mirror of
https://github.com/kuhyx/WUT_Computer_Science.git
synced 2026-07-04 14:43:08 +02:00
Kuhyx (#1)
* feat: load exr map * feat: scale and flip the hdr map * feat: added camera * feat: add simple slow but working photonmapping
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4
.gitignore
vendored
4
.gitignore
vendored
@ -161,4 +161,6 @@ cython_debug/
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# be found at https://github.com/github/gitignore/blob/main/Global/JetBrains.gitignore
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# and can be added to the global gitignore or merged into this file. For a more nuclear
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# option (not recommended) you can uncomment the following to ignore the entire idea folder.
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#.idea/
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#.idea/
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*.exr
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2
code/mapa_srodowiska/README.md
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2
code/mapa_srodowiska/README.md
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Download file in (!) EXR (!) format
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https://polyhaven.com/a/lilienstein
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BIN
code/mapa_srodowiska/lilienstein_1k.exr
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BIN
code/mapa_srodowiska/lilienstein_1k.exr
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Binary file not shown.
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code/mapa_srodowiska/main.py
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code/mapa_srodowiska/main.py
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import OpenEXR
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import Imath
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import os
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import OpenGL.GL as gl
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import OpenGL.GLUT as glut
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import OpenGL.GLU as glu
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import math
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# Camera parameters
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camera_angle_x = 0.0
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camera_angle_y = 0.0
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camera_distance = 2.0
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mouse_last_x = 0
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mouse_last_y = 0
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mouse_left_down = False
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def load_hdr_environment_map(filepath):
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"""
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Load an HDR environment map from an OpenEXR file.
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Args:
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filepath (str): Path to the HDR file.
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Returns:
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tuple: A tuple containing the width, height, and a bytes object representing the HDR environment map in RGB format.
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"""
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if not os.path.exists(filepath):
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raise FileNotFoundError(f"File not found: {filepath}")
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# Check file permissions
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if not os.access(filepath, os.R_OK):
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raise PermissionError(f"File is not readable: {filepath}")
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# Open the EXR file
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try:
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exr_file = OpenEXR.InputFile(filepath)
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except Exception as e:
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raise OSError(f"Unable to open '{filepath}' for read: {str(e)}")
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# Get the image dimensions
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header = exr_file.header()
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dw = header['dataWindow']
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width = dw.max.x - dw.min.x + 1
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height = dw.max.y - dw.min.y + 1
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# Define the channel names (R, G, B)
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channels = ['R', 'G', 'B']
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# Read the channel data
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channel_data = {
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channel: exr_file.channel(channel, Imath.PixelType(Imath.PixelType.FLOAT))
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for channel in channels
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}
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# Combine channel data into a single bytes object
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hdr_image = bytearray(width * height * 3 * 4) # 3 channels, 4 bytes per float
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for i, channel in enumerate(channels):
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channel_buffer = channel_data[channel]
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for j in range(height):
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for k in range(width):
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index = (j * width + k) * 3 * 4 + i * 4
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hdr_image[index:index + 4] = channel_buffer[(j * width + k) * 4:(j * width + k + 1) * 4]
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# Flip the image vertically
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flipped_hdr_image = bytearray(width * height * 3 * 4)
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row_size = width * 3 * 4
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for j in range(height):
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src_index = j * row_size
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dst_index = (height - 1 - j) * row_size
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flipped_hdr_image[dst_index:dst_index + row_size] = hdr_image[src_index:src_index + row_size]
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return width, height, bytes(flipped_hdr_image)
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def display_hdr_image(width, height, hdr_image):
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gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
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# Enable texture mapping
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gl.glEnable(gl.GL_TEXTURE_2D)
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texture_id = gl.glGenTextures(1)
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gl.glBindTexture(gl.GL_TEXTURE_2D, texture_id)
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# Set texture parameters
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gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_S, gl.GL_CLAMP_TO_EDGE)
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gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_T, gl.GL_CLAMP_TO_EDGE)
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gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
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gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
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# Load the texture
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gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGB32F, width, height, 0, gl.GL_RGB, gl.GL_FLOAT, hdr_image)
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# Set up the viewport and projection
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gl.glViewport(0, 0, glut.glutGet(glut.GLUT_WINDOW_WIDTH), glut.glutGet(glut.GLUT_WINDOW_HEIGHT))
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gl.glMatrixMode(gl.GL_PROJECTION)
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gl.glLoadIdentity()
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glu.gluPerspective(45.0, glut.glutGet(glut.GLUT_WINDOW_WIDTH) / float(glut.glutGet(glut.GLUT_WINDOW_HEIGHT)), 0.1, 100.0)
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gl.glMatrixMode(gl.GL_MODELVIEW)
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gl.glLoadIdentity()
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# Apply camera transformations
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gl.glTranslatef(0.0, 0.0, -camera_distance)
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gl.glRotatef(camera_angle_y, 1.0, 0.0, 0.0)
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gl.glRotatef(camera_angle_x, 0.0, 1.0, 0.0)
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# Draw a textured sphere to simulate being inside the HDR environment
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quadric = glu.gluNewQuadric()
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glu.gluQuadricTexture(quadric, gl.GL_TRUE)
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glu.gluSphere(quadric, 50.0, 50, 50)
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glu.gluDeleteQuadric(quadric)
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# Disable texture mapping
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gl.glDisable(gl.GL_TEXTURE_2D)
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glut.glutSwapBuffers()
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def mouse_motion(x, y):
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global mouse_last_x, mouse_last_y, camera_angle_x, camera_angle_y
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if mouse_left_down:
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dx = x - mouse_last_x
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dy = y - mouse_last_y
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camera_angle_x += dx * 0.1
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camera_angle_y += dy * 0.1
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mouse_last_x = x
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mouse_last_y = y
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glut.glutPostRedisplay()
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def mouse_button(button, state, x, y):
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global mouse_left_down
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if button == glut.GLUT_LEFT_BUTTON:
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if state == glut.GLUT_DOWN:
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mouse_left_down = True
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mouse_last_x = x
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mouse_last_y = y
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elif state == glut.GLUT_UP:
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mouse_left_down = False
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def main(filepath):
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try:
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width, height, hdr_map = load_hdr_environment_map(filepath)
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print("HDR Map Loaded. Dimensions:", width, "x", height)
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# Initialize GLUT and create window
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glut.glutInit()
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glut.glutInitDisplayMode(glut.GLUT_DOUBLE | glut.GLUT_RGB | glut.GLUT_DEPTH)
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glut.glutInitWindowSize(800, 600) # Set initial window size
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glut.glutCreateWindow(b"HDR Environment Map")
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# Set display callback
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glut.glutDisplayFunc(lambda: display_hdr_image(width, height, hdr_map))
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# Set mouse callbacks
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glut.glutMotionFunc(mouse_motion)
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glut.glutMouseFunc(mouse_button)
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# Start the GLUT main loop
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glut.glutMainLoop()
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except Exception as e:
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print(e)
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# Example usage
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if __name__ == "__main__":
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filepath = "lilienstein_4k.exr"
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main(filepath)
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221
code/photonmapping/main.py
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code/photonmapping/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):
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# Emit photons in random directions from the light source
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direction = random_unit_vector()
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power = light_power / num_photons
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photon = Photon(light_position, direction, power)
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trace_photon(photon, 0)
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def trace_photon(photon, depth):
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if depth > max_depth:
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return
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closest_t = np.inf
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hit_object = None
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hit_info = None
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# Find the nearest intersection
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for obj in objects:
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result = obj.intersect(photon.position, photon.direction)
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if result:
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t, hit_point, normal = result
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if t < closest_t:
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closest_t = t
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hit_object = obj
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hit_info = (hit_point, normal)
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if hit_object:
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hit_point, normal = hit_info
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photon_map.append((hit_point, photon.power))
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# Diffuse reflection
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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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def random_unit_vector():
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theta = np.random.uniform(0, 2*np.pi)
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z = np.random.uniform(-1, 1)
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r = np.sqrt(1 - z*z)
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return Vector3(r * np.cos(theta), r * np.sin(theta), z)
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def random_hemisphere_direction(normal):
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dir = random_unit_vector()
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if dir.dot(normal) < 0:
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dir = Vector3(-dir.x, -dir.y, -dir.z)
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return dir
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def render_image(width, height):
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aspect_ratio = width / height
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fov = np.pi / 3 # 60 degrees field of view
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image = np.zeros((height, width, 3))
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for y in range(height):
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for x in range(width):
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# Convert pixel coordinate to camera ray
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px = (2 * (x + 0.5) / width - 1) * np.tan(fov / 2) * aspect_ratio
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py = (1 - 2 * (y + 0.5) / height) * np.tan(fov / 2)
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ray_origin = Vector3(0, 0, 0)
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ray_direction = Vector3(px, py, -1).normalize()
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color = trace_ray(ray_origin, ray_direction)
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image[y, x, :] = np.clip(color, 0, 1)
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return image
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def trace_ray(ray_origin, ray_direction):
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closest_t = np.inf
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hit_object = None
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hit_info = None
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# Find the nearest intersection
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for obj in objects:
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result = obj.intersect(ray_origin, ray_direction)
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if result:
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t, hit_point, normal = result
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if t < closest_t:
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closest_t = t
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hit_object = obj
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hit_info = (hit_point, normal, obj.color)
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if hit_object:
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hit_point, normal, color = hit_info
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direct_light = compute_direct_light(hit_point, normal)
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indirect_light = estimate_radiance(hit_point, normal)
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return color * (direct_light + indirect_light)
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else:
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return np.array([0, 0, 0]) # Background color
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def compute_direct_light(point, normal):
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# Simple Lambertian reflection from light source
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direction_to_light = (light_position - point).normalize()
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# Shadow ray
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shadow_origin = point + normal * 1e-5
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shadow_ray = direction_to_light
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in_shadow = False
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for obj in objects:
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result = obj.intersect(shadow_origin, shadow_ray)
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if result:
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in_shadow = True
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break
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if in_shadow:
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return np.array([0, 0, 0])
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else:
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intensity = max(0, normal.dot(direction_to_light))
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return intensity * light_power / (4 * np.pi * (light_position - point).norm()**2)
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def estimate_radiance(point, normal):
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# Gather photons within the gather_radius
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accumulated_power = np.array([0.0, 0.0, 0.0])
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for photon_pos, photon_power in photon_map:
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distance = (photon_pos - point).norm()
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if distance < gather_radius:
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weight = max(0, normal.dot((photon_pos - point).normalize()))
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accumulated_power += photon_power * weight
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area = np.pi * gather_radius ** 2
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return accumulated_power / (area * num_photons)
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# Main execution
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if __name__ == '__main__':
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print("Emitting photons...")
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emit_photons()
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print("Rendering image...")
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width = 200
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height = 100
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image = render_image(width, height)
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# Display the image
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plt.imshow(image)
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plt.axis('off')
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plt.show()
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