Esempio n. 1
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 def render(self):
     self.src.render()
     for i in self.kern:
         self.kern[i] = ts.randUnit3D() * ti.random()**2 * self.radius
     for i in ti.grouped(self.repa):
         u = ts.randUnit3D()
         v = ts.randUnit3D()
         w = u.cross(v).normalized()
         v = w.cross(u)
         self.repa[i] = ti.Matrix.rows([u, v, w])
     for i in ti.grouped(self.img):
         count = 0
         normal = self.src['normal'][i]
         d0 = self.invdep(self.src.idepth[i])
         for j in range(self.samples):
             r = self.repa[i % ts.vec2(*self.repa.shape)] @ self.kern[j]
             r = v4trans(self.src.camera.L2W.inverse(), r, 0)
             if r.dot(normal) < 0:
                 r = -r
             rxy = self.src.camera.uncook(ts.vec3(r.xy, d0), False).xy
             d1 = self.invdep(ts.bilerp(self.src.idepth, i + rxy))
             d1 = d1 - r.z
             if d1 < d0 - 1e-6:
                 count += 1
         ao = 1 - count / self.samples
         self.img[i] = ao
Esempio n. 2
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def add_random_particles(angular_velocity: ti.f32):
    num = ti.static(1)
    particle_id = alloc_particle()
    if ti.static(kDim == 2):
        particle_pos[particle_id] = tl.randSolid2D() * 0.2 + 0.5
        velocity = (particle_pos[particle_id] - 0.5) * angular_velocity * 250
        particle_vel[particle_id] = tl.vec(-velocity.y, velocity.x)
    else:
        particle_pos[particle_id] = tl.randUnit3D() * 0.2 + 0.5
        velocity = (particle_pos[particle_id].xy -
                    0.5) * angular_velocity * 180
        particle_vel[particle_id] = tl.vec(-velocity.y, velocity.x, 0.0)
    particle_mass[particle_id] = tl.randRange(0.0, 1.5)
Esempio n. 3
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def generate():
    r = x[0] - sun
    ir = 1 / r.norm(1e-3)**2
    pps = int(pps_scale * ir)
    for _ in range(pps):
        r = x[0]
        if ti.static(dim == 3):
            r = tl.randUnit3D()
        else:
            r = tl.randUnit2D()
        xi = ti.atomic_add(xcnt[None], 1) % (N - 1) + 1
        x[xi] = x[0]
        v[xi] = r * initvel + v[0]
        inv_m[xi] = 0.5 + ti.random()
        color[xi] = colorinit
Esempio n. 4
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 def radiance(self):
     outdir = ts.vec3(0.0)
     clr = ts.vec3(0.0)
     if ti.random() < self.emission:
         clr = ts.vec3(self.emission_color)
     elif ti.random() < self.specular:
         clr = ts.vec3(self.specular_color)
         outdir = ts.reflect(self.indir, self.normal)
     elif ti.random() < self.diffuse:
         clr = ts.vec3(self.diffuse_color)
         outdir = ts.randUnit3D()
         if outdir.dot(self.normal) < 0:
             outdir = -outdir
         #s = ti.random()
         #outdir = ts.vec3(ti.sqrt(1 - s**2) * ts.randUnit2D(), s)
         #outdir = ti.Matrix.cols([self.tangent, self.bitangent, self.normal]) @ outdir
     return self.pos, outdir, clr
Esempio n. 5
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def init():
    for i in x:
        x[i] = (tl.randND(3) * 2 - 1) * (bound - radius)
        v[i] = tl.randUnit3D() * 4
Esempio n. 6
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def init():
    for i in x:
        r = tl.randInt(0, 2) * 2 - 1
        x[i] = tl.randUnit3D() + r * 7
        v[i].x = 0.1 * r