mirror of
https://github.com/kuhyx/WUT_Computer_Science.git
synced 2026-07-04 14:43:08 +02:00
Added cpp photonmapping (#3)
* feat: load exr map * feat: scale and flip the hdr map * feat: added camera * feat: add simple slow but working photonmapping * feat: added cpp version of photonmapping
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code/photonmapping/cpp/compile.sh
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1
code/photonmapping/cpp/compile.sh
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g++ -std=c++11 -O2 main.cpp -o photon_mapping
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329
code/photonmapping/cpp/main.cpp
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329
code/photonmapping/cpp/main.cpp
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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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// Define basic vector operations
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class Vector3 {
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public:
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double x, y, z;
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Vector3(double x_=0, double y_=0, double z_=0): x(x_), y(y_), z(z_) {}
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Vector3 operator + (const Vector3& v) const { return Vector3(x+v.x, y+v.y, z+v.z); }
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Vector3 operator - (const Vector3& v) const { return Vector3(x-v.x, y-v.y, z-v.z); }
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Vector3 operator * (double scalar) const { return Vector3(x*scalar, y*scalar, z*scalar); }
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Vector3 operator / (double scalar) const { return Vector3(x/scalar, y/scalar, z/scalar); } // Added operator/
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Vector3 operator - () const { return Vector3(-x, -y, -z); } // Added unary minus operator
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Vector3 operator * (const Vector3& v) const { return Vector3(x*v.x, y*v.y, z*v.z); } // Component-wise multiplication
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double dot(const Vector3& v) const { return x*v.x + y*v.y + z*v.z; }
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double norm() const { return std::sqrt(x*x + y*y + z*z); }
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Vector3 normalize() const { double n = norm(); return Vector3(x/n, y/n, z/n); }
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};
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typedef Vector3 Color; // Alias for RGB color
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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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Color power;
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Photon(const Vector3& pos, const Vector3& dir, const Color& pow)
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: position(pos), direction(dir), power(pow) {}
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};
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// Define a simple sphere
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class Sphere {
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public:
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Vector3 center;
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double radius;
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Color color;
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Sphere(const Vector3& c, double r, const Color& col)
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: center(c), radius(r), color(col) {}
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bool intersect(const Vector3& ray_origin, const Vector3& ray_direction, double& t, Vector3& hit_point, Vector3& normal) const {
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// Solve quadratic equation for intersection
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Vector3 oc = ray_origin - center;
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double a = ray_direction.dot(ray_direction);
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double b = 2.0 * oc.dot(ray_direction);
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double c = oc.dot(oc) - radius * radius;
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double discriminant = b*b - 4*a*c;
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if (discriminant < 0) {
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return false; // No intersection
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} else {
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double sqrt_discriminant = std::sqrt(discriminant);
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double t0 = (-b - sqrt_discriminant) / (2.0 * a);
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double t1 = (-b + sqrt_discriminant) / (2.0 * a);
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t = (t0 < t1 && t0 > 1e-4) ? t0 : t1;
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if (t < 1e-4) {
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return false;
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}
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hit_point = ray_origin + ray_direction * t;
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normal = (hit_point - center).normalize();
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return true;
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}
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}
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};
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// Define a simple plane
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class Plane {
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public:
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Vector3 point; // A point on the plane
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Vector3 normal; // Normal to the plane
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Color color;
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Plane(const Vector3& p, const Vector3& n, const Color& col)
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: point(p), normal(n.normalize()), color(col) {}
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bool intersect(const Vector3& ray_origin, const Vector3& ray_direction, double& t, Vector3& hit_point, Vector3& hit_normal) const {
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double denom = normal.dot(ray_direction);
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if (std::abs(denom) > 1e-6) {
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t = (point - ray_origin).dot(normal) / denom;
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if (t >= 1e-4) {
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hit_point = ray_origin + ray_direction * t;
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hit_normal = normal;
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return true;
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}
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}
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return false;
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}
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};
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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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// Scene setup
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Sphere sphere(Vector3(0, 0, -5), 1.0, Color(1, 0, 0)); // Red sphere
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Plane plane(Vector3(0, -1, 0), Vector3(0, 1, 0), Color(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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Color light_power(1000.0, 1000.0, 1000.0); // Intense white light, will scale in code
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// Parameters
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int num_photons = 10000; // Number of photons to emit
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int max_depth = 5; // Maximum number of bounces
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double gather_radius = 0.5; // Radius for radiance estimation
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// Functions
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void emit_photons();
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void trace_photon(Photon photon, int depth);
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Color trace_ray(const Vector3& ray_origin, const Vector3& ray_direction);
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Color compute_direct_light(const Vector3& point, const Vector3& normal);
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Color estimate_radiance(const Vector3& point, const Vector3& normal);
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// Main execution
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int main() {
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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();
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std::cout << "Photons stored in photon map: " << photon_map.size() << std::endl;
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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<Color> 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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Color color = trace_ray(ray_origin, ray_direction);
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image[y * width + x] = Color(
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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 saved to render.ppm" << std::endl;
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return 0;
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}
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void emit_photons() {
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Color 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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// Emit photons in random directions from the light source
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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);
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}
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}
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void trace_photon(Photon photon, int depth) {
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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);
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}
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}
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Color trace_ray(const Vector3& ray_origin, const Vector3& ray_direction) {
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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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Color 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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Color direct_light = compute_direct_light(hit_point, normal);
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Color indirect_light = estimate_radiance(hit_point, normal);
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return obj_color * (direct_light + indirect_light); // Component-wise multiplication
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} else {
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return Color(0, 0, 0); // Background color
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}
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}
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Color 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 Color(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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Color estimate_radiance(const Vector3& point, const Vector3& normal) {
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// Gather photons within the gather_radius
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Color accumulated_power(0.0, 0.0, 0.0);
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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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221
code/photonmapping/python/main.py
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221
code/photonmapping/python/main.py
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import numpy as np
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import matplotlib.pyplot as plt
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# Define basic vector operations
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class Vector3:
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def __init__(self, x, y, z):
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self.x = x
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self.y = y
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self.z = z
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def __add__(self, other):
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return Vector3(self.x+other.x, self.y+other.y, self.z+other.z)
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def __sub__(self, other):
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return Vector3(self.x-other.x, self.y-other.y, self.z-other.z)
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def __mul__(self, scalar):
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return Vector3(self.x*scalar, self.y*scalar, self.z*scalar)
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def dot(self, other):
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return self.x*other.x + self.y*other.y + self.z*other.z
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def norm(self):
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return np.sqrt(self.dot(self))
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def normalize(self):
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n = self.norm()
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return Vector3(self.x/n, self.y/n, self.z/n)
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# Define the photon
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class Photon:
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def __init__(self, position, direction, power):
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self.position = position
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self.direction = direction
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self.power = power
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# Define a simple sphere
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class Sphere:
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def __init__(self, center, radius, color):
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self.center = center
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self.radius = radius
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self.color = color
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def intersect(self, ray_origin, ray_direction):
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# Solve quadratic equation for intersection
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oc = ray_origin - self.center
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a = ray_direction.dot(ray_direction)
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b = 2.0 * oc.dot(ray_direction)
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c = oc.dot(oc) - self.radius*self.radius
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discriminant = b*b - 4*a*c
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if discriminant < 0:
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return None # No intersection
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else:
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t = (-b - np.sqrt(discriminant)) / (2.0*a)
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if t < 0:
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t = (-b + np.sqrt(discriminant)) / (2.0*a)
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if t < 0:
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return None
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hit_point = ray_origin + ray_direction * t
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normal = (hit_point - self.center).normalize()
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return (t, hit_point, normal)
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# Define a simple plane
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class Plane:
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def __init__(self, point, normal, color):
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self.point = point
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self.normal = normal.normalize()
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self.color = color
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def intersect(self, ray_origin, ray_direction):
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denom = self.normal.dot(ray_direction)
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if abs(denom) > 1e-6:
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t = (self.point - ray_origin).dot(self.normal) / denom
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if t >= 0:
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hit_point = ray_origin + ray_direction * t
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return (t, hit_point, self.normal)
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return None
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# Scene setup
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sphere = Sphere(Vector3(0, 0, -5), 1.0, np.array([1, 0, 0])) # Red sphere
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plane = Plane(Vector3(0, -1, 0), Vector3(0, 1, 0), np.array([0.5, 0.5, 0.5])) # Gray plane
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objects = [sphere, plane]
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# Light source
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light_position = Vector3(-5, 5, -5)
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light_power = np.array([1, 1, 1]) * 1000 # Intense white light
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# Photon map
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photon_map = []
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# Parameters
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num_photons = 10000 # Number of photons to emit
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max_depth = 5 # Maximum number of bounces
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gather_radius = 0.5 # Radius for radiance estimation
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def emit_photons():
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for _ in range(num_photons):
|
||||
# Emit photons in random directions from the light source
|
||||
direction = random_unit_vector()
|
||||
power = light_power / num_photons
|
||||
photon = Photon(light_position, direction, power)
|
||||
trace_photon(photon, 0)
|
||||
|
||||
def trace_photon(photon, depth):
|
||||
if depth > max_depth:
|
||||
return
|
||||
closest_t = np.inf
|
||||
hit_object = None
|
||||
hit_info = None
|
||||
# Find the nearest intersection
|
||||
for obj in objects:
|
||||
result = obj.intersect(photon.position, photon.direction)
|
||||
if result:
|
||||
t, hit_point, normal = result
|
||||
if t < closest_t:
|
||||
closest_t = t
|
||||
hit_object = obj
|
||||
hit_info = (hit_point, normal)
|
||||
if hit_object:
|
||||
hit_point, normal = hit_info
|
||||
photon_map.append((hit_point, photon.power))
|
||||
# Diffuse reflection
|
||||
new_direction = random_hemisphere_direction(normal)
|
||||
photon.position = hit_point
|
||||
photon.direction = new_direction
|
||||
# Absorb some power
|
||||
photon.power = photon.power * 0.8 # Simple absorption
|
||||
trace_photon(photon, depth+1)
|
||||
|
||||
def random_unit_vector():
|
||||
theta = np.random.uniform(0, 2*np.pi)
|
||||
z = np.random.uniform(-1, 1)
|
||||
r = np.sqrt(1 - z*z)
|
||||
return Vector3(r * np.cos(theta), r * np.sin(theta), z)
|
||||
|
||||
def random_hemisphere_direction(normal):
|
||||
dir = random_unit_vector()
|
||||
if dir.dot(normal) < 0:
|
||||
dir = Vector3(-dir.x, -dir.y, -dir.z)
|
||||
return dir
|
||||
|
||||
def render_image(width, height):
|
||||
aspect_ratio = width / height
|
||||
fov = np.pi / 3 # 60 degrees field of view
|
||||
image = np.zeros((height, width, 3))
|
||||
for y in range(height):
|
||||
for x in range(width):
|
||||
# Convert pixel coordinate to camera ray
|
||||
px = (2 * (x + 0.5) / width - 1) * np.tan(fov / 2) * aspect_ratio
|
||||
py = (1 - 2 * (y + 0.5) / height) * np.tan(fov / 2)
|
||||
ray_origin = Vector3(0, 0, 0)
|
||||
ray_direction = Vector3(px, py, -1).normalize()
|
||||
color = trace_ray(ray_origin, ray_direction)
|
||||
image[y, x, :] = np.clip(color, 0, 1)
|
||||
return image
|
||||
|
||||
def trace_ray(ray_origin, ray_direction):
|
||||
closest_t = np.inf
|
||||
hit_object = None
|
||||
hit_info = None
|
||||
# Find the nearest intersection
|
||||
for obj in objects:
|
||||
result = obj.intersect(ray_origin, ray_direction)
|
||||
if result:
|
||||
t, hit_point, normal = result
|
||||
if t < closest_t:
|
||||
closest_t = t
|
||||
hit_object = obj
|
||||
hit_info = (hit_point, normal, obj.color)
|
||||
if hit_object:
|
||||
hit_point, normal, color = hit_info
|
||||
direct_light = compute_direct_light(hit_point, normal)
|
||||
indirect_light = estimate_radiance(hit_point, normal)
|
||||
return color * (direct_light + indirect_light)
|
||||
else:
|
||||
return np.array([0, 0, 0]) # Background color
|
||||
|
||||
def compute_direct_light(point, normal):
|
||||
# Simple Lambertian reflection from light source
|
||||
direction_to_light = (light_position - point).normalize()
|
||||
# Shadow ray
|
||||
shadow_origin = point + normal * 1e-5
|
||||
shadow_ray = direction_to_light
|
||||
in_shadow = False
|
||||
for obj in objects:
|
||||
result = obj.intersect(shadow_origin, shadow_ray)
|
||||
if result:
|
||||
in_shadow = True
|
||||
break
|
||||
if in_shadow:
|
||||
return np.array([0, 0, 0])
|
||||
else:
|
||||
intensity = max(0, normal.dot(direction_to_light))
|
||||
return intensity * light_power / (4 * np.pi * (light_position - point).norm()**2)
|
||||
|
||||
def estimate_radiance(point, normal):
|
||||
# Gather photons within the gather_radius
|
||||
accumulated_power = np.array([0.0, 0.0, 0.0])
|
||||
for photon_pos, photon_power in photon_map:
|
||||
distance = (photon_pos - point).norm()
|
||||
if distance < gather_radius:
|
||||
weight = max(0, normal.dot((photon_pos - point).normalize()))
|
||||
accumulated_power += photon_power * weight
|
||||
area = np.pi * gather_radius ** 2
|
||||
return accumulated_power / (area * num_photons)
|
||||
|
||||
# Main execution
|
||||
if __name__ == '__main__':
|
||||
print("Emitting photons...")
|
||||
emit_photons()
|
||||
|
||||
print("Rendering image...")
|
||||
width = 200
|
||||
height = 100
|
||||
image = render_image(width, height)
|
||||
|
||||
# Display the image
|
||||
plt.imshow(image)
|
||||
plt.axis('off')
|
||||
plt.show()
|
||||
Loading…
Reference in New Issue
Block a user