Пример #1
0
def test01_create_mesh(variant_scalar_rgb):
    from mitsuba.render import Mesh

    m = Mesh("MyMesh", 3, 2)
    m.vertex_positions_buffer()[:] = [
        0.0, 0.0, 0.0, 1.0, 0.2, 0.0, 0.2, 1.0, 0.0
    ]
    m.faces_buffer()[:] = [0, 1, 2, 1, 2, 0]
    m.parameters_changed()
    m.surface_area()  # Ensure surface area computed

    assert str(m) == """Mesh[
Пример #2
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def test08_mesh_add_attribute(variant_scalar_rgb):
    from mitsuba.core import Struct, float_dtype
    from mitsuba.render import Mesh

    m = Mesh("MyMesh", 3, 2)
    m.vertex_positions_buffer()[:] = [0.0, 0.0, 0.0, 1.0, 0.2, 0.0, 0.2, 1.0, 0.0]
    m.faces_buffer()[:] = [0, 1, 2, 1, 2, 0]
    m.parameters_changed()

    m.add_attribute("vertex_color", 3, [0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0])

    assert str(m) == """Mesh[
Пример #3
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def test04_normal_weighting_scheme(variant_scalar_rgb):
    from mitsuba.core import Vector3f
    from mitsuba.render import Mesh
    import numpy as np
    """Tests the weighting scheme that is used to compute surface normals."""
    m = Mesh("MyMesh", 5, 2, has_vertex_normals=True)

    vertices = m.vertex_positions_buffer()
    normals = m.vertex_normals_buffer()

    a, b = 1.0, 0.5
    vertices[:] = [0, 0, 0, -a, 1, 0, a, 1, 0, -b, 0, 1, b, 0, 1]

    n0 = Vector3f(0.0, 0.0, -1.0)
    n1 = Vector3f(0.0, 1.0, 0.0)
    angle_0 = ek.pi / 2.0
    angle_1 = ek.acos(3.0 / 5.0)
    n2 = n0 * angle_0 + n1 * angle_1
    n2 /= ek.norm(n2)
    n = np.vstack([n2, n0, n0, n1, n1]).transpose()

    m.faces_buffer()[:] = [0, 1, 2, 0, 3, 4]

    m.recompute_vertex_normals()
    for i in range(5):
        assert ek.allclose(normals[i * 3:(i + 1) * 3], n[:, i], 5e-4)
Пример #4
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def create_stairs(num_steps):
    import numpy as np
    from mitsuba.render import Mesh

    size_step = 1.0 / num_steps

    m = Mesh("stairs", 4 * num_steps, 4 * num_steps - 2)
    params = traverse(m)

    v = np.zeros((4 * num_steps, 3))
    f = np.zeros((4 * num_steps - 2, 3))

    for i in range(num_steps):
        h = i * size_step
        s1 = i * size_step
        s2 = (i + 1) * size_step
        k = 4 * i

        v[k + 0] = [0.0, s1, h]
        v[k + 1] = [1.0, s1, h]
        v[k + 2] = [0.0, s2, h]
        v[k + 3] = [1.0, s2, h]

        f[k] = [k, k + 1, k + 2]
        f[k + 1] = [k + 1, k + 3, k + 2]
        if i < num_steps - 1:
            f[k + 2] = [k + 2, k + 3, k + 5]
            f[k + 3] = [k + 5, k + 4, k + 2]

    m.vertex_positions_buffer()[:] = v.reshape(-1)
    m.faces_buffer()[:] = f.reshape(-1)
    m.recompute_bbox()
    return m
Пример #5
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def test01_create_mesh(variant_scalar_rgb):
    from mitsuba.core import Struct, float_dtype
    from mitsuba.render import Mesh

    vertex_struct = Struct() \
        .append("x", Struct.Type.Float32) \
        .append("y", Struct.Type.Float32) \
        .append("z", Struct.Type.Float32)

    index_struct = Struct() \
        .append("i0", Struct.Type.UInt32) \
        .append("i1", Struct.Type.UInt32) \
        .append("i2", Struct.Type.UInt32)
    m = Mesh("MyMesh", vertex_struct, 3, index_struct, 2)
    v = m.vertices()
    v[0] = (0.0, 0.0, 0.0)
    v[1] = (0.0, 0.0, 1.0)
    v[2] = (0.0, 1.0, 0.0)
    m.recompute_bbox()

    if float_dtype == 'f':
        assert str(m) == """Mesh[
  name = "MyMesh",
  bbox = BoundingBox3f[
    min = [0, 0, 0],
    max = [0, 1, 1]
  ],
  vertex_struct = Struct<12>[
    float32 x; // @0
    float32 y; // @4
    float32 z; // @8
  ],
  vertex_count = 3,
  vertices = [36 B of vertex data],
  face_struct = Struct<12>[
    uint32 i0; // @0
    uint32 i1; // @4
    uint32 i2; // @8
  ],
  face_count = 2,
  faces = [24 B of face data],
  disable_vertex_normals = 0,
  surface_area = 0
]"""
    else:
        assert str(m) == """Mesh[
Пример #6
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def create_single_triangle():
    from mitsuba.render import Mesh

    m = Mesh("tri", 3, 1)
    m.vertex_positions_buffer()[:] = [
        0.0, 0.0, 0.0, 1.0, 0.2, 0.0, 0.2, 1.0, 0.0
    ]
    m.faces_buffer()[:] = [0, 1, 2]
    m.recompute_bbox()
    return m
Пример #7
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def create_regular_tetrahedron():
    from mitsuba.render import Mesh

    m = Mesh("tetrahedron", 4, 4)
    params = traverse(m)
    m.vertex_positions_buffer()[:] = [
        0, 0, 0, 0.8, 0.8, 0, 0.8, 0, 0.8, 0, 0.8, 0.8
    ]
    m.faces_buffer()[:] = [0, 1, 2, 1, 2, 3, 0, 2, 2, 1, 3, 3, 3, 1, 0]
    m.recompute_bbox()
    return m
def create_stairs_packet(num_steps):
    assert mitsuba.variant() == 'packet_rgb'

    from mitsuba.render import Mesh

    size_step = 1.0 / num_steps

    m = Mesh("stairs", vertex_struct, 4 * num_steps, index_struct,
             4 * num_steps - 2)
    v = m.vertices()
    f = m.faces()

    for i in range(num_steps):
        h = i * size_step
        s1 = i * size_step
        s2 = (i + 1) * size_step
        k = 4 * i

        v[k + 0] = (0.0, s1, h)
        v[k + 1] = (1.0, s1, h)
        v[k + 2] = (0.0, s2, h)
        v[k + 3] = (1.0, s2, h)

        f[k] = (k, k + 1, k + 2)
        f[k + 1] = (k + 1, k + 3, k + 2)
        if i < num_steps - 1:
            f[k + 2] = (k + 2, k + 3, k + 5)
            f[k + 3] = (k + 5, k + 4, k + 2)

    m.recompute_bbox()
    return m
def create_single_triangle():
    from mitsuba.render import Mesh

    m = Mesh("tri", vertex_struct, 3, index_struct, 1)
    v = m.vertices()
    f = m.faces()
    v[0] = (0, 0, 0)
    v[1] = (1, 0.2, 0)
    v[2] = (0.2, 1, 0)
    f[0] = (0, 1, 2)
    m.recompute_bbox()
    return m
def create_regular_tetrahedron():
    from mitsuba.render import Mesh

    m = Mesh("tetrahedron", vertex_struct, 4, index_struct, 4)
    v = m.vertices()
    f = m.faces()

    v[0] = (0, 0, 0)
    v[1] = (0.8, 0.8, 0)
    v[2] = (0.8, 0, 0.8)
    v[3] = (0, 0.8, 0.8)

    f[0] = (0, 1, 2)
    f[1] = (2, 3, 0)
    f[2] = (2, 1, 3)
    f[3] = (3, 1, 0)

    m.recompute_bbox()
    return m
Пример #11
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def test04_normal_weighting_scheme(variant_scalar_rgb):
    from mitsuba.core import Struct, float_dtype, Vector3f
    from mitsuba.render import Mesh
    import numpy as np
    """Tests the weighting scheme that is used to compute surface normals."""
    vertex_struct = Struct() \
        .append("x", Struct.Type.Float32) \
        .append("y", Struct.Type.Float32) \
        .append("z", Struct.Type.Float32) \
        .append("nx", Struct.Type.Float32) \
        .append("ny", Struct.Type.Float32) \
        .append("nz", Struct.Type.Float32)

    index_struct = Struct() \
        .append("i0", Struct.Type.UInt32) \
        .append("i1", Struct.Type.UInt32) \
        .append("i2", Struct.Type.UInt32)

    m = Mesh("MyMesh", vertex_struct, 5, index_struct, 2)
    v = m.vertices()

    a, b = 1.0, 0.5
    v['x'] = Float([0, -a, a, -b, b])
    v['y'] = Float([0, 1, 1, 0, 0])
    v['z'] = Float([0, 0, 0, 1, 1])

    n0 = Vector3f(0.0, 0.0, -1.0)
    n1 = Vector3f(0.0, 1.0, 0.0)
    angle_0 = ek.pi / 2.0
    angle_1 = ek.acos(3.0 / 5.0)
    n2 = n0 * angle_0 + n1 * angle_1
    n2 /= ek.norm(n2)
    n = np.vstack([n2, n0, n0, n1, n1])

    f = m.faces()
    f[0] = (0, 1, 2)
    f[1] = (0, 3, 4)
    m.recompute_vertex_normals()
    assert ek.allclose(v['nx'], n[:, 0], 5e-4)
    assert ek.allclose(v['ny'], n[:, 1], 5e-4)
    assert ek.allclose(v['nz'], n[:, 2], 5e-4)
Пример #12
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def create_rectangle():
    from mitsuba.render import Mesh

    mesh = Mesh("rectangle", 4, 2, has_vertex_texcoords=True)
    mesh.vertex_positions_buffer()[:] = [
        0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0
    ]
    mesh.vertex_texcoords_buffer()[:] = [
        0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0
    ]
    mesh.faces_buffer()[:] = [0, 1, 2, 1, 3, 2]
    mesh.parameters_changed()

    mesh.add_attribute("vertex_mono", 1, [1.0, 2.0, 3.0, 4.0])
    mesh.add_attribute(
        "vertex_color", 3,
        [0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0])

    mesh.add_attribute("face_mono", 1, [0.0, 1.0])
    mesh.add_attribute("face_color", 3, [0.0, 0.0, 0.0, 0.0, 0.0, 1.0])

    return mesh