, 0] cubic.L2W.offset[None] = [-0.5, -0.5, -0.5] scene.camera.from_mouse(gui) scene.render() gui.set_image(scene.img) gui.show()
import taichi as ti import taichi_three as t3 import numpy as np import math, time ti.init(ti.cpu) scene = t3.Scene() monkey = t3.Model(t3.Mesh.from_obj(t3.readobj('assets/monkey.obj', scale=0.6))) torus = t3.Model(t3.Mesh.from_obj(t3.readobj('assets/torus.obj'))) scene.add_model(monkey) scene.add_model(torus) camera = t3.Camera() scene.add_camera(camera) light = t3.Light(dir=[0.4, -1.5, -1.8]) scene.add_light(light) gui = ti.GUI('Transform', camera.res) while gui.running: gui.get_event(None) gui.running = not gui.is_pressed(ti.GUI.ESCAPE) camera.from_mouse(gui) monkey.L2W[None] = t3.rotateZ(angle=time.time()) torus.L2W[None] = t3.translate(x=0, y=math.cos(time.time()) * 0.5, z=0) scene.render() gui.set_image(camera.img) gui.show()
import taichi as ti import taichi_three as t3 import numpy as np ti.init(ti.cpu) mtllib = [None] scene = t3.Scene() parts = t3.objunpackmtls(t3.readobj('assets/multimtl.obj', scale=0.8)) model1 = t3.Model(t3.Mesh.from_obj(parts[b'Material1'])) model2 = t3.Model(t3.Mesh.from_obj(parts[b'Material2'])) model1.material = t3.DeferredMaterial( mtllib, t3.Material( t3.CookTorrance( # Up: gold color=t3.Constant(t3.RGB(1.0, 0.96, 0.88)), roughness=t3.Constant(0.2), metallic=t3.Constant(0.75), ))) model2.material = t3.DeferredMaterial( mtllib, t3.Material( t3.CookTorrance( # Down: cloth color=t3.Texture('assets/cloth.jpg'), roughness=t3.Constant(0.3), metallic=t3.Constant(0.0), ))) scene.add_model(model1) scene.add_model(model2) camera = t3.Camera() camera.ctl = t3.CameraCtl(pos=[0.8, 0, 2.5])
import taichi as ti import taichi_three as t3 import numpy as np ti.init(ti.cpu) scene = t3.Scene() model = t3.Model(t3.Mesh.from_obj('assets/monkey.obj')) scene.add_model(model) camera = t3.Camera() scene.add_camera_d(camera) buffer = t3.GaussianBlur(t3.FrameBuffer(camera), 8) scene.add_buffer(buffer) light = t3.Light([0.4, -1.5, -0.8]) scene.add_light(light) gui = ti.GUI('Gaussian', camera.res) while gui.running: gui.get_event(None) gui.running = not gui.is_pressed(ti.GUI.ESCAPE) camera.from_mouse(gui) scene.render() gui.set_image(buffer.img) gui.show()
import taichi_three as t3 scene = t3.Scene() camera = t3.Camera() scene.add_camera(camera) light = t3.Light(dir=[-0.2, -0.6, -1.0]) scene.add_light(light) mesh = t3.Mesh.from_obj(t3.Geometry.cube()) xplus = t3.Model(mesh) xplus.material = t3.Material(t3.CookTorrance( color=t3.Constant(t3.RGB(1, 0, 0)), )) scene.add_model(xplus) yplus = t3.Model(mesh) yplus.material = t3.Material(t3.CookTorrance( color=t3.Constant(t3.RGB(0, 1, 0)), )) scene.add_model(yplus) zplus = t3.Model(mesh) zplus.material = t3.Material(t3.CookTorrance( color=t3.Constant(t3.RGB(0, 0, 1)), )) scene.add_model(zplus) center = t3.Model(mesh) center.material = t3.Material(t3.CookTorrance( color=t3.Constant(t3.RGB(1, 1, 1)), )) scene.add_model(center)
@ti.kernel def init(): for i in range(n_particles): x[i] = ti.Vector([ti.random() for i in range(dim)]) * 0.4 + 0.15 J[i] = 1 mciso = MCISO(n_grid * 2) voxel = Voxelizer(mciso.N) scene = t3.Scene() mesh = t3.DynamicMesh(n_faces=mciso.N_res, n_pos=mciso.N_res, n_nrm=mciso.N_res) model = t3.Model(mesh) scene.add_model(model) camera = t3.Camera() scene.add_camera(camera) scene.add_light(t3.Light([0.4, -1.5, -1.8], 0.8)) scene.add_light(t3.AmbientLight(0.22)) @ti.kernel def update_mesh(): mesh.n_faces[None] = mciso.Js_n[None] for i in range(mciso.Js_n[None]): for t in ti.static(range(3)): mesh.faces[i][t, 0] = mciso.Jts[i][t] mesh.faces[i][t, 2] = mciso.Jts[i][t] mesh.pos[i] = (mciso.vs[i] + 0.5) / mciso.N * 2 - 1
x[i] = b[i] v[i] += F[i] * beta_dt def implicit(): prepare() for i in range(jacobi_steps): jacobi() collide(b, v) update_pos() ### Rendering GUI scene = t3.Scene() model = t3.Model() scene.add_model(model) faces = t3.Face.var(N**2 * 2) #lines = t3.Line.var(N**2 * 2) vertices = t3.Vertex.var(N**2) model.set_vertices(vertices) model.add_geometry(faces) #model.add_geometry(lines) @ti.kernel def init_display(): for i_ in ti.grouped(ti.ndrange(N - 1, N - 1)): i = i_ a = i.dot(tl.vec(N, 1))
import taichi as ti import taichi_three as t3 ti.init(ti.cpu) scene = t3.Scene() mesh = t3.MeshGrid((128, 128)) model = t3.Model(t3.QuadToTri(mesh)) scene.add_model(model) camera = t3.Camera() camera.ctl = t3.CameraCtl(pos=[1.1, 1.6, 1.6]) scene.add_camera(camera) light = t3.Light([0.4, -1.5, -0.8], 0.9) scene.add_light(light) ambient = t3.AmbientLight(0.1) scene.add_light(ambient) @ti.func def Z(xy, t): return 0.1 * ti.sin(10 * xy.norm() - t3.tau * t) @ti.kernel def deform_mesh(t: float): for i, j in model.mesh.mesh.pos: mesh.pos[i, j].y = Z(mesh.pos[i, j].xZ, t) gui = ti.GUI('Meshgrid', camera.res) while gui.running:
import taichi as ti import taichi_three as t3 ti.init(ti.cpu) scene = t3.Scene() model = t3.Model(t3.Mesh.from_obj('assets/monkey.obj')) scene.add_model(model) plane = t3.Model(t3.QuadToTri(t3.MeshGrid(2))) scene.add_model(plane) camera = t3.Camera() scene.add_camera_d(camera) camerafb = t3.FrameBuffer(camera, buffers=dict( img=[3, float], normal=[3, float], )) ssaobuf = t3.LaplacianBlur(t3.SSAO(camerafb)) buffer = t3.ImgBinaryOp(camerafb, ssaobuf, lambda x, y: x * y) #buffer = ssaobuf scene.add_buffer(buffer) light = t3.Light([0.4, -1.5, -0.8], 0.9) scene.add_light(light) ambient = t3.AmbientLight(0.1) scene.add_light(ambient) plane.L2W[None] = t3.translate(0, -1, 0) @ t3.scale(2, 2, 2) gui = ti.GUI('SSAO', buffer.res) while gui.running: gui.get_event(None) gui.running = not gui.is_pressed(ti.GUI.ESCAPE)
import taichi as ti import taichi_three as t3 import numpy as np ti.init(ti.cpu) scene = t3.Scene() obj1 = t3.readobj('assets/torus.obj', scale=0.8) obj2 = t3.readobj('assets/cylinder.obj', scale=0.6) model1 = t3.Model(t3.Mesh.from_obj(obj1)) model2 = t3.Model(t3.Mesh.from_obj(obj2)) scene.add_model(model1) scene.add_model(model2) camera = t3.Camera() camera.ctl = t3.CameraCtl(pos=[1, 1, -1]) scene.add_camera(camera) light = t3.Light([0.4, -1.5, 1.8]) scene.add_camera(light.make_shadow_camera()) scene.add_light(light) gui = ti.GUI('Model', camera.res) gui2 = ti.GUI('Depth map', light.shadow.res) gui2.fps_limit = None while gui.running: gui.get_event(None) gui.running = not gui.is_pressed(ti.GUI.ESCAPE) camera.from_mouse(gui) model2.L2W[None] = t3.translate(0, 0.16 * ti.sin(gui.frame * 0.03), 0) scene.render() gui.set_image(camera.img) gui2.set_image(light.shadow.img)
import taichi as ti import taichi_three as t3 import numpy as np import math, time ti.init(ti.cpu) scene = t3.Scene() monkey = t3.Model(t3.readobj('assets/monkey.obj', scale=0.4)) torus = t3.Model(t3.readobj('assets/torus.obj', scale=0.6)) scene.add_model(monkey) scene.add_model(torus) scene.set_light_dir([0.4, -1.5, -1.8]) gui = ti.GUI('Transform', scene.res) while gui.running: gui.running = not gui.get_event(ti.GUI.ESCAPE) scene.camera.from_mouse(gui) monkey.L2W.matrix[None] = t3.rotationZ(angle=time.time()) torus.L2W.offset[None] = [0, math.cos(time.time()) * 0.5, 0] scene.render() gui.set_image(scene.img) gui.show()
import taichi as ti import taichi_three as t3 import numpy as np import time ti.init(ti.cpu) scene = t3.Scene() model = t3.Model(t3.Mesh.from_obj(t3.readobj('assets/torus.obj', scale=0.8))) scene.add_model(model) ball = t3.Model(t3.Mesh.from_obj(t3.readobj('assets/sphere.obj', scale=0.1))) ball.material = t3.Material( t3.BlinnPhong(emission=t3.Constant(t3.RGB(1.0, 1.0, 1.0)), )) scene.add_model(ball) camera = t3.Camera() camera.ctl = t3.CameraCtl(pos=[0, 1.8, 1.8]) scene.add_camera(camera) light = t3.PointLight(pos=[0, 1, 0]) scene.add_light(light) ambient = t3.AmbientLight(0.2) scene.add_light(ambient) gui = ti.GUI('Point light', camera.res) while gui.running: gui.get_event(None) gui.running = not gui.is_pressed(ti.GUI.ESCAPE) camera.from_mouse(gui) light.pos[None].y = ti.cos(time.time()) ball.L2W[None] = t3.translate(light.pos[None].value) scene.render() gui.set_image(camera.img)