示例#1
0
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
示例#2
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 def __init__(self, point: Point3, t: float, mat_idx: int,
              normal: Vec3 = Vec3(), front_face: bool = False) -> None:
     self.p = point
     self.t = t
     self.material_idx = mat_idx
     self.normal = normal
     self.front_face = front_face
示例#3
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def main() -> None:
    aspect_ratio = 16 / 9
    image_width = 256
    image_height = int(image_width / aspect_ratio)
    samples_per_pixel = 20
    max_depth = 10

    world: HittableList = three_ball_scene()

    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)

    print("Start rendering.")
    start_time = time.time()

    n_processer = multiprocessing.cpu_count()
    img_list: List[Img] = Parallel(n_jobs=n_processer)(
        delayed(scan_line)(j, world, cam, image_width, image_height,
                           samples_per_pixel, max_depth)
        for j in range(image_height - 1, -1, -1))

    final_img = Img(image_width, image_height)
    final_img.set_array(np.concatenate([img.frame for img in img_list]))

    end_time = time.time()
    print(f"\nDone. Total time: {round(end_time - start_time, 1)} s.")
    final_img.save("./output.png", True)
示例#4
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    def __init__(self, lookfrom: Point3, lookat: Point3, vup: Vec3,
                 vfov: float, aspect_ratio: float,
                 aperture: float, focus_dist: float,
                 t0: float = 0, t1: float = 0) -> None:
        """
        vfov: vertical field-of-view in degress
        """
        theta: float = degrees_to_radians(vfov)
        h: float = np.tan(theta / 2)
        viewport_height: float = 2 * h
        viewport_width: float = aspect_ratio * viewport_height

        self.w: Vec3 = (lookfrom - lookat).unit_vector()
        self.u: Vec3 = vup.cross(self.w).unit_vector()
        self.v: Vec3 = self.w.cross(self.u)

        self.origin: Point3 = lookfrom
        self.horizontal: Vec3 = self.u * viewport_width * focus_dist
        self.vertical: Vec3 = self.v * viewport_height * focus_dist
        self.lower_left_corner: Point3 = (
            self.origin - self.horizontal/2 - self.vertical/2
            - self.w * focus_dist
        )
        self.lens_radius: float = aperture / 2
        self.time0 = t0
        self.time1 = t1
示例#5
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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
示例#6
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 def __init__(self,
              origin: Point3 = Point3(),
              direction: Vec3 = Vec3(),
              time: float = 0) -> None:
     self.orig = origin
     self.dir = direction
     self.tm = time
示例#7
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 def scatter(self, r_in, rec):
     condition = (rec.t > 0) & rec.front_face
     scatter_direction = rec.normal + Vec3.random_unit_vector(len(r_in))
     scattered = RayList(rec.p.mul_ndarray(condition),
                         scatter_direction.mul_ndarray(condition))
     attenuation = Vec3List.from_array(condition) * self.albedo
     return scattered, attenuation
def main() -> None:
    aspect_ratio = 16 / 9
    image_width = 720
    image_height = int(image_width / aspect_ratio)
    samples_per_pixel = 48
    max_depth = 5

    world = random_scene()

    lookfrom = Point3(13, 2, 3)
    lookat = Point3(0, 0, 0)
    vup = Vec3(0, 1, 0)
    vfov = 20
    dist_to_focus = 10
    aperture = 0.1
    cam = Camera(lookfrom, lookat, vup, vfov, aspect_ratio, aperture,
                 dist_to_focus)

    print("Start rendering.")
    start_time = time.time()

    img_list = Parallel(n_jobs=2, verbose=20)(
        delayed(scan_frame)(world, cam, image_width, image_height, max_depth)
        for s in range(samples_per_pixel))

    end_time = time.time()
    print(f"\nDone. Total time: {round(end_time - start_time, 1)} s.")

    final_img = Img(image_width, image_height)
    for img in img_list:
        final_img.write_frame(img)
    final_img.average(samples_per_pixel).gamma(2)
    final_img.save("./output.png", True)
示例#9
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    def __init__(self, obj: Hittable, angle: float) -> None:
        radians = degrees_to_radians(angle)
        self.sin_theta = np.sin(radians)
        self.cos_theta = np.cos(radians)
        self.obj = obj
        self.bbox = obj.bounding_box(0, 1)

        if self.bbox is None:
            raise ValueError

        point_min = Point3(np.inf, np.inf, np.inf)
        point_max = Point3(-np.inf, -np.inf, -np.inf)

        for i in range(2):
            for j in range(2):
                for k in range(2):
                    x = i * self.bbox.max().x() + (1 - i) * self.bbox.min().x()
                    y = j * self.bbox.max().y() + (1 - j) * self.bbox.min().y()
                    z = k * self.bbox.max().z() + (1 - k) * self.bbox.min().z()

                    newx = self.cos_theta * x + self.sin_theta * z
                    newz = -self.sin_theta * x + self.cos_theta * z

                    new = Vec3(newx, y, newz)
                    for c in range(3):
                        point_min[c] = np.minimum(point_min[c], new[c])
                        point_max[c] = np.maximum(point_max[c], new[c])

        self.bbox = AABB(point_min, point_max)
示例#10
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    def hit(self, r: Ray, t_min: float, t_max: float) -> Optional[HitRecord]:
        rec1 = self.boundary.hit(r, -np.inf, np.inf)
        if rec1 is None:
            return None
        rec2 = self.boundary.hit(r, rec1.t + 0.0001, np.inf)
        if rec2 is None:
            return None

        if rec1.t < t_min:
            rec1.t = t_min
        if rec1.t < 0:
            rec1.t = 0
        if rec2.t > t_max:
            rec2.t = t_max

        if rec1.t >= rec2.t:
            return None

        ray_length = r.direction().length()
        distance_inside_boundary = (rec2.t - rec1.t) * ray_length
        hit_distance = self.neg_inv_density * np.log(random_float())

        if hit_distance > distance_inside_boundary:
            return None

        t = rec1.t + hit_distance / ray_length
        p = r.at(t)
        rec = HitRecord(p, t, self.phase_function)
        rec.normal = Vec3(1, 0, 0)
        rec.front_face = True

        return rec
示例#11
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def main() -> None:
    aspect_ratio = 16 / 9
    image_width = 256
    image_height = int(image_width / aspect_ratio)
    samples_per_pixel = 20
    max_depth = 10

    world: HittableList = three_ball_scene()

    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)

    print("Start rendering.")
    start_time = time.time()

    n_processer = multiprocessing.cpu_count()
    img_list: List[Img] = Parallel(n_jobs=n_processer, verbose=10)(
        delayed(scan_line)(j, world, cam, image_width, image_height,
                           samples_per_pixel, max_depth)
        for j in range(image_height - 1, -1, -1))

    # # Profile prologue
    # import cProfile
    # import pstats
    # import io
    # from pstats import SortKey
    # pr = cProfile.Profile()
    # pr.enable()

    # img_list: List[Img] = list()
    # for j in range(image_height-1, -1, -1):
    #     img_list.append(
    #         scan_line(
    #             j, world, cam,
    #             image_width, image_height,
    #             samples_per_pixel, max_depth
    #         )
    #     )

    # # Profile epilogue
    # pr.disable()
    # s = io.StringIO()
    # sortby = SortKey.CUMULATIVE
    # ps = pstats.Stats(pr, stream=s).sort_stats(sortby)
    # ps.print_stats()
    # print(s.getvalue())

    final_img = Img(image_width, image_height)
    final_img.set_array(np.concatenate([img.frame for img in img_list]))

    end_time = time.time()
    print(f"\nDone. Total time: {round(end_time - start_time, 1)} s.")
    final_img.save("./output.png", True)
示例#12
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    def scatter(self, r_in, rec):
        condition = (rec.t > 0) & rec.front_face

        scatter_direction = Vec3.random_in_hemisphere(rec.normal)
        scattered = RayList(rec.p.mul_ndarray(condition),
                            scatter_direction.mul_ndarray(condition))
        attenuation = Vec3List.from_array(condition) * self.albedo
        return scattered, attenuation
示例#13
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 def scatter(self, r_in: Ray, rec: HitRecord) \
         -> Optional[Tuple[Ray, Color]]:
     if not rec.front_face:
         return None
     scatter_direction: Vec3 = rec.normal + Vec3.random_unit_vector()
     scattered = Ray(rec.p, scatter_direction, r_in.time())
     attenuation = self.albedo.value(rec.u, rec.v, rec.p)
     return scattered, attenuation
示例#14
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 def scatter(self, r_in: Ray, rec: HitRecord) \
         -> Optional[Tuple[Ray, Color]]:
     reflected: Vec3 = r_in.direction().unit_vector().reflect(rec.normal) \
         + Vec3.random_in_unit_sphere() * self.fuzz
     scattered = Ray(rec.p, reflected)
     attenuation = self.albedo
     if scattered.direction() @ rec.normal > 0:
         return scattered, attenuation
     return None
示例#15
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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
示例#16
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    def __init__(self) -> None:
        self.point_count: int = 256

        self.ranvec: List[Vec3] = list()
        for i in range(self.point_count):
            self.ranvec.append(Vec3.random(-1, 1).unit_vector())

        self.perm_x: List[int] = self.perlin_generate_perm()
        self.perm_y: List[int] = self.perlin_generate_perm()
        self.perm_z: List[int] = self.perlin_generate_perm()
示例#17
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    def get_ray(self, s: float, t: float) -> Ray:
        rd: Vec3 = Vec3.random_in_unit_disk() * self.lens_radius
        offset: Vec3 = self.u * rd.x() + self.v * rd.y()

        return Ray(
            self.origin + offset,
            (self.lower_left_corner
             + self.horizontal*s + self.vertical*t
             - self.origin - offset)
        )
示例#18
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def main() -> None:
    aspect_ratio = 16 / 9
    image_width = 1920
    image_height = int(image_width / aspect_ratio)
    samples_per_pixel = 48
    max_depth = 10

    world: HittableList = random_scene()

    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)

    print("Start rendering.")
    start_time = time.time()

    img_list: List[Vec3List] = Parallel(n_jobs=4, verbose=20)(
        delayed(scan_frame)(world, cam, image_width, image_height, max_depth)
        for s in range(samples_per_pixel))

    # # Profile prologue
    # import cProfile
    # import pstats
    # import io
    # from pstats import SortKey
    # pr = cProfile.Profile()
    # pr.enable()

    # img_list: List[Vec3List] = list()
    # for sample_num in range(samples_per_pixel):
    #     img_list.append(
    #         scan_frame(world, cam, image_width, image_height, max_depth)
    #     )

    # # Profile epilogue
    # pr.disable()
    # s = io.StringIO()
    # sortby = SortKey.CUMULATIVE
    # ps = pstats.Stats(pr, stream=s).sort_stats(sortby)
    # ps.print_stats()
    # print(s.getvalue())

    end_time = time.time()
    print(f"\nDone. Total time: {round(end_time - start_time, 1)} s.")

    final_img = Img(image_width, image_height)
    for img in img_list:
        final_img.write_frame(img)
    final_img.average(samples_per_pixel).gamma(2).up_side_down()
    final_img.save("./output.png", True)
示例#19
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    def scatter(self, r_in, rec):
        condition = (rec.t > 0) & rec.front_face

        reflected = (r_in.direction().unit_vector().reflect(rec.normal) +
                     Vec3.random_in_unit_sphere_list(len(r_in)) * self.fuzz)

        condition = condition & (reflected @ rec.normal > 0)
        scattered = RayList(rec.p.mul_ndarray(condition),
                            reflected.mul_ndarray(condition))

        attenuation = Vec3List.from_array(condition) * self.albedo
        return scattered, attenuation
示例#20
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    def hit(self, r: Ray, t_min: float, t_max: float) -> Optional[HitRecord]:
        t = (self.k - r.origin().x()) / r.direction().x()
        if t < t_min or t > t_max:
            return None
        y = r.origin().y() + t*r.direction().y()
        z = r.origin().z() + t*r.direction().z()
        if (y < self.y0) or (y > self.y1) or (z < self.z0) or (z > self.z1):
            return None

        rec = HitRecord(r.at(t), t, self.material)
        rec.set_face_normal(r, Vec3(1, 0, 0))
        rec.u = (y - self.y0) / (self.y1 - self.y0)
        rec.v = (z - self.z0) / (self.z1 - self.z0)
        return rec
    def get_ray(self, s, t):
        if len(s) != len(t):
            raise ValueError
        rd = Vec3.random_in_unit_disk(len(s)) * self.lens_radius

        u = Vec3List.from_vec3(self.u, len(s))
        v = Vec3List.from_vec3(self.v, len(s))
        offset_list = u.mul_ndarray(rd[0]) + v.mul_ndarray(rd[1])

        origin_list = offset_list + self.origin

        horizontal_multi = Vec3List.from_vec3(self.horizontal, len(s))
        vertical_multi = Vec3List.from_vec3(self.vertical, len(s))
        direction_list = (horizontal_multi.mul_ndarray(s) - vertical_multi.mul_ndarray(t) + self.top_left_corner - self.origin - offset_list)

        return RayList(origin_list, direction_list)
示例#22
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    def trilinear_interp(c: List[List[List[Vec3]]], u: float, v: float,
                         w: float) -> float:
        uu = u * u * (3 - 2 * u)
        vv = v * v * (3 - 2 * v)
        ww = w * w * (3 - 2 * w)
        accum: float = 0

        for i in range(2):
            for j in range(2):
                for k in range(2):
                    weight_v = Vec3(u - i, v - j, w - k)
                    accum += ((i * uu + (1 - i) *
                               (1 - uu)) * (j * vv + (1 - j) * (1 - vv)) *
                              (k * ww + (1 - k) *
                               (1 - ww)) * (c[i][j][k] @ weight_v))
        return accum
示例#23
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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
示例#24
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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
示例#25
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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
示例#26
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def random_scene() -> HittableList:
    world = HittableList()

    ground_material = Lambertian(Color(0.5, 0.5, 0.5), 1)
    world.add(Sphere(Point3(0, -1000, 0), 1000, ground_material))

    sphere_material_glass = Dielectric(1.5, 2)
    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:
                idx = (a * 22 + b) + (11 * 22 + 11) + 6
                if choose_mat < 0.6:
                    # Diffuse
                    albedo = Color.random() * Color.random()
                    sphere_material_diffuse = Lambertian(albedo, idx)
                    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, idx)
                    world.add(Sphere(center, 0.2, sphere_material_metal))
                else:
                    # Glass
                    world.add(Sphere(center, 0.2, sphere_material_glass))

    material_1 = Dielectric(1.5, 3)
    world.add(Sphere(Point3(0, 1, 0), 1, material_1))

    material_2 = Lambertian(Color(0.4, 0.2, 0.1), 4)
    world.add(Sphere(Point3(-4, 1, 0), 1, material_2))

    material_3 = Metal(Color(0.7, 0.6, 0.5), 0, 5)
    world.add(Sphere(Point3(4, 1, 0), 1, material_3))

    return world
示例#27
0
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
示例#28
0
 def scatter(self, r_in: Ray, rec: HitRecord) \
         -> Optional[Tuple[Ray, Color]]:
     scatter_direction: Vec3 = Vec3.random_in_hemisphere(rec.normal)
     scattered = Ray(rec.p, scatter_direction)
     attenuation = self.albedo
     return scattered, attenuation
示例#29
0
 def scatter(self, r_in: Ray, rec: HitRecord) \
         -> Optional[Tuple[Ray, Color]]:
     scattered = Ray(rec.p, Vec3.random_in_unit_sphere(), r_in.time())
     attenuation = self.albedo.value(rec.u, rec.v, rec.p)
     return scattered, attenuation
示例#30
0
 def __init__(
     self, origin: Point3 = Point3(), direction: Vec3 = Vec3()) -> None:
     self.orig = origin
     self.dir = direction