Hash :
053e0afb
Author :
Thomas de Grivel
Date :
2024-01-28T20:12:31
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266
/* smallpt, a Path Tracer by Kevin Beason, 2008
* Make : g++ -O3 -fopenmp smallpt.cpp -o smallpt
* Remove "-fopenmp" for g++ version < 4.2
* Usage: time ./smallpt 5000 && xv image.ppm
*/
#include <math.h>
#include <stdlib.h>
#include <stdio.h>
typedef double F;
inline F Fsqrt (F x) { return sqrt(x); }
inline F Fabs (F x) { return fabs(x); }
struct Vec {
F x; // position, also color (r,g,b)
F y;
F z;
Vec (F x_ = 0, F y_ = 0, F z_ = 0)
{
x = x_;
y = y_;
z = z_;
}
Vec operator + (const Vec &b) const
{
return Vec(x + b.x, y + b.y, z + b.z);
}
Vec operator - (const Vec &b) const
{
return Vec(x - b.x, y - b.y, z - b.z);
}
Vec operator * (F b) const
{
return Vec(x * b, y * b, z * b);
}
Vec mult (const Vec &b) const
{
return Vec(x * b.x, y * b.y, z * b.z);
}
Vec & normalize () {
return *this = *this * (1 / Fsqrt(x * x + y * y + z * z));
}
F dot (const Vec &b) const
{
return x * b.x + y * b.y + z * b.z;
}
// cross product
Vec operator % (Vec &b)
{
return Vec(y * b.z - z * b.y,
z * b.x - x * b.z,
x * b.y - y * b.x);
}
};
struct Ray {
Vec origin;
Vec direction;
Ray (Vec origin_, Vec direction_)
: origin(origin_), direction(direction_)
{}
};
// material types, used in radiance()
enum Refl_t { DIFF, SPEC, REFR };
struct Sphere {
F radius; // radius
Vec position;
Vec emission;
Vec color;
Refl_t reflection_type;
Sphere (F radius_, Vec position_, Vec emission_, Vec color_,
Refl_t reflection_type_)
: radius(radius_), p(p_), e(e_), c(c_), refl(refl_)
{}
// returns distance, 0 if nohit
F intersect (const Ray &r) const
{
/* Solve :
* t^2 * d . d + 2 * t * (o - p) . d + (o - p) . (o - p) - R^2 = 0
*/
Vec op = p - r.origin;
F t;
F eps = 1e-4;
F b = op.dot(r.direction);
F det = b * b - op.dot(op) + radius * radius;
if (det < 0)
return 0;
else
det = Fsqrt(det);
return (t = b-det) > eps ? t : ((t = b + det) > eps ? t : 0);
}
};
//Scene: radius, position, emission, color, material
Sphere g_spheres[] = {
Sphere(1e5, Vec( 1e5+1,40.8,81.6), Vec(),Vec(.75,.25,.25),DIFF),//Left
Sphere(1e5, Vec(-1e5+99,40.8,81.6),Vec(),Vec(.25,.25,.75),DIFF),//Rght
Sphere(1e5, Vec(50,40.8, 1e5), Vec(),Vec(.75,.75,.75),DIFF),//Back
Sphere(1e5, Vec(50,40.8,-1e5+170), Vec(),Vec(), DIFF),//Frnt
Sphere(1e5, Vec(50, 1e5, 81.6), Vec(),Vec(.75,.75,.75),DIFF),//Botm
Sphere(1e5, Vec(50,-1e5+81.6,81.6),Vec(),Vec(.75,.75,.75),DIFF),//Top
Sphere(16.5,Vec(27,16.5,47), Vec(),Vec(1,1,1)*.999, SPEC),//Mirr
Sphere(16.5,Vec(73,16.5,78), Vec(),Vec(1,1,1)*.999, REFR),//Glas
Sphere(600, Vec(50,681.6-.27,81.6),Vec(12,12,12), Vec(), DIFF) //Lite
};
inline F clamp (F x)
{
return x < 0 ? 0 : x > 1 ? 1 : x;
}
inline int toInt (F x)
{
return int(pow(clamp(x), 1 / 2.2) * 255 + .5);
}
inline bool intersect (const Ray &r, F &t, int &id)
{
int i = sizeof(g_spheres) / sizeof(Sphere);
F d;
F inf = 1e20;
t = inf;
while (i--) {
if ((d = spheres[i].intersect(r)) && d < t) {
t = d;
id = i;
}
}
return t < inf;
}
Vec radiance (const Ray &r, int depth, unsigned short *Xi)
{
F t; // Distance to intersection
int id = 0; // Id of intersected object
if (! intersect(r, t, id)) // If miss, return black
return Vec();
const Sphere &obj = spheres[id]; // The hit object
Vec x = r.origin + r.direction * t;
Vec n = (x - obj.position).normalize();
Vec nl = n.dot(r.direction) < 0 ? n : n * -1;
Vec f = obj.c;
F p = f.x > f.y && f.x > f.z ? f.x : f.y > f.z ? f.y : f.z; // max refl
if (++depth > 5)
if (erand48(Xi) < p)
f = f * (1 / p);
else
return obj.emission; //R.R.
if (obj.reflection_type == DIFF) { // Ideal diffuse reflection
F r1 = 2 * M_PI * erand48(Xi);
F r2 = erand48(Xi);
F r2s = Fsqrt(r2);
Vec w = nl;
Vec u = ((Fabs(w.x) > .1 ? Vec(0,1) : Vec(1)) % w).normalize();
Vec v= w % u;
Vec d = (u * cos(r1) * r2s +
v * sin(r1) * r2s +
w * Fsqrt(1 - r2)).normalize();
return obj.emission + f.mult(radiance(Ray(x, d), depth, Xi));
}
else if (obj.refl == SPEC) // Ideal specular reflection
return obj.emission +
f.mult(radiance(Ray(x, r.direction - n * 2 * n.dot(r.direction)),
depth, Xi));
else { // Ideal dielectric refraction
Ray reflRay(x, r.direction - n * 2 * n.dot(r.direction));
bool into = n.dot(nl) > 0; // Ray from outside going in?
F nc = 1;
F nt = 1.5;
F nnt = into ? nc / nt : nt / nc;
F ddn = r.direction.dot(nl);
F cos2t;
cos2t = 1 - nnt * nnt * (1 - ddn * ddn);
if (cos2t < 0) // Total internal reflection
return obj.emission + f.mult(radiance(reflRay, depth, Xi));
Vec tdir = (r.direction * nnt - n *
((into ? 1 : -1) *
(ddn * nnt + Fsqrt(cos2t)))).normalize();
F a = nt - nc;
F b = nt + nc;
F R0 = a * a / (b * b);
F c = 1 - (into ? -ddn : tdir.dot(n));
F Re = R0 + (1 - R0) * c * c * c * c * c;
F Tr = 1 - Re;
F P = .25 + .5 * Re;
F RP = Re / P;
F TP = Tr / (1 - P);
return obj.emission +
f.mult(depth > 2 ?
(erand48(Xi) < P ? // Russian roulette
radiance(reflRay, depth, Xi) * RP :
radiance(Ray(x, tdir), depth, Xi) * TP) :
radiance(reflRay, depth, Xi) * Re +
radiance(Ray(x, tdir), depth, Xi) * Tr);
}
int main (int argc, char *argv[])
{
int w = 1024;
int h = 768;
int samples = argc == 2 ? atoi(argv[1]) / 4 : 1;
Ray camera(Vec(50,52,295.6), Vec(0,-0.042612,-1).normalize());
Vec cx = Vec(w * .5135 / h);
Vec cy = (cx % camera.direction).normalize() * .5135;
Vec r;
Vec *c = new Vec[w * h];
#pragma omp parallel for schedule(dynamic, 1) private(r) // OpenMP
unsigned short x;
unsigned short Xi[3];
int y = 0;
while (y < h) { // Loop over image rows
fprintf(stderr, "\rRendering (%d spp) %5.2f%%",
samples * 4,
100.0 * y / (h - 1));
x = 0;
*Xi = (unsigned short [])
{0, 0, static_cast<unsigned short>(y * y * y)};
while (x < w) { // Loop over image columns
int sy = 0;
int i = (h - y - 1) * w + x;
while (sy < 2) { // 2x2 subpixel rows
int sx = 0;
while (sx < 2) { // 2x2 subpixel cols
for (int s = 0; s < samples; s++){
F r1 = 2 * erand48(Xi);
F dx = r1 < 1 ? Fsqrt(r1) - 1 : 1 - Fsqrt(2 - r1);
F r2 = 2 * erand48(Xi);
F dy = r2 < 1 ? Fsqrt(r2)-1 : 1 - Fsqrt(2 - r2);
Vec d = cx * (((sx + 0.5 + dx) / 2 + x) / w - 0.5) +
cy * (((sy + 0.5 + dy) / 2 + y) / h - 0.5) +
camera.direction;
// Camera rays are pushed forward to start in interior
r = r +
radiance(Ray(camera.origin + d * 140,
d.normalize()), 0, Xi) *
(1.0 / samples);
}
c[i] = c[i] + Vec(clamp(r.x), clamp(r.y), clamp(r.z)) * 0.25;
r = Vec();
sx++;
}
sy++;
}
x++;
}
y++;
}
FILE *f = fopen("image.ppm", "w"); // Write image to PPM file.
fprintf(f, "P3\n%d %d\n%d\n", w, h, 255);
for (int i = 0; i < w * h; i++)
fprintf(f, "%d %d %d ", toInt(c[i].x), toInt(c[i].y),
toInt(c[i].z));
}