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a90a0db6d5
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main
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c91baf9e0c |
@@ -47,3 +47,11 @@ java -jar raytracing.jar --samples 50000 --height 600 CORNELL_SMOKE
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```
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java -jar raytracing.jar --samples 1000 --height 1080 DIAGRAMM
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```
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### a little bit of everything
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```
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java -jar raytracing.jar --samples 10000 --height 1200 FINAL
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```
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BIN
docs/final.png
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BIN
docs/final.png
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After Width: | Height: | Size: 3.1 MiB |
@@ -1,5 +1,6 @@
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package eu.jonahbauer.raytracing;
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import eu.jonahbauer.raytracing.math.AABB;
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import eu.jonahbauer.raytracing.math.Vec3;
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import eu.jonahbauer.raytracing.render.texture.CheckerTexture;
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import eu.jonahbauer.raytracing.render.texture.Color;
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@@ -34,6 +35,7 @@ public class Examples {
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register("LIGHT", Examples::getLight);
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register("CORNELL", Examples::getCornellBox);
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register("CORNELL_SMOKE", Examples::getCornellBoxSmoke);
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register("CORNELL_SPHERE", Examples::getCornellBoxSphere);
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register("DIAGRAMM", Examples::getDiagramm);
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register("EARTH", Examples::getEarth);
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register("PERLIN", Examples::getPerlin);
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@@ -49,14 +51,13 @@ public class Examples {
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public static @NotNull Example getSimpleScene(int height) {
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if (height <= 0) height = 675;
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return new Example(
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new Scene(
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getSkyBox(),
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new Scene(getSkyBox(), List.of(
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new Sphere(new Vec3(0, -100.5, -1.0), 100.0, new LambertianMaterial(new Color(0.8, 0.8, 0.0))),
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new Sphere(new Vec3(0, 0, -1.2), 0.5, new LambertianMaterial(new Color(0.1, 0.2, 0.5))),
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new Sphere(new Vec3(-1.0, 0, -1.2), 0.5, new DielectricMaterial(1.5)),
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new Sphere(new Vec3(-1.0, 0, -1.2), 0.4, new DielectricMaterial(1 / 1.5)),
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new Sphere(new Vec3(1.0, 0, -1.2), 0.5, new MetallicMaterial(new Color(0.8, 0.6, 0.2), 0.0))
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),
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)),
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SimpleCamera.builder()
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.withImage(height * 16 / 9, height)
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.build()
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@@ -117,14 +118,13 @@ public class Examples {
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public static @NotNull Example getSquares(int height) {
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if (height <= 0) height = 600;
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return new Example(
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new Scene(
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getSkyBox(),
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new Scene(getSkyBox(), List.of(
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new Parallelogram(new Vec3(-3, -2, 5), new Vec3(0, 0, -4), new Vec3(0, 4, 0), new LambertianMaterial(new Color(1.0, 0.2, 0.2))),
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new Parallelogram(new Vec3(-2, -2, 0), new Vec3(4, 0, 0), new Vec3(0, 4, 0), new LambertianMaterial(new Color(0.2, 1.0, 0.2))),
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new Parallelogram(new Vec3(3, -2, 1), new Vec3(0, 0, 4), new Vec3(0, 4, 0), new LambertianMaterial(new Color(0.2, 0.2, 1.0))),
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new Parallelogram(new Vec3(-2, 3, 1), new Vec3(4, 0, 0), new Vec3(0, 0, 4), new LambertianMaterial(new Color(1.0, 0.5, 0.0))),
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new Parallelogram(new Vec3(-2, -3, 5), new Vec3(4, 0, 0), new Vec3(0, 0, -4), new LambertianMaterial(new Color(0.2, 0.8, 0.8)))
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),
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)),
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SimpleCamera.builder()
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.withImage(height, height)
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.withFieldOfView(Math.toRadians(80))
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@@ -137,12 +137,12 @@ public class Examples {
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public static @NotNull Example getLight(int height) {
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if (height <= 0) height = 225;
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return new Example(
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new Scene(
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new Scene(List.of(
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new Sphere(new Vec3(0, -1000, 0), 1000, new LambertianMaterial(new Color(0.2, 0.2, 0.2))),
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new Sphere(new Vec3(0, 2, 0), 2, new LambertianMaterial(new Color(0.2, 0.2, 0.2))),
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new Parallelogram(new Vec3(3, 1, -2), new Vec3(2, 0, 0), new Vec3(0, 2, 0), new DiffuseLight(new Color(4.0, 4.0, 4.0))),
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new Sphere(new Vec3(0, 7, 0), 2, new DiffuseLight(new Color(4.0, 4.0, 4.0)))
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),
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)),
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SimpleCamera.builder()
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.withImage(height * 16 / 9, height)
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.withFieldOfView(Math.toRadians(20))
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@@ -161,16 +161,16 @@ public class Examples {
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var light = new DiffuseLight(new Color(15.0, 15.0, 15.0));
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return new Example(
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new Scene(
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new Parallelogram(new Vec3(555, 0, 0), new Vec3(0, 555, 0), new Vec3(0, 0, 555), green),
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new Parallelogram(new Vec3(0, 0, 0), new Vec3(0, 555, 0), new Vec3(0, 0, 555), red),
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new Scene(List.of(
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new Box(new Vec3(0, 0, 0), new Vec3(555, 555, 555), white, white, red, green, white, null),
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new Parallelogram(new Vec3(343, 554, 332), new Vec3(-130, 0, 0), new Vec3(0, 0, -105), light),
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new Parallelogram(new Vec3(0, 0, 0), new Vec3(555, 0, 0), new Vec3(0, 0, 555), white),
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new Parallelogram(new Vec3(555, 555, 555), new Vec3(-555, 0, 0), new Vec3(0, 0, -555), white),
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new Parallelogram(new Vec3(0, 0, 555), new Vec3(555, 0, 0), new Vec3(0, 555, 0), white),
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new Box(new Vec3(0, 0, 0), new Vec3(165, 330, 165), white).rotateY(Math.toRadians(15)).translate(new Vec3(265, 0, 295)),
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new Box(new Vec3(0, 0, 0), new Vec3(165, 165, 165), white).rotateY(Math.toRadians(-18)).translate(new Vec3(130, 0, 65))
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),
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new Box(new Vec3(0, 0, 0), new Vec3(165, 330, 165), white)
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.rotateY(Math.toRadians(15))
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.translate(new Vec3(265, 0, 295)),
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new Box(new Vec3(0, 0, 0), new Vec3(165, 165, 165), white)
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.rotateY(Math.toRadians(-18))
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.translate(new Vec3(130, 0, 65))
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)),
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SimpleCamera.builder()
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.withImage(height, height)
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.withFieldOfView(Math.toRadians(40))
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@@ -188,22 +188,49 @@ public class Examples {
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var light = new DiffuseLight(new Color(7.0, 7.0, 7.0));
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return new Example(
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new Scene(
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new Parallelogram(new Vec3(555, 0, 0), new Vec3(0, 555, 0), new Vec3(0, 0, 555), green),
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new Parallelogram(new Vec3(0, 0, 0), new Vec3(0, 555, 0), new Vec3(0, 0, 555), red),
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new Scene(List.of(
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new Box(new Vec3(0, 0, 0), new Vec3(555, 555, 555), white, white, red, green, white, null),
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new Parallelogram(new Vec3(113, 554, 127), new Vec3(330, 0, 0), new Vec3(0, 0, 305), light),
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new Parallelogram(new Vec3(0, 0, 0), new Vec3(555, 0, 0), new Vec3(0, 0, 555), white),
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new Parallelogram(new Vec3(555, 555, 555), new Vec3(-555, 0, 0), new Vec3(0, 0, -555), white),
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new Parallelogram(new Vec3(0, 0, 555), new Vec3(555, 0, 0), new Vec3(0, 555, 0), white),
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new ConstantMedium(
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new Box(new Vec3(0, 0, 0), new Vec3(165, 330, 165), white).rotateY(Math.toRadians(15)).translate(new Vec3(265, 0, 295)),
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new Box(new Vec3(0, 0, 0), new Vec3(165, 330, 165), white)
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.rotateY(Math.toRadians(15))
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.translate(new Vec3(265, 0, 295)),
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0.01, new IsotropicMaterial(Color.BLACK)
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),
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new ConstantMedium(
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new Box(new Vec3(0, 0, 0), new Vec3(165, 165, 165), white).rotateY(Math.toRadians(-18)).translate(new Vec3(130, 0, 65)),
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new Box(new Vec3(0, 0, 0), new Vec3(165, 165, 165), white)
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.rotateY(Math.toRadians(-18))
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.translate(new Vec3(130, 0, 65)),
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0.01, new IsotropicMaterial(Color.WHITE)
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)
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),
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)),
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SimpleCamera.builder()
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.withImage(height, height)
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.withFieldOfView(Math.toRadians(40))
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.withPosition(new Vec3(278, 278, -800))
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.withTarget(new Vec3(278, 278, 0))
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.build()
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);
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}
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public static @NotNull Example getCornellBoxSphere(int height) {
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if (height <= 0) height = 600;
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var red = new LambertianMaterial(new Color(.65, .05, .05));
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var white = new LambertianMaterial(new Color(.73, .73, .73));
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var green = new LambertianMaterial(new Color(.12, .45, .15));
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var light = new DiffuseLight(new Color(7.0, 7.0, 7.0));
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var glass = new DielectricMaterial(1.5);
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var room = new Box(new Vec3(0, 0, 0), new Vec3(555, 555, 555), white, white, red, green, white, null);
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var lamp = new Parallelogram(new Vec3(343, 554, 332), new Vec3(-130, 0, 0), new Vec3(0, 0, -105), light);
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var box = new Box(new Vec3(0, 0, 0), new Vec3(165, 330, 165), white)
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.rotateY(Math.toRadians(15))
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.translate(new Vec3(265, 0, 295));
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var sphere = new Sphere(new Vec3(190, 90, 190), 90, glass);
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return new Example(
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new Scene(List.of(room, box), List.of(lamp, sphere)),
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SimpleCamera.builder()
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.withImage(height, height)
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.withFieldOfView(Math.toRadians(40))
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@@ -265,10 +292,9 @@ public class Examples {
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if (height <= 0) height = 450;
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return new Example(
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new Scene(
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getSkyBox(),
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new Scene(getSkyBox(), List.of(
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new Sphere(Vec3.ZERO, 2, new LambertianMaterial(new ImageTexture("/earthmap.jpg")))
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),
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)),
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SimpleCamera.builder()
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.withImage(height * 16 / 9, height)
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.withFieldOfView(Math.toRadians(20))
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@@ -284,11 +310,10 @@ public class Examples {
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var material = new LambertianMaterial(new PerlinTexture(4));
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return new Example(
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new Scene(
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getSkyBox(),
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new Scene(getSkyBox(), List.of(
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new Sphere(new Vec3(0, -1000, 0), 1000, material),
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new Sphere(new Vec3(0, 2, 0), 2, material)
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),
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)),
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SimpleCamera.builder()
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.withImage(height * 16 / 9, height)
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.withFieldOfView(Math.toRadians(20))
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|
@@ -13,6 +13,8 @@ import java.nio.file.Path;
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import java.util.function.IntFunction;
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public class Main {
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public static final boolean DEBUG = false;
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public static void main(String[] args) throws IOException {
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var config = Config.parse(args);
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var example = config.example;
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|
@@ -35,26 +35,49 @@ public record AABB(@NotNull Vec3 min, @NotNull Vec3 max) {
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return Optional.ofNullable(bbox);
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}
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/**
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* {@return the range of x values}
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*/
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public @NotNull Range x() {
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return new Range(min.x(), max.x());
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}
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/**
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* {@return the range of y values}
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*/
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public @NotNull Range y() {
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return new Range(min.y(), max.y());
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}
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/**
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* {@return the range of z values}
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*/
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public @NotNull Range z() {
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return new Range(min.z(), max.z());
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}
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/**
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* {@return the center of this bounding box}
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*/
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public @NotNull Vec3 center() {
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return Vec3.average(min, max, 2);
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}
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/**
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* Expands this bounding box to include the other bounding box.
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* @param box a bounding box
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* @return the expanded bounding box
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*/
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public @NotNull AABB expand(@NotNull AABB box) {
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return new AABB(Vec3.min(this.min, box.min), Vec3.max(this.max, box.max));
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}
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/**
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* Tests whether the {@code ray} intersects this bounding box withing the {@code range}
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* @param ray a ray
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* @param range a range of valid {@code t}s
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* @return {@code true} iff the ray intersects this bounding box, {@code false} otherwise
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*/
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public boolean hit(@NotNull Ray ray, @NotNull Range range) {
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var origin = ray.origin();
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var direction = ray.direction();
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@@ -85,6 +108,13 @@ public record AABB(@NotNull Vec3 min, @NotNull Vec3 max) {
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return tlmax < tumin && tumin >= range.min() && tlmax <= range.max();
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}
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/**
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* Computes the {@code t} values of the intersections of a ray with the axis-aligned planes through a point.
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* @param corner the point
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* @param origin the origin point of the ray
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* @param invDirection the {@linkplain Vec3#inv() inverted} direction of the ray
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* @return a three-element array of the {@code t} values of the intersection with the yz-, xz- and xy-plane through {@code corner}
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*/
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public static double @NotNull[] intersect(@NotNull Vec3 corner, @NotNull Vec3 origin, @NotNull Vec3 invDirection) {
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return new double[] {
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(corner.x() - origin.x()) * invDirection.x(),
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|
@@ -11,16 +11,6 @@ public record Ray(@NotNull Vec3 origin, @NotNull Vec3 direction) {
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}
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public @NotNull Vec3 at(double t) {
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return new Vec3(
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Math.fma(t, direction.x(), origin.x()),
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Math.fma(t, direction.y(), origin.y()),
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Math.fma(t, direction.z(), origin.z())
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);
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}
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public int vmask() {
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return (direction().x() < 0 ? 1 : 0)
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| (direction().y() < 0 ? 2 : 0)
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| (direction().z() < 0 ? 4 : 0);
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return Vec3.fma(t, direction, origin);
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}
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}
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|
@@ -5,6 +5,8 @@ import org.jetbrains.annotations.NotNull;
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import java.util.Optional;
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import java.util.random.RandomGenerator;
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|
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import static eu.jonahbauer.raytracing.Main.DEBUG;
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|
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public record Vec3(double x, double y, double z) {
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public static final Vec3 ZERO = new Vec3(0, 0, 0);
|
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public static final Vec3 MAX = new Vec3(Double.MAX_VALUE, Double.MAX_VALUE, Double.MAX_VALUE);
|
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@@ -14,31 +16,63 @@ public record Vec3(double x, double y, double z) {
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public static final Vec3 UNIT_Z = new Vec3(0, 0, 1);
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|
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public Vec3 {
|
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assert Double.isFinite(x) && Double.isFinite(y) && Double.isFinite(z) : "x, y and z must be finite";
|
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if (DEBUG) {
|
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if (!Double.isFinite(x) || !Double.isFinite(y) || !Double.isFinite(z)) {
|
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throw new IllegalArgumentException("x, y and z must be finite");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
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/**
|
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* {@return a uniformly random unit vector}
|
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*/
|
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public static @NotNull Vec3 random(@NotNull RandomGenerator random) {
|
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return random(random, false);
|
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double x, y, z;
|
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double squared;
|
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do {
|
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x = Math.fma(2, random.nextDouble(), -1);
|
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y = Math.fma(2, random.nextDouble(), -1);
|
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z = Math.fma(2, random.nextDouble(), -1);
|
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squared = x * x + y * y + z * z;
|
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} while (squared > 1);
|
||||
var factor = 1 / Math.sqrt(squared);
|
||||
return new Vec3(x * factor, y * factor, z * factor);
|
||||
}
|
||||
|
||||
public static @NotNull Vec3 random(@NotNull RandomGenerator random, boolean unit) {
|
||||
var vec = new Vec3(
|
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Math.fma(2, random.nextDouble(), -1),
|
||||
Math.fma(2, random.nextDouble(), -1),
|
||||
Math.fma(2, random.nextDouble(), -1)
|
||||
);
|
||||
return unit ? vec.unit() : vec;
|
||||
/**
|
||||
* {@return a uniformly random unit vector on the opposite hemisphere of the given <code>direction</code>}
|
||||
*/
|
||||
public static @NotNull Vec3 randomOppositeHemisphere(@NotNull RandomGenerator random, @NotNull Vec3 direction) {
|
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double x, y, z;
|
||||
double squared;
|
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do {
|
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x = Math.fma(2, random.nextDouble(), -1);
|
||||
y = Math.fma(2, random.nextDouble(), -1);
|
||||
z = Math.fma(2, random.nextDouble(), -1);
|
||||
squared = x * x + y * y + z * z;
|
||||
} while (squared > 1 || direction.x() * x + direction.y() * y + direction.z() * z >= 0);
|
||||
var factor = 1 / Math.sqrt(squared);
|
||||
return new Vec3(x * factor, y * factor, z * factor);
|
||||
}
|
||||
|
||||
/**
|
||||
* Reflects a vector on the given {@code normal} vector.
|
||||
* @param vec a vector
|
||||
* @param normal the surface normal (must be a unit vector)
|
||||
* @return the reflected vector
|
||||
*/
|
||||
public static @NotNull Vec3 reflect(@NotNull Vec3 vec, @NotNull Vec3 normal) {
|
||||
var factor = - 2 * normal.times(vec);
|
||||
return new Vec3(
|
||||
Math.fma(factor, normal.x(), vec.x()),
|
||||
Math.fma(factor, normal.y(), vec.y()),
|
||||
Math.fma(factor, normal.z(), vec.z())
|
||||
);
|
||||
return Vec3.fma(factor, normal, vec);
|
||||
}
|
||||
|
||||
/**
|
||||
* Refracts a vector on the given {@code normal} vector.
|
||||
* @param vec a vector
|
||||
* @param normal the surface normal (must be a unit vector)
|
||||
* @param ri the refractive index
|
||||
* @return the refracted vector
|
||||
*/
|
||||
public static @NotNull Optional<Vec3> refract(@NotNull Vec3 vec, @NotNull Vec3 normal, double ri) {
|
||||
vec = vec.unit();
|
||||
var cosTheta = Math.min(- vec.times(normal), 1.0);
|
||||
@@ -50,16 +84,35 @@ public record Vec3(double x, double y, double z) {
|
||||
return Optional.of(rOutPerp.plus(rOutParallel));
|
||||
}
|
||||
|
||||
/**
|
||||
* Rotates a vector around an {@code axis}.
|
||||
* @param vec a vector
|
||||
* @param axis the rotation axis
|
||||
* @param angle the angle in radians
|
||||
* @return the rotated vector
|
||||
*/
|
||||
public static @NotNull Vec3 rotate(@NotNull Vec3 vec, @NotNull Vec3 axis, double angle) {
|
||||
Vec3 vxp = axis.cross(vec);
|
||||
Vec3 vxvxp = axis.cross(vxp);
|
||||
return vec.plus(vxp.times(Math.sin(angle))).plus(vxvxp.times(1 - Math.cos(angle)));
|
||||
}
|
||||
|
||||
/**
|
||||
* {@return the euclidean distance between two vectors}
|
||||
* @param a a vector
|
||||
* @param b another vector
|
||||
*/
|
||||
public static double distance(@NotNull Vec3 a, @NotNull Vec3 b) {
|
||||
return a.minus(b).length();
|
||||
}
|
||||
|
||||
/**
|
||||
* Computes a running average of vectors.
|
||||
* @param current the current running average
|
||||
* @param next the next vector
|
||||
* @param index the one-based index of the next vector
|
||||
* @return the new running average
|
||||
*/
|
||||
public static @NotNull Vec3 average(@NotNull Vec3 current, @NotNull Vec3 next, int index) {
|
||||
var factor = 1d / index;
|
||||
return new Vec3(
|
||||
@@ -69,6 +122,11 @@ public record Vec3(double x, double y, double z) {
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* {@return a component-wise maximum vector}
|
||||
* @param a a vector
|
||||
* @param b another vector
|
||||
*/
|
||||
public static @NotNull Vec3 max(@NotNull Vec3 a, @NotNull Vec3 b) {
|
||||
return new Vec3(
|
||||
Math.max(a.x(), b.x()),
|
||||
@@ -77,6 +135,11 @@ public record Vec3(double x, double y, double z) {
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* {@return a component-wise minimum vector}
|
||||
* @param a a vector
|
||||
* @param b another vector
|
||||
*/
|
||||
public static @NotNull Vec3 min(@NotNull Vec3 a, @NotNull Vec3 b) {
|
||||
return new Vec3(
|
||||
Math.min(a.x(), b.x()),
|
||||
@@ -85,6 +148,24 @@ public record Vec3(double x, double y, double z) {
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* {@return <code>a * b + c</code>}
|
||||
* @param a scalar
|
||||
* @param b a vector
|
||||
* @param c another vector
|
||||
*/
|
||||
public static @NotNull Vec3 fma(double a, @NotNull Vec3 b, @NotNull Vec3 c) {
|
||||
return new Vec3(
|
||||
Math.fma(a, b.x(), c.x()),
|
||||
Math.fma(a, b.y(), c.y()),
|
||||
Math.fma(a, b.z(), c.z())
|
||||
);
|
||||
}
|
||||
|
||||
public static double tripleProduct(@NotNull Vec3 a, @NotNull Vec3 b, @NotNull Vec3 c) {
|
||||
return a.x * b.y * c.z + a.y * b.z * c.x + a.z * b.x * c.y - c.x * b.y * a.z - c.y * b.z * a.x - c.z * b.x * a.y;
|
||||
}
|
||||
|
||||
public @NotNull Vec3 plus(double x, double y, double z) {
|
||||
return new Vec3(this.x + x, this.y + y, this.z + z);
|
||||
}
|
||||
@@ -93,59 +174,115 @@ public record Vec3(double x, double y, double z) {
|
||||
return new Vec3(this.x - x, this.y - y, this.z - z);
|
||||
}
|
||||
|
||||
public @NotNull Vec3 plus(@NotNull Vec3 b) {
|
||||
return new Vec3(this.x + b.x, this.y + b.y, this.z + b.z);
|
||||
/**
|
||||
* Adds a vector to this vector
|
||||
* @param other a vector
|
||||
* @return the sum of this and the other vector
|
||||
*/
|
||||
public @NotNull Vec3 plus(@NotNull Vec3 other) {
|
||||
return new Vec3(this.x + other.x, this.y + other.y, this.z + other.z);
|
||||
}
|
||||
|
||||
public @NotNull Vec3 minus(@NotNull Vec3 b) {
|
||||
return new Vec3(this.x - b.x, this.y - b.y, this.z - b.z);
|
||||
/**
|
||||
* Subtracts a vector from this vector
|
||||
* @param other a vector
|
||||
* @return the difference of this and the other vector
|
||||
*/
|
||||
public @NotNull Vec3 minus(@NotNull Vec3 other) {
|
||||
return new Vec3(this.x - other.x, this.y - other.y, this.z - other.z);
|
||||
}
|
||||
|
||||
public double times(@NotNull Vec3 b) {
|
||||
return this.x * b.x + this.y * b.y + this.z * b.z;
|
||||
/**
|
||||
* Computes the scalar product of this and another vector
|
||||
* @param other a vector
|
||||
* @return the scalar product
|
||||
*/
|
||||
public double times(@NotNull Vec3 other) {
|
||||
return this.x * other.x + this.y * other.y + this.z * other.z;
|
||||
}
|
||||
|
||||
public @NotNull Vec3 times(double b) {
|
||||
return new Vec3(this.x * b, this.y * b, this.z * b);
|
||||
/**
|
||||
* Multiplies this vector with a scalar
|
||||
* @param t a scalar
|
||||
* @return the product of this vector and the scalar
|
||||
*/
|
||||
public @NotNull Vec3 times(double t) {
|
||||
return new Vec3(this.x * t, this.y * t, this.z * t);
|
||||
}
|
||||
|
||||
/**
|
||||
* Negates this vector.
|
||||
* {@return the negated vector}
|
||||
*/
|
||||
public @NotNull Vec3 neg() {
|
||||
return new Vec3(-x, -y, -z);
|
||||
}
|
||||
|
||||
/**
|
||||
* Inverts each component of this vector.
|
||||
* @return the inverted vector.
|
||||
*/
|
||||
public @NotNull Vec3 inv() {
|
||||
return new Vec3(1 / x, 1 / y, 1 / z);
|
||||
}
|
||||
|
||||
public @NotNull Vec3 cross(@NotNull Vec3 b) {
|
||||
/**
|
||||
* Computes the cross-product of this and another vector
|
||||
* @param other a vector
|
||||
* @return the cross-product
|
||||
*/
|
||||
public @NotNull Vec3 cross(@NotNull Vec3 other) {
|
||||
return new Vec3(
|
||||
this.y() * b.z() - b.y() * this.z(),
|
||||
this.z() * b.x() - b.z() * this.x(),
|
||||
this.x() * b.y() - b.x() * this.y()
|
||||
Math.fma(this.y, other.z, - other.y * this.z),
|
||||
Math.fma(this.z, other.x, - other.z * this.x),
|
||||
Math.fma(this.x, other.y, - other.x * this.y)
|
||||
);
|
||||
}
|
||||
|
||||
public @NotNull Vec3 div(double b) {
|
||||
return new Vec3(this.x / b, this.y / b, this.z / b);
|
||||
/**
|
||||
* Divides this vector by a scalar
|
||||
* @param t a scalar
|
||||
* @return this vector divided by the scalar
|
||||
*/
|
||||
public @NotNull Vec3 div(double t) {
|
||||
return new Vec3(this.x / t, this.y / t, this.z / t);
|
||||
}
|
||||
|
||||
/**
|
||||
* {@return the squared length of this vector}
|
||||
*/
|
||||
public double squared() {
|
||||
return this.x * this.x + this.y * this.y + this.z * this.z;
|
||||
}
|
||||
|
||||
/**
|
||||
* {@return the length of this vector}
|
||||
*/
|
||||
public double length() {
|
||||
return Math.sqrt(squared());
|
||||
}
|
||||
|
||||
/**
|
||||
* {@return whether this vector is near zero}
|
||||
*/
|
||||
public boolean isNearZero() {
|
||||
var s = 1e-8;
|
||||
return Math.abs(x) < s && Math.abs(y) < s && Math.abs(z) < s;
|
||||
}
|
||||
|
||||
/**
|
||||
* {@return a unit vector with the same direction as this vector}
|
||||
*/
|
||||
public @NotNull Vec3 unit() {
|
||||
return div(length());
|
||||
var squared = squared();
|
||||
if (squared == 1) return this;
|
||||
return div(Math.sqrt(squared));
|
||||
}
|
||||
|
||||
/**
|
||||
* {@return the n-th component of this vector}
|
||||
* @param axis the component index
|
||||
*/
|
||||
public double get(int axis) {
|
||||
return switch (axis) {
|
||||
case 0 -> x;
|
||||
@@ -166,4 +303,9 @@ public record Vec3(double x, double y, double z) {
|
||||
public @NotNull Vec3 withZ(double z) {
|
||||
return new Vec3(x, y, z);
|
||||
}
|
||||
|
||||
@Override
|
||||
public @NotNull String toString() {
|
||||
return "(" + x + "," + y + "," + z + ")";
|
||||
}
|
||||
}
|
||||
|
@@ -18,7 +18,13 @@ public interface Camera {
|
||||
|
||||
/**
|
||||
* Casts a ray through the given pixel.
|
||||
* @param x the pixel x coordinate
|
||||
* @param y the pixel y coordinate
|
||||
* @param i the subpixel x coordinate
|
||||
* @param j the subpixel y coordinate
|
||||
* @param n the subpixel count (per side)
|
||||
* @param random a random number generator
|
||||
* @return a new ray
|
||||
*/
|
||||
@NotNull Ray cast(int x, int y, @NotNull RandomGenerator random);
|
||||
@NotNull Ray cast(int x, int y, int i, int j, int n, @NotNull RandomGenerator random);
|
||||
}
|
||||
|
@@ -60,7 +60,7 @@ public final class SimpleCamera implements Camera {
|
||||
|
||||
this.pixel00 = origin.plus(direction.times(builder.focusDistance))
|
||||
.minus(u.times(0.5 * viewportWidth)).minus(v.times(0.5 * viewportHeight))
|
||||
.plus(pixelU.div(2)).plus(pixelV.div(2));
|
||||
.plus(pixelU.times(.5)).plus(pixelV.times(.5));
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -79,13 +79,20 @@ public final class SimpleCamera implements Camera {
|
||||
|
||||
/**
|
||||
* {@inheritDoc}
|
||||
* @param x {@inheritDoc}
|
||||
* @param y {@inheritDoc}
|
||||
* @param i {@inheritDoc}
|
||||
* @param j {@inheritDoc}
|
||||
* @param n {@inheritDoc}
|
||||
* @param random {@inheritDoc}
|
||||
*/
|
||||
public @NotNull Ray cast(int x, int y, @NotNull RandomGenerator random) {
|
||||
@Override
|
||||
public @NotNull Ray cast(int x, int y, int i, int j, int n, @NotNull RandomGenerator random) {
|
||||
Objects.checkIndex(x, width);
|
||||
Objects.checkIndex(y, height);
|
||||
|
||||
var origin = getRayOrigin(random);
|
||||
var target = getRayTarget(x, y, random);
|
||||
var target = getRayTarget(x, y, i, j, n, random);
|
||||
return new Ray(origin, target.minus(origin));
|
||||
}
|
||||
|
||||
@@ -98,8 +105,8 @@ public final class SimpleCamera implements Camera {
|
||||
if (blurRadius <= 0) return origin;
|
||||
|
||||
while (true) {
|
||||
var du = 2 * random.nextDouble() - 1;
|
||||
var dv = 2 * random.nextDouble() - 1;
|
||||
var du = Math.fma(2, random.nextDouble(), -1);
|
||||
var dv = Math.fma(2, random.nextDouble(), -1);
|
||||
if (du * du + dv * dv >= 1) continue;
|
||||
|
||||
var ru = blurRadius * du;
|
||||
@@ -116,9 +123,10 @@ public final class SimpleCamera implements Camera {
|
||||
/**
|
||||
* {@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, @NotNull RandomGenerator random) {
|
||||
double dx = x + random.nextDouble() - 0.5;
|
||||
double dy = y + random.nextDouble() - 0.5;
|
||||
private @NotNull Vec3 getRayTarget(int x, int y, int i, int j, int n, @NotNull RandomGenerator random) {
|
||||
var factor = 1d / n;
|
||||
var dx = x + Math.fma(factor, i + random.nextDouble(), -0.5);
|
||||
var dy = y + Math.fma(factor, j + random.nextDouble(), -0.5);
|
||||
return pixel00.plus(pixelU.times(dx)).plus(pixelV.times(dy));
|
||||
}
|
||||
|
||||
|
@@ -22,7 +22,7 @@ public record DielectricMaterial(double refractionIndex, @NotNull Texture textur
|
||||
|
||||
@Override
|
||||
public @NotNull Optional<ScatterResult> scatter(@NotNull Ray ray, @NotNull HitResult hit, @NotNull RandomGenerator random) {
|
||||
var ri = hit.frontFace() ? (1 / refractionIndex) : refractionIndex;
|
||||
var ri = hit.isFrontFace() ? (1 / refractionIndex) : refractionIndex;
|
||||
|
||||
var cosTheta = Math.min(- ray.direction().unit().times(hit.normal()), 1.0);
|
||||
var reflectance = reflectance(cosTheta);
|
||||
@@ -32,7 +32,7 @@ public record DielectricMaterial(double refractionIndex, @NotNull Texture textur
|
||||
.orElseGet(() -> Vec3.reflect(ray.direction(), hit.normal()));
|
||||
|
||||
var attenuation = texture.get(hit);
|
||||
return Optional.of(new ScatterResult(new Ray(hit.position(), newDirection), attenuation));
|
||||
return Optional.of(new SpecularScatterResult(attenuation, new Ray(hit.position(), newDirection)));
|
||||
}
|
||||
|
||||
private double reflectance(double cos) {
|
||||
|
@@ -0,0 +1,68 @@
|
||||
package eu.jonahbauer.raytracing.render.material;
|
||||
|
||||
import eu.jonahbauer.raytracing.math.Ray;
|
||||
import eu.jonahbauer.raytracing.math.Vec3;
|
||||
import eu.jonahbauer.raytracing.render.texture.Color;
|
||||
import eu.jonahbauer.raytracing.render.texture.Texture;
|
||||
import eu.jonahbauer.raytracing.scene.HitResult;
|
||||
import org.jetbrains.annotations.NotNull;
|
||||
import org.jetbrains.annotations.Nullable;
|
||||
|
||||
import java.util.Optional;
|
||||
import java.util.random.RandomGenerator;
|
||||
|
||||
public final class DirectionalMaterial implements Material {
|
||||
private final @Nullable Material front;
|
||||
private final @Nullable Material back;
|
||||
|
||||
private final @NotNull Texture texture;
|
||||
|
||||
public DirectionalMaterial(@Nullable Material front, @Nullable Material back) {
|
||||
if (front == null && back == null) throw new IllegalArgumentException("front and back must not both be null");
|
||||
this.front = front;
|
||||
this.back = back;
|
||||
this.texture = new DirectionalTexture(
|
||||
front != null ? front.texture() : null,
|
||||
back != null ? back.texture() : null
|
||||
);
|
||||
}
|
||||
|
||||
@Override
|
||||
public @NotNull Texture texture() {
|
||||
return texture;
|
||||
}
|
||||
|
||||
@Override
|
||||
public @NotNull Optional<ScatterResult> scatter(@NotNull Ray ray, @NotNull HitResult hit, @NotNull RandomGenerator random) {
|
||||
if (hit.isFrontFace()) {
|
||||
if (front != null) return front.scatter(ray, hit, random);
|
||||
} else {
|
||||
if (back != null) return back.scatter(ray, hit, random);
|
||||
}
|
||||
// let the ray pass through without obstruction
|
||||
return Optional.of(new SpecularScatterResult(Color.WHITE, new Ray(ray.at(hit.t()), ray.direction())));
|
||||
}
|
||||
|
||||
@Override
|
||||
public @NotNull Color emitted(@NotNull HitResult hit) {
|
||||
if (hit.isFrontFace()) {
|
||||
if (front != null) return front.emitted(hit);
|
||||
} else {
|
||||
if (back != null) return back.emitted(hit);
|
||||
}
|
||||
return Material.super.emitted(hit);
|
||||
}
|
||||
|
||||
private record DirectionalTexture(@Nullable Texture front, @Nullable Texture back) implements Texture {
|
||||
|
||||
@Override
|
||||
public @NotNull Color get(double u, double v, @NotNull Vec3 p) {
|
||||
throw new UnsupportedOperationException();
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean isUVRequired() {
|
||||
return front() != null && front().isUVRequired() || back() != null && back().isUVRequired();
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,7 +1,7 @@
|
||||
package eu.jonahbauer.raytracing.render.material;
|
||||
|
||||
import eu.jonahbauer.raytracing.math.Ray;
|
||||
import eu.jonahbauer.raytracing.math.Vec3;
|
||||
import eu.jonahbauer.raytracing.render.renderer.pdf.SphereProbabilityDensityFunction;
|
||||
import eu.jonahbauer.raytracing.render.texture.Color;
|
||||
import eu.jonahbauer.raytracing.render.texture.Texture;
|
||||
import eu.jonahbauer.raytracing.scene.HitResult;
|
||||
@@ -13,7 +13,7 @@ import java.util.random.RandomGenerator;
|
||||
public record IsotropicMaterial(@NotNull Color albedo) implements Material {
|
||||
@Override
|
||||
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(random, true)), albedo()));
|
||||
return Optional.of(new PdfScatterResult(albedo(), new SphereProbabilityDensityFunction()));
|
||||
}
|
||||
|
||||
@Override
|
||||
|
@@ -1,7 +1,7 @@
|
||||
package eu.jonahbauer.raytracing.render.material;
|
||||
|
||||
import eu.jonahbauer.raytracing.math.Ray;
|
||||
import eu.jonahbauer.raytracing.math.Vec3;
|
||||
import eu.jonahbauer.raytracing.render.renderer.pdf.CosineProbabilityDensityFunction;
|
||||
import eu.jonahbauer.raytracing.render.texture.Texture;
|
||||
import eu.jonahbauer.raytracing.scene.HitResult;
|
||||
import org.jetbrains.annotations.NotNull;
|
||||
@@ -17,11 +17,7 @@ public record LambertianMaterial(@NotNull Texture texture) implements Material {
|
||||
|
||||
@Override
|
||||
public @NotNull Optional<ScatterResult> scatter(@NotNull Ray ray, @NotNull HitResult hit, @NotNull RandomGenerator random) {
|
||||
var newDirection = hit.normal().plus(Vec3.random(random, true));
|
||||
if (newDirection.isNearZero()) newDirection = hit.normal();
|
||||
|
||||
var attenuation = texture.get(hit);
|
||||
var scattered = new Ray(hit.position(), newDirection);
|
||||
return Optional.of(new ScatterResult(scattered, attenuation));
|
||||
return Optional.of(new PdfScatterResult(attenuation, new CosineProbabilityDensityFunction(hit.normal())));
|
||||
}
|
||||
}
|
||||
|
@@ -1,6 +1,7 @@
|
||||
package eu.jonahbauer.raytracing.render.material;
|
||||
|
||||
import eu.jonahbauer.raytracing.math.Ray;
|
||||
import eu.jonahbauer.raytracing.render.renderer.pdf.ProbabilityDensityFunction;
|
||||
import eu.jonahbauer.raytracing.render.texture.Color;
|
||||
import eu.jonahbauer.raytracing.render.texture.Texture;
|
||||
import eu.jonahbauer.raytracing.scene.HitResult;
|
||||
@@ -12,18 +13,59 @@ import java.util.random.RandomGenerator;
|
||||
|
||||
public interface Material {
|
||||
|
||||
/**
|
||||
* {@return the texture associated with this material}
|
||||
*/
|
||||
@NotNull Texture texture();
|
||||
|
||||
/**
|
||||
* Scatters a light ray after it hit a surface.
|
||||
* @param ray the incoming light ray
|
||||
* @param hit information about the light ray hitting some object
|
||||
* @param random a random number generator
|
||||
* @return a {@code ScatterResult} if the ray is scattered or an {@linkplain Optional#empty() empty optional} if the
|
||||
* ray is absorbed.
|
||||
*/
|
||||
@NotNull Optional<ScatterResult> scatter(@NotNull Ray ray, @NotNull HitResult hit, @NotNull RandomGenerator random);
|
||||
|
||||
/**
|
||||
* {@return the color emitted for a given hit}
|
||||
* @implSpec the default implementation returns {@linkplain Color#BLACK black}, i.e. no emission
|
||||
*/
|
||||
default @NotNull Color emitted(@NotNull HitResult hit) {
|
||||
return Color.BLACK;
|
||||
}
|
||||
|
||||
record ScatterResult(@NotNull Ray ray, @NotNull Color attenuation) {
|
||||
public ScatterResult {
|
||||
Objects.requireNonNull(ray, "ray");
|
||||
/**
|
||||
* The result of a {@linkplain Material#scatter(Ray, HitResult, RandomGenerator) scattering operation}.
|
||||
*/
|
||||
sealed interface ScatterResult {}
|
||||
|
||||
/**
|
||||
* The result of a specular {@linkplain #scatter(Ray, HitResult, RandomGenerator) scattering operation}. A
|
||||
* specular is a scattering operation with a very small number of possible scattered rays (like a
|
||||
* perfect reflection which only has one possible scattered ray).
|
||||
* @param attenuation the attenuation of the scattered light ray
|
||||
* @param ray the scattered light ray
|
||||
*/
|
||||
record SpecularScatterResult(@NotNull Color attenuation, @NotNull Ray ray) implements ScatterResult {
|
||||
public SpecularScatterResult {
|
||||
Objects.requireNonNull(attenuation, "attenuation");
|
||||
Objects.requireNonNull(ray, "ray");
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The result of a probability density function based
|
||||
* {@linkplain #scatter(Ray, HitResult, RandomGenerator) scattering operation}. A probability density function
|
||||
* based scattering operation uses a probability density function to determine the scatter direction.
|
||||
* @param attenuation the attenuation of the scattered light ray
|
||||
* @param pdf the probability density function
|
||||
*/
|
||||
record PdfScatterResult(@NotNull Color attenuation, @NotNull ProbabilityDensityFunction pdf) implements ScatterResult {
|
||||
public PdfScatterResult {
|
||||
Objects.requireNonNull(attenuation, "attenuation");
|
||||
Objects.requireNonNull(pdf, "pdf");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@@ -25,9 +25,9 @@ public record MetallicMaterial(@NotNull Texture texture, double fuzz) implements
|
||||
public @NotNull Optional<ScatterResult> scatter(@NotNull Ray ray, @NotNull HitResult hit, @NotNull RandomGenerator random) {
|
||||
var newDirection = Vec3.reflect(ray.direction(), hit.normal());
|
||||
if (fuzz > 0) {
|
||||
newDirection = newDirection.unit().plus(Vec3.random(random, true).times(fuzz));
|
||||
newDirection = Vec3.fma(fuzz, Vec3.random(random), newDirection.unit());
|
||||
}
|
||||
var attenuation = texture.get(hit);
|
||||
return Optional.of(new ScatterResult(new Ray(hit.position(), newDirection), attenuation));
|
||||
return Optional.of(new SpecularScatterResult(attenuation, new Ray(hit.position(), newDirection)));
|
||||
}
|
||||
}
|
||||
|
@@ -2,6 +2,9 @@ package eu.jonahbauer.raytracing.render.renderer;
|
||||
|
||||
import eu.jonahbauer.raytracing.math.Range;
|
||||
import eu.jonahbauer.raytracing.math.Ray;
|
||||
import eu.jonahbauer.raytracing.render.material.Material;
|
||||
import eu.jonahbauer.raytracing.render.renderer.pdf.TargetingProbabilityDensityFunction;
|
||||
import eu.jonahbauer.raytracing.render.renderer.pdf.MixtureProbabilityDensityFunction;
|
||||
import eu.jonahbauer.raytracing.render.texture.Color;
|
||||
import eu.jonahbauer.raytracing.render.camera.Camera;
|
||||
import eu.jonahbauer.raytracing.render.canvas.Canvas;
|
||||
@@ -13,8 +16,10 @@ import java.util.SplittableRandom;
|
||||
import java.util.random.RandomGenerator;
|
||||
import java.util.stream.IntStream;
|
||||
|
||||
import static eu.jonahbauer.raytracing.Main.DEBUG;
|
||||
|
||||
public final class SimpleRenderer implements Renderer {
|
||||
private final int samplesPerPixel;
|
||||
private final int sqrtSamplesPerPixel;
|
||||
private final int maxDepth;
|
||||
private final double gamma;
|
||||
|
||||
@@ -30,7 +35,7 @@ public final class SimpleRenderer implements Renderer {
|
||||
}
|
||||
|
||||
private SimpleRenderer(@NotNull Builder builder) {
|
||||
this.samplesPerPixel = builder.samplesPerPixel;
|
||||
this.sqrtSamplesPerPixel = (int) Math.sqrt(builder.samplesPerPixel);
|
||||
this.maxDepth = builder.maxDepth;
|
||||
this.gamma = builder.gamma;
|
||||
|
||||
@@ -38,6 +43,9 @@ public final class SimpleRenderer implements Renderer {
|
||||
this.iterative = builder.iterative;
|
||||
}
|
||||
|
||||
/**
|
||||
* {@inheritDoc}
|
||||
*/
|
||||
@Override
|
||||
public void render(@NotNull Camera camera, @NotNull Scene scene, @NotNull Canvas canvas) {
|
||||
if (canvas.getWidth() != camera.getWidth() || canvas.getHeight() != camera.getHeight()) {
|
||||
@@ -45,42 +53,69 @@ public final class SimpleRenderer implements Renderer {
|
||||
}
|
||||
|
||||
if (iterative) {
|
||||
var random = new Random();
|
||||
renderIterative(camera, scene, canvas);
|
||||
} else {
|
||||
renderNonIterative(camera, scene, canvas);
|
||||
}
|
||||
}
|
||||
|
||||
// render one sample after the other
|
||||
for (int i = 1 ; i <= samplesPerPixel; i++) {
|
||||
var sample = i;
|
||||
/**
|
||||
* Renders the {@code scene} as seen by the {@code camera} to the {@code canvas}, taking one sample per pixel at
|
||||
* a time and updating the canvas after each sample.
|
||||
*/
|
||||
private void renderIterative(@NotNull Camera camera, @NotNull Scene scene, @NotNull Canvas canvas) {
|
||||
var random = new Random(0);
|
||||
|
||||
// render one sample after the other
|
||||
int i = 0;
|
||||
for (int sj = 0; sj < sqrtSamplesPerPixel; sj++) {
|
||||
for (int si = 0; si < sqrtSamplesPerPixel; si++) {
|
||||
var sample = ++i;
|
||||
var sif = si;
|
||||
var sjf = sj;
|
||||
getScanlineStream(camera.getHeight(), parallel).forEach(y -> {
|
||||
for (int x = 0; x < camera.getWidth(); x++) {
|
||||
var ray = camera.cast(x, y, random);
|
||||
var ray = camera.cast(x, y, sif, sjf, sqrtSamplesPerPixel, random);
|
||||
var c = getColor(scene, ray, random);
|
||||
canvas.set(x, y, Color.average(canvas.get(x, y), c, sample));
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// apply gamma correction
|
||||
getScanlineStream(camera.getHeight(), parallel).forEach(y -> {
|
||||
for (int x = 0; x < camera.getWidth(); x++) {
|
||||
canvas.set(x, y, Color.gamma(canvas.get(x, y), gamma));
|
||||
}
|
||||
});
|
||||
} else {
|
||||
var splittable = new SplittableRandom();
|
||||
// render one pixel after the other
|
||||
getScanlineStream(camera.getHeight(), parallel).forEach(y -> {
|
||||
var random = splittable.split();
|
||||
for (int x = 0; x < camera.getWidth(); x++) {
|
||||
var color = Color.BLACK;
|
||||
for (int i = 1; i <= samplesPerPixel; i++) {
|
||||
var ray = camera.cast(x, y, random);
|
||||
var c = getColor(scene, ray, random);
|
||||
color = Color.average(color, c, i);
|
||||
}
|
||||
canvas.set(x, y, Color.gamma(color, gamma));
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// apply gamma correction
|
||||
getScanlineStream(camera.getHeight(), parallel).forEach(y -> {
|
||||
for (int x = 0; x < camera.getWidth(); x++) {
|
||||
canvas.set(x, y, Color.gamma(canvas.get(x, y), gamma));
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Renders the {@code scene} as seen by the {@code camera} to the {@code canvas}, taking some amount of samples
|
||||
* per pixel and updating the canvas after each pixel.
|
||||
*/
|
||||
private void renderNonIterative(@NotNull Camera camera, @NotNull Scene scene, @NotNull Canvas canvas) {
|
||||
var splittable = new SplittableRandom(0);
|
||||
// render one pixel after the other
|
||||
getScanlineStream(camera.getHeight(), parallel).forEach(y -> {
|
||||
var random = splittable.split();
|
||||
for (int x = 0; x < camera.getWidth(); x++) {
|
||||
var color = Color.BLACK;
|
||||
int i = 0;
|
||||
for (int sj = 0; sj < sqrtSamplesPerPixel; sj++) {
|
||||
for (int si = 0; si < sqrtSamplesPerPixel; si++) {
|
||||
var ray = camera.cast(x, y, si, sj, sqrtSamplesPerPixel, random);
|
||||
if (DEBUG) {
|
||||
System.out.println("Casting ray " + ray + " through pixel (" + x + "," + y + ") at subpixel (" + si + "," + sj + ")...");
|
||||
}
|
||||
var c = getColor(scene, ray, random);
|
||||
color = Color.average(color, c, ++i);
|
||||
}
|
||||
}
|
||||
canvas.set(x, y, Color.gamma(color, gamma));
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -95,21 +130,82 @@ public final class SimpleRenderer implements Renderer {
|
||||
var attenuation = Color.WHITE;
|
||||
|
||||
while (depth-- > 0) {
|
||||
var optional = scene.hit(ray, new Range(0.001, Double.POSITIVE_INFINITY));
|
||||
var optional = scene.hit(ray);
|
||||
if (optional.isEmpty()) {
|
||||
color = Color.add(color, Color.multiply(attenuation, scene.getBackgroundColor(ray)));
|
||||
var background = scene.getBackgroundColor(ray);
|
||||
color = Color.add(color, Color.multiply(attenuation, background));
|
||||
if (DEBUG) {
|
||||
System.out.println(" Hit background: " + background);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
var hit = optional.get();
|
||||
if (DEBUG) {
|
||||
System.out.println(" Hit " + hit.target() + " at t=" + hit.t() + " (" + hit.position() + ")");
|
||||
}
|
||||
var material = hit.material();
|
||||
var emitted = material.emitted(hit);
|
||||
var scatter = material.scatter(ray, hit, random);
|
||||
if (DEBUG && !Color.BLACK.equals(emitted)) {
|
||||
System.out.println(" Emitted: " + emitted);
|
||||
}
|
||||
|
||||
var result = material.scatter(ray, hit, random);
|
||||
color = Color.add(color, Color.multiply(attenuation, emitted));
|
||||
|
||||
if (scatter.isEmpty()) break;
|
||||
attenuation = Color.multiply(attenuation, scatter.get().attenuation());
|
||||
ray = scatter.get().ray();
|
||||
if (result.isEmpty()) {
|
||||
if (DEBUG) {
|
||||
System.out.println(" Absorbed");
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
switch (result.get()) {
|
||||
case Material.SpecularScatterResult(var a, var scattered) -> {
|
||||
attenuation = Color.multiply(attenuation, a);
|
||||
ray = scattered;
|
||||
|
||||
if (DEBUG) {
|
||||
System.out.println(" Specular scattering with albedo " + a);
|
||||
}
|
||||
}
|
||||
case Material.PdfScatterResult(var a, var pdf) -> {
|
||||
if (scene.getTargets() == null) {
|
||||
attenuation = Color.multiply(attenuation, a);
|
||||
ray = new Ray(hit.position(), pdf.generate(random));
|
||||
|
||||
if (DEBUG) {
|
||||
System.out.println(" Pdf scattering with albedo " + a);
|
||||
}
|
||||
} else {
|
||||
var mixed = new MixtureProbabilityDensityFunction(new TargetingProbabilityDensityFunction(hit.position(), scene.getTargets()), pdf, 0.5);
|
||||
var direction = mixed.generate(random).unit();
|
||||
|
||||
var idealPdf = pdf.value(direction);
|
||||
var actualPdf = mixed.value(direction);
|
||||
if (actualPdf == 0) break; // when actualPdf is 0, the ray should have never been generated by mixed.generate
|
||||
|
||||
var factor = idealPdf / actualPdf;
|
||||
|
||||
attenuation = Color.multiply(attenuation, Color.multiply(a, factor));
|
||||
ray = new Ray(hit.position(), direction);
|
||||
|
||||
if (DEBUG) {
|
||||
System.out.println(" Pdf scattering with albedo " + a + " and factor " + factor);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (DEBUG) {
|
||||
System.out.println(" Combined color is " + color);
|
||||
System.out.println(" Combined attenuation is " + attenuation);
|
||||
System.out.println(" New ray is " + ray);
|
||||
}
|
||||
}
|
||||
|
||||
if (DEBUG) {
|
||||
System.out.println(" Final color is " + color);
|
||||
}
|
||||
|
||||
return color;
|
||||
|
@@ -0,0 +1,27 @@
|
||||
package eu.jonahbauer.raytracing.render.renderer.pdf;
|
||||
|
||||
import eu.jonahbauer.raytracing.math.Vec3;
|
||||
import org.jetbrains.annotations.NotNull;
|
||||
|
||||
import java.util.Objects;
|
||||
import java.util.random.RandomGenerator;
|
||||
|
||||
public record CosineProbabilityDensityFunction(@NotNull Vec3 normal) implements ProbabilityDensityFunction {
|
||||
|
||||
public CosineProbabilityDensityFunction {
|
||||
Objects.requireNonNull(normal, "normal");
|
||||
normal = normal.unit();
|
||||
}
|
||||
|
||||
@Override
|
||||
public double value(@NotNull Vec3 direction) {
|
||||
var cos = normal.times(direction);
|
||||
return Math.max(0, cos / Math.PI);
|
||||
}
|
||||
|
||||
@Override
|
||||
public @NotNull Vec3 generate(@NotNull RandomGenerator random) {
|
||||
var out = normal().plus(Vec3.random(random));
|
||||
return out.isNearZero() ? normal() : out;
|
||||
}
|
||||
}
|
@@ -0,0 +1,46 @@
|
||||
package eu.jonahbauer.raytracing.render.renderer.pdf;
|
||||
|
||||
import eu.jonahbauer.raytracing.math.Vec3;
|
||||
import org.jetbrains.annotations.NotNull;
|
||||
|
||||
import java.util.Objects;
|
||||
import java.util.random.RandomGenerator;
|
||||
|
||||
/**
|
||||
* Mixes between two probability density functions (pdf) using a weight. When the weight is closer to zero, the
|
||||
* influence of the second pdf is stronger. When the weight is closer to one, the influence of the first pdf is stronger.
|
||||
* @param a the first probability density function
|
||||
* @param b the second probability density function
|
||||
* @param weight a weight in the range [0, 1]
|
||||
*/
|
||||
public record MixtureProbabilityDensityFunction(
|
||||
@NotNull ProbabilityDensityFunction a,
|
||||
@NotNull ProbabilityDensityFunction b,
|
||||
double weight
|
||||
) implements ProbabilityDensityFunction {
|
||||
public MixtureProbabilityDensityFunction(@NotNull ProbabilityDensityFunction a, @NotNull ProbabilityDensityFunction b) {
|
||||
this(a, b, 0.5);
|
||||
}
|
||||
|
||||
public MixtureProbabilityDensityFunction {
|
||||
Objects.requireNonNull(a);
|
||||
Objects.requireNonNull(b);
|
||||
weight = Math.clamp(weight, 0, 1);
|
||||
}
|
||||
|
||||
@Override
|
||||
public double value(@NotNull Vec3 direction) {
|
||||
var v = a.value(direction);
|
||||
var w = b.value(direction);
|
||||
return Math.fma(weight, v, Math.fma(-weight, w, w));
|
||||
}
|
||||
|
||||
@Override
|
||||
public @NotNull Vec3 generate(@NotNull RandomGenerator random) {
|
||||
if (random.nextDouble() < weight) {
|
||||
return a.generate(random);
|
||||
} else {
|
||||
return b.generate(random);
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,25 @@
|
||||
package eu.jonahbauer.raytracing.render.renderer.pdf;
|
||||
|
||||
import eu.jonahbauer.raytracing.math.Vec3;
|
||||
import org.jetbrains.annotations.NotNull;
|
||||
|
||||
import java.util.random.RandomGenerator;
|
||||
|
||||
/**
|
||||
* A probability density function used for sampling random directions when scattering a ray.
|
||||
*/
|
||||
public interface ProbabilityDensityFunction {
|
||||
|
||||
/**
|
||||
* {@return the value of this probability density function at the given point}
|
||||
* @param direction the direction
|
||||
*/
|
||||
double value(@NotNull Vec3 direction);
|
||||
|
||||
/**
|
||||
* Generates a random direction based on this probability density function.
|
||||
* @param random a random number generator
|
||||
* @return the random direction
|
||||
*/
|
||||
@NotNull Vec3 generate(@NotNull RandomGenerator random);
|
||||
}
|
@@ -0,0 +1,22 @@
|
||||
package eu.jonahbauer.raytracing.render.renderer.pdf;
|
||||
|
||||
import eu.jonahbauer.raytracing.math.Vec3;
|
||||
import org.jetbrains.annotations.NotNull;
|
||||
|
||||
import java.util.random.RandomGenerator;
|
||||
|
||||
/**
|
||||
* A probability density function sampling the sphere uniformly.
|
||||
*/
|
||||
public record SphereProbabilityDensityFunction() implements ProbabilityDensityFunction {
|
||||
|
||||
@Override
|
||||
public double value(@NotNull Vec3 direction) {
|
||||
return 1 / (4 * Math.PI);
|
||||
}
|
||||
|
||||
@Override
|
||||
public @NotNull Vec3 generate(@NotNull RandomGenerator random) {
|
||||
return Vec3.random(random);
|
||||
}
|
||||
}
|
@@ -0,0 +1,41 @@
|
||||
package eu.jonahbauer.raytracing.render.renderer.pdf;
|
||||
|
||||
import eu.jonahbauer.raytracing.math.Vec3;
|
||||
import eu.jonahbauer.raytracing.scene.Target;
|
||||
import org.jetbrains.annotations.NotNull;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.List;
|
||||
import java.util.Objects;
|
||||
import java.util.random.RandomGenerator;
|
||||
|
||||
/**
|
||||
* A probability density function targeting a target.
|
||||
* @see Target
|
||||
*/
|
||||
public final class TargetingProbabilityDensityFunction implements ProbabilityDensityFunction {
|
||||
private final @NotNull Vec3 origin;
|
||||
private final @NotNull List<@NotNull Target> targets;
|
||||
|
||||
public TargetingProbabilityDensityFunction(@NotNull Vec3 origin, @NotNull List<@NotNull Target> targets) {
|
||||
this.origin = Objects.requireNonNull(origin, "origin");
|
||||
this.targets = new ArrayList<>(targets);
|
||||
}
|
||||
|
||||
@Override
|
||||
public double value(@NotNull Vec3 direction) {
|
||||
var weight = 1d / targets.size();
|
||||
var sum = 0.0;
|
||||
|
||||
for (var target : targets) {
|
||||
sum = Math.fma(weight, target.getProbabilityDensity(origin, direction), sum);
|
||||
}
|
||||
|
||||
return sum;
|
||||
}
|
||||
|
||||
@Override
|
||||
public @NotNull Vec3 generate(@NotNull RandomGenerator random) {
|
||||
return targets.get(random.nextInt(targets.size())).getTargetingDirection(origin, random);
|
||||
}
|
||||
}
|
@@ -5,7 +5,6 @@ import org.jetbrains.annotations.NotNull;
|
||||
|
||||
public record CheckerTexture(double scale, @NotNull Texture even, @NotNull Texture odd) implements Texture {
|
||||
|
||||
|
||||
@Override
|
||||
public @NotNull Color get(double u, double v, @NotNull Vec3 p) {
|
||||
var x = (int) Math.floor(p.x() / scale);
|
||||
|
@@ -1,11 +1,15 @@
|
||||
package eu.jonahbauer.raytracing.render.texture;
|
||||
|
||||
import eu.jonahbauer.raytracing.math.Ray;
|
||||
import eu.jonahbauer.raytracing.math.Vec3;
|
||||
import eu.jonahbauer.raytracing.scene.SkyBox;
|
||||
import org.jetbrains.annotations.NotNull;
|
||||
|
||||
import java.util.Random;
|
||||
|
||||
public record Color(double r, double g, double b) implements Texture {
|
||||
import static eu.jonahbauer.raytracing.Main.DEBUG;
|
||||
|
||||
public record Color(double r, double g, double b) implements Texture, SkyBox {
|
||||
public static final @NotNull Color BLACK = new Color(0.0, 0.0, 0.0);
|
||||
public static final @NotNull Color WHITE = new Color(1.0, 1.0, 1.0);
|
||||
public static final @NotNull Color RED = new Color(1.0, 0.0, 0.0);
|
||||
@@ -26,6 +30,10 @@ public record Color(double r, double g, double b) implements Texture {
|
||||
return new Color(a.r() * b.r(), a.g() * b.g(), a.b() * b.b());
|
||||
}
|
||||
|
||||
public static @NotNull Color multiply(@NotNull Color a, double b) {
|
||||
return new Color(a.r() * b, a.g() * b, a.b() * b);
|
||||
}
|
||||
|
||||
public static @NotNull Color add(@NotNull Color a, @NotNull Color b) {
|
||||
return new Color(a.r() + b.r(), a.g() + b.g(), a.b() + b.b());
|
||||
}
|
||||
@@ -44,10 +52,11 @@ public record Color(double r, double g, double b) implements Texture {
|
||||
}
|
||||
|
||||
public static @NotNull Color average(@NotNull Color current, @NotNull Color next, int index) {
|
||||
var factor = 1d / index;
|
||||
return new Color(
|
||||
current.r() + (next.r() - current.r()) / index,
|
||||
current.g() + (next.g() - current.g()) / index,
|
||||
current.b() + (next.b() - current.b()) / index
|
||||
Math.fma(factor, next.r() - current.r(), current.r()),
|
||||
Math.fma(factor, next.g() - current.g(), current.g()),
|
||||
Math.fma(factor, next.b() - current.b(), current.b())
|
||||
);
|
||||
}
|
||||
|
||||
@@ -77,6 +86,17 @@ public record Color(double r, double g, double b) implements Texture {
|
||||
this(red / 255f, green / 255f, blue / 255f);
|
||||
}
|
||||
|
||||
public Color {
|
||||
if (DEBUG) {
|
||||
if (!Double.isFinite(r) || !Double.isFinite(g) || !Double.isFinite(b)) {
|
||||
throw new IllegalArgumentException("r, g and b must be finite");
|
||||
}
|
||||
if (r < 0 || g < 0 || b < 0) {
|
||||
throw new IllegalArgumentException("r, g and b must be non-negative");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public int red() {
|
||||
return toInt(r);
|
||||
}
|
||||
@@ -94,6 +114,11 @@ public record Color(double r, double g, double b) implements Texture {
|
||||
return this;
|
||||
}
|
||||
|
||||
@Override
|
||||
public @NotNull Color getColor(@NotNull Ray ray) {
|
||||
return this;
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean isUVRequired() {
|
||||
return false;
|
||||
|
@@ -53,7 +53,7 @@ public final class PerlinTexture implements Texture {
|
||||
this.mask = count - 1;
|
||||
this.randvec = new Vec3[count];
|
||||
for (int i = 0; i < count; i++) {
|
||||
this.randvec[i] = Vec3.random(random, true);
|
||||
this.randvec[i] = Vec3.random(random);
|
||||
}
|
||||
this.permX = generatePerm(count, random);
|
||||
this.permY = generatePerm(count, random);
|
||||
|
@@ -5,12 +5,27 @@ import eu.jonahbauer.raytracing.scene.HitResult;
|
||||
import org.jetbrains.annotations.NotNull;
|
||||
|
||||
public interface Texture {
|
||||
/**
|
||||
* {@return the color of <code>this</code> texture for a hit}
|
||||
*/
|
||||
default @NotNull Color get(@NotNull HitResult hit) {
|
||||
return get(hit.u(), hit.v(), hit.position());
|
||||
}
|
||||
|
||||
/**
|
||||
* {@return the color of <code>this</code> texture at the specified position}
|
||||
* @param u the texture u coordinate
|
||||
* @param v the texture v coordinate
|
||||
* @param p the position
|
||||
*/
|
||||
@NotNull Color get(double u, double v, @NotNull Vec3 p);
|
||||
|
||||
/**
|
||||
* Returns whether {@link #get(double, double, Vec3)} uses the {@code u} and/or {@code v} parameters.
|
||||
* When a texture indicates that the {@code u} and {@code v} coordinates are not required, the calculation may be
|
||||
* skipped and {@link Double#NaN} will be passed.
|
||||
* @return whether {@link #get(double, double, Vec3)} uses the {@code u} and/or {@code v} parameters
|
||||
*/
|
||||
default boolean isUVRequired() {
|
||||
return true;
|
||||
}
|
||||
|
@@ -1,14 +1,28 @@
|
||||
package eu.jonahbauer.raytracing.scene;
|
||||
|
||||
import eu.jonahbauer.raytracing.math.Range;
|
||||
import eu.jonahbauer.raytracing.math.Ray;
|
||||
import eu.jonahbauer.raytracing.math.Vec3;
|
||||
import eu.jonahbauer.raytracing.render.material.Material;
|
||||
import eu.jonahbauer.raytracing.render.texture.Texture;
|
||||
import org.jetbrains.annotations.NotNull;
|
||||
|
||||
import java.util.Objects;
|
||||
|
||||
/**
|
||||
* The result of a {@linkplain Hittable#hit(Ray, Range) hit}.
|
||||
* @param t the {@code t} value at which the hit occurs
|
||||
* @param position the position of the hit
|
||||
* @param normal the surface normal at the hit position
|
||||
* @param target the hit target (for debug purposes only)
|
||||
* @param material the material of the surface
|
||||
* @param u the texture u coordinate (or {@code Double.NaN} if the {@linkplain Material#texture() material's texture} does {@linkplain Texture#isUVRequired() not depend} on the uv-coordinates)
|
||||
* @param v the texture v coordinate (or {@code Double.NaN} if the {@linkplain Material#texture() material's texture} does {@linkplain Texture#isUVRequired() not depend} on the uv-coordinates)
|
||||
* @param isFrontFace whether the front or the back of the surface was it
|
||||
*/
|
||||
public record HitResult(
|
||||
double t, @NotNull Vec3 position, @NotNull Vec3 normal,
|
||||
@NotNull Material material, double u, double v, boolean frontFace
|
||||
double t, @NotNull Vec3 position, @NotNull Vec3 normal, @NotNull Hittable target,
|
||||
@NotNull Material material, double u, double v, boolean isFrontFace
|
||||
) implements Comparable<HitResult> {
|
||||
public HitResult {
|
||||
Objects.requireNonNull(position, "position");
|
||||
@@ -16,7 +30,7 @@ public record HitResult(
|
||||
}
|
||||
|
||||
public @NotNull HitResult withPositionAndNormal(@NotNull Vec3 position, @NotNull Vec3 normal) {
|
||||
return new HitResult(t, position, normal, material, u, v, frontFace);
|
||||
return new HitResult(t, position, normal, target, material, u, v, isFrontFace);
|
||||
}
|
||||
|
||||
@Override
|
||||
|
@@ -11,21 +11,38 @@ import org.jetbrains.annotations.NotNull;
|
||||
import java.util.Optional;
|
||||
|
||||
public interface Hittable {
|
||||
@NotNull Range FORWARD = new Range(0.001, Double.POSITIVE_INFINITY);
|
||||
|
||||
/**
|
||||
* {@return the value <code>t</code> such that <code>ray.at(t)</code> is the intersection of this shaped closest to
|
||||
* the ray origin, or <code>Double.NaN</code> if the ray does not intersect this shape}
|
||||
* @see #hit(Ray, Range)
|
||||
*/
|
||||
default @NotNull Optional<HitResult> hit(@NotNull Ray ray) {
|
||||
return hit(ray, FORWARD);
|
||||
}
|
||||
|
||||
/**
|
||||
* Tests whether the {@code ray} intersects {@code this} hittable.
|
||||
* <p>
|
||||
* The second parameter {@code range} allows the implementation to skip unnecessary calculations if it can
|
||||
* determine that a hit (if any) will fall outside the valid range of {@code t}s. The returned hit may still be
|
||||
* outside the valid range and has to be checked by the caller.
|
||||
* @param ray a ray
|
||||
* @param range the range of valid {@code t}s
|
||||
* @return the result of the hit test, containing (among others) the value {@code t} such that {@code ray.at(t)} is
|
||||
* a point on {@code this} hittable
|
||||
*/
|
||||
@NotNull Optional<HitResult> hit(@NotNull Ray ray, @NotNull Range range);
|
||||
|
||||
/**
|
||||
* {@return the axis-aligned bounding box of this hittable}
|
||||
*/
|
||||
@NotNull AABB getBoundingBox();
|
||||
|
||||
default @NotNull Hittable translate(@NotNull Vec3 offset) {
|
||||
return new Translate(this, offset);
|
||||
return Translate.create(this, offset);
|
||||
}
|
||||
|
||||
default @NotNull Hittable rotateY(double angle) {
|
||||
return new RotateY(this, angle);
|
||||
return RotateY.create(this, angle);
|
||||
}
|
||||
}
|
||||
|
@@ -6,7 +6,9 @@ import eu.jonahbauer.raytracing.render.texture.Color;
|
||||
import eu.jonahbauer.raytracing.scene.util.HittableBinaryTree;
|
||||
import eu.jonahbauer.raytracing.scene.util.HittableCollection;
|
||||
import org.jetbrains.annotations.NotNull;
|
||||
import org.jetbrains.annotations.Nullable;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.List;
|
||||
import java.util.Objects;
|
||||
|
||||
@@ -14,29 +16,28 @@ public final class Scene extends HittableCollection {
|
||||
private final @NotNull HittableCollection objects;
|
||||
private final @NotNull SkyBox background;
|
||||
|
||||
private final @Nullable List<@NotNull Target> targets;
|
||||
|
||||
public Scene(@NotNull List<? extends @NotNull Hittable> objects) {
|
||||
this(Color.BLACK, objects);
|
||||
this(objects, null);
|
||||
}
|
||||
|
||||
public Scene(@NotNull Color background, @NotNull List<? extends @NotNull Hittable> objects) {
|
||||
this(SkyBox.solid(background), objects);
|
||||
public Scene(@NotNull List<? extends @NotNull Hittable> objects, @Nullable List<? extends @NotNull Target> targets) {
|
||||
this(Color.BLACK, objects, targets);
|
||||
}
|
||||
|
||||
public Scene(@NotNull SkyBox background, @NotNull List<? extends @NotNull Hittable> objects) {
|
||||
this.objects = new HittableBinaryTree(objects);
|
||||
this(background, objects, null);
|
||||
}
|
||||
|
||||
public Scene(@NotNull SkyBox background, @NotNull List<? extends @NotNull Hittable> objects, @Nullable List<? extends @NotNull Target> targets) {
|
||||
var list = new ArrayList<Hittable>(objects.size() + (targets != null ? targets.size() : 0));
|
||||
list.addAll(objects);
|
||||
if (targets != null) list.addAll(targets);
|
||||
this.objects = new HittableBinaryTree(list);
|
||||
this.background = Objects.requireNonNull(background);
|
||||
}
|
||||
|
||||
public Scene(@NotNull Hittable @NotNull... objects) {
|
||||
this(List.of(objects));
|
||||
}
|
||||
|
||||
public Scene(@NotNull Color background, @NotNull Hittable @NotNull... objects) {
|
||||
this(background, List.of(objects));
|
||||
}
|
||||
|
||||
public Scene(@NotNull SkyBox background, @NotNull Hittable @NotNull... objects) {
|
||||
this(background, List.of(objects));
|
||||
this.targets = targets != null ? List.copyOf(targets) : null;
|
||||
}
|
||||
|
||||
@Override
|
||||
@@ -49,6 +50,10 @@ public final class Scene extends HittableCollection {
|
||||
return objects.getBoundingBox();
|
||||
}
|
||||
|
||||
public @Nullable List<@NotNull Target> getTargets() {
|
||||
return targets;
|
||||
}
|
||||
|
||||
public @NotNull Color getBackgroundColor(@NotNull Ray ray) {
|
||||
return background.getColor(ray);
|
||||
}
|
||||
|
@@ -18,8 +18,4 @@ public interface SkyBox {
|
||||
return Color.lerp(bottom, top, alt / Math.PI + 0.5);
|
||||
};
|
||||
}
|
||||
|
||||
static @NotNull SkyBox solid(@NotNull Color color) {
|
||||
return _ -> color;
|
||||
}
|
||||
}
|
||||
|
39
src/main/java/eu/jonahbauer/raytracing/scene/Target.java
Normal file
39
src/main/java/eu/jonahbauer/raytracing/scene/Target.java
Normal file
@@ -0,0 +1,39 @@
|
||||
package eu.jonahbauer.raytracing.scene;
|
||||
|
||||
import eu.jonahbauer.raytracing.math.Vec3;
|
||||
import eu.jonahbauer.raytracing.render.renderer.pdf.TargetingProbabilityDensityFunction;
|
||||
import org.jetbrains.annotations.NotNull;
|
||||
|
||||
import java.util.random.RandomGenerator;
|
||||
|
||||
/**
|
||||
* An interface for objects that can be targeted. A target can construct randomly distributed directions in which
|
||||
* it will be hit from a given origin.
|
||||
* @see TargetingProbabilityDensityFunction
|
||||
*/
|
||||
public interface Target extends Hittable {
|
||||
/**
|
||||
* Returns the probability density for a direction as sampled by {@link #getTargetingDirection(Vec3, RandomGenerator)}.
|
||||
* @param origin the origin
|
||||
* @param direction the direction
|
||||
* @return the probability density for a direction as sampled by {@link #getTargetingDirection(Vec3, RandomGenerator)}
|
||||
*/
|
||||
double getProbabilityDensity(@NotNull Vec3 origin, @NotNull Vec3 direction);
|
||||
|
||||
/**
|
||||
* {@return a vector targeting this hittable from the <code>origin</code>} The vector is chosen randomly.
|
||||
* @param origin the origin
|
||||
* @param random a random number generator
|
||||
*/
|
||||
@NotNull Vec3 getTargetingDirection(@NotNull Vec3 origin, @NotNull RandomGenerator random);
|
||||
|
||||
@Override
|
||||
default @NotNull Target translate(@NotNull Vec3 offset) {
|
||||
return (Target) Hittable.super.translate(offset);
|
||||
}
|
||||
|
||||
@Override
|
||||
default @NotNull Target rotateY(double angle) {
|
||||
return (Target) Hittable.super.rotateY(angle);
|
||||
}
|
||||
}
|
@@ -52,10 +52,40 @@ public abstract class Hittable2D implements Hittable {
|
||||
|
||||
var frontFace = denominator < 0;
|
||||
return Optional.of(new HitResult(
|
||||
t, position, frontFace ? normal : normal.neg(),
|
||||
t, position, frontFace ? normal : normal.neg(), this,
|
||||
material, alpha, beta, frontFace
|
||||
));
|
||||
}
|
||||
|
||||
protected double hit0(@NotNull Ray ray, @NotNull Range range) {
|
||||
var denominator = ray.direction().times(normal);
|
||||
if (Math.abs(denominator) < 1e-8) return Double.NaN; // parallel
|
||||
|
||||
var t = (d - ray.origin().times(normal)) / denominator;
|
||||
if (!range.surrounds(t)) return Double.NaN;
|
||||
|
||||
var position = ray.at(t);
|
||||
var p = position.minus(origin);
|
||||
|
||||
var alpha = Vec3.tripleProduct(w, p, v);
|
||||
var beta = Vec3.tripleProduct(w, u, p);
|
||||
if (!isInterior(alpha, beta)) return Double.NaN;
|
||||
|
||||
return t;
|
||||
}
|
||||
|
||||
protected @NotNull Vec3 get(double alpha, double beta) {
|
||||
return new Vec3(
|
||||
Math.fma(beta, v.x(), Math.fma(alpha, u.x(), origin.x())),
|
||||
Math.fma(beta, v.y(), Math.fma(alpha, u.y(), origin.y())),
|
||||
Math.fma(beta, v.z(), Math.fma(alpha, u.z(), origin.z()))
|
||||
);
|
||||
}
|
||||
|
||||
protected abstract boolean isInterior(double alpha, double beta);
|
||||
|
||||
@Override
|
||||
public @NotNull String toString() {
|
||||
return this.getClass().getSimpleName() + "(origin=" + origin + ", u=" + u + ", v=" + v + ")";
|
||||
}
|
||||
}
|
||||
|
@@ -1,11 +1,16 @@
|
||||
package eu.jonahbauer.raytracing.scene.hittable2d;
|
||||
|
||||
import eu.jonahbauer.raytracing.math.AABB;
|
||||
import eu.jonahbauer.raytracing.math.Ray;
|
||||
import eu.jonahbauer.raytracing.math.Vec3;
|
||||
import eu.jonahbauer.raytracing.render.material.Material;
|
||||
import eu.jonahbauer.raytracing.scene.Target;
|
||||
import eu.jonahbauer.raytracing.scene.util.PdfUtil;
|
||||
import org.jetbrains.annotations.NotNull;
|
||||
|
||||
public final class Parallelogram extends Hittable2D {
|
||||
import java.util.random.RandomGenerator;
|
||||
|
||||
public final class Parallelogram extends Hittable2D implements Target {
|
||||
private final @NotNull AABB bbox;
|
||||
|
||||
public Parallelogram(@NotNull Vec3 origin, @NotNull Vec3 u, @NotNull Vec3 v, @NotNull Material material) {
|
||||
@@ -22,4 +27,24 @@ public final class Parallelogram extends Hittable2D {
|
||||
public @NotNull AABB getBoundingBox() {
|
||||
return bbox;
|
||||
}
|
||||
|
||||
@Override
|
||||
public double getProbabilityDensity(@NotNull Vec3 origin, @NotNull Vec3 direction) {
|
||||
if (Double.isNaN(hit0(new Ray(origin, direction), FORWARD))) return 0;
|
||||
|
||||
var o = this.origin.minus(origin);
|
||||
var a = o.unit();
|
||||
var b = o.plus(u).unit();
|
||||
var c = o.plus(v).unit();
|
||||
var d = o.plus(u).plus(v).unit();
|
||||
var angle = PdfUtil.getSolidAngle(a, b, d) + PdfUtil.getSolidAngle(c, b, d);
|
||||
return 1 / angle;
|
||||
}
|
||||
|
||||
@Override
|
||||
public @NotNull Vec3 getTargetingDirection(@NotNull Vec3 origin, @NotNull RandomGenerator random) {
|
||||
var alpha = random.nextDouble();
|
||||
var beta = random.nextDouble();
|
||||
return get(alpha, beta).minus(origin);
|
||||
}
|
||||
}
|
||||
|
@@ -7,22 +7,46 @@ import eu.jonahbauer.raytracing.math.Vec3;
|
||||
import eu.jonahbauer.raytracing.render.material.Material;
|
||||
import eu.jonahbauer.raytracing.scene.HitResult;
|
||||
import eu.jonahbauer.raytracing.scene.Hittable;
|
||||
import eu.jonahbauer.raytracing.scene.Target;
|
||||
import eu.jonahbauer.raytracing.scene.util.PdfUtil;
|
||||
import org.jetbrains.annotations.NotNull;
|
||||
import org.jetbrains.annotations.Nullable;
|
||||
|
||||
import java.util.Objects;
|
||||
import java.util.Optional;
|
||||
import java.util.random.RandomGenerator;
|
||||
|
||||
public record Box(@NotNull AABB box, @NotNull Material material) implements Hittable {
|
||||
|
||||
public Box {
|
||||
Objects.requireNonNull(box, "box");
|
||||
Objects.requireNonNull(material, "material");
|
||||
}
|
||||
public final class Box implements Hittable, Target {
|
||||
private final @NotNull AABB box;
|
||||
private final @Nullable Material @NotNull[] materials;
|
||||
|
||||
public Box(@NotNull Vec3 a, @NotNull Vec3 b, @NotNull Material material) {
|
||||
this(new AABB(a, b), material);
|
||||
}
|
||||
|
||||
public Box(@NotNull AABB box, @NotNull Material material) {
|
||||
this(box, Objects.requireNonNull(material, "material"), material, material, material, material, material);
|
||||
}
|
||||
|
||||
public Box(
|
||||
@NotNull Vec3 a, @NotNull Vec3 b,
|
||||
@Nullable Material top, @Nullable Material bottom,
|
||||
@Nullable Material left, @Nullable Material right,
|
||||
@Nullable Material front, @Nullable Material back
|
||||
) {
|
||||
this(new AABB(a, b), top, bottom, left, right, front, back);
|
||||
}
|
||||
|
||||
public Box(
|
||||
@NotNull AABB box,
|
||||
@Nullable Material top, @Nullable Material bottom,
|
||||
@Nullable Material left, @Nullable Material right,
|
||||
@Nullable Material front, @Nullable Material back
|
||||
) {
|
||||
this.box = Objects.requireNonNull(box, "box");
|
||||
this.materials = new Material[] { left, bottom, back, right, top, front };
|
||||
}
|
||||
|
||||
@Override
|
||||
public @NotNull Optional<HitResult> hit(@NotNull Ray ray, @NotNull Range range) {
|
||||
// based on AABB#hit with additional detection of the side hit
|
||||
@@ -70,25 +94,32 @@ public record Box(@NotNull AABB box, @NotNull Material material) implements Hitt
|
||||
}
|
||||
|
||||
private @NotNull Optional<HitResult> hit0(double tmin, double tmax, @NotNull Side entry, @NotNull Side exit, @NotNull Ray ray, @NotNull Range range) {
|
||||
boolean frontFace;
|
||||
double t;
|
||||
if (range.surrounds(tmin)) {
|
||||
frontFace = true;
|
||||
Side side;
|
||||
boolean frontFace;
|
||||
Material material;
|
||||
Vec3 normal;
|
||||
if (range.surrounds(tmin) && materials[entry.ordinal()] != null) {
|
||||
t = tmin;
|
||||
} else if (range.surrounds(tmax)) {
|
||||
frontFace = false;
|
||||
side = entry;
|
||||
frontFace = true;
|
||||
material = materials[side.ordinal()];
|
||||
normal = side.normal;
|
||||
} else if (range.surrounds(tmax) && materials[exit.ordinal()] != null) {
|
||||
t = tmax;
|
||||
side = exit;
|
||||
frontFace = false;
|
||||
material = materials[side.ordinal()];
|
||||
normal = side.normal.neg();
|
||||
} else {
|
||||
return Optional.empty();
|
||||
}
|
||||
|
||||
var side = frontFace ? entry : exit;
|
||||
var normal = frontFace ? side.normal : side.normal.neg();
|
||||
var position = ray.at(t);
|
||||
var uv = material().texture().isUVRequired();
|
||||
var uv = material.texture().isUVRequired();
|
||||
var u = uv ? side.getTextureU(box, position) : Double.NaN;
|
||||
var v = uv ? side.getTextureV(box, position) : Double.NaN;
|
||||
return Optional.of(new HitResult(t, position, normal, material, u, v, frontFace));
|
||||
return Optional.of(new HitResult(t, position, normal, this, material, u, v, frontFace));
|
||||
}
|
||||
|
||||
@Override
|
||||
@@ -96,6 +127,66 @@ public record Box(@NotNull AABB box, @NotNull Material material) implements Hitt
|
||||
return box;
|
||||
}
|
||||
|
||||
@Override
|
||||
public double getProbabilityDensity(@NotNull Vec3 origin, @NotNull Vec3 direction) {
|
||||
if (contains(origin)) return 1 / (4 * Math.PI);
|
||||
if (hit(new Ray(origin, direction)).isEmpty()) return 0;
|
||||
|
||||
var solidAngle = 0d;
|
||||
for (var s : Side.values()) {
|
||||
if (!s.isExterior(box, origin)) continue;
|
||||
solidAngle += s.getSolidAngle(box, origin);
|
||||
}
|
||||
|
||||
return 1 / solidAngle;
|
||||
}
|
||||
|
||||
@Override
|
||||
public @NotNull Vec3 getTargetingDirection(@NotNull Vec3 origin, @NotNull RandomGenerator random) {
|
||||
if (contains(origin)) return Vec3.random(random);
|
||||
|
||||
// determine sides facing the origin and their solid angles
|
||||
int visible = 0;
|
||||
|
||||
// at most three faces are visible
|
||||
Side[] sides = new Side[3];
|
||||
double[] solidAngle = new double[3];
|
||||
|
||||
double accumSolidAngle = 0;
|
||||
for (var s : Side.values()) {
|
||||
if (!s.isExterior(box, origin)) continue;
|
||||
|
||||
var sa = s.getSolidAngle(box, origin);
|
||||
accumSolidAngle += sa;
|
||||
sides[visible] = s;
|
||||
solidAngle[visible] = accumSolidAngle;
|
||||
visible++;
|
||||
}
|
||||
|
||||
// choose a random side facing the origin based on their relative solid angles
|
||||
var r = random.nextDouble() * solidAngle[visible - 1];
|
||||
for (int j = 0; j < visible; j++) {
|
||||
if (r < solidAngle[j]) {
|
||||
// choose a random point on that side
|
||||
var target = sides[j].random(box, random);
|
||||
return target.minus(origin);
|
||||
}
|
||||
}
|
||||
|
||||
throw new AssertionError();
|
||||
}
|
||||
|
||||
private boolean contains(@NotNull Vec3 point) {
|
||||
return box.min().x() < point.x() && point.x() < box.max().x()
|
||||
&& box.min().y() < point.y() && point.y() < box.max().y()
|
||||
&& box.min().z() < point.z() && point.z() < box.max().z();
|
||||
}
|
||||
|
||||
@Override
|
||||
public @NotNull String toString() {
|
||||
return "Box(min=" + box.min() + ", max=" + box.max() + ")";
|
||||
}
|
||||
|
||||
private enum Side {
|
||||
NEG_X(Vec3.UNIT_X.neg()),
|
||||
NEG_Y(Vec3.UNIT_Y.neg()),
|
||||
@@ -136,5 +227,78 @@ public record Box(@NotNull AABB box, @NotNull Material material) implements Hitt
|
||||
case POS_Y -> (box.max().z() - pos.z()) / (box.max().z() - box.min().z());
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* {@return whether the given position is outside of the box only considering <code>this</code> side}
|
||||
*/
|
||||
public boolean isExterior(@NotNull AABB box, @NotNull Vec3 pos) {
|
||||
return switch (this) {
|
||||
case NEG_X -> pos.x() < box.min().x();
|
||||
case NEG_Y -> pos.y() < box.min().y();
|
||||
case NEG_Z -> pos.z() < box.min().z();
|
||||
case POS_X -> pos.x() > box.max().x();
|
||||
case POS_Y -> pos.y() > box.max().y();
|
||||
case POS_Z -> pos.z() > box.max().z();
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* {@return the point on <code>this</code> side of the <code>box</code> with the given <code>u</code>-<code>v</code>-coordinates}
|
||||
*/
|
||||
public @NotNull Vec3 get(@NotNull AABB box, double u, double v) {
|
||||
return switch (this) {
|
||||
case NEG_X -> new Vec3(
|
||||
box.min().x(),
|
||||
Math.fma(v, box.max().y() - box.min().y(), box.min().y()),
|
||||
Math.fma(u, box.max().z() - box.min().z(), box.min().z())
|
||||
);
|
||||
case NEG_Y -> new Vec3(
|
||||
Math.fma(u, box.max().x() - box.min().x(), box.min().x()),
|
||||
box.min().y(),
|
||||
Math.fma(v, box.max().z() - box.min().z(), box.min().z())
|
||||
);
|
||||
case NEG_Z -> new Vec3(
|
||||
Math.fma(u, box.min().x() - box.max().x(), box.max().x()),
|
||||
Math.fma(v, box.max().y() - box.min().y(), box.min().y()),
|
||||
box.min().z()
|
||||
);
|
||||
case POS_X -> new Vec3(
|
||||
box.max().x(),
|
||||
Math.fma(v, box.max().y() - box.min().y(), box.min().y()),
|
||||
Math.fma(u, box.min().z() - box.max().z(), box.max().z())
|
||||
);
|
||||
case POS_Y -> new Vec3(
|
||||
Math.fma(u, box.max().x() - box.min().x(), box.min().x()),
|
||||
box.max().y(),
|
||||
Math.fma(v, box.min().z() - box.max().z(), box.max().z())
|
||||
);
|
||||
case POS_Z -> new Vec3(
|
||||
Math.fma(u, box.max().x() - box.min().x(), box.min().x()),
|
||||
Math.fma(v, box.max().y() - box.min().y(), box.min().y()),
|
||||
box.max().z()
|
||||
);
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* {@return a random point on <code>this</code> side of the <code>box</code>}
|
||||
*/
|
||||
public @NotNull Vec3 random(@NotNull AABB box, @NotNull RandomGenerator random) {
|
||||
var u = random.nextDouble();
|
||||
var v = random.nextDouble();
|
||||
return get(box, u, v);
|
||||
}
|
||||
|
||||
/**
|
||||
* {@return the solid angle covered by <code>this</code> side of the <code>box</code> when viewed from <code>pos</code>}
|
||||
*/
|
||||
public double getSolidAngle(@NotNull AABB box, @NotNull Vec3 pos) {
|
||||
var a = get(box, 0, 0).minus(pos).unit();
|
||||
var b = get(box, 0, 1).minus(pos).unit();
|
||||
var c = get(box, 1, 1).minus(pos).unit();
|
||||
var d = get(box, 1, 0).minus(pos).unit();
|
||||
|
||||
return PdfUtil.getSolidAngle(a, b, d) + PdfUtil.getSolidAngle(c, b, d);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@@ -32,7 +32,7 @@ public record ConstantMedium(@NotNull Hittable boundary, double density, @NotNul
|
||||
if (hitDistance > distance) return Optional.empty();
|
||||
|
||||
var t = tmin + hitDistance / length;
|
||||
return Optional.of(new HitResult(t, ray.at(t), Vec3.UNIT_X, material, 0, 0, true)); // arbitrary normal and frontFace
|
||||
return Optional.of(new HitResult(t, ray.at(t), Vec3.UNIT_X, this, material, 0, 0, true)); // arbitrary normal, u, v and isFrontFace
|
||||
}
|
||||
|
||||
@Override
|
||||
|
@@ -7,24 +7,32 @@ import eu.jonahbauer.raytracing.math.Ray;
|
||||
import eu.jonahbauer.raytracing.math.Vec3;
|
||||
import eu.jonahbauer.raytracing.scene.HitResult;
|
||||
import eu.jonahbauer.raytracing.scene.Hittable;
|
||||
import eu.jonahbauer.raytracing.scene.Target;
|
||||
import org.jetbrains.annotations.NotNull;
|
||||
|
||||
import java.util.Objects;
|
||||
import java.util.Optional;
|
||||
import java.util.random.RandomGenerator;
|
||||
|
||||
public final class Sphere implements Hittable {
|
||||
public final class Sphere implements Hittable, Target {
|
||||
private final @NotNull Vec3 center;
|
||||
private final double radius;
|
||||
private final @NotNull Material material;
|
||||
|
||||
private final @NotNull AABB bbox;
|
||||
|
||||
private final @NotNull Vec3 normalizedCenter;
|
||||
private final double invRadius;
|
||||
|
||||
public Sphere(@NotNull Vec3 center, double radius, @NotNull Material material) {
|
||||
this.center = Objects.requireNonNull(center, "center");
|
||||
this.material = Objects.requireNonNull(material, "material");
|
||||
if (radius <= 0 || !Double.isFinite(radius)) throw new IllegalArgumentException("radius must be positive");
|
||||
this.radius = radius;
|
||||
|
||||
this.invRadius = 1 / radius;
|
||||
this.normalizedCenter = this.center.times(-this.invRadius);
|
||||
|
||||
this.bbox = new AABB(
|
||||
center.minus(radius, radius, radius),
|
||||
center.plus(radius, radius, radius)
|
||||
@@ -33,23 +41,11 @@ public final class Sphere implements Hittable {
|
||||
|
||||
@Override
|
||||
public @NotNull Optional<HitResult> hit(@NotNull Ray ray, @NotNull Range range) {
|
||||
var oc = ray.origin().minus(center);
|
||||
|
||||
var a = ray.direction().squared();
|
||||
var h = ray.direction().times(oc);
|
||||
var c = oc.squared() - radius * radius;
|
||||
|
||||
var discriminant = h * h - a * c;
|
||||
if (discriminant < 0) return Optional.empty();
|
||||
|
||||
var sd = Math.sqrt(discriminant);
|
||||
|
||||
double t = (- h - sd) / a;
|
||||
if (!range.surrounds(t)) t = (- h + sd) / a;
|
||||
if (!range.surrounds(t)) return Optional.empty();
|
||||
var t = hit0(ray, range);
|
||||
if (Double.isNaN(t)) return Optional.empty();
|
||||
|
||||
var position = ray.at(t);
|
||||
var normal = position.minus(center).div(radius);
|
||||
var normal = Vec3.fma(invRadius, position, normalizedCenter);
|
||||
var frontFace = normal.times(ray.direction()) < 0;
|
||||
|
||||
double u;
|
||||
@@ -65,13 +61,57 @@ public final class Sphere implements Hittable {
|
||||
}
|
||||
|
||||
return Optional.of(new HitResult(
|
||||
t, position, frontFace ? normal : normal.neg(),
|
||||
t, position, frontFace ? normal : normal.neg(), this,
|
||||
material, u, v, frontFace
|
||||
));
|
||||
}
|
||||
|
||||
private double hit0(@NotNull Ray ray, @NotNull Range range) {
|
||||
var oc = ray.origin().minus(center);
|
||||
|
||||
var a = ray.direction().squared();
|
||||
var h = ray.direction().times(oc);
|
||||
var c = oc.squared() - radius * radius;
|
||||
|
||||
var discriminant = h * h - a * c;
|
||||
if (discriminant < 0) return Double.NaN;
|
||||
|
||||
var sd = Math.sqrt(discriminant);
|
||||
|
||||
double t = (- h - sd) / a;
|
||||
if (!range.surrounds(t)) t = (- h + sd) / a;
|
||||
if (!range.surrounds(t)) return Double.NaN;
|
||||
|
||||
return t;
|
||||
}
|
||||
|
||||
@Override
|
||||
public @NotNull AABB getBoundingBox() {
|
||||
return bbox;
|
||||
}
|
||||
|
||||
@Override
|
||||
public double getProbabilityDensity(@NotNull Vec3 origin, @NotNull Vec3 direction) {
|
||||
if (Double.isNaN(hit0(new Ray(origin, direction), FORWARD))) return 0;
|
||||
|
||||
var cos = Math.sqrt(1 - radius * radius / (center.minus(origin).squared()));
|
||||
var solidAngle = 2 * Math.PI * (1 - cos);
|
||||
return 1 / solidAngle;
|
||||
}
|
||||
|
||||
@Override
|
||||
public @NotNull Vec3 getTargetingDirection(@NotNull Vec3 origin, @NotNull RandomGenerator random) {
|
||||
var direction = center.minus(origin);
|
||||
var out = Vec3.randomOppositeHemisphere(random, direction);
|
||||
return new Vec3(
|
||||
Math.fma(radius, out.x(), center.x() - origin.x()),
|
||||
Math.fma(radius, out.y(), center.y() - origin.y()),
|
||||
Math.fma(radius, out.z(), center.z() - origin.z())
|
||||
);
|
||||
}
|
||||
|
||||
@Override
|
||||
public @NotNull String toString() {
|
||||
return "Sphere(center=" + center + ", radius=" + radius + ")";
|
||||
}
|
||||
}
|
||||
|
@@ -5,15 +5,26 @@ import eu.jonahbauer.raytracing.math.Ray;
|
||||
import eu.jonahbauer.raytracing.math.Vec3;
|
||||
import eu.jonahbauer.raytracing.scene.HitResult;
|
||||
import eu.jonahbauer.raytracing.scene.Hittable;
|
||||
import eu.jonahbauer.raytracing.scene.Target;
|
||||
import org.jetbrains.annotations.NotNull;
|
||||
|
||||
public final class RotateY extends Transform {
|
||||
import java.util.random.RandomGenerator;
|
||||
|
||||
public sealed class RotateY extends Transform {
|
||||
private final double cos;
|
||||
private final double sin;
|
||||
|
||||
private final @NotNull AABB bbox;
|
||||
|
||||
public RotateY(@NotNull Hittable object, double angle) {
|
||||
public static @NotNull RotateY create(@NotNull Hittable object, double angle) {
|
||||
if (object instanceof Target) {
|
||||
return new RotateYTarget(object, angle);
|
||||
} else {
|
||||
return new RotateY(object, angle);
|
||||
}
|
||||
}
|
||||
|
||||
private RotateY(@NotNull Hittable object, double angle) {
|
||||
super(object);
|
||||
this.cos = Math.cos(angle);
|
||||
this.sin = Math.sin(angle);
|
||||
@@ -45,45 +56,58 @@ public final class RotateY extends Transform {
|
||||
}
|
||||
|
||||
@Override
|
||||
protected @NotNull Ray transform(@NotNull Ray ray) {
|
||||
protected final @NotNull Ray transform(@NotNull Ray ray) {
|
||||
var origin = ray.origin();
|
||||
var direction = ray.direction();
|
||||
|
||||
var newOrigin = new Vec3(
|
||||
cos * origin.x() - sin * origin.z(),
|
||||
origin.y(),
|
||||
sin * origin.x() + cos * origin.z()
|
||||
);
|
||||
var newDirection = new Vec3(
|
||||
cos * direction.x() - sin * direction.z(),
|
||||
direction.y(),
|
||||
sin * direction.x() + cos * direction.z()
|
||||
);
|
||||
|
||||
var newOrigin = transform(origin);
|
||||
var newDirection = transform(direction);
|
||||
return new Ray(newOrigin, newDirection);
|
||||
}
|
||||
|
||||
@Override
|
||||
protected @NotNull HitResult transform(@NotNull HitResult result) {
|
||||
protected final @NotNull HitResult transform(@NotNull HitResult result) {
|
||||
var position = result.position();
|
||||
var newPosition = new Vec3(
|
||||
cos * position.x() + sin * position.z(),
|
||||
position.y(),
|
||||
- sin * position.x() + cos * position.z()
|
||||
);
|
||||
var newPosition = untransform(position);
|
||||
|
||||
var normal = result.normal();
|
||||
var newNormal = new Vec3(
|
||||
cos * normal.x() + sin * normal.z(),
|
||||
normal.y(),
|
||||
-sin * normal.x() + cos * normal.z()
|
||||
);
|
||||
var newNormal = untransform(normal);
|
||||
|
||||
return result.withPositionAndNormal(newPosition, newNormal);
|
||||
}
|
||||
|
||||
protected final @NotNull Vec3 transform(@NotNull Vec3 vec) {
|
||||
return new Vec3(cos * vec.x() - sin * vec.z(), vec.y(), sin * vec.x() + cos * vec.z());
|
||||
}
|
||||
|
||||
protected final @NotNull Vec3 untransform(@NotNull Vec3 vec) {
|
||||
return new Vec3(cos * vec.x() + sin * vec.z(), vec.y(), - sin * vec.x() + cos * vec.z());
|
||||
}
|
||||
|
||||
@Override
|
||||
public @NotNull AABB getBoundingBox() {
|
||||
return bbox;
|
||||
}
|
||||
|
||||
@Override
|
||||
public @NotNull String toString() {
|
||||
return object + " rotated by " + Math.toDegrees(Math.atan2(sin, cos)) + "° around the y axis";
|
||||
}
|
||||
|
||||
private static final class RotateYTarget extends RotateY implements Target {
|
||||
|
||||
private RotateYTarget(@NotNull Hittable object, double angle) {
|
||||
super(object, angle);
|
||||
}
|
||||
|
||||
@Override
|
||||
public double getProbabilityDensity(@NotNull Vec3 origin, @NotNull Vec3 direction) {
|
||||
return ((Target) object).getProbabilityDensity(transform(origin), transform(direction));
|
||||
}
|
||||
|
||||
@Override
|
||||
public @NotNull Vec3 getTargetingDirection(@NotNull Vec3 origin, @NotNull RandomGenerator random) {
|
||||
return untransform(((Target) object).getTargetingDirection(transform(origin), random));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@@ -2,12 +2,15 @@ package eu.jonahbauer.raytracing.scene.transform;
|
||||
|
||||
import eu.jonahbauer.raytracing.math.Range;
|
||||
import eu.jonahbauer.raytracing.math.Ray;
|
||||
import eu.jonahbauer.raytracing.math.Vec3;
|
||||
import eu.jonahbauer.raytracing.scene.HitResult;
|
||||
import eu.jonahbauer.raytracing.scene.Hittable;
|
||||
import eu.jonahbauer.raytracing.scene.Target;
|
||||
import org.jetbrains.annotations.NotNull;
|
||||
|
||||
import java.util.Objects;
|
||||
import java.util.Optional;
|
||||
import java.util.random.RandomGenerator;
|
||||
|
||||
public abstract class Transform implements Hittable {
|
||||
protected final @NotNull Hittable object;
|
||||
|
@@ -5,13 +5,24 @@ import eu.jonahbauer.raytracing.math.Ray;
|
||||
import eu.jonahbauer.raytracing.math.Vec3;
|
||||
import eu.jonahbauer.raytracing.scene.HitResult;
|
||||
import eu.jonahbauer.raytracing.scene.Hittable;
|
||||
import eu.jonahbauer.raytracing.scene.Target;
|
||||
import org.jetbrains.annotations.NotNull;
|
||||
|
||||
public final class Translate extends Transform {
|
||||
private final @NotNull Vec3 offset;
|
||||
import java.util.random.RandomGenerator;
|
||||
|
||||
public sealed class Translate extends Transform {
|
||||
protected final @NotNull Vec3 offset;
|
||||
private final @NotNull AABB bbox;
|
||||
|
||||
public Translate(@NotNull Hittable object, @NotNull Vec3 offset) {
|
||||
public static @NotNull Translate create(@NotNull Hittable object, @NotNull Vec3 offset) {
|
||||
if (object instanceof Target) {
|
||||
return new TranslateTarget(object, offset);
|
||||
} else {
|
||||
return new Translate(object, offset);
|
||||
}
|
||||
}
|
||||
|
||||
private Translate(@NotNull Hittable object, @NotNull Vec3 offset) {
|
||||
super(object);
|
||||
this.offset = offset;
|
||||
|
||||
@@ -23,17 +34,40 @@ public final class Translate extends Transform {
|
||||
}
|
||||
|
||||
@Override
|
||||
protected @NotNull Ray transform(@NotNull Ray ray) {
|
||||
protected final @NotNull Ray transform(@NotNull Ray ray) {
|
||||
return new Ray(ray.origin().minus(offset), ray.direction());
|
||||
}
|
||||
|
||||
@Override
|
||||
protected @NotNull HitResult transform(@NotNull HitResult result) {
|
||||
protected final @NotNull HitResult transform(@NotNull HitResult result) {
|
||||
return result.withPositionAndNormal(result.position().plus(offset), result.normal());
|
||||
}
|
||||
|
||||
@Override
|
||||
public @NotNull AABB getBoundingBox() {
|
||||
public final @NotNull AABB getBoundingBox() {
|
||||
return bbox;
|
||||
}
|
||||
|
||||
@Override
|
||||
public @NotNull String toString() {
|
||||
return object + " translated by " + offset;
|
||||
}
|
||||
|
||||
private static final class TranslateTarget extends Translate implements Target {
|
||||
private TranslateTarget(@NotNull Hittable object, @NotNull Vec3 offset) {
|
||||
super(object, offset);
|
||||
}
|
||||
|
||||
@Override
|
||||
public double getProbabilityDensity(@NotNull Vec3 origin, @NotNull Vec3 direction) {
|
||||
if (!(object instanceof Target target)) throw new UnsupportedOperationException();
|
||||
return target.getProbabilityDensity(origin.minus(offset), direction);
|
||||
}
|
||||
|
||||
@Override
|
||||
public @NotNull Vec3 getTargetingDirection(@NotNull Vec3 origin, @NotNull RandomGenerator random) {
|
||||
if (!(object instanceof Target target)) throw new UnsupportedOperationException();
|
||||
return target.getTargetingDirection(origin.minus(offset), random);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@@ -0,0 +1,19 @@
|
||||
package eu.jonahbauer.raytracing.scene.util;
|
||||
|
||||
import eu.jonahbauer.raytracing.math.Vec3;
|
||||
import org.jetbrains.annotations.NotNull;
|
||||
|
||||
public final class PdfUtil {
|
||||
private PdfUtil() {
|
||||
throw new UnsupportedOperationException();
|
||||
}
|
||||
|
||||
/**
|
||||
* {@return the solid angle of the triangle abc as seen from the origin} The vectors {@code a}, {@code b} and {@code c}
|
||||
* must be unit vectors.
|
||||
*/
|
||||
public static double getSolidAngle(@NotNull Vec3 a, @NotNull Vec3 b, @NotNull Vec3 c) {
|
||||
var angle = 2 * Math.atan(Math.abs(Vec3.tripleProduct(a, b, c)) / (1 + a.times(b) + b.times(c) + c.times(a)));
|
||||
return angle < 0 ? 2 * Math.PI + angle : angle;
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user