2025-01-18 15:16:46 +01:00
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#include <iostream>
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#include <vector>
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#include <cmath>
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#include <limits>
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#include <random>
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#include <fstream>
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2025-01-19 17:54:56 +01:00
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#include <fstream>
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#include <chrono>
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#include "Vector3.h"
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#include "Sphere.h"
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#include "Plane.h"
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2025-01-18 15:16:46 +01:00
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// Define the photon
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struct Photon {
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Vector3 position;
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Vector3 direction;
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Vector3 power;
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Photon(const Vector3& pos, const Vector3& dir, const Vector3& pow)
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: position(pos), direction(dir), power(pow) {}
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};
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// Define a simple plane
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// Random number generators
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std::mt19937 rng;
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std::uniform_real_distribution<double> uni_dist(0.0, 1.0);
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// Random unit vector in a sphere
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Vector3 random_unit_vector() {
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double theta = 2 * M_PI * uni_dist(rng);
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double z = 2 * uni_dist(rng) - 1;
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double r = std::sqrt(1 - z*z);
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return Vector3(r * std::cos(theta), r * std::sin(theta), z);
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}
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// Random direction in hemisphere around normal
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Vector3 random_hemisphere_direction(const Vector3& normal) {
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Vector3 dir = random_unit_vector();
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if (dir.dot(normal) < 0) {
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dir = dir * -1;
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}
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return dir;
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}
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// Global variables
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std::vector<Photon> photon_map;
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std::vector<void*> objects; // Pointers to objects
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std::vector<int> object_types; // 0 for Sphere, 1 for Plane
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int ray_number = 0;
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int photon_number = 0;
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// Scene setup
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Sphere sphere(Vector3(0, 0, -5), 1.0, Vector3(1, 0, 0)); // Red sphere
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Plane plane(Vector3(0, -1, 0), Vector3(0, 1, 0), Vector3(0.5, 0.5, 0.5)); // Gray plane
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// Light source
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Vector3 light_position(-5, 5, -5);
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Vector3 light_power(1000.0, 1000.0, 1000.0); // Intense white light, will scale in code
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// Functions
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void emit_photons(const int num_photons, const int max_depth);
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void trace_photon(Photon photon, int depth, const int max_depth);
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Vector3 trace_ray(const Vector3& ray_origin, const Vector3& ray_direction, const double gather_radius);
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Vector3 compute_direct_light(const Vector3& point, const Vector3& normal);
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Vector3 estimate_radiance(const Vector3& point, const Vector3& normal, const double gather_radius);
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// Main execution
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int main(int argc, char* argv[]) {
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auto start = std::chrono::high_resolution_clock::now(); // Start timer
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int num_photons = 10000;
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int max_depth = 5;
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double gather_radius = 0.5;
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if (argc > 1) {
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num_photons = std::atoi(argv[1]);
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if (num_photons <= 0) {
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std::cerr << "Invalid number of photons. Using default: 10000" << std::endl;
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num_photons = 10000;
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}
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}
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if (argc > 2) {
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max_depth = std::atoi(argv[2]);
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if (max_depth < 0) {
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std::cerr << "Invalid max_depth. Using default: 5" << std::endl;
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max_depth = 5;
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}
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}
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if (argc > 3) {
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gather_radius = std::atof(argv[3]);
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if (gather_radius <= 0) {
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std::cerr << "Invalid gather_radius. Using default: 0.5" << std::endl;
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gather_radius = 0.5;
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}
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}
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std::cout << "Number of photons: " << num_photons << std::endl;
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std::cout << "Max depth: " << max_depth << std::endl;
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std::cout << "Gather radius: " << gather_radius << std::endl;
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// Seed random number generator
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rng.seed(std::random_device()());
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std::cout << "Emitting photons..." << std::endl;
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// Add objects to the scene
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objects.push_back(&sphere); object_types.push_back(0);
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objects.push_back(&plane); object_types.push_back(1);
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emit_photons(num_photons, max_depth);
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const int photons_in_map = photon_map.size();
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std::cout << "Rendering image..." << std::endl;
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int width = 200;
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int height = 100;
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std::vector<Vector3> image(width * height);
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double aspect_ratio = double(width) / height;
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double fov = M_PI / 3.0; // 60 degrees field of view
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for (int y = 0; y < height; ++y) {
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for (int x = 0; x < width; ++x) {
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// Convert pixel coordinate to camera ray
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double px = (2 * (x + 0.5) / double(width) - 1) * tan(fov / 2.0) * aspect_ratio;
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double py = (1 - 2 * (y + 0.5) / double(height)) * tan(fov / 2.0);
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Vector3 ray_origin(0, 0, 0);
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Vector3 ray_direction = Vector3(px, py, -1).normalize();
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Vector3 color = trace_ray(ray_origin, ray_direction, gather_radius);
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image[y * width + x] = Vector3(
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std::min(color.x, 1.0),
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std::min(color.y, 1.0),
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std::min(color.z, 1.0)
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);
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}
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}
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// Save image to PPM file
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std::ofstream ofs("render.ppm");
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ofs << "P3\n" << width << " " << height << "\n255\n";
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double gamma = 1.0 / 2.2; // Corrected gamma division
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for (const auto& pixel : image) {
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int r = static_cast<int>(std::pow(pixel.x, gamma) * 255);
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int g = static_cast<int>(std::pow(pixel.y, gamma) * 255);
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int b = static_cast<int>(std::pow(pixel.z, gamma) * 255);
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// Clamp values between 0 and 255
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r = std::max(0, std::min(255, r));
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g = std::max(0, std::min(255, g));
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b = std::max(0, std::min(255, b));
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ofs << r << " " << g << " " << b << "\n";
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}
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ofs.close();
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std::cout << "Image generated" << std::endl;
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std::cout << "width: " << width << std::endl;
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std::cout << "height: " << width << std::endl;
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std::cout << "photons in map: " << photons_in_map << std::endl;
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std::cout << "count of photons: " << photon_number << std::endl;
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std::cout << "count of rays: " << ray_number << std::endl;
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std::cout << "Image saved to render.ppm" << std::endl;
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std::chrono::duration<double> elapsed = std::chrono::high_resolution_clock::now() - start;
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std::cout << "Execution time: " << elapsed.count() << " seconds" << std::endl;
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return 0;
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}
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void emit_photons(const int num_photons, const int max_depth) {
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Vector3 per_photon_power = light_power / num_photons; // Scale light power per photon
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for (int i = 0; i < num_photons; ++i) {
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Vector3 direction = random_unit_vector();
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Photon photon(light_position, direction, per_photon_power);
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trace_photon(photon, 0, max_depth);
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}
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}
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void trace_photon(Photon photon, int depth, const int max_depth) {
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photon_number++;
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if (depth > max_depth) {
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return;
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}
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double closest_t = std::numeric_limits<double>::infinity();
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void* hit_object = nullptr;
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int hit_type = -1;
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Vector3 hit_point, normal;
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// Find the nearest intersection
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for (size_t i = 0; i < objects.size(); ++i) {
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double t;
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Vector3 temp_hit_point, temp_normal;
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bool hit = false;
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if (object_types[i] == 0) {
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Sphere* obj = static_cast<Sphere*>(objects[i]);
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hit = obj->intersect(photon.position, photon.direction, t, temp_hit_point, temp_normal);
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} else if (object_types[i] == 1) {
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Plane* obj = static_cast<Plane*>(objects[i]);
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hit = obj->intersect(photon.position, photon.direction, t, temp_hit_point, temp_normal);
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}
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if (hit && t < closest_t) {
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closest_t = t;
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hit_object = objects[i];
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hit_type = object_types[i];
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hit_point = temp_hit_point;
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normal = temp_normal;
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}
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}
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if (hit_object) {
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photon_map.push_back(Photon(hit_point, photon.direction, photon.power));
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// Diffuse reflection
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Vector3 new_direction = random_hemisphere_direction(normal);
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photon.position = hit_point;
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photon.direction = new_direction;
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// Absorb some power
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photon.power = photon.power * 0.8; // Simple absorption
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trace_photon(photon, depth + 1, max_depth);
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}
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}
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Vector3 trace_ray(const Vector3& ray_origin, const Vector3& ray_direction, const double gather_radius) {
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ray_number++;
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double closest_t = std::numeric_limits<double>::infinity();
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void* hit_object = nullptr;
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int hit_type = -1;
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Vector3 hit_point, normal;
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Vector3 obj_color;
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// Find the nearest intersection
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for (size_t i = 0; i < objects.size(); ++i) {
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double t;
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Vector3 temp_hit_point, temp_normal;
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bool hit = false;
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if (object_types[i] == 0) {
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Sphere* obj = static_cast<Sphere*>(objects[i]);
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hit = obj->intersect(ray_origin, ray_direction, t, temp_hit_point, temp_normal);
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if (hit) obj_color = obj->color;
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} else if (object_types[i] == 1) {
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Plane* obj = static_cast<Plane*>(objects[i]);
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hit = obj->intersect(ray_origin, ray_direction, t, temp_hit_point, temp_normal);
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if (hit) obj_color = obj->color;
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}
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if (hit && t < closest_t) {
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closest_t = t;
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hit_object = objects[i];
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hit_type = object_types[i];
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hit_point = temp_hit_point;
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normal = temp_normal;
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}
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}
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if (hit_object) {
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Vector3 direct_light = compute_direct_light(hit_point, normal);
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Vector3 indirect_light = estimate_radiance(hit_point, normal, gather_radius);
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return obj_color * (direct_light + indirect_light); // Component-wise multiplication
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} else {
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return Vector3(0, 0, 0); // Background color
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}
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}
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Vector3 compute_direct_light(const Vector3& point, const Vector3& normal) {
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// Simple Lambertian reflection from light source
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Vector3 direction_to_light = (light_position - point).normalize();
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// Shadow ray
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Vector3 shadow_origin = point + normal * 1e-5;
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Vector3 shadow_ray = direction_to_light;
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bool in_shadow = false;
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for (size_t i = 0; i < objects.size(); ++i) {
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double t;
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Vector3 temp_hit_point, temp_normal;
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bool hit = false;
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if (object_types[i] == 0) {
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Sphere* obj = static_cast<Sphere*>(objects[i]);
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hit = obj->intersect(shadow_origin, shadow_ray, t, temp_hit_point, temp_normal);
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} else if (object_types[i] == 1) {
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Plane* obj = static_cast<Plane*>(objects[i]);
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hit = obj->intersect(shadow_origin, shadow_ray, t, temp_hit_point, temp_normal);
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}
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if (hit) {
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in_shadow = true;
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break;
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}
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}
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if (in_shadow) {
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return Vector3(0, 0, 0);
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} else {
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double intensity = std::max(0.0, normal.dot(direction_to_light));
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double distance2 = (light_position - point).dot(light_position - point);
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return (light_power * intensity) / (4 * M_PI * distance2);
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}
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}
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2025-01-19 17:54:56 +01:00
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Vector3 estimate_radiance(const Vector3& point, const Vector3& normal, const double gather_radius) {
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2025-01-18 15:16:46 +01:00
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// Gather photons within the gather_radius
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2025-01-19 17:54:56 +01:00
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Vector3 accumulated_power(0.0, 0.0, 0.0);
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2025-01-18 15:16:46 +01:00
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for (const auto& photon : photon_map) {
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double distance = (photon.position - point).norm();
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if (distance < gather_radius) {
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double weight = std::max(0.0, normal.dot((-photon.direction).normalize()));
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accumulated_power = accumulated_power + photon.power * weight;
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}
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}
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double area = M_PI * gather_radius * gather_radius;
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return accumulated_power / area; // Removed division by num_photons
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}
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