Esempio n. 1
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def test_extend(unit_box, big_triangle):
    assert (unit_box.span == ONES).all()
    assert (unit_box.min == ZEROS).all()
    assert (unit_box.max == ONES).all()

    unit_box.extend(big_triangle)

    assert (unit_box.span == point(5, 5, 1)).all()
    assert (unit_box.min == ZEROS).all()
    assert (unit_box.max == point(5, 5, 1)).all()
Esempio n. 2
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def test_contains_point(unit_box, ray_inside_box, x_axis, y_axis, z_axis):
    assert unit_box.contains_point(ray_inside_box.origin)
    assert unit_box.contains_point(x_axis)
    assert unit_box.contains_point(y_axis)
    assert unit_box.contains_point(z_axis)
    assert not unit_box.contains_point(-1 * x_axis)
    assert not unit_box.contains_point(-1 * y_axis)
    assert not unit_box.contains_point(-1 * z_axis)
    assert not unit_box.contains_point(point(10, 2, 4))
Esempio n. 3
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def load_obj(path, material=Material.DIFFUSE.value):
    obj = objloader.Obj.open(path)
    logger.info('model %s has %d vertices and %d faces', path, len(obj.vert), len(obj.face)/3)
    if obj.norm:
        logger.info('model %s specifies normal vectors', path)
    if obj.text:
        logger.info('model %s is texture-mapped', path)

    packed_model = obj.pack()
    # build the vertices and triangles
    vertices = numba.typed.List()
    for vertex in obj.vert:
        vertices.append(point(*vertex))
    triangles = numba.typed.List()
    for (v0, _, _), (v1, _, _), (v2, _, _) in zip(*[iter(obj.face)]*3):
        triangles.append(Triangle(vertices[v0 - 1], vertices[v1 - 1], vertices[v2 - 1], material=material))
    return triangles
Esempio n. 4
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def load_obj(path, material=Material.DIFFUSE.value):
    obj = objloader.Obj.open(path)
    logger.info('model %s has %d vertices and %d faces', path, len(obj.vert),
                len(obj.face) / 3)
    if obj.norm:
        logger.info('model %s specifies normal vectors', path)
    if obj.text:
        logger.info('model %s is texture-mapped', path)
    # build the vertices and triangles
    verts = [point(*vert) for vert in obj.vert]
    triangles = [
        Triangle(verts[v0 - 1],
                 verts[v1 - 1],
                 verts[v2 - 1],
                 material=material)
        for (v0, _, _), (v1, _, _), (v2, _, _) in zip(*[iter(obj.face)] * 3)
    ]
    return triangles
Esempio n. 5
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    def __init__(self,
                 center=point(0, 0, 0),
                 direction=vec(1, 0, 0),
                 phys_width=1.0,
                 phys_height=1.0,
                 pixel_width=1280,
                 pixel_height=720):
        self.center = center
        self.direction = direction
        self.phys_width = phys_width
        self.phys_height = phys_height
        self.focal_dist = (phys_width / 2.) / np.tan(H_FOV / 2.0)
        self.focal_point = self.center + self.focal_dist * direction
        self.pixel_width = pixel_width
        self.pixel_height = pixel_height
        self.samples = 0
        self.sample_counts = np.zeros((MAX_BOUNCES + 2, MAX_BOUNCES + 2),
                                      dtype=np.int64)

        if abs(self.direction[0]) < FLOAT_TOLERANCE:
            self.dx = UNIT_X if direction[2] > 0 else UNIT_X * -1
        else:
            self.dx = unit(np.cross(direction * (UNIT_X + UNIT_Z),
                                    UNIT_Y * -1))

        if abs(self.direction[1]) < FLOAT_TOLERANCE:
            self.dy = UNIT_Y
        else:
            self.dy = unit(np.cross(direction, self.dx))

        self.dx_dp = self.dx * self.phys_width / self.pixel_width
        self.dy_dp = self.dy * self.phys_height / self.pixel_height

        self.origin = center - self.dx * phys_width / 2 - self.dy * phys_height / 2

        self.image = np.zeros((pixel_height, pixel_width, 3), dtype=np.float64)
        self.images = np.zeros(
            (MAX_BOUNCES + 2, MAX_BOUNCES + 2, pixel_height, pixel_width, 3),
            dtype=np.float64)
Esempio n. 6
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from primitives import point, Box
from utils import timed
from datetime import datetime
from bvh import BoundingVolumeHierarchy, triangles_for_box
from load import load_obj
from bidirectional import bidirectional_screen_sample
from unidirectional import unidirectional_screen_sample
from constants import Material
from collections import ChainMap

WINDOW_WIDTH = 160
WINDOW_HEIGHT = 90
SAMPLE_COUNT = 40

default_config = {
    'cam_center': point(0, 2, 6),
    'cam_direction': point(0, 0, -1),
    'window_width': 160,
    'window_height': 90,
    'sample_count': 10,
    'primitives': triangles_for_box(Box(point(-10, -3, -10), point(10, 17,
                                                                   10))),
    'bvh_constructor': BoundingVolumeHierarchy,
    'sample_function': unidirectional_screen_sample,
    'postprocess_function': lambda x: tone_map(x.image),
}

bidirectional_config = ChainMap(
    {
        'sample_function': bidirectional_screen_sample,
        'postprocess_function': composite_image,
Esempio n. 7
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def ray_inside_box():
    return Ray(point(0.5, 0.5, 0.5), UNIT_Z)
Esempio n. 8
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def ray_that_hits():
    # hits object in center
    return Ray(point(0.2, 0.2, 5), -1 * UNIT_Z)