use a more performant RandomGenerator

main
jbb01 6 months ago
parent 9106ccf8b0
commit 9ebf8bd1c4

@ -3,6 +3,7 @@ package eu.jonahbauer.raytracing.math;
import org.jetbrains.annotations.NotNull; import org.jetbrains.annotations.NotNull;
import java.util.Optional; import java.util.Optional;
import java.util.random.RandomGenerator;
public record Vec3(double x, double y, double z) { public record Vec3(double x, double y, double z) {
public static final Vec3 ZERO = new Vec3(0, 0, 0); public static final Vec3 ZERO = new Vec3(0, 0, 0);
@ -16,17 +17,17 @@ public record Vec3(double x, double y, double z) {
assert Double.isFinite(x) && Double.isFinite(y) && Double.isFinite(z) : "x, y and z must be finite"; assert Double.isFinite(x) && Double.isFinite(y) && Double.isFinite(z) : "x, y and z must be finite";
} }
public static @NotNull Vec3 random() { public static @NotNull Vec3 random(@NotNull RandomGenerator random) {
return random(false); return random(random, false);
} }
public static @NotNull Vec3 random(boolean unit) { public static @NotNull Vec3 random(@NotNull RandomGenerator random, boolean unit) {
var random = new Vec3( var vec = new Vec3(
2 * Math.random() - 1, 2 * random.nextDouble() - 1,
2 * Math.random() - 1, 2 * random.nextDouble() - 1,
2 * Math.random() - 1 2 * random.nextDouble() - 1
); );
return unit ? random.unit() : random; return unit ? vec.unit() : vec;
} }
public static @NotNull Vec3 reflect(@NotNull Vec3 vec, @NotNull Vec3 normal) { public static @NotNull Vec3 reflect(@NotNull Vec3 vec, @NotNull Vec3 normal) {

@ -3,6 +3,8 @@ package eu.jonahbauer.raytracing.render.camera;
import eu.jonahbauer.raytracing.math.Ray; import eu.jonahbauer.raytracing.math.Ray;
import org.jetbrains.annotations.NotNull; import org.jetbrains.annotations.NotNull;
import java.util.random.RandomGenerator;
public interface Camera { public interface Camera {
/** /**
* {@return the width of this camera in pixels} * {@return the width of this camera in pixels}
@ -18,5 +20,5 @@ public interface Camera {
* Casts a ray through the given pixel. * Casts a ray through the given pixel.
* @return a new ray * @return a new ray
*/ */
@NotNull Ray cast(int x, int y); @NotNull Ray cast(int x, int y, @NotNull RandomGenerator random);
} }

@ -6,6 +6,7 @@ import org.jetbrains.annotations.NotNull;
import org.jetbrains.annotations.Nullable; import org.jetbrains.annotations.Nullable;
import java.util.Objects; import java.util.Objects;
import java.util.random.RandomGenerator;
public final class SimpleCamera implements Camera { public final class SimpleCamera implements Camera {
// image size // image size
@ -79,12 +80,12 @@ public final class SimpleCamera implements Camera {
/** /**
* {@inheritDoc} * {@inheritDoc}
*/ */
public @NotNull Ray cast(int x, int y) { public @NotNull Ray cast(int x, int y, @NotNull RandomGenerator random) {
Objects.checkIndex(x, width); Objects.checkIndex(x, width);
Objects.checkIndex(y, height); Objects.checkIndex(y, height);
var origin = getRayOrigin(); var origin = getRayOrigin(random);
var target = getRayTarget(x, y); var target = getRayTarget(x, y, random);
return new Ray(origin, target.minus(origin)); return new Ray(origin, target.minus(origin));
} }
@ -93,12 +94,12 @@ public final class SimpleCamera implements Camera {
* radius {@link #blurRadius} centered on the camera position and perpendicular to the direction to simulate depth * radius {@link #blurRadius} centered on the camera position and perpendicular to the direction to simulate depth
* of field. * of field.
*/ */
private @NotNull Vec3 getRayOrigin() { private @NotNull Vec3 getRayOrigin(@NotNull RandomGenerator random) {
if (blurRadius <= 0) return origin; if (blurRadius <= 0) return origin;
while (true) { while (true) {
var du = 2 * Math.random() - 1; var du = 2 * random.nextDouble() - 1;
var dv = 2 * Math.random() - 1; var dv = 2 * random.nextDouble() - 1;
if (du * du + dv * dv >= 1) continue; if (du * du + dv * dv >= 1) continue;
var ru = blurRadius * du; var ru = blurRadius * du;
@ -115,9 +116,9 @@ public final class SimpleCamera implements Camera {
/** /**
* {@return the target vector for a ray through the given pixel} The position is randomized within the pixel. * {@return the target vector for a ray through the given pixel} The position is randomized within the pixel.
*/ */
private @NotNull Vec3 getRayTarget(int x, int y) { private @NotNull Vec3 getRayTarget(int x, int y, @NotNull RandomGenerator random) {
double dx = x + Math.random() - 0.5; double dx = x + random.nextDouble() - 0.5;
double dy = y + Math.random() - 0.5; double dy = y + random.nextDouble() - 0.5;
return pixel00.plus(pixelU.times(dx)).plus(pixelV.times(dy)); return pixel00.plus(pixelU.times(dx)).plus(pixelV.times(dy));
} }

@ -8,6 +8,7 @@ import org.jetbrains.annotations.NotNull;
import java.util.Objects; import java.util.Objects;
import java.util.Optional; import java.util.Optional;
import java.util.random.RandomGenerator;
public record DielectricMaterial(double refractionIndex, @NotNull Color albedo) implements Material { public record DielectricMaterial(double refractionIndex, @NotNull Color albedo) implements Material {
public DielectricMaterial(double refractionIndex) { public DielectricMaterial(double refractionIndex) {
@ -19,12 +20,12 @@ public record DielectricMaterial(double refractionIndex, @NotNull Color albedo)
} }
@Override @Override
public @NotNull Optional<ScatterResult> scatter(@NotNull Ray ray, @NotNull HitResult hit) { public @NotNull Optional<ScatterResult> scatter(@NotNull Ray ray, @NotNull HitResult hit, @NotNull RandomGenerator random) {
var ri = hit.frontFace() ? (1 / refractionIndex) : refractionIndex; var ri = hit.frontFace() ? (1 / refractionIndex) : refractionIndex;
var cosTheta = Math.min(- ray.direction().unit().times(hit.normal()), 1.0); var cosTheta = Math.min(- ray.direction().unit().times(hit.normal()), 1.0);
var reflectance = reflectance(cosTheta); var reflectance = reflectance(cosTheta);
var reflect = reflectance > Math.random(); var reflect = reflectance > random.nextDouble();
var newDirection = (reflect ? Optional.<Vec3>empty() : Vec3.refract(ray.direction(), hit.normal(), ri)) var newDirection = (reflect ? Optional.<Vec3>empty() : Vec3.refract(ray.direction(), hit.normal(), ri))
.orElseGet(() -> Vec3.reflect(ray.direction(), hit.normal())); .orElseGet(() -> Vec3.reflect(ray.direction(), hit.normal()));

@ -6,10 +6,11 @@ import eu.jonahbauer.raytracing.scene.HitResult;
import org.jetbrains.annotations.NotNull; import org.jetbrains.annotations.NotNull;
import java.util.Optional; import java.util.Optional;
import java.util.random.RandomGenerator;
public record DiffuseLight(@NotNull Color emit) implements Material { public record DiffuseLight(@NotNull Color emit) implements Material {
@Override @Override
public @NotNull Optional<ScatterResult> scatter(@NotNull Ray ray, @NotNull HitResult hit) { public @NotNull Optional<ScatterResult> scatter(@NotNull Ray ray, @NotNull HitResult hit, @NotNull RandomGenerator random) {
return Optional.empty(); return Optional.empty();
} }

@ -7,10 +7,11 @@ import eu.jonahbauer.raytracing.scene.HitResult;
import org.jetbrains.annotations.NotNull; import org.jetbrains.annotations.NotNull;
import java.util.Optional; import java.util.Optional;
import java.util.random.RandomGenerator;
public record IsotropicMaterial(@NotNull Color albedo) implements Material{ public record IsotropicMaterial(@NotNull Color albedo) implements Material{
@Override @Override
public @NotNull Optional<ScatterResult> scatter(@NotNull Ray ray, @NotNull HitResult hit) { public @NotNull Optional<ScatterResult> scatter(@NotNull Ray ray, @NotNull HitResult hit, @NotNull RandomGenerator random) {
return Optional.of(new ScatterResult(new Ray(hit.position(), Vec3.random(true)), albedo())); return Optional.of(new ScatterResult(new Ray(hit.position(), Vec3.random(random, true)), albedo()));
} }
} }

@ -8,6 +8,7 @@ import org.jetbrains.annotations.NotNull;
import java.util.Objects; import java.util.Objects;
import java.util.Optional; import java.util.Optional;
import java.util.random.RandomGenerator;
public record LambertianMaterial(@NotNull Color albedo) implements Material { public record LambertianMaterial(@NotNull Color albedo) implements Material {
public LambertianMaterial { public LambertianMaterial {
@ -15,8 +16,8 @@ public record LambertianMaterial(@NotNull Color albedo) implements Material {
} }
@Override @Override
public @NotNull Optional<ScatterResult> scatter(@NotNull Ray ray, @NotNull HitResult hit) { public @NotNull Optional<ScatterResult> scatter(@NotNull Ray ray, @NotNull HitResult hit, @NotNull RandomGenerator random) {
var newDirection = hit.normal().plus(Vec3.random(true)); var newDirection = hit.normal().plus(Vec3.random(random, true));
if (newDirection.isNearZero()) newDirection = hit.normal(); if (newDirection.isNearZero()) newDirection = hit.normal();
var scattered = new Ray(hit.position(), newDirection); var scattered = new Ray(hit.position(), newDirection);

@ -7,10 +7,11 @@ import org.jetbrains.annotations.NotNull;
import java.util.Objects; import java.util.Objects;
import java.util.Optional; import java.util.Optional;
import java.util.random.RandomGenerator;
public interface Material { public interface Material {
@NotNull Optional<ScatterResult> scatter(@NotNull Ray ray, @NotNull HitResult hit); @NotNull Optional<ScatterResult> scatter(@NotNull Ray ray, @NotNull HitResult hit, @NotNull RandomGenerator random);
default @NotNull Color emitted(@NotNull HitResult hit) { default @NotNull Color emitted(@NotNull HitResult hit) {
return Color.BLACK; return Color.BLACK;

@ -8,6 +8,7 @@ import org.jetbrains.annotations.NotNull;
import java.util.Objects; import java.util.Objects;
import java.util.Optional; import java.util.Optional;
import java.util.random.RandomGenerator;
public record MetallicMaterial(@NotNull Color albedo, double fuzz) implements Material { public record MetallicMaterial(@NotNull Color albedo, double fuzz) implements Material {
@ -21,10 +22,10 @@ public record MetallicMaterial(@NotNull Color albedo, double fuzz) implements Ma
} }
@Override @Override
public @NotNull Optional<ScatterResult> scatter(@NotNull Ray ray, @NotNull HitResult hit) { public @NotNull Optional<ScatterResult> scatter(@NotNull Ray ray, @NotNull HitResult hit, @NotNull RandomGenerator random) {
var newDirection = Vec3.reflect(ray.direction(), hit.normal()); var newDirection = Vec3.reflect(ray.direction(), hit.normal());
if (fuzz > 0) { if (fuzz > 0) {
newDirection = newDirection.unit().plus(Vec3.random(true).times(fuzz)); newDirection = newDirection.unit().plus(Vec3.random(random, true).times(fuzz));
} }
return Optional.of(new ScatterResult(new Ray(hit.position(), newDirection), albedo)); return Optional.of(new ScatterResult(new Ray(hit.position(), newDirection), albedo));
} }

@ -8,9 +8,10 @@ import eu.jonahbauer.raytracing.render.canvas.Canvas;
import eu.jonahbauer.raytracing.scene.Scene; import eu.jonahbauer.raytracing.scene.Scene;
import org.jetbrains.annotations.NotNull; import org.jetbrains.annotations.NotNull;
import java.util.function.Function; import java.util.Random;
import java.util.SplittableRandom;
import java.util.random.RandomGenerator;
import java.util.stream.IntStream; import java.util.stream.IntStream;
import java.util.stream.LongStream;
public final class SimpleRenderer implements Renderer { public final class SimpleRenderer implements Renderer {
private final int samplesPerPixel; private final int samplesPerPixel;
@ -44,36 +45,40 @@ public final class SimpleRenderer implements Renderer {
} }
if (iterative) { if (iterative) {
var random = new Random();
// render one sample after the other // render one sample after the other
for (int i = 1 ; i <= samplesPerPixel; i++) { for (int i = 1 ; i <= samplesPerPixel; i++) {
var sample = i; var sample = i;
getPixelStream(camera.getWidth(), camera.getHeight(), parallel).forEach(pixel -> { getScanlineStream(camera.getHeight(), parallel).forEach(y -> {
var y = (int) (pixel >> 32); for (int x = 0; x < camera.getWidth(); x++) {
var x = (int) pixel; var ray = camera.cast(x, y, random);
var ray = camera.cast(x, y); var c = getColor(scene, ray, random);
var c = getColor(scene, ray); canvas.set(x, y, Color.average(canvas.get(x, y), c, sample));
canvas.set(x, y, Color.average(canvas.get(x, y), c, sample)); }
}); });
} }
// apply gamma correction // apply gamma correction
getPixelStream(camera.getWidth(), camera.getHeight(), parallel).forEach(pixel -> { getScanlineStream(camera.getHeight(), parallel).forEach(y -> {
var y = (int) (pixel >> 32); for (int x = 0; x < camera.getWidth(); x++) {
var x = (int) pixel; canvas.set(x, y, Color.gamma(canvas.get(x, y), gamma));
canvas.set(x, y, Color.gamma(canvas.get(x, y), gamma)); }
}); });
} else { } else {
var splittable = new SplittableRandom();
// render one pixel after the other // render one pixel after the other
getPixelStream(camera.getWidth(), camera.getHeight(), parallel).forEach(pixel -> { getScanlineStream(camera.getHeight(), parallel).forEach(y -> {
var y = (int) (pixel >> 32); var random = splittable.split();
var x = (int) pixel; for (int x = 0; x < camera.getWidth(); x++) {
var color = Color.BLACK;
var color = Color.BLACK; for (int i = 1; i <= samplesPerPixel; i++) {
for (int i = 1; i <= samplesPerPixel; i++) { var ray = camera.cast(x, y, random);
var ray = camera.cast(x, y); var c = getColor(scene, ray, random);
var c = getColor(scene, ray); color = Color.average(color, c, i);
color = Color.average(color, c, i); }
canvas.set(x, y, Color.gamma(color, gamma));
} }
canvas.set(x, y, Color.gamma(color, gamma));
}); });
} }
} }
@ -81,11 +86,11 @@ public final class SimpleRenderer implements Renderer {
/** /**
* {@return the color of the given ray in the given scene} * {@return the color of the given ray in the given scene}
*/ */
private @NotNull Color getColor(@NotNull Scene scene, @NotNull Ray ray) { private @NotNull Color getColor(@NotNull Scene scene, @NotNull Ray ray, @NotNull RandomGenerator random) {
return getColor0(scene, ray, maxDepth); return getColor0(scene, ray, maxDepth, random);
} }
private @NotNull Color getColor0(@NotNull Scene scene, @NotNull Ray ray, int depth) { private @NotNull Color getColor0(@NotNull Scene scene, @NotNull Ray ray, int depth, @NotNull RandomGenerator random) {
var color = Color.BLACK; var color = Color.BLACK;
var attenuation = Color.WHITE; var attenuation = Color.WHITE;
@ -99,7 +104,7 @@ public final class SimpleRenderer implements Renderer {
var hit = optional.get(); var hit = optional.get();
var material = hit.material(); var material = hit.material();
var emitted = material.emitted(hit); var emitted = material.emitted(hit);
var scatter = material.scatter(ray, hit); var scatter = material.scatter(ray, hit, random);
color = Color.add(color, Color.multiply(attenuation, emitted)); color = Color.add(color, Color.multiply(attenuation, emitted));
if (scatter.isEmpty()) break; if (scatter.isEmpty()) break;
@ -114,10 +119,8 @@ public final class SimpleRenderer implements Renderer {
* {@return a stream of the pixels in a canvas with the given size} The pixels {@code x} and {@code y} coordinate * {@return a stream of the pixels in a canvas with the given size} The pixels {@code x} and {@code y} coordinate
* are encoded in the longs lower and upper 32 bits respectively. * are encoded in the longs lower and upper 32 bits respectively.
*/ */
private static @NotNull LongStream getPixelStream(int width, int height, boolean parallel) { private static @NotNull IntStream getScanlineStream(int height, boolean parallel) {
var stream = IntStream.range(0, height) var stream = IntStream.range(0, height);
.mapToObj(y -> IntStream.range(0, width).mapToLong(x -> (long) y << 32 | x))
.flatMapToLong(Function.identity());
return parallel ? stream.parallel() : stream; return parallel ? stream.parallel() : stream;
} }

Loading…
Cancel
Save