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https://github.com/kuhyx/WUT_Computer_Science.git
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feat: wip flake formatting
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7
.vscode/extensions.json
vendored
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7
.vscode/extensions.json
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{
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"recommendations": [
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"ms-python.black-formatter",
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"ms-python.autopep8",
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"ms-python.pylint"
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]
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}
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283
code/main.py
283
code/main.py
@ -1,37 +1,83 @@
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""" Renders an image using raytracing """
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import numpy as np
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import matplotlib.pyplot as plt
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w = 400
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h = 300
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IMAGE_WIDTH = 400
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IMAGE_HEIGHT = 300
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def normalize(x):
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"""
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Normalize a vector.
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Parameters:
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x (numpy.ndarray): The input vector to be normalized.
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Returns:
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numpy.ndarray: The normalized vector.
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"""
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x /= np.linalg.norm(x)
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return x
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def intersect_plane(O, D, P, N):
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# Return the distance from O to the intersection of the ray (O, D) with the
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# plane (P, N), or +inf if there is no intersection.
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# O and P are 3D points, D and N (normal) are normalized vectors.
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denom = np.dot(D, N)
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def intersect_plane(ray_origin, ray_direction, plane_point, plane_normal):
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"""
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Calculate the intersection of a ray with a plane.
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Parameters:
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ray_origin (numpy.ndarray): A 3D point representing the origin of the ray.
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ray_direction (numpy.ndarray): A normalized 3D vector representing the
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direction of the ray.
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plane_point (numpy.ndarray): A 3D point representing a point on the plane.
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plane_normal (numpy.ndarray): A normalized 3D vector representing
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the normal of the plane.
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Returns:
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float: The distance from the origin ray_origin to the intersection
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point with the plane.
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Returns +inf if there is no intersection or if the intersection is
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behind the origin.
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"""
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denom = np.dot(ray_direction, plane_normal)
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if np.abs(denom) < 1e-6:
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return np.inf
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d = np.dot(P - O, N) / denom
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d = np.dot(plane_point - ray_origin, plane_normal) / denom
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if d < 0:
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return np.inf
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return d
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def intersect_sphere(O, D, S, R):
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# Return the distance from O to the intersection of the ray (O, D) with the
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# sphere (S, R), or +inf if there is no intersection.
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# O and S are 3D points, D (direction) is a normalized vector, R is a scalar.
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a = np.dot(D, D)
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OS = O - S
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b = 2 * np.dot(D, OS)
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c = np.dot(OS, OS) - R * R
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def intersect_sphere(ray_origin, ray_direction, sphere_center, sphere_radius):
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"""
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Calculate the intersection of a ray with a sphere.
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Parameters:
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ray_origin (numpy.ndarray): A 3D point representing the origin of the ray.
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ray_direction (numpy.ndarray): A normalized 3D vector representing the
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direction of the ray.
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sphere_center (numpy.ndarray): A 3D point representing
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the center of the sphere.
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sphere_radius (float): The radius of the sphere.
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Returns:
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float: The distance from the origin ray_origin to the intersection
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point with the sphere.
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Returns +inf if there is no intersection or if the intersection is
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behind the origin.
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"""
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a = np.dot(ray_direction, ray_direction)
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origin_to_center = ray_origin - sphere_center
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b = 2 * np.dot(ray_direction, origin_to_center)
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radius_squared = sphere_radius * sphere_radius
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c = np.dot(origin_to_center, origin_to_center) - radius_squared
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disc = b * b - 4 * a * c
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if disc > 0:
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distSqrt = np.sqrt(disc)
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q = (-b - distSqrt) / 2.0 if b < 0 else (-b + distSqrt) / 2.0
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distance_squared = np.sqrt(disc)
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# q is used to find the roots of the quadratic equation
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if b < 0:
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q = (-b - distance_squared) / 2.0
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else:
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q = (-b + distance_squared) / 2.0
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t0 = q / a
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t1 = c / q
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t0, t1 = min(t0, t1), max(t0, t1)
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@ -39,69 +85,167 @@ def intersect_sphere(O, D, S, R):
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return t1 if t0 < 0 else t0
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return np.inf
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def intersect(O, D, obj):
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if obj['type'] == 'plane':
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return intersect_plane(O, D, obj['position'], obj['normal'])
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elif obj['type'] == 'sphere':
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return intersect_sphere(O, D, obj['position'], obj['radius'])
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def get_normal(obj, M):
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# Find normal.
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if obj['type'] == 'sphere':
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N = normalize(M - obj['position'])
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elif obj['type'] == 'plane':
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N = obj['normal']
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return N
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def get_color(obj, M):
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color = obj['color']
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def intersect(ray_origin, ray_direction, object_):
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"""
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Calculate the intersection of a ray with an object.
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Parameters:
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ray_origin (numpy.ndarray): A 3D point representing the origin of the ray.
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ray_direction (numpy.ndarray): A normalized 3D vector representing the
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direction of the ray.
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obj (dict): A dictionary representing the object with keys
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'type', 'position', 'normal' (for planes), and 'radius' (for spheres).
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Returns:
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float: The distance from the origin ray_origin to the intersection
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point with the object.
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Returns +inf if there is no intersection or if the intersection is
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behind the origin.
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"""
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if object_['type'] == 'plane':
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return intersect_plane(ray_origin, ray_direction,
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object_['position'], object_['normal'])
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elif object_['type'] == 'sphere':
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return intersect_sphere(ray_origin, ray_direction,
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object_['position'], object_['radius'])
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def get_normal(object_, intersection_point):
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"""
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Calculate the normal at the intersection point on the object.
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Parameters:
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obj (dict): A dictionary representing the object with keys
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'type' and 'position'.
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intersection_point (numpy.ndarray): A 3D point representing the
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intersection point on the object.
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Returns:
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numpy.ndarray: The normal vector at the intersection point.
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"""
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if object_['type'] == 'sphere':
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normal = normalize(intersection_point - object_['position'])
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elif object_['type'] == 'plane':
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normal = object_['normal']
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else:
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raise ValueError(f"Unknown object type: {object_['type']}")
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return normal
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def get_color(object_, intersection_point):
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"""
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Get the color of the object at the intersection point.
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Parameters:
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object_ (dict): A dictionary representing the object with a key 'color'.
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intersection_point (numpy.ndarray): A 3D point representing the
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intersection point on the object.
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Returns:
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numpy.ndarray: The color of the object at the intersection point.
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"""
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color = object_['color']
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if not hasattr(color, '__len__'):
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color = color(M)
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color = color(intersection_point)
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return color
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def trace_ray(rayO, rayD):
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def trace_ray(ray_origin, ray_direction):
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"""
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Trace a ray and find the color at the intersection point.
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Parameters:
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ray_origin (numpy.ndarray): A 3D point representing the origin of the ray.
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ray_direction (numpy.ndarray):
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A normalized 3D vector representing the direction of the ray.
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Returns:
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tuple: A tuple containing the object,
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intersection point, normal at the intersection,
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and the color at the intersection point.
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Returns None if there is no intersection.
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"""
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# Find first point of intersection with the scene.
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t = np.inf
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for i, obj in enumerate(scene):
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t_obj = intersect(rayO, rayD, obj)
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obj_idx = -1
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for index, object_ in enumerate(scene):
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t_obj = intersect(ray_origin, ray_direction, object_)
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if t_obj < t:
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t, obj_idx = t_obj, i
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t, obj_idx = t_obj, index
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# Return None if the ray does not intersect any object.
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if t == np.inf:
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return
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# Find the object.
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obj = scene[obj_idx]
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object_ = scene[obj_idx]
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# Find the point of intersection on the object.
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M = rayO + rayD * t
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intersection_point = ray_origin + ray_direction * t
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# Find properties of the object.
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N = get_normal(obj, M)
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color = get_color(obj, M)
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toL = normalize(L - M)
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toO = normalize(O - M)
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normal = get_normal(object_, intersection_point)
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color = get_color(object_, intersection_point)
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to_light = normalize(L - intersection_point)
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to_origin = normalize(O - intersection_point)
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# Shadow: find if the point is shadowed or not.
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l = [intersect(M + N * .0001, toL, obj_sh)
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for k, obj_sh in enumerate(scene) if k != obj_idx]
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if l and min(l) < np.inf:
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shadow_intersections = [intersect( intersection_point + normal * .0001,
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to_light,
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obj_sh
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)
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for k, obj_sh in enumerate(scene) if k != obj_idx]
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if shadow_intersections and min(shadow_intersections) < np.inf:
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return
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# Start computing the color.
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col_ray = ambient
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color_ray = ambient
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# Lambert shading (diffuse).
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col_ray += obj.get('diffuse_c', diffuse_c) * max(np.dot(N, toL), 0) * color
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diffuse_intensity = object_.get('diffuse_c', diffuse_c) * max(
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np.dot(normal, to_light), 0)
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color_ray += diffuse_intensity * color
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# Blinn-Phong shading (specular).
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col_ray += obj.get('specular_c', specular_c) * max(np.dot(N, normalize(toL + toO)), 0) ** specular_k * color_light
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return obj, M, N, col_ray
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half_vector = normalize(to_light + to_origin)
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specular_intensity = object_.get('specular_c', specular_c) * max(
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np.dot(normal, half_vector), 0) ** specular_k
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color_ray += specular_intensity * color_light
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return object_, intersection_point, normal, color_ray
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def add_sphere(position, radius, color):
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return dict(type='sphere', position=np.array(position),
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radius=np.array(radius), color=np.array(color), reflection=.5)
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"""
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Create a dictionary representing a sphere object.
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Parameters:
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position (list or numpy.ndarray):
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A 3D point representing the position of the sphere.
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radius (float): The radius of the sphere.
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color (list or numpy.ndarray): The color of the sphere.
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Returns:
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dict: A dictionary representing the sphere object.
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"""
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return dict(type='sphere', position=np.array(position),
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radius=np.array(radius), color=np.array(color), reflection=.5)
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def add_plane(position, normal):
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return dict(type='plane', position=np.array(position),
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normal=np.array(normal),
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color=lambda M: (color_plane0
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if (int(M[0] * 2) % 2) == (int(M[2] * 2) % 2) else color_plane1),
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diffuse_c=.75, specular_c=.5, reflection=.25)
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"""
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Create a dictionary representing a plane object.
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Parameters:
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position (list or numpy.ndarray):
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A 3D point representing a point on the plane.
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normal (list or numpy.ndarray):
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A normalized 3D vector representing the normal of the plane.
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Returns:
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dict: A dictionary representing the plane object.
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"""
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return dict(type='plane', position=np.array(position),
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normal=np.array(normal),
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color=lambda M: (color_plane0
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if (int(M[0] * 2) % 2) == (int(M[2] * 2) % 2)
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else color_plane1),
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diffuse_c=.75, specular_c=.5, reflection=.25)
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# List of objects.
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color_plane0 = 1. * np.ones(3)
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color_plane1 = 0. * np.ones(3)
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@ -109,7 +253,7 @@ scene = [add_sphere([.75, .1, 1.], .6, [1., 0., 0.]),
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add_sphere([-.75, .1, 2.25], .6, [0., 1., 0.]),
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add_sphere([-2.75, .1, 3.5], .6, [0., 0., 1.]),
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add_plane([0., -.5, 0.], [0., 1., 0.]),
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]
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]
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# Light position and color.
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L = np.array([5., 5., -10.])
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@ -125,17 +269,17 @@ depth_max = 5 # Maximum number of light reflections.
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col = np.zeros(3) # Current color.
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O = np.array([0., 0.35, -1.]) # Camera.
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Q = np.array([0., 0., 0.]) # Camera pointing to.
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img = np.zeros((h, w, 3))
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img = np.zeros((IMAGE_HEIGHT, IMAGE_WIDTH, 3))
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r = float(w) / h
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r = float(IMAGE_WIDTH) / IMAGE_HEIGHT
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# Screen coordinates: x0, y0, x1, y1.
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S = (-1., -1. / r + .25, 1., 1. / r + .25)
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# Loop through all pixels.
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for i, x in enumerate(np.linspace(S[0], S[2], w)):
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for i, x in enumerate(np.linspace(S[0], S[2], IMAGE_WIDTH)):
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if i % 10 == 0:
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print(i / float(w) * 100, "%")
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for j, y in enumerate(np.linspace(S[1], S[3], h)):
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print(i / float(IMAGE_WIDTH) * 100, "%")
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for j, y in enumerate(np.linspace(S[1], S[3], IMAGE_HEIGHT)):
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col[:] = 0
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Q[:2] = (x, y)
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D = normalize(Q - O)
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@ -149,10 +293,11 @@ for i, x in enumerate(np.linspace(S[0], S[2], w)):
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break
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obj, M, N, col_ray = traced
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# Reflection: create a new ray.
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rayO, rayD = M + N * .0001, normalize(rayD - 2 * np.dot(rayD, N) * N)
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rayO, rayD = M + \
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N * .0001, normalize(rayD - 2 * np.dot(rayD, N) * N)
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depth += 1
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col += reflection * col_ray
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reflection *= obj.get('reflection', 1.)
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img[h - j - 1, i, :] = np.clip(col, 0, 1)
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img[IMAGE_HEIGHT - j - 1, i, :] = np.clip(col, 0, 1)
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plt.imsave('fig.png', img)
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plt.imsave('fig.png', img)
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