Hash :
6dfd7bb9
Author :
Thomas de Grivel
Date :
2024-01-28T19:56:17
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/* 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), cy=(cx%camera.direction).norm()*.5135, r, *c=new Vec[w*h];
#pragma omp parallel for schedule(dynamic, 1) private(r) // OpenMP
for (int y=0; y<h; y++){ // Loop over image rows
fprintf(stderr,"\rRendering (%d spp) %5.2f%%",samples*4,100.*y/(h-1));
for (unsigned short x=0, Xi[3]={0,0,static_cast<unsigned short>(y*y*y)}; x<w; x++) // Loop cols
for (int sy=0, i=(h-y-1)*w+x; sy<2; sy++) // 2x2 subpixel rows
for (int sx=0; sx<2; sx++, r=Vec()){ // 2x2 subpixel cols
for (int s=0; s<samples; s++){
F r1=2*erand48(Xi), dx=r1<1 ? Fsqrt(r1)-1: 1-Fsqrt(2-r1);
F r2=2*erand48(Xi), dy=r2<1 ? Fsqrt(r2)-1: 1-Fsqrt(2-r2);
Vec d = cx*( ( (sx+.5 + dx)/2 + x)/w - .5) +
cy*( ( (sy+.5 + dy)/2 + y)/h - .5) + camera.direction;
r = r + radiance(Ray(camera.origin + d*140,d.norm()),0,Xi)*(1./samples);
} // Camera rays are pushed ^^^^^ forward to start in interior
c[i] = c[i] + Vec(clamp(r.x),clamp(r.y),clamp(r.z))*.25;
}
}
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));
}