コード例 #1
0
ファイル: Glass.py プロジェクト: zeta1999/ti-raytrace
    def sample(self, dir, N, t, i, j, mat_buf, mat_id):
        next_dir    = ti.Vector([0.0, 0.0, 0.0])
        w_out       = dir
        cos_theta_i = w_out.dot(N)
        ior         = UF.get_material_ior(mat_buf, mat_id)
        eta         = ior

        probability = ti.random()   
        f_or_b      = 1.0
        R           = probability + 1.0
        extinction  = 1.0

        if (cos_theta_i > 0.0):
            N      = -N
            extinction = ti.exp(-0.1*t)
        else:
            cos_theta_i = -cos_theta_i
            eta = 1.0 /ior
            

        next_dir,suc = self.refract(w_out, N, eta)
        if suc > 0.0:
            R = self.schlick(cos_theta_i, ior)

        if (probability < R):
            next_dir = ts.reflect(w_out, N)
        else:
            f_or_b   = -1.0

        return next_dir, f_or_b*extinction
コード例 #2
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    def render_func(self, pos, normal, dir, light_dir):
        color = ts.vec3(0.0)

        shineness = self.shineness
        half_lambert = ts.dot(normal, light_dir) * 0.5 + 0.5
        lambert = max(0, ts.dot(normal, light_dir))
        blinn_phong = ts.dot(normal, ts.mix(light_dir, -dir, 0.5))
        blinn_phong = pow(max(blinn_phong, 0), shineness)
        refl_dir = ts.reflect(light_dir, normal)
        phong = -ts.dot(normal, refl_dir)
        phong = pow(max(phong, 0), shineness)

        strength = 0.0
        if ti.static(self.lambert != 0.0):
            strength += lambert * self.lambert
        if ti.static(self.half_lambert != 0.0):
            strength += half_lambert * self.half_lambert
        if ti.static(self.blinn_phong != 0.0):
            strength += blinn_phong * self.blinn_phong
        if ti.static(self.phong != 0.0):
            strength += phong * self.phong
        color = ts.vec3(strength)

        if ti.static(self.is_normal_map):
            color = normal * 0.5 + 0.5

        return color
コード例 #3
0
ファイル: Disney.py プロジェクト: zeta1999/ti-raytrace
    def sample(self, dir, N, i, j, mat_buf, mat_id):
        next_dir = ti.Vector([0.0, 0.0, 0.0])
        inout = 1.0
        metal = UF.get_material_metallic(mat_buf, mat_id)
        rough = UF.get_material_roughness(mat_buf, mat_id)

        diffuseRatio = 0.5 * (1.0 - metal)
        specularAlpha = max(0.001, rough)

        probability = ti.random()
        r1 = ti.random()
        r2 = ti.random()

        if (probability < diffuseRatio):
            next_dir = self.CosineSampleHemisphere(r1, r2)
            next_dir = self.inverse_transform(next_dir, N)
        else:
            phi = r1 * 2.0 * M_PIf
            cosTheta = ti.sqrt(
                (1.0 - r2) / (1.0 +
                              (specularAlpha * specularAlpha - 1.0) * r2))
            sinTheta = ti.sqrt(1.0 - (cosTheta * cosTheta))
            sinPhi = ti.sin(phi)
            cosPhi = ti.cos(phi)

            half = ti.Vector([sinTheta * cosPhi, sinTheta * sinPhi, cosTheta])
            half = self.inverse_transform(half, N)
            next_dir = ts.reflect(dir, half)

        return next_dir, inout
コード例 #4
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 def render_func(self, pos, normal, viewdir,
                 light):  # TODO: move render_func to Light.render_func?
     if ti.static(isinstance(light, Skybox)):
         dir = ts.reflect(viewdir, normal)
         dir = v4trans(self.model.scene.camera.L2W[None], dir, 0)
         return light.sample(dir) * self.specular_color * self.specular
     else:
         return Shading.render_func(self, pos, normal, viewdir, light)
コード例 #5
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def light(lightdir, lightcol, tex, norm, camdir):
    cosa = ti.pow(0.5 + 0.5 * norm.dot(-lightdir), 2.0)
    cosr = ti.max((-camdir).dot(ts.reflect(lightdir, norm)), -0.0)

    diffuse = cosa
    phong = ti.pow(cosr, 8.0)

    return lightcol * (tex * diffuse + phong)
コード例 #6
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def my_render_func(pos, normal, dir, light_dir):
    n = cartoon_level[None]
    refl_dir = ts.reflect(light_dir, normal)
    #refl_dir = ts.mix(light_dir, -dir, 0.5)
    NoL = pow(ts.dot(normal, refl_dir), 12)
    NoL = ts.mix(NoL, ts.dot(normal, light_dir) * 0.5 + 0.5, 0.5)
    strength = 0.2
    if any(normal):
        strength = ti.floor(max(0, NoL * n + 0.5)) / n
    return ts.vec3(strength)
コード例 #7
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def get_ambient(camera, normal, view):
    c_floor = ts.vec3(0.75)
    c_sky = ts.vec3(0.8, 0.9, 0.95)
    refl_dir = -ts.reflect(-view, normal)
    refl_dir = ts.normalize(camera.trans_dir(refl_dir))
    color = ts.vec3(ambient)
    if refl_dir[1] > 0:
        color *= c_sky
    else:
        f = min(1.0, -refl_dir[1] * 25.0)
        color *= c_sky * (1 - f) + c_floor * f
    return color
コード例 #8
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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
コード例 #9
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 def raycast(self, sampling_rate: float):
     ''' Produce a rendering. Run compute_entry_exit first! '''
     for i, j in self.valid_sample_step_count:  # For all pixels
         for sample_idx in range(self.sample_step_nums[i, j]):
             look_from = self.cam_pos[None]
             if self.render_tape[i, j, sample_idx -
                                 1].w < 0.99 and sample_idx < ti.static(
                                     self.max_samples):
                 tmax = self.exit[i, j]
                 n_samples = self.sample_step_nums[i, j]
                 ray_len = (tmax - self.entry[i, j])
                 tmin = self.entry[
                     i,
                     j] + 0.5 * ray_len / n_samples  # Offset tmin as t_start
                 vd = self.rays[i, j]
                 pos = look_from + tl.mix(
                     tmin, tmax,
                     float(sample_idx) /
                     float(n_samples - 1)) * vd  # Current Pos
                 light_pos = look_from + tl.vec3(0.0, 1.0, 0.0)
                 intensity = self.sample_volume_trilinear(pos)
                 sample_color = self.apply_transfer_function(intensity)
                 opacity = 1.0 - ti.pow(1.0 - sample_color.w,
                                        1.0 / sampling_rate)
                 # if sample_color.w > 1e-3:
                 normal = self.get_volume_normal(pos)
                 light_dir = (
                     pos -
                     light_pos).normalized()  # Direction to light source
                 n_dot_l = max(normal.dot(light_dir), 0.0)
                 diffuse = self.diffuse * n_dot_l
                 r = tl.reflect(light_dir,
                                normal)  # Direction of reflected light
                 r_dot_v = max(r.dot(-vd), 0.0)
                 specular = self.specular * pow(r_dot_v, self.shininess)
                 shaded_color = tl.vec4(
                     ti.min(1.0, diffuse + specular + self.ambient) *
                     sample_color.xyz * opacity * self.light_color, opacity)
                 self.render_tape[i, j, sample_idx] = (
                     1.0 - self.render_tape[i, j, sample_idx - 1].w
                 ) * shaded_color + self.render_tape[i, j, sample_idx - 1]
                 self.valid_sample_step_count[i, j] += 1
             else:
                 self.render_tape[i, j, sample_idx] = self.render_tape[
                     i, j, sample_idx - 1]
コード例 #10
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    def raycast_nondiff(self, sampling_rate: float):
        ''' Raycasts in a non-differentiable (but faster and cleaner) way. Use `get_final_image_nondiff` with this.

        Args:
            sampling_rate (float): Sampling rate (multiplier with Nyquist frequence)
        '''
        for i, j in self.valid_sample_step_count:  # For all pixels
            for cnt in range(self.sample_step_nums[i, j]):
                look_from = self.cam_pos[None]
                if self.render_tape[i, j, 0].w < 0.99:
                    tmax = self.exit[i, j]
                    n_samples = self.sample_step_nums[i, j]
                    ray_len = (tmax - self.entry[i, j])
                    tmin = self.entry[
                        i,
                        j] + 0.5 * ray_len / n_samples  # Offset tmin as t_start
                    vd = self.rays[i, j]
                    pos = look_from + tl.mix(
                        tmin, tmax,
                        float(cnt) / float(n_samples - 1)) * vd  # Current Pos
                    light_pos = look_from + tl.vec3(0.0, 1.0, 0.0)
                    intensity = self.sample_volume_trilinear(pos)
                    sample_color = self.apply_transfer_function(intensity)
                    opacity = 1.0 - ti.pow(1.0 - sample_color.w,
                                           1.0 / sampling_rate)
                    if sample_color.w > 1e-3:
                        normal = self.get_volume_normal(pos)
                        light_dir = (pos - light_pos).normalized(
                        )  # Direction to light source
                        n_dot_l = max(normal.dot(light_dir), 0.0)
                        diffuse = self.diffuse * n_dot_l
                        r = tl.reflect(light_dir,
                                       normal)  # Direction of reflected light
                        r_dot_v = max(r.dot(-vd), 0.0)
                        specular = self.specular * pow(r_dot_v, self.shininess)
                        shaded_color = tl.vec4(
                            (diffuse + specular + self.ambient) *
                            sample_color.xyz * opacity * self.light_color,
                            opacity)
                        self.render_tape[
                            i, j,
                            0] = (1.0 - self.render_tape[i, j, 0].w
                                  ) * shaded_color + self.render_tape[i, j, 0]