def ray_color(r: RayList, world: HittableList, depth: int) \ -> Tuple[Optional[RayList], Optional[Vec3List], Vec3List]: length = len(r) if not r.direction().e.any(): return None, None, Vec3List.new_zero(length) # Calculate object hits rec_list: HitRecordList = world.hit(r, 0.001, cp.inf) # Useful empty arrays empty_vec3list = Vec3List.new_zero(length) empty_array_float = cp.zeros(length, cp.float32) empty_array_bool = cp.zeros(length, cp.bool) empty_array_int = cp.zeros(length, cp.int32) # Background / Sky unit_direction = r.direction().unit_vector() sky_condition = Vec3List.from_array((unit_direction.length() > 0) & (rec_list.material == 0)) t = (unit_direction.y() + 1) * 0.5 blue_bg = (Vec3List.from_vec3(Color(1, 1, 1), length).mul_ndarray(1 - t) + Vec3List.from_vec3(Color(0.5, 0.7, 1), length).mul_ndarray(t)) result_bg = Vec3List(cp.where(sky_condition.e, blue_bg.e, empty_vec3list.e)) if depth <= 1: return None, None, result_bg # Material scatter calculations materials: Dict[int, Material] = world.get_materials() scattered_list = RayList.new_zero(length) attenuation_list = Vec3List.new_zero(length) for mat_idx in materials: mat_condition = (rec_list.material == mat_idx) mat_condition_3 = Vec3List.from_array(mat_condition) if not mat_condition.any(): continue ray = RayList( Vec3List(cp.where(mat_condition_3.e, r.orig.e, empty_vec3list.e)), Vec3List(cp.where(mat_condition_3.e, r.dir.e, empty_vec3list.e))) rec = HitRecordList( Vec3List( cp.where(mat_condition_3.e, rec_list.p.e, empty_vec3list.e)), cp.where(mat_condition, rec_list.t, empty_array_float), cp.where(mat_condition, rec_list.material, empty_array_int), Vec3List( cp.where(mat_condition_3.e, rec_list.normal.e, empty_vec3list.e)), cp.where(mat_condition, rec_list.front_face, empty_array_bool)) ray, rec, idx_list = compress(ray, rec) scattered, attenuation = materials[mat_idx].scatter(ray, rec) scattered, attenuation = decompress(scattered, attenuation, idx_list, length) scattered_list += scattered attenuation_list += attenuation return scattered_list, attenuation_list, result_bg
def __init__(self, p0: Point3, p1: Point3, mat: Material) -> None: self.box_min = p0 self.box_max = p1 self.sides = HittableList() self.sides.add(XYRect(p0.x(), p1.x(), p0.y(), p1.y(), p1.z(), mat)) self.sides.add( FlipFace(XYRect(p0.x(), p1.x(), p0.y(), p1.y(), p0.z(), mat))) self.sides.add(XZRect(p0.x(), p1.x(), p0.z(), p1.z(), p1.y(), mat)) self.sides.add( FlipFace(XZRect(p0.x(), p1.x(), p0.z(), p1.z(), p0.y(), mat))) self.sides.add(YZRect(p0.y(), p1.y(), p0.z(), p1.z(), p1.x(), mat)) self.sides.add( FlipFace(YZRect(p0.y(), p1.y(), p0.z(), p1.z(), p0.x(), mat)))
def earth(aspect_ratio: float, time0: float, time1: float) \ -> Tuple[BVHNode, Camera]: world = HittableList() earth_texture = ImageTexture("earthmap.jpg") earth_surface = Lambertian(earth_texture) globe = Sphere(Point3(0, 0, 0), 2, earth_surface) world.add(globe) world_bvh = BVHNode(world.objects, time0, time1) lookfrom = Point3(0, 0, -5) lookat = Point3(0, 0, 0) vup = Vec3(0, 1, 0) vfov = 50 dist_to_focus: float = 10 aperture: float = 0 cam = Camera(lookfrom, lookat, vup, vfov, aspect_ratio, aperture, dist_to_focus, time0, time1) return world_bvh, cam
def ray_color(r: Ray, world: HittableList, depth: int) -> Color: if depth <= 0: return Color(0, 0, 0) rec: Optional[HitRecord] = world.hit(r, 0.001, np.inf) if rec is not None: scatter_result = rec.material.scatter(r, rec) if scatter_result is not None: scattered, attenuation = scatter_result return attenuation * ray_color(scattered, world, depth - 1) return Color(0, 0, 0) unit_direction: Vec3 = r.direction().unit_vector() t = (unit_direction.y() + 1) * 0.5 return Color(1, 1, 1) * (1 - t) + Color(0.5, 0.7, 1) * t
def simple_light(aspect_ratio: float, time0: float, time1: float) \ -> Tuple[BVHNode, Camera]: world = HittableList() pertext = NoiseTexture(4) world.add(Sphere(Point3(0, -1000, 0), 1000, Lambertian(pertext))) world.add(Sphere(Point3(0, 2, 0), 2, Lambertian(pertext))) difflight = DiffuseLight(SolidColor(4, 4, 4)) world.add(Sphere(Point3(0, 7, 0), 2, difflight)) world.add(XYRect(3, 5, 1, 3, -2, difflight)) world_bvh = BVHNode(world.objects, time0, time1) lookfrom = Point3(23, 4, 5) lookat = Point3(0, 2, 0) vup = Vec3(0, 1, 0) vfov = 20 dist_to_focus: float = 10 aperture: float = 0 cam = Camera(lookfrom, lookat, vup, vfov, aspect_ratio, aperture, dist_to_focus, time0, time1) return world_bvh, cam
def two_perlin_spheres(aspect_ratio: float, time0: float, time1: float) \ -> Tuple[BVHNode, Camera]: world = HittableList() pertext = NoiseTexture(4) world.add(Sphere(Point3(0, -1000, 0), 1000, Lambertian(pertext))) world.add(Sphere(Point3(0, 2, 0), 2, Lambertian(pertext))) world_bvh = BVHNode(world.objects, time0, time1) lookfrom = Point3(13, 2, 3) lookat = Point3(0, 0, 0) vup = Vec3(0, 1, 0) vfov = 20 dist_to_focus: float = 10 aperture: float = 0 cam = Camera(lookfrom, lookat, vup, vfov, aspect_ratio, aperture, dist_to_focus, time0, time1) return world_bvh, cam
def two_spheres(aspect_ratio: float, time0: float, time1: float) \ -> Tuple[BVHNode, Camera]: world = HittableList() checker = CheckerTexture(SolidColor(0.2, 0.3, 0.1), SolidColor(0.9, 0.9, 0.9)) world.add(Sphere(Point3(0, -10, 0), 10, Lambertian(checker))) world.add(Sphere(Point3(0, 10, 0), 10, Lambertian(checker))) world_bvh = BVHNode(world.objects, time0, time1) lookfrom = Point3(13, 2, 3) lookat = Point3(0, 0, 0) vup = Vec3(0, 1, 0) vfov = 20 dist_to_focus: float = 10 aperture: float = 0 cam = Camera(lookfrom, lookat, vup, vfov, aspect_ratio, aperture, dist_to_focus, time0, time1) return world_bvh, cam
def random_scene() -> HittableList: world = HittableList() ground_material = Lambertian(Color(0.5, 0.5, 0.5)) world.add(Sphere(Point3(0, -1000, 0), 1000, ground_material)) for a in range(-11, 11): for b in range(-11, 11): choose_mat = random_float() center = Point3(a + 0.9 * random_float(), 0.2, b + 0.9 * random_float()) if (center - Vec3(4, 0.2, 0)).length() > 0.9: if choose_mat < 0.6: # Diffuse albedo = Color.random() * Color.random() sphere_material_diffuse = Lambertian(albedo) world.add(Sphere(center, 0.2, sphere_material_diffuse)) elif choose_mat < 0.8: # Metal albedo = Color.random(0.5, 1) fuzz = random_float(0, 0.5) sphere_material_metal = Metal(albedo, fuzz) world.add(Sphere(center, 0.2, sphere_material_metal)) else: # Glass sphere_material_glass = Dielectric(1.5) world.add(Sphere(center, 0.2, sphere_material_glass)) material_1 = Dielectric(1.5) world.add(Sphere(Point3(0, 1, 0), 1, material_1)) material_2 = Lambertian(Color(0.4, 0.2, 0.1)) world.add(Sphere(Point3(-4, 1, 0), 1, material_2)) material_3 = Metal(Color(0.7, 0.6, 0.5), 0) world.add(Sphere(Point3(4, 1, 0), 1, material_3)) return world
def three_ball_scene() -> HittableList: world = HittableList() world.add(Sphere(Point3(0, 0, -1), 0.5, Lambertian(Color(0.1, 0.2, 0.5)))) world.add( Sphere(Point3(0, -100.5, -1), 100, Lambertian(Color(0.8, 0.8, 0)))) world.add(Sphere(Point3(1, 0, -1), 0.5, Metal(Color(0.8, 0.6, 0.2), 0.3))) world.add(Sphere(Point3(-1, 0, -1), 0.5, Dielectric(1.5))) world.add(Sphere(Point3(-1, 0, -1), -0.45, Dielectric(1.5))) return world
def random_scene(aspect_ratio: float, time0: float, time1: float) \ -> Tuple[BVHNode, Camera]: world = HittableList() # ground_material = Lambertian(SolidColor(0.5, 0.5, 0.5)) ground_material = Lambertian( CheckerTexture(SolidColor(0.2, 0.3, 0.1), SolidColor(0.9, 0.9, 0.9))) world.add(Sphere(Point3(0, -1000, 0), 1000, ground_material)) for a in range(-11, 11): for b in range(-11, 11): choose_mat = random_float() center = Point3(a + 0.9 * random_float(), 0.2, b + 0.9 * random_float()) if (center - Vec3(4, 0.2, 0)).length() > 0.9: if choose_mat < 0.6: # Diffuse albedo = Color.random() * Color.random() sphere_material_diffuse = Lambertian(SolidColor(albedo)) center2 = center + Vec3(0, random_float(0, 0.5), 0) world.add( MovingSphere(center, center2, 0, 1, 0.2, sphere_material_diffuse)) elif choose_mat < 0.8: # Metal albedo = Color.random(0.5, 1) fuzz = random_float(0, 0.5) sphere_material_metal = Metal(albedo, fuzz) world.add(Sphere(center, 0.2, sphere_material_metal)) else: # Glass sphere_material_glass = Dielectric(1.5) world.add(Sphere(center, 0.2, sphere_material_glass)) material_1 = Dielectric(1.5) world.add(Sphere(Point3(0, 1, 0), 1, material_1)) material_2 = Lambertian(SolidColor(0.4, 0.2, 0.1)) world.add(Sphere(Point3(-4, 1, 0), 1, material_2)) material_3 = Metal(Color(0.7, 0.6, 0.5), 0) world.add(Sphere(Point3(4, 1, 0), 1, material_3)) world_bvh = BVHNode(world.objects, time0, time1) lookfrom = Point3(13, 2, 3) lookat = Point3(0, 0, 0) vup = Vec3(0, 1, 0) vfov = 20 dist_to_focus: float = 10 aperture: float = 0.1 cam = Camera(lookfrom, lookat, vup, vfov, aspect_ratio, aperture, dist_to_focus, time0, time1) return world_bvh, cam
def final_scene(aspect_ratio: float, time0: float, time1: float) \ -> Tuple[BVHNode, Camera]: world = HittableList() # Ground boxes1 = HittableList() ground = Lambertian(SolidColor(0.48, 0.83, 0.53)) boxes_per_side = 20 for i in range(boxes_per_side): for j in range(boxes_per_side): w = 100 x0 = -1000 + i * w z0 = -1000 + j * w y0 = 0 x1 = x0 + w y1 = random_float(1, 101) z1 = z0 + w boxes1.add(Box(Point3(x0, y0, x0), Point3(x1, y1, z1), ground)) world.add(BVHNode(boxes1.objects, time0, time1)) # Light light = DiffuseLight(SolidColor(7, 7, 7)) world.add(XZRect(123, 423, 147, 412, 554, light)) # Moving sphere center1 = Point3(400, 400, 200) center2 = center1 + Vec3(30, 0, 0) moving_sphere_material = Lambertian(SolidColor(0.7, 0.3, 0.1)) world.add(MovingSphere(center1, center2, 0, 1, 50, moving_sphere_material)) # Dielectric & metal balls world.add(Sphere(Point3(260, 150, 45), 50, Dielectric(1.5))) world.add( Sphere(Point3(0, 150, 145), 50, Metal(Color(0.8, 0.8, 0.9), 10.0))) # The subsurface reflection sphere boundary = Sphere(Point3(360, 150, 145), 70, Dielectric(1.5)) world.add(boundary) world.add(ConstantMedium(boundary, 0.2, SolidColor(0.2, 0.4, 0.9))) # Big thin mist mist = Sphere(Point3(0, 0, 0), 5000, Dielectric(1.5)) world.add(ConstantMedium(mist, 0.0001, SolidColor(1, 1, 1))) # Earth and marble ball emat = Lambertian(ImageTexture("earthmap.jpg")) world.add(Sphere(Point3(400, 200, 400), 100, emat)) pertext = NoiseTexture(0.1) world.add(Sphere(Point3(220, 280, 300), 80, Lambertian(pertext))) # Foam boxes2 = HittableList() white = Lambertian(SolidColor(0.73, 0.73, 0.73)) ns = 1000 for j in range(ns): boxes2.add(Sphere(Point3.random(0, 165), 10, white)) world.add( Translate(RotateY(BVHNode(boxes2.objects, time0, time1), 15), Vec3(-100, 270, 395))) world_bvh = BVHNode(world.objects, time0, time1) lookfrom = Point3(478, 278, -600) lookat = Point3(278, 278, 0) vup = Vec3(0, 1, 0) vfov = 40 dist_to_focus: float = 10 aperture: float = 0 cam = Camera(lookfrom, lookat, vup, vfov, aspect_ratio, aperture, dist_to_focus, time0, time1) return world_bvh, cam
def cornell_box(aspect_ratio: float, time0: float, time1: float) \ -> Tuple[BVHNode, Camera]: world = HittableList() # Colors red = Lambertian(SolidColor(0.65, 0.05, 0.05)) white = Lambertian(SolidColor(0.73, 0.73, 0.73)) green = Lambertian(SolidColor(0.12, 0.45, 0.15)) light = DiffuseLight(SolidColor(15, 15, 15)) # Outer box world.add(FlipFace(YZRect(0, 555, 0, 555, 555, green))) world.add(YZRect(0, 555, 0, 555, 0, red)) world.add(XZRect(213, 343, 227, 332, 554, light)) world.add(XZRect(0, 555, 0, 555, 0, white)) world.add(FlipFace(XZRect(0, 555, 0, 555, 555, white))) world.add(FlipFace(XYRect(0, 555, 0, 555, 555, white))) # Objects in the box box1: Hittable = Box(Vec3(0, 0, 0), Point3(165, 330, 165), white) box1 = RotateY(box1, 15) box1 = Translate(box1, Point3(265, 0, 295)) box1 = ConstantMedium(box1, 0.01, SolidColor(0, 0, 0)) world.add(box1) box2: Hittable = Box(Point3(0, 0, 0), Point3(165, 165, 165), white) box2 = RotateY(box2, -18) box2 = Translate(box2, Point3(130, 0, 65)) box2 = ConstantMedium(box2, 0.01, SolidColor(1, 1, 1)) world.add(box2) world_bvh = BVHNode(world.objects, time0, time1) lookfrom = Point3(278, 278, -800) lookat = Point3(278, 278, 0) vup = Vec3(0, 1, 0) vfov = 40 dist_to_focus: float = 10 aperture: float = 0 cam = Camera(lookfrom, lookat, vup, vfov, aspect_ratio, aperture, dist_to_focus, time0, time1) return world_bvh, cam
def three_ball_scene(aspect_ratio: float, time0: float, time1: float) \ -> Tuple[BVHNode, Camera]: world = HittableList() world.add( Sphere(Point3(0, 0, -1), 0.5, Lambertian(SolidColor(0.1, 0.2, 0.5)))) world.add( Sphere(Point3(0, -100.5, -1), 100, Lambertian(SolidColor(0.8, 0.8, 0)))) world.add(Sphere(Point3(1, 0, -1), 0.5, Metal(Color(0.8, 0.6, 0.2), 0.3))) world.add(Sphere(Point3(-1, 0, -1), 0.5, Dielectric(1.5))) world.add(Sphere(Point3(-1, 0, -1), -0.45, Dielectric(1.5))) world_bvh = BVHNode(world.objects, time0, time1) lookfrom = Point3(3, 3, 2) lookat = Point3(0, 0, -1) vup = Vec3(0, 1, 0) vfov = 20 dist_to_focus: float = (lookfrom - lookat).length() aperture: float = 0 cam = Camera(lookfrom, lookat, vup, vfov, aspect_ratio, aperture, dist_to_focus, time0, time1) # lookfrom = Point3(13, 2, 3) # lookat = Point3(0, 0, 0) # vup = Vec3(0, 1, 0) # vfov = 20 # dist_to_focus: float = 10 # aperture: float = 0.1 # cam = Camera( # lookfrom, lookat, vup, vfov, aspect_ratio, aperture, dist_to_focus, # time0, time1 # ) return world_bvh, cam
def ray_color(r: RayList, world: HittableList, depth: int) -> Vec3List: length = len(r) if not r.direction().e.any(): return Vec3List.new_zero(length) # Calculate object hits rec_list: HitRecordList = world.hit(r, 0.001, np.inf) # Useful empty arrays empty_vec3list = Vec3List.new_zero(length) empty_array_float = np.zeros(length, np.float32) empty_array_bool = np.zeros(length, np.bool) empty_array_int = np.zeros(length, np.int32) # Background / Sky unit_direction = r.direction().unit_vector() sky_condition = Vec3List.from_array((unit_direction.length() > 0) & (rec_list.material == 0)) t = (unit_direction.y() + 1) * 0.5 blue_bg = (Vec3List.from_vec3(Color(1, 1, 1), length).mul_ndarray(1 - t) + Vec3List.from_vec3(Color(0.5, 0.7, 1), length).mul_ndarray(t)) result_bg = Vec3List(np.where(sky_condition.e, blue_bg.e, empty_vec3list.e)) if depth <= 1: return result_bg # Per-material preparations materials: Dict[int, Material] = world.get_materials() material_dict: Dict[int, Tuple[RayList, HitRecordList]] = dict() for mat_idx in materials: mat_condition = (rec_list.material == mat_idx) mat_condition_3 = Vec3List.from_array(mat_condition) if not mat_condition.any(): continue raylist_temp = RayList( Vec3List(np.where(mat_condition_3.e, r.orig.e, empty_vec3list.e)), Vec3List(np.where(mat_condition_3.e, r.dir.e, empty_vec3list.e))) reclist_temp = HitRecordList( Vec3List( np.where(mat_condition_3.e, rec_list.p.e, empty_vec3list.e)), np.where(mat_condition, rec_list.t, empty_array_float), np.where(mat_condition, rec_list.material, empty_array_int), Vec3List( np.where(mat_condition_3.e, rec_list.normal.e, empty_vec3list.e)), np.where(mat_condition, rec_list.front_face, empty_array_bool)) material_dict[mat_idx] = raylist_temp, reclist_temp # Material scatter calculations scattered_list = RayList.new_zero(length) attenuation_list = Vec3List.new_zero(length) for key in material_dict: ray, rec = material_dict[key] ray, rec, idx_list = compress(ray, rec) scattered, attenuation = materials[key].scatter(ray, rec) scattered, attenuation = decompress(scattered, attenuation, idx_list, length) scattered_list += scattered attenuation_list += attenuation result_hittable = (attenuation_list * ray_color(scattered_list, world, depth - 1)) return result_hittable + result_bg
class Box(Hittable): def __init__(self, p0: Point3, p1: Point3, mat: Material) -> None: self.box_min = p0 self.box_max = p1 self.sides = HittableList() self.sides.add(XYRect(p0.x(), p1.x(), p0.y(), p1.y(), p1.z(), mat)) self.sides.add( FlipFace(XYRect(p0.x(), p1.x(), p0.y(), p1.y(), p0.z(), mat))) self.sides.add(XZRect(p0.x(), p1.x(), p0.z(), p1.z(), p1.y(), mat)) self.sides.add( FlipFace(XZRect(p0.x(), p1.x(), p0.z(), p1.z(), p0.y(), mat))) self.sides.add(YZRect(p0.y(), p1.y(), p0.z(), p1.z(), p1.x(), mat)) self.sides.add( FlipFace(YZRect(p0.y(), p1.y(), p0.z(), p1.z(), p0.x(), mat))) def hit(self, r: Ray, t_min: float, t_max: float) -> Optional[HitRecord]: return self.sides.hit(r, t_min, t_max) def bounding_box(self, t0: float, t1: float) -> Optional[AABB]: return AABB(self.box_min, self.box_max)
def three_ball_scene(): world = HittableList() world.add( Sphere(Point3(0, 0, -1), 0.5, Lambertian(Color(0.1, 0.2, 0.5), 1))) world.add( Sphere(Point3(0, -100.5, -1), 100, Lambertian(Color(0.8, 0.8, 0), 2))) world.add( Sphere(Point3(1, 0, -1), 0.5, Metal(Color(0.8, 0.6, 0.2), 0.3, 3))) material_dielectric = Dielectric(1.5, 4) world.add(Sphere(Point3(-1, 0, -1), 0.5, material_dielectric)) world.add(Sphere(Point3(-1, 0, -1), -0.45, material_dielectric)) return world