def light_sample(self, spectrum): area = self.edge_a.length() * self.edge_b.length() inv_area = 1.0 / area code = """ rnd = random2() shadepoint.light_pdf = inv_area shadepoint.light_normal = normal shadepoint.light_position = point + edge_a * rnd[0] + edge_b * rnd[1] """ inv_area = FloatArg('inv_area', inv_area) normal = Vec3Arg('normal', self.normal) point = Vec3Arg('point', self.point) eda = Vec3Arg('edge_a', self.edge_a) edb = Vec3Arg('edge_b', self.edge_b) args = [inv_area, normal, point, eda, edb] func_args = [ StructArgPtr('hitpoint', HitPoint.factory()), StructArgPtr('shadepoint', ShadePoint.factory(spectrum)) ] name = 'rect_sample_%i' % id(self) return Shader(code=code, args=args, name=name, func_args=func_args, is_func=True)
def light_sample(self, spectrum): area = (self.p1 - self.p0).cross(self.p2 - self.p0).length() * 0.5 inv_area = 1.0 / area code = """ r1 = random() tmp = 1.0 - r1 tmp = sqrt(tmp) beta = 1.0 - tmp gamma = tmp * random() shadepoint.light_position = (1.0 - beta - gamma) * p0 + beta * p1 + gamma * p2 shadepoint.light_pdf = inv_area shadepoint.light_normal = normal """ inv_area = FloatArg('inv_area', inv_area) normal = Vec3Arg('normal', self.normal) p0 = Vec3Arg('p0', self.p0) p1 = Vec3Arg('p1', self.p1) p2 = Vec3Arg('p2', self.p2) args = [inv_area, normal, p0, p1, p2] func_args = [StructArgPtr('hitpoint', HitPoint.factory()), StructArgPtr('shadepoint', ShadePoint.factory(spectrum))] name = 'triangle_sample_%i' % id(self) return Shader(code=code, args=args, name=name, func_args=func_args, is_func=True)
def load(self, shader_name): args = [] text = self._loader.load(shader_name, 'props.txt') if text is not None: args = parse_args(text) w = Vec3Arg('w', self._w) u = Vec3Arg('u', self._u) v = Vec3Arg('v', self._v) distance = FloatArg('distance', self._distance) eye = Vec3Arg('eye', self._eye) lookat = Vec3Arg('lookat', self._lookat) args.extend([w, u, v, distance, eye, lookat]) code = self._loader.load(shader_name, 'code.py') if code is None: raise ValueError("code.py in %s shader dont exist!" % shader_name) func_args = [ StructArgPtr('ray', Ray.factory()), StructArgPtr('sample', Sample.factory()) ] self._shader_name = shader_name self.shader = Shader(code=code, args=args, name='generate_ray', func_args=func_args, is_func=True)
def _parse_vec3(line): t = line.split('=', maxsplit=1) name = t.pop(0).strip() if len(t) == 0: return Vec3Arg(name, Vector3(0.0, 0.0, 0.0)) v = t.pop(0).strip().split(',') arg = Vec3Arg(name, Vector3(float(v[0]), float(v[1]), float(v[2]))) return arg
def test_rgb_area_light(self): sam_mgr = SampledManager() register_rgb_shadepoint() point = Vector3(0.0, 0.0, 55.92) e1 = Vector3(55.28, 0.0, 0.0) e2 = Vector3(0.0, 54.88, 0.0) normal = Vector3(0.0, 0.0, -1.0) rectangle = Rectangle(point, e1, e2, normal) material = Material() material.load('lambertian_emiter', sam_mgr) e = RGBSpectrum(0.5, 0.5, 0.5) material.set_value('emission', e) runtimes = [Runtime()] lgt = AreaLight(shape=rectangle, material=material) lgt.load('general', sam_mgr, spectral=False) lgt.compile() lgt.prepare(runtimes) ptrs = lgt.shader.get_ptrs() ptr_func = PointerArg('ptr_func', ptrs[0]) spec = RGBArg('spec', RGBSpectrum(0.5, 0.5, 0.5)) wi = Vec3Arg('wi', Vector3(0.0, 0.0, 0.0)) pos = Vec3Arg('position', Vector3(0.0, 0.0, 0.0)) n = Vec3Arg('normal', Vector3(0.0, 0.0, 0.0)) pdf = FloatArg('pdf', 0.0) emission = RGBArg('emission', RGBSpectrum(0.0, 0.0, 0.0)) code = """ hp = HitPoint() hp.hit = (4.0, 5, 6) sp = ShadePoint() __light_radiance(hp, sp, ptr_func) spec = sp.light_intensity wi = sp.wi position = sp.light_position normal = sp.light_normal pdf = sp.light_pdf emission = sp.material_emission """ shader = Shader(code=code, args=[ptr_func, wi, spec, pos, n, pdf, emission]) shader.compile() shader.prepare(runtimes) shader.execute() print("Position ", shader.get_value('position')) print("Normal ", shader.get_value('normal')) print("Light pdf ", shader.get_value('pdf')) print("Emission ", shader.get_value('emission')) print("Wi ", shader.get_value('wi')) print("Intensity ", shader.get_value('spec'))
def test_sampled_point_light(self): sam_mgr = SampledManager() register_sampled_shadepoint(sam_mgr) runtimes = [Runtime()] lgt = GeneralLight() lgt.load('point', sam_mgr, spectral=True) lgt.set_value('intensity', RGBSpectrum(0.3, 0.3, 0.3)) lgt.set_value('position', Vector3(2.0, 2.0, 2.0)) lgt.compile() lgt.prepare(runtimes) ptrs = lgt.shader.get_ptrs() ptr_func = PointerArg('ptr_func', ptrs[0]) spec = SampledArg('spec', sam_mgr.zero()) wi = Vec3Arg('wi', Vector3(0.0, 0.0, 0.0)) pos = Vec3Arg('position', Vector3(0.0, 0.0, 0.0)) code = """ hp = HitPoint() hp.hit = (4.0, 5, 6) sp = ShadePoint() __light_radiance(hp, sp, ptr_func) spec = sp.light_intensity wi = sp.wi position = sp.light_position """ shader = Shader(code=code, args=[ptr_func, wi, spec, pos]) shader.compile() shader.prepare(runtimes) shader.execute() wi = Vector3(2.0, 2.0, 2.0) - Vector3(4.0, 5.0, 6.0) wi.normalize() wi_s = shader.get_value('wi') self.assertAlmostEqual(wi.x, wi_s.x) self.assertAlmostEqual(wi.y, wi_s.y) self.assertAlmostEqual(wi.z, wi_s.z) p = Vector3(2.0, 2.0, 2.0) p_s = shader.get_value('position') self.assertAlmostEqual(p.x, p_s.x) self.assertAlmostEqual(p.y, p_s.y) self.assertAlmostEqual(p.z, p_s.z) s = sam_mgr.rgb_to_sampled(RGBSpectrum(0.3, 0.3, 0.3), illum=True) s_s = shader.get_value('spec') for i in range(len(s.samples)): self.assertAlmostEqual(s.samples[i], s_s.samples[i])
def test_sampled_to_rgb(self): runtimes = [Runtime()] color_mgr = SampledManager() s_to_rgb = spectrum_to_rgb_shader(color_mgr) s_to_rgb.compile(color_mgr=color_mgr) s_to_rgb.prepare(runtimes) code = """ value = spectrum_to_rgb(color) """ spec = RGBSpectrum(0.3, 0.5, 0.4) spec = color_mgr.rgb_to_sampled(spec) col = SampledArg('color', spec) val = Vec3Arg('value', Vector3(0.0, 0.0, 0.0)) shader = Shader(code=code, args=[col, val]) shader.compile(shaders=[s_to_rgb], color_mgr=color_mgr) shader.prepare(runtimes) shader.execute() value = shader.get_value('value') vv = color_mgr.sampled_to_rgb(spec) self.assertAlmostEqual(value.x, vv.r) self.assertAlmostEqual(value.y, vv.g) self.assertAlmostEqual(value.z, vv.b, places=6)
def argument_factory(name, cls): if cls == int: return IntArg(name, int()) elif cls == float: return FloatArg(name, float()) elif cls == Vector3: return Vec3Arg(name, Vector3.zero()) else: raise ValueError("Argument factory. Unsuported arugment type", name, cls)
def _rgb_to_rgb_spectrum_shader(rgb_mgr): code = """ return rgb(color[0], color[1], color[2]) """ vec = Vec3Arg('color', Vector3.zero()) shader = Shader(code=code, name='rgb_to_spectrum', func_args=[vec], is_func=True) return shader
def prepare_standalone(self): runtimes = [Runtime()] self.compile() self.prepare(runtimes) code = """ ray = Ray() generate_ray(ray, sample) origin = ray.origin direction = ray.direction """ origin = Vec3Arg('origin', Vector3(0.0, 0.0, 0.0)) direction = Vec3Arg('direction', Vector3(0.0, 0.0, 0.0)) sample = Sample(0.0, 0.0, 0.0, 0.0, 0, 0, 0.0) sample_arg = StructArg('sample', sample) args = [origin, direction, sample_arg] self._standalone = shader = Shader(code=code, args=args) shader.compile([self.shader]) shader.prepare(runtimes)
def visiblity_shader(self): func_args = [Vec3Arg('p1', Vector3(0.0, 0.0, 0.0)), Vec3Arg('p2', Vector3(0.0, 0.0, 0.0))] code = """ epsilon = 0.00001 direction = p2 - p1 len_squared = dot(direction, direction) distance = sqrt(len_squared) - epsilon ray = Ray() ray.origin = p1 ray.direction = normalize(direction) """ args = [] for shp_type in self.shp_mgr.shape_types(): code1, args1 = self._get_visibility_code(shp_type) args.extend(args1) code += code1 code += "\nreturn 1\n" shader = Shader(code=code, args=args, name='visibility', func_args=func_args, is_func=True) return shader
def test_light_manager(self): sam_mgr = SampledManager() register_rgb_shadepoint() runtimes = [Runtime(), Runtime()] lgt = GeneralLight() lgt.load('point', sam_mgr, spectral=False) lgt2 = GeneralLight() lgt2.load('point', sam_mgr, spectral=False) lgt2.set_value('intensity', RGBSpectrum(0.3, 0.3, 0.3)) lgt2.set_value('position', Vector3(2.0, 2.0, 2.0)) mgr = LightManager() mgr.add('light1', lgt) mgr.add('light2', lgt2) mgr.compile_shaders(sam_mgr, spectral=False) mgr.prepare_shaders(runtimes) code = """ hp = HitPoint() hp.hit = (4.0, 5, 6) sp = ShadePoint() light_radiance(hp, sp, 1) wi = sp.wi n = number_of_lights() """ wi = Vec3Arg('wi', Vector3(0.0, 0.0, 0.0)) nlights = IntArg('n', 999) shader = Shader(code=code, args=[wi, nlights]) shader.compile(shaders=[mgr.rad_shader, mgr.nlights_shader]) shader.prepare(runtimes) shader.execute() wi = Vector3(2.0, 2.0, 2.0) - Vector3(4.0, 5.0, 6.0) wi.normalize() wi_s = shader.get_value('wi') self.assertAlmostEqual(wi.x, wi_s.x) self.assertAlmostEqual(wi.y, wi_s.y) self.assertAlmostEqual(wi.z, wi_s.z) self.assertEqual(2, shader.get_value('n'))
def test_material_sampling_manager(self): sam_mgr = SampledManager() register_rgb_shadepoint() runtimes = [Runtime(), Runtime()] mat = Material() mat.load('lambertian', sam_mgr, spectral=False) mat.set_value('diffuse', RGBSpectrum(0.2, 0.3, 0.4)) mgr = MaterialManager() mgr.add('material1', mat) mgr.compile_shaders(sam_mgr, spectral=False) mgr.prepare_shaders(runtimes) code = """ hp = HitPoint() hp.normal = (0.1, 0.4, 0.66) hp.normal = normalize(hp.normal) sp = ShadePoint() material_sampling(hp, sp, 0) pdf = sp.pdf wi = sp.wi spec = sp.material_reflectance """ pdf = FloatArg('pdf', 0.0) wi = Vec3Arg('wi', Vector3(0.0, 0.0, 0.0)) spec = RGBArg('spec', RGBSpectrum(0.5, 0.5, 0.5)) shader = Shader(code=code, args=[pdf, wi, spec]) shader.compile(shaders=[mgr.sampling_shader]) shader.prepare(runtimes) shader.execute() s = shader.get_value('pdf') print(s) s = shader.get_value('wi') print(s) s = shader.get_value('spec') print(s) normal = Vector3(0.1, 0.4, 0.66) normal.normalize() print(cos_hemisphere(r1=0.1, r2=0.06, normal=normal, e=1.0))
def test_rgb_to_rgb_spectrum(self): runtimes = [Runtime()] color_mgr = RGBManager() rgb_to_spec = rgb_to_spectrum_shader(color_mgr) rgb_to_spec.compile(color_mgr=color_mgr) rgb_to_spec.prepare(runtimes) code = """ spec = rgb_to_spectrum(color) """ val = Vector3(0.3, 0.5, 0.7) col = Vec3Arg('color', val) spec = RGBArg('spec', RGBSpectrum(0.0, 0.0, 0.0)) shader = Shader(code=code, args=[col, spec]) shader.compile(shaders=[rgb_to_spec], color_mgr=color_mgr) shader.prepare(runtimes) shader.execute() value = shader.get_value('spec') self.assertAlmostEqual(value.r, val.x) self.assertAlmostEqual(value.g, val.y) self.assertAlmostEqual(value.b, val.z)
def test_rgb_to_rgb(self): runtimes = [Runtime()] color_mgr = RGBManager() s_to_rgb = spectrum_to_rgb_shader(color_mgr) s_to_rgb.compile(color_mgr=color_mgr) s_to_rgb.prepare(runtimes) code = """ value = spectrum_to_rgb(color) """ spec = RGBSpectrum(0.3, 0.5, 0.4) col = RGBArg('color', spec) val = Vec3Arg('value', Vector3(0.0, 0.0, 0.0)) shader = Shader(code=code, args=[col, val]) shader.compile(shaders=[s_to_rgb], color_mgr=color_mgr) shader.prepare(runtimes) shader.execute() value = shader.get_value('value') self.assertAlmostEqual(value.x, 0.3) self.assertAlmostEqual(value.y, 0.5) self.assertAlmostEqual(value.z, 0.4)
def test_rgb_to_sampled_spectrum(self): runtimes = [Runtime()] color_mgr = SampledManager() rgb_to_spec = rgb_to_spectrum_shader(color_mgr) rgb_to_spec.compile(color_mgr=color_mgr) rgb_to_spec.prepare(runtimes) code = """ spec = rgb_to_spectrum(color) """ val = Vector3(0.3, 0.5, 0.7) col = Vec3Arg('color', val) spec = SampledArg('spec', color_mgr.zero()) shader = Shader(code=code, args=[col, spec]) shader.compile(shaders=[rgb_to_spec], color_mgr=color_mgr) shader.prepare(runtimes) shader.execute() value = shader.get_value('spec') vv = color_mgr.rgb_to_sampled(RGBSpectrum(val.x, val.y, val.z)) for i in range(len(value.samples)): self.assertAlmostEqual(value.samples[i], vv.samples[i], places=6)
def _rgb_to_sampled_shader(sampled_mgr): code = """ # conversion of reflectance r = color[0] g = color[1] b = color[2] tmp = min(r, g) tmp = min(tmp, b) if tmp == r: # Compute illuminant with red as minimum rez = r * spect_white if g > b: rez = rez + (b - r) * spect_cyan rez = rez + (g - b) * spect_green else: rez = rez + (g - r) * spect_cyan rez = rez + (b - g) * spect_blue else: dummy = 999999 # elif is still not supported in shading language if tmp == g: # Compute illuminant with green as minimum rez = g * spect_white if r > b: rez = rez + (b - g) * spect_magenta rez = rez + (r - b) * spect_red else: rez = rez + (r - g) * spect_magenta rez = rez + (b - r) * spect_blue else: # Compute illuminant with blue as minimum rez = b * spect_white if r > g: rez = rez + (g - b) * spect_yellow rez = rez + (r - g) * spect_red else: rez = rez + (r - b) * spect_yellow rez = rez + (g - r) * spect_green rez = rez * 0.94 #rez.clamp() return rez """ vec = Vec3Arg('color', Vector3.zero()) spect_cyan = SampledArg('spect_cyan', sampled_mgr._spect_cyan) spect_blue = SampledArg('spect_blue', sampled_mgr._spect_blue) spect_green = SampledArg('spect_green', sampled_mgr._spect_green) spect_magenta = SampledArg('spect_magenta', sampled_mgr._spect_magenta) spect_red = SampledArg('spect_red', sampled_mgr._spect_red) spect_yellow = SampledArg('spect_yellow', sampled_mgr._spect_yellow) spect_white = SampledArg('spect_white', sampled_mgr._spect_white) args = [ spect_cyan, spect_blue, spect_green, spect_magenta, spect_red, spect_yellow, spect_white ] shader = Shader(code=code, args=args, name='rgb_to_spectrum', func_args=[vec], is_func=True) return shader
def ray_triangle_isect_shader(name, isect_bool=False): code = """ origin = ray.origin direction = ray.direction a = p0[0] - p1[0] b = p0[0] - p2[0] c = direction[0] d = p0[0] - origin[0] e = p0[1] - p1[1] f = p0[1] - p2[1] g = direction[1] h = p0[1]- origin[1] i = p0[2] - p1[2] j = p0[2] - p2[2] k = direction[2] l = p0[2] - origin[2] m = f * k - g * j n = h * k - g * l p = f * l - h * j q = g * i - e * k s = e * j - f * i temp3 = a * m + b * q + c * s if temp3 == 0.0: return 0 inv_denom = 1.0 / temp3 e1 = d * m - b * n - c * p beta = e1 * inv_denom if beta < 0.0: return 0 r = e * l - h * i e2 = a * n + d * q + c * r gamma = e2 * inv_denom if gamma < 0.0: return 0 betagamma = beta + gamma if betagamma > 1.0: return 0 e3 = a * p - b * r + d * s t = e3 * inv_denom epsilon = 0.00001 if t < 0.00001: return 0 if t > min_dist: return 0 """ if isect_bool: code += """ return 1 """ else: code += """ hitpoint.t = t hitpoint.hit = direction * t + origin hitpoint.u = beta hitpoint.v = gamma return 1 """ ray_a = StructArgPtr('ray', Ray.factory()) p0 = Vec3Arg('p0', Vector3(0.0, 0.0, 0.0)) p1 = Vec3Arg('p1', Vector3(0.0, 0.0, 0.0)) p2 = Vec3Arg('p2', Vector3(0.0, 0.0, 0.0)) dist = FloatArg('min_dist', 0.0) hit_a = StructArgPtr('hitpoint', HitPoint.factory()) if isect_bool: func_args = [ray_a, p0, p1, p2, dist] else: func_args = [ray_a, p0, p1, p2, dist, hit_a] shader = Shader(code=code, args=[], name=name, func_args=func_args, is_func=True) return shader
def atest_material_glass(self): sam_mgr = SampledManager() register_rgb_shadepoint() runtimes = [Runtime()] mat = Material() mat.load('glass', sam_mgr, spectral=False) mat.set_value('ior', 1.5) mgr = MaterialManager() mgr.add('material1', mat) shaders = shaders_functions() for shader in shaders: shader.compile() shader.prepare(runtimes) mgr.compile_shaders(sam_mgr, spectral=False, shaders=shaders) mgr.prepare_shaders(runtimes) code = """ hp = HitPoint() hp.normal = normal sp = ShadePoint() sp.wo = wo material_sampling(hp, sp, 0) pdf = sp.pdf wi = sp.wi spec = sp.material_reflectance """ pdf = FloatArg('pdf', 0.0) wi = Vec3Arg('wi', Vector3(0.0, 0.0, 0.0)) ww = Vector3(5.0, 1.0, 0.0) ww.normalize() wo = Vec3Arg('wo', ww) nn = Vector3(0.0, 1.0, 0.0) nn.normalize() normal = Vec3Arg('normal', nn) spec = RGBArg('spec', RGBSpectrum(0.5, 0.5, 0.5)) shader = Shader(code=code, args=[pdf, wi, wo, normal, spec]) shader.compile(shaders=[mgr.sampling_shader]) shader.prepare(runtimes) shader.execute() s = shader.get_value('wi') print(s) s = shader.get_value('pdf') print(s) s = shader.get_value('spec') print(s) print('------------------------------') print('wo', ww) wi, pdf, ref = sampling_glass(1.5, ww, nn) print("wi", wi) print("pdf", pdf) print("ref", ref) ndotwi = abs(nn.dot(wi)) print("ndotwi", ndotwi) tmp = ndotwi / pdf path_weight = ref * tmp print("path weight", path_weight)