# Note that the sphere must be displaced slightly above the ground plane to prevent numerically issues that could # cause a light leak at the intersection between the sphere and the ground. sphere = Sphere(radius=1.5, transform=translate(0, 0.0001, 0), material=schott("N-BK7")) # 2. Add Observer # --------------- # Process the ray-traced spectra with the RGB pipeline. rgb = RGBPipeline2D() # camera camera = PinholeCamera((512, 512), pipelines=[rgb], transform=translate(0, 10, -10) * rotate(0, -45, 0)) # camera - pixel sampling settings camera.fov = 45 camera.pixel_samples = 250 # camera - ray sampling settings camera.spectral_rays = 1 camera.spectral_bins = 20 camera.ray_max_depth = 100 camera.ray_extinction_prob = 0.1 camera.min_wavelength = 375.0 camera.max_wavelength = 740.0 # 3. Build Scenegraph # ------------------- world = World()
xsqr = np.linspace(-49.5, 49.5, 100) ** 2 rad = np.sqrt(xsqr[:, None] + xsqr[None, :]) voxel_map = np.zeros((100, 100), dtype=np.int) voxel_map[rad > 50.] = -1 # removing the area outside the circle for i in range(50): voxel_map[(rad < i + 1.) * (rad > i)] = i # mapping multiple grid cells to a single light source rtc.voxel_map = voxel_map # applying a voxel map # now we have only 50 light sources # creating ray transfer pipeline pipeline = RayTransferPipeline2D() # setting up the camera camera = PinholeCamera((256, 256), pipelines=[pipeline], frame_sampler=FullFrameSampler2D(), transform=translate(219., 0, 0) * rotate(90., 0., -90.), parent=world) camera.fov = 90 camera.pixel_samples = 500 camera.min_wavelength = 500. camera.max_wavelength = camera.min_wavelength + 1. camera.spectral_bins = rtc.bins # starting ray tracing camera.observe() # uncomment this to save ray transfer matrix to file # np.save('ray_transfer_map.npy', pipeline.matrix) # let's collapse the ray transfer matrix with some emission profiles # obtaining 30 images for 30 emission profiles images = []
def check_scene(self, max_iter=200): self.vessel.material = Lambert(blue) self.camera_outer.material = Lambert(yellow) self.camera_top.material = Lambert(yellow) self.source.material = Lambert(green) self.top_pinhole.material = Lambert(green) self.out_pinhole.material = Lambert(green) # cube walls bottom = Box(lower=Point3D(-0.99, -1.02, -0.99), upper=Point3D(0.99, -1.01, 0.99), parent=self.world, material=Lambert(red)) # top = Box(lower=Point3D(-0.99, 1.01, -0.99), upper=Point3D(0.99, 1.02, 0.99), parent=self.world, # material=Lambert(red)) left = Box(lower=Point3D(1.01, -0.99, -0.99), upper=Point3D(1.02, 0.99, 0.99), parent=self.world, material=Lambert(yellow)) # right = Box(lower=Point3D(-1.02, -0.99, -0.99), upper=Point3D(-1.01, 0.99, 0.99), parent=self.world, # material=Lambert(purple)) back = Box(lower=Point3D(-0.99, -0.99, 1.01), upper=Point3D(0.99, 0.99, 1.02), parent=self.world, material=Lambert(orange)) # various wall light sources light_front = Box(lower=Point3D(-1.5, -1.5, -10.1), upper=Point3D(1.5, 1.5, -10), parent=self.world, material=UniformSurfaceEmitter(d65_white, 1.0)) light_top = Box(lower=Point3D(-0.99, 1.01, -0.99), upper=Point3D(0.99, 1.02, 0.99), parent=self.world, material=UniformSurfaceEmitter(d65_white, 1.0), transform=translate(0, 1.0, 0)) light_bottom = Box(lower=Point3D(-0.99, -3.02, -0.99), upper=Point3D(0.99, -3.01, 0.99), parent=self.world, material=UniformSurfaceEmitter(d65_white, 1.0), transform=translate(0, 1.0, 0)) light_right = Box(lower=Point3D(-1.92, -0.99, -0.99), upper=Point3D(-1.91, 0.99, 0.99), parent=self.world, material=UniformSurfaceEmitter(d65_white, 1.0)) light_left = Box(lower=Point3D(1.91, -0.99, -0.99), upper=Point3D(1.92, 0.99, 0.99), parent=self.world, material=UniformSurfaceEmitter(d65_white, 1.0)) # Process the ray-traced spectra with the RGB pipeline. rgb = RGBPipeline2D() # camera pix = 1000 camera = PinholeCamera( (pix, pix), pipelines=[rgb], transform=translate(-0.01, 0.0, -0.25) * rotate(0, 0, 0)) # camera = PinholeCamera((pix, pix), pipelines=[rgb], transform=translate(0.0, 0.0, 0.4) * rotate(180, 0, 0)) # top view # camera = PinholeCamera((pix, pix), pipelines=[rgb], transform=translate(0.0, self.vessel_out_rad+0.15, self.vessel_width/2)*rotate(0, -90, 0)) # prof camera = PinholeCamera( (pix, pix), pipelines=[rgb], transform=translate(-0.13, 0.13, -0.2) * rotate(-25, -25.0, 0)) # camera top side # camera = PinholeCamera((pix, pix), pipelines=[rgb], transform=translate(self.x_shift_top, self.top_px_first_y+0.0004, self.top_px_z-self.cam_in_radius+0.005)*rotate(0, 0, 0)) # camera top down-up # camera = PinholeCamera((pix, pix), pipelines=[rgb], transform=translate(self.x_shift_top, self.top_px_first_y-0.01, self.vessel_width/2)*rotate(0, 90, 0)) # camera top up-down # camera = PinholeCamera((pix, pix), pipelines=[rgb], transform=translate(self.x_shift_top-0.004, self.top_px_first_y+self.lid_top+self.tube_height-0.01, self.vessel_width/2)*rotate(0, -90, 0)) # camera out side # camera = PinholeCamera((pix, pix), pipelines=[rgb], transform=translate(-self.vessel_out_rad-0.015, 0.000, self.vessel_width/2-self.cam_in_radius/2+0.0001)) # camera out down-up # camera = PinholeCamera((pix, pix), pipelines=[rgb], transform=translate(self.out_px_first_x+0.005+0.005, 0.0, self.vessel_width/2)*rotate(90, 0, 0)) # camera out up-down # camera = PinholeCamera((pix, pix), pipelines=[rgb], transform=translate(-self.vessel_out_rad-self.tube_height-0.01, 0.0, self.vessel_width/2-0.005)*rotate(-90, 0, 0)) # camera - pixel sampling settings camera.fov = 60 # 45 camera.pixel_samples = 10 # camera - ray sampling settings camera.spectral_rays = 1 camera.spectral_bins = 25 camera.parent = self.world plt.ion() p = 1 while not camera.render_complete: print("Rendering pass {}...".format(p)) camera.observe() print() p += 1 if p > max_iter: break plt.ioff() rgb.display()
s2 = Sphere(0.5, transform=translate(0, 0, -0.5+0.01)) Intersect(s1, s2, world, translate(0,0,-3.6)*rotate(50,50,0), schott("N-BK7")) Box(Point3D(-50, -50, 50), Point3D(50, 50, 50.1), world, material=Checkerboard(4, d65_white, d65_white, 0.4, 0.8)) Box(Point3D(-100, -100, -100), Point3D(100, 100, 100), world, material=UniformSurfaceEmitter(d65_white, 0.1)) ion() # create and setup the camera rgb = RGBPipeline2D() rgb.accumulate = True spectral = SpectralPowerPipeline2D() spectral.accumulate = True pipelines = [rgb] camera = PinholeCamera((256, 256), parent=world, transform=translate(0, 0, -4) * rotate(0, 0, 0), pipelines=pipelines) camera.pixel_samples = 250 camera.fov = 75 camera.spectral_bins = 15 camera.spectral_rays = 1 camera.observe() ioff() # camera.pipelines[0].save("render.png") camera.pipelines[0].display() show()