Implement path tracer
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@ -8,21 +8,23 @@ import xyz.marsavic.gfxlab.SplineSpectrum;
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public record Material(
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Spectrum diffuse,
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Spectrum specular,
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Spectrum emissive,
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double shininess,
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Spectrum reflective,
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Spectrum refractive,
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Spectrum refractiveIndex
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) {
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public Material diffuse (Spectrum diffuse ) { return new Material(diffuse, specular, shininess, reflective, refractive, refractiveIndex); }
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public Material specular (Spectrum specular ) { return new Material(diffuse, specular, shininess, reflective, refractive, refractiveIndex); }
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public Material shininess (double shininess ) { return new Material(diffuse, specular, shininess, reflective, refractive, refractiveIndex); }
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public Material reflective (Spectrum reflective ) { return new Material(diffuse, specular, shininess, reflective, refractive, refractiveIndex); }
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public Material refractive (Spectrum refractive ) { return new Material(diffuse, specular, shininess, reflective, refractive, refractiveIndex); }
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public Material refractiveIndex(Spectrum refractiveIndex) { return new Material(diffuse, specular, shininess, reflective, refractive, refractiveIndex); }
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public Material diffuse (Spectrum diffuse ) { return new Material(diffuse, specular, emissive, shininess, reflective, refractive, refractiveIndex); }
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public Material specular (Spectrum specular ) { return new Material(diffuse, specular, emissive, shininess, reflective, refractive, refractiveIndex); }
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public Material emissive (Spectrum emissive ) { return new Material(diffuse, specular, emissive, shininess, reflective, refractive, refractiveIndex); }
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public Material shininess (double shininess ) { return new Material(diffuse, specular, emissive, shininess, reflective, refractive, refractiveIndex); }
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public Material reflective (Spectrum reflective ) { return new Material(diffuse, specular, emissive, shininess, reflective, refractive, refractiveIndex); }
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public Material refractive (Spectrum refractive ) { return new Material(diffuse, specular, emissive, shininess, reflective, refractive, refractiveIndex); }
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public Material refractiveIndex(Spectrum refractiveIndex) { return new Material(diffuse, specular, emissive, shininess, reflective, refractive, refractiveIndex); }
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// Since refractive index is a function from wavelength to a real number, it can be viewed as a spectrum
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public static final Material BLACK = new Material(w -> 0, w -> 0, 32, w -> 0, w -> 0, w -> 1.5);
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public static final Material BLACK = new Material(w -> 0, w -> 0, w -> 0, 32, w -> 0, w -> 0, w -> 1.5);
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public static Material matte (Spectrum s) { return BLACK.diffuse(s); }
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public static Material matte (double k) { return matte(w -> k); }
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@ -39,4 +41,6 @@ public record Material(
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public static final Material GLASS = BLACK.refractive(w -> 1.0)
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.refractiveIndex(w -> 1.6 + (w-400)/(800-400) * (1.55 - 1.6)); /* Made to roughly resemble refractive index
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of BaK4 crown glass*/
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public static Material light (Spectrum s) { return BLACK.emissive(s); }
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}
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@ -1,9 +1,11 @@
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package xyz.marsavic.gfxlab.graphics3d.raytracers;
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import xyz.marsavic.geometry.Vec;
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import xyz.marsavic.gfxlab.Color;
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import xyz.marsavic.gfxlab.Vec3;
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import xyz.marsavic.gfxlab.graphics3d.*;
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import xyz.marsavic.random.RNG;
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import xyz.marsavic.utils.Numeric;
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public class RayTracerSimple extends RayTracer {
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@ -11,6 +13,8 @@ public class RayTracerSimple extends RayTracer {
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private static final double minWavelength = 380;
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private static final double maxWavelength = 780;
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private static final double EPSILON = 1e-9;
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private static final int sampleNumber = 4;
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private static final double stopProbability = 1.0;
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public RayTracerSimple(Scene scene, Camera camera) {
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super(scene, camera);
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@ -20,34 +24,31 @@ public class RayTracerSimple extends RayTracer {
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@Override
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protected Color sample(Ray ray) {
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Color s = Color.BLACK;
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int n = 5;
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for (int i = 0; i < n; i++) {
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s = s.add(sample(ray, 64));
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}
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return s.div(n);
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}
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protected Color sample(Ray ray, int depthRemaining) {
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Color result = Color.BLACK;
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for (int i = 0; i < sampleNumber; i++) {
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double x = 0.0, y = 0.0, z = 0.0;
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for (int i = 0; i < spectrumSamples; i++) {
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double wavelength = minWavelength + (((double) i + rng.nextDouble())/spectrumSamples)*(maxWavelength - minWavelength);
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double intensity = sample(ray, depthRemaining, wavelength);
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for (int j = 0; j < spectrumSamples; j++) {
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double wavelength = minWavelength + (((double) j + rng.nextDouble()) / spectrumSamples) * (maxWavelength - minWavelength);
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double intensity = sample(ray, wavelength, 7);
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x += intensity * Xyz.x[(int) wavelength];
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y += intensity * Xyz.y[(int) wavelength];
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z += intensity * Xyz.z[(int) wavelength];
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}
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Color result = Color.xyz(x,y,z);
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return result;
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result = result.add(Color.xyz(x, y, z));
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}
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return result.div(sampleNumber);
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}
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protected double sample(Ray ray, int depthRemaining, double wavelength) {
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if (depthRemaining == 0) {
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protected double sample(Ray ray, double wavelength, int depthRemaining) {
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double returnFactor = 1.0;
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if (depthRemaining <= 0) {
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if (rng.nextDouble(1.0) <= stopProbability) {
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return 0.0;
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} else {
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returnFactor = 1/(1-stopProbability);
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}
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}
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Hit hit = scene.solid().firstHit(ray, EPSILON);
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@ -62,44 +63,31 @@ public class RayTracerSimple extends RayTracer {
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Vec3 r = GeometryUtils.reflectedN(n_, i); // Reflected ray (i reflected over n)
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Vec3 r_ = r.div(lI); // Reflected ray (i reflected over n)
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double lightDiffuse = 0.0; // The sum of diffuse contributions from all the lights
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double lightSpecular = 0.0; // The sum of specular contributions from all the lights
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Material material = hit.material();
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for (Light light : scene.lights()) {
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Vec3 l = light.p().sub(p); // Vector from p to the light;
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double lightDiffuse = 0.0; // The diffuse contribution of the generated path
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double lightSpecular = 0.0; // The specular contribution of the generated path
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double lightReflected = 0.0; // The reflective contribution of the generated path
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double lightRefracted = 0.0; // The refractive contribution of the generated path
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double lightEmissive = material.emissive().at(wavelength); // The contribution of the light surface itself
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Ray rayToLight = Ray.pd(p, l);
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if (scene.solid().hitBetween(rayToLight, EPSILON, 1)) continue;
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double result = lightEmissive;
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double lLSqr = l.lengthSquared(); // Distance from p to the light squared
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double lL = Math.sqrt(lLSqr); // Distance from p to the light
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double cosLN = n_.dot(l) / lL; // Cosine of the angle between l and n_
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if (cosLN > 0) { // If the light is above the surface
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double irradiance = light.s().at(wavelength) * cosLN / lLSqr;
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// The irradiance represents how much light is received by a unit area of the surface. It is
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// proportional to the cosine of the incoming angle and inversely proportional to the distance squared
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// (inverse-square law).
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lightDiffuse = lightDiffuse+irradiance;
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double cosLR = l.dot(r_);
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if (cosLR > 0) { // If the angle between l and r is acute
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cosLR /= lL;
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lightSpecular = lightSpecular + irradiance * Math.pow(cosLR, material.shininess());
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}
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}
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double diffuse = material.diffuse().at(wavelength);
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if (diffuse != 0.0) {
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double r1 = rng.nextDouble(1.0); // Angle of projected random vector in the plain normal to n_
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double r2 = rng.nextDouble(0.25); // Angle of vector compared to n_
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Vec3 u_ = GeometryUtils.normal(n_).normalized_(); // One of the normalized vectors normal to n
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Vec3 v_ = n_.cross(u_); // Doesn't need to be normalized because n_ and u_ are normalized and normal
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Vec3 o = u_.mul(Numeric.sinT(r1)).add(v_.mul(Numeric.cosT(r1)))
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.mul(Numeric.cosT(r2)).add(n_.mul(Numeric.sinT(r2))); // Outgoing sample vector
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lightDiffuse = diffuse * sample(Ray.pd(p, o), wavelength, depthRemaining - 1);
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}
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double result = 0.0;
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result += material.diffuse().at(wavelength) * lightDiffuse;
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result += material.specular().at(wavelength) * lightSpecular;
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result += lightDiffuse;
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double reflective = material.reflective().at(wavelength);
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if (reflective != 0.0) {
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// When material has reflective properties we recursively find the color visible along the ray (p, r).
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double lightReflected = sample(Ray.pd(p, r), depthRemaining - 1, wavelength);
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lightReflected = sample(Ray.pd(p, r), wavelength, depthRemaining - 1);
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result += reflective * lightReflected;
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}
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@ -126,10 +114,10 @@ public class RayTracerSimple extends RayTracer {
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}
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b = bRejection.add(bProjection);
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}
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double lightRefracted = sample(Ray.pd(p, b), depthRemaining - 1, wavelength);
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lightRefracted = sample(Ray.pd(p, b), wavelength, depthRemaining - 1);
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result += refractive * lightRefracted;
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}
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return result;
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return returnFactor * result;
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}
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}
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@ -1,20 +1,15 @@
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package xyz.marsavic.gfxlab.graphics3d.scene;
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import javafx.util.Pair;
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import xyz.marsavic.functions.interfaces.F1;
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import xyz.marsavic.geometry.Vector;
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import xyz.marsavic.gfxlab.Color;
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import xyz.marsavic.gfxlab.Spectrum;
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import xyz.marsavic.gfxlab.SplineSpectrum;
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import xyz.marsavic.gfxlab.Vec3;
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import xyz.marsavic.gfxlab.graphics3d.Light;
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import xyz.marsavic.gfxlab.graphics3d.Material;
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import xyz.marsavic.gfxlab.graphics3d.Scene;
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import xyz.marsavic.gfxlab.graphics3d.Solid;
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import xyz.marsavic.gfxlab.graphics3d.*;
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import xyz.marsavic.gfxlab.graphics3d.solids.Ball;
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import xyz.marsavic.gfxlab.graphics3d.solids.Group;
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import xyz.marsavic.gfxlab.graphics3d.solids.HalfSpace;
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import xyz.marsavic.gfxlab.graphics3d.solids.Parallelepiped;
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import xyz.marsavic.gfxlab.graphics3d.textures.Grid;
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import java.util.ArrayList;
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@ -25,28 +20,42 @@ public class SpectrumTest extends Scene.Base {
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public SpectrumTest() {
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var materialUVWalls = (F1<Material, Vector>) (uv -> Material.matte(1.0));
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SplineSpectrum s;
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var materialBlocks = (F1<Material, Vector>) (uv -> Material.matte(0.0));
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var materialUVWallsL = Grid.standard(w -> 1.0);
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var materialUVWallsB = Grid.standard(w -> 1.0);
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var materialUVWallsR = Grid.standard(w -> 0.1);
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var materialUVWallsR = (F1<Material, Vector>) (uv -> Material.MIRROR);
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var materialGlass = (F1<Material, Vector>) (uv -> Material.GLASS
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.refractiveIndex(w -> 5.6 + (w-400)/(800-400) * (1.55 - 5.6)));
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var materialMirror = (F1<Material, Vector>) (uv -> Material.MIRROR);
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var materialLight = (F1<Material, Vector>) (uv -> Material.light(w -> 1.0));
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Collection<Solid> solids = new ArrayList<>();
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Collections.addAll(solids,
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HalfSpace.pn(Vec3.xyz(1, 0, 10), Vec3.xyz( 1, 0, -1), materialUVWallsL),
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HalfSpace.pn(Vec3.xyz( 0, 0, 10), Vec3.xyz(-1, 0, -1), materialUVWallsR),
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HalfSpace.pn(Vec3.xyz(0, 2, 0), Vec3.xyz( 0, -1, 0), materialUVWallsL),
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HalfSpace.pn(Vec3.xyz(0, -2, 10), Vec3.xyz( 0, 1, 0), materialUVWallsL),
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HalfSpace.pn(Vec3.xyz( 0, 0, 8), Vec3.xyz(0.3, 1, -1), uv -> Material.GLASS.refractiveIndex(
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w -> 5.6 + (w-400)/(800-400) * (1.55 - 5.6)
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)),
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HalfSpace.pn(Vec3.xyz( 0, 0, -6), Vec3.xyz( 0, 0, 1), materialUVWallsR)
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);
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Collections.addAll(lights,
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Light.ps(Vec3.xyz(0, 1.0, -1.0), Spectrum.WHITE),
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Light.ps(Vec3.xyz(0, -1.0, 8.0), Spectrum.WHITE)
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HalfSpace.pn(Vec3.xyz(-1, 0, 0), Vec3.xyz( 1, 0, 0), materialUVWallsL),
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HalfSpace.pn(Vec3.xyz( 1, 0, 0), Vec3.xyz(-1, 0, 0), materialUVWallsR),
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HalfSpace.pn(Vec3.xyz( 0, -1, 0), Vec3.xyz( 0, 1, 0), materialUVWalls),
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// HalfSpace.pn(Vec3.xyz( 0, 1, 0), Vec3.xyz( 0, -1, 0), materialUVWalls),
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HalfSpace.pn(Vec3.xyz( 0, 0, 1), Vec3.xyz( 0, 0, -1), materialUVWallsB),
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HalfSpace.pn(Vec3.xyz( 0, 0, -6), Vec3.xyz( 0, 0, 1), materialUVWallsB),
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Ball.cr(Vec3.xyz(0, 3, 0), 0.8, materialLight),
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Parallelepiped.pabc(Vec3.xyz(0, 0, 0),
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Vec3.xyz(0.4, 0, 0),
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Vec3.xyz(0, 0.4, 0),
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Vec3.xyz(0, 0, 6),
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materialGlass),
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Parallelepiped.pabc(Vec3.xyz(-5.5 , 1, 1),
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Vec3.xyz(4.5, 0, 0),
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Vec3.xyz(0, 0.4, 0),
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Vec3.xyz(0, 0, -6),
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materialGlass),
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Parallelepiped.pabc(Vec3.xyz(0.5, 1, 1),
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Vec3.xyz(4.5, 0, 0),
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Vec3.xyz(0, 0.4, 0),
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Vec3.xyz(0, 0, -6),
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materialGlass)
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);
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solid = Group.of(solids);
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