Esempio n. 1
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    def is_shadowed(self, light_position, hit_point):
        vec = subtract(light_position, hit_point)
        distance = magnitude(vec)
        direction = normalize(vec)

        ray = Ray(hit_point, direction)
        intersections = self.intersect(ray)
        hit_intersection = shadow_hit(intersections)
        return hit_intersection is not None and hit_intersection.t < distance
Esempio n. 2
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    def normal_to_world(self, normal):
        normal = multiply_tuple(transpose(self.__inverse_transform), normal)
        normal[3] = 0
        normal = normalize(normal)

        if self.parent:
            normal = self.parent.normal_to_world(normal)

        return normal
Esempio n. 3
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def main():
    p = dict(position=point(0, 1, 0), velocity=normalize(vector(1, 1, 0)))
    e = dict(gravity=vector(0, -0.1, 0), wind=vector(-0.01, 0, 0))

    while p['position'][1] > 0.0:
        print(
            f"position {p['position'][0]}, {p['position'][1]}, {p['position'][2]}"
        )
        p = tick(e, p)
Esempio n. 4
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    def ray_for_pixel(self, pixel_x, pixel_y):
        xoffset = (pixel_x + 0.5) * self.pixel_size
        yoffset = (pixel_y + 0.5) * self.pixel_size

        world_x = self.half_width - xoffset
        world_y = self.half_height - yoffset

        pixel = multiply_tuple(self.__inverse_transform,
                               point(world_x, world_y, -1))
        origin = multiply_tuple(self.__inverse_transform, point(0, 0, 0))
        direction = normalize(subtract(pixel, origin))

        return Ray(origin, direction)
Esempio n. 5
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def main():
    p = dict(position=point(0, 1, 0),
             velocity=multiply(normalize(vector(1, 1.8, 0)), 11.25))
    e = dict(gravity=vector(0, -0.1, 0), wind=vector(-0.01, 0, 0))
    c = Canvas(900, 550)

    while p['position'][1] > 0.0:
        print(
            f"position {p['position'][0]}, {p['position'][1]}, {p['position'][2]}"
        )
        c.set_pixel(round(p['position'][0]),
                    c.height - round(p['position'][1]), color(0.0, 1.0, 0.0))
        p = tick(e, p)

    with open('cannon.ppm', 'w') as out_file:
        out_file.write(c.to_ppm())
Esempio n. 6
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    def __init__(self, p1, p2, p3, n1=None, n2=None, n3=None):
        super().__init__()
        self.p1 = p1
        self.p2 = p2
        self.p3 = p3
        self.n1 = n1
        self.n2 = n2
        self.n3 = n3

        self.smoothed = False

        # pre-compute edge vectors
        self.e1 = subtract(p2, p1)
        self.e2 = subtract(p3, p1)

        # pre-compute normal
        self.normal = normalize(cross(self.e2, self.e1))
Esempio n. 7
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  def _evaluateHiddenState(self,obs,use_ext=True):
    nobs = len(obs)
    nmix = self._nstates
    ln2pi = np.log(2.0 * np.pi)
    z = np.tile(np.log(self.pi) + 0.5 * self._elnt - 0.5 * ln2pi ,(nobs,1))
    if use_ext and ext_imported :
      pass
    else :
      for k in range(nmix):
        # very slow! need Fortran or C codes
        dobs = obs - self.m[k]
        z[:,k] -= 0.5 * (1.0/self.beta[k] + self.nu[k]*self.s[k]*(dobs**2))

    z = z - z.max(1)[np.newaxis].T
    z = np.exp(z)
    z = normalize(z,1)
    return z
Esempio n. 8
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    def _evaluateHiddenState(self, obs, use_ext=True):
        nobs = len(obs)
        nmix = self._nstates
        ln2pi = np.log(2.0 * np.pi)
        z = np.tile(
            np.log(self.pi) + 0.5 * self._elnt - 0.5 * ln2pi, (nobs, 1))
        if use_ext and ext_imported:
            pass
        else:
            for k in xrange(nmix):
                # very slow! need Fortran or C codes
                dobs = obs - self.m[k]
                z[:, k] -= 0.5 * (1.0 / self.beta[k] + self.nu[k] * self.s[k] *
                                  (dobs**2))

        z = z - z.max(1)[np.newaxis].T
        z = np.exp(z)
        z = normalize(z, 1)
        return z
def main():
    canvas_pixels = 500
    canvas = Canvas(canvas_pixels, canvas_pixels)
    shape = Sphere()

    # assign material
    shape.material = Material()
    shape.material.color = color(1, 0.2, 1)

    light_position = point(-10, 10, -10)
    light_color = color(1, 1, 1)
    light = PointLight(light_position, light_color)

    ray_origin = point(0, 0, -5)
    wall_z = 10
    wall_size = 7.0

    pixel_size = wall_size / canvas_pixels
    half = wall_size / 2

    for y in range(canvas_pixels):
        world_y = half - pixel_size * y

        for x in range(canvas_pixels):
            world_x = -half + pixel_size * x

            pos = point(world_x, world_y, wall_z)

            r = Ray(ray_origin, normalize(subtract(pos, ray_origin)))
            xs = shape.intersect(r)

            shape_hit = hit(xs)
            if shape_hit is not None:
                hit_point = r.position_at(shape_hit.t)
                normal = shape_hit.object.normal_at(hit_point)
                eye = negate(r.direction)
                px_color = lighting(shape_hit.object.material,
                                    shape_hit.object, light, hit_point, eye,
                                    normal)
                canvas.set_pixel(x, y, px_color)

    with open('render_phong_sphere.ppm', 'w') as out_file:
        out_file.write(canvas.to_ppm())
Esempio n. 10
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def main():
    canvas_pixels = 400
    canvas = Canvas(canvas_pixels, canvas_pixels)
    red = color(1, 0, 0)
    shape = Sphere()

    # shrink it along the y axis
    #shape.set_transform(scaling(1, 0.5, 1))
    # shrink it along the x axis
    #shape.set_transform(scaling(0.5, 1, 1))
    # shrink it, and rotate it!
    # shape.set_transform(multiply_matrix(rotation_z(pi / 4), scaling(0.5, 1,
    #                                                                 1)))
    # shrink it, and skew it!
    # shape.set_transform(
    #     multiply_matrix(shearing(1, 0, 0, 0, 0, 0), scaling(0.5, 1, 1)))

    ray_origin = point(0, 0, -5)
    wall_z = 10
    wall_size = 7.0

    pixel_size = wall_size / canvas_pixels
    half = wall_size / 2

    for y in range(canvas_pixels):
        world_y = half - pixel_size * y

        for x in range(canvas_pixels):
            world_x = -half + pixel_size * x

            pos = point(world_x, world_y, wall_z)

            r = Ray(ray_origin, normalize(subtract(pos, ray_origin)))
            xs = shape.intersect(r)

            if hit(xs) is not None:
                canvas.set_pixel(x, y, red)

    with open('render_sphere.ppm', 'w') as out_file:
        out_file.write(canvas.to_ppm())
Esempio n. 11
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def step_assert_n_equals_normalized_n(context):
    assert_tuple(context.n, normalize(context.n))
def step_create_eye_vector_v1_from_eye_to_p(context):
    context.v1 = normalize(subtract(context.eye, context.p))
Esempio n. 13
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datasets = DataLoader(dataset, batch_size=32, shuffle=True)
for idx, (data, label) in enumerate(datasets):
    pass

# test modeler

# get data and configures
net = RNN_Net(5, 12, 5)
opt = optim.Adam(net.parameters(), lr=1e-3)
lr_decay = optim.lr_scheduler.ReduceLROnPlateau(opt)
seq = get_mat_data(f'Data/linear_signals.mat', f'linear_signals')
# train_test_split1 测试
train_sub, test_sub = train_test_split1(seq)
print(train_sub, test_sub, train_sub.shape, test_sub.shape)
# 归一化测试
train_sub, test_sub = normalize(train_sub, test_sub)
print(train_sub, test_sub, train_sub.shape, test_sub.shape)

# series2xy 测试
X_train, y_train = series2xy(train_sub)
print(X_train, y_train)

# train_test_split2 测试
X_train, X_valid, y_train, y_valid = train_test_split2(X_train,
                                                       y_train,
                                                       split=0.7)
print(X_train, X_valid, y_train, y_valid)
print(X_train.shape, X_valid.shape, y_train.shape, y_valid.shape)

train_loader, valid_loader, test_loader = make_loader(seq,
                                                      tt_split=0.7,