mirror of
https://github.com/kuhyx/WUT_Computer_Science.git
synced 2026-07-06 22:23:17 +02:00
Console for photon mapping in python (#5)
* PM Python can be loaded w params * Update README.md
This commit is contained in:
parent
b74883b796
commit
d9b8013d2e
@ -43,3 +43,8 @@ python main.py --algorithm ray_tracing
|
|||||||
# Wywołanie algorytmu ray tracing ze specyfikacją sceny z folderu scenes, liczbą sampli na pixek, rozdzielczością, środowiskiem i rozmyciem środowiska
|
# Wywołanie algorytmu ray tracing ze specyfikacją sceny z folderu scenes, liczbą sampli na pixek, rozdzielczością, środowiskiem i rozmyciem środowiska
|
||||||
python main.py --scene three_spheres --samples_per_pixel 100 --resolution 100x100 --environment lake.png --env_blur 10
|
python main.py --scene three_spheres --samples_per_pixel 100 --resolution 100x100 --environment lake.png --env_blur 10
|
||||||
```
|
```
|
||||||
|
|
||||||
|
```bash
|
||||||
|
# Wywołanie algorytmu photon mapping ze specyfikacją liczby fotonów i maksymalnej głębokości
|
||||||
|
python main.py --algorithm photon_mapping --max_depth --num_photons 1000
|
||||||
|
```
|
||||||
|
|||||||
@ -1,221 +0,0 @@
|
|||||||
import numpy as np
|
|
||||||
import matplotlib.pyplot as plt
|
|
||||||
|
|
||||||
# Define basic vector operations
|
|
||||||
class Vector3:
|
|
||||||
def __init__(self, x, y, z):
|
|
||||||
self.x = x
|
|
||||||
self.y = y
|
|
||||||
self.z = z
|
|
||||||
|
|
||||||
def __add__(self, other):
|
|
||||||
return Vector3(self.x+other.x, self.y+other.y, self.z+other.z)
|
|
||||||
|
|
||||||
def __sub__(self, other):
|
|
||||||
return Vector3(self.x-other.x, self.y-other.y, self.z-other.z)
|
|
||||||
|
|
||||||
def __mul__(self, scalar):
|
|
||||||
return Vector3(self.x*scalar, self.y*scalar, self.z*scalar)
|
|
||||||
|
|
||||||
def dot(self, other):
|
|
||||||
return self.x*other.x + self.y*other.y + self.z*other.z
|
|
||||||
|
|
||||||
def norm(self):
|
|
||||||
return np.sqrt(self.dot(self))
|
|
||||||
|
|
||||||
def normalize(self):
|
|
||||||
n = self.norm()
|
|
||||||
return Vector3(self.x/n, self.y/n, self.z/n)
|
|
||||||
|
|
||||||
# Define the photon
|
|
||||||
class Photon:
|
|
||||||
def __init__(self, position, direction, power):
|
|
||||||
self.position = position
|
|
||||||
self.direction = direction
|
|
||||||
self.power = power
|
|
||||||
|
|
||||||
# Define a simple sphere
|
|
||||||
class Sphere:
|
|
||||||
def __init__(self, center, radius, color):
|
|
||||||
self.center = center
|
|
||||||
self.radius = radius
|
|
||||||
self.color = color
|
|
||||||
|
|
||||||
def intersect(self, ray_origin, ray_direction):
|
|
||||||
# Solve quadratic equation for intersection
|
|
||||||
oc = ray_origin - self.center
|
|
||||||
a = ray_direction.dot(ray_direction)
|
|
||||||
b = 2.0 * oc.dot(ray_direction)
|
|
||||||
c = oc.dot(oc) - self.radius*self.radius
|
|
||||||
discriminant = b*b - 4*a*c
|
|
||||||
if discriminant < 0:
|
|
||||||
return None # No intersection
|
|
||||||
else:
|
|
||||||
t = (-b - np.sqrt(discriminant)) / (2.0*a)
|
|
||||||
if t < 0:
|
|
||||||
t = (-b + np.sqrt(discriminant)) / (2.0*a)
|
|
||||||
if t < 0:
|
|
||||||
return None
|
|
||||||
hit_point = ray_origin + ray_direction * t
|
|
||||||
normal = (hit_point - self.center).normalize()
|
|
||||||
return (t, hit_point, normal)
|
|
||||||
|
|
||||||
# Define a simple plane
|
|
||||||
class Plane:
|
|
||||||
def __init__(self, point, normal, color):
|
|
||||||
self.point = point
|
|
||||||
self.normal = normal.normalize()
|
|
||||||
self.color = color
|
|
||||||
|
|
||||||
def intersect(self, ray_origin, ray_direction):
|
|
||||||
denom = self.normal.dot(ray_direction)
|
|
||||||
if abs(denom) > 1e-6:
|
|
||||||
t = (self.point - ray_origin).dot(self.normal) / denom
|
|
||||||
if t >= 0:
|
|
||||||
hit_point = ray_origin + ray_direction * t
|
|
||||||
return (t, hit_point, self.normal)
|
|
||||||
return None
|
|
||||||
|
|
||||||
# Scene setup
|
|
||||||
sphere = Sphere(Vector3(0, 0, -5), 1.0, np.array([1, 0, 0])) # Red sphere
|
|
||||||
plane = Plane(Vector3(0, -1, 0), Vector3(0, 1, 0), np.array([0.5, 0.5, 0.5])) # Gray plane
|
|
||||||
|
|
||||||
objects = [sphere, plane]
|
|
||||||
|
|
||||||
# Light source
|
|
||||||
light_position = Vector3(-5, 5, -5)
|
|
||||||
light_power = np.array([1, 1, 1]) * 1000 # Intense white light
|
|
||||||
|
|
||||||
# Photon map
|
|
||||||
photon_map = []
|
|
||||||
|
|
||||||
# Parameters
|
|
||||||
num_photons = 10000 # Number of photons to emit
|
|
||||||
max_depth = 5 # Maximum number of bounces
|
|
||||||
gather_radius = 0.5 # Radius for radiance estimation
|
|
||||||
|
|
||||||
def emit_photons():
|
|
||||||
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()
|
|
||||||
@ -7,8 +7,10 @@ resolution = 400x300
|
|||||||
output = output.png
|
output = output.png
|
||||||
|
|
||||||
[ray_tracing]
|
[ray_tracing]
|
||||||
max_depth = 5 ; Params for ray tracing
|
max_depth = 5
|
||||||
samples_per_pixel = 6
|
samples_per_pixel = 6
|
||||||
|
|
||||||
[photon_mapping]
|
[photon_mapping]
|
||||||
photon_count = 100000 ; Params for photon mapping
|
num_photons = 10000
|
||||||
|
max_depth = 5
|
||||||
|
gather_radius = 0.5
|
||||||
19
main.py
19
main.py
@ -1,10 +1,10 @@
|
|||||||
import argparse
|
import argparse
|
||||||
from configparser import ConfigParser
|
|
||||||
from rendering import ray_trace
|
from rendering import ray_trace
|
||||||
from utils import load_config, parse_resolution
|
from utils import load_config, parse_resolution
|
||||||
import importlib
|
import importlib
|
||||||
import os
|
import os
|
||||||
# from scenes.cornell_box import *
|
import matplotlib.pyplot as plt
|
||||||
|
from photon_mapping import render_photon_mapping
|
||||||
|
|
||||||
def main():
|
def main():
|
||||||
# default config
|
# default config
|
||||||
@ -22,6 +22,12 @@ def main():
|
|||||||
parser.add_argument("--output", type=str, default=config.get('DEFAULT', 'output'), help="Output file name.")
|
parser.add_argument("--output", type=str, default=config.get('DEFAULT', 'output'), help="Output file name.")
|
||||||
|
|
||||||
parser.add_argument('--num_spheres', type=int, default=3, help='Number of spheres in the scene for Ray Tracing 0')
|
parser.add_argument('--num_spheres', type=int, default=3, help='Number of spheres in the scene for Ray Tracing 0')
|
||||||
|
parser.add_argument('--num_photons', type=int, default=config.getint('photon_mapping', 'num_photons'), help='Number of photons for photon mapping')
|
||||||
|
parser.add_argument('--max_depth', type=int, default=config.getint('photon_mapping', 'max_depth'),
|
||||||
|
help='Maximum depth for photon tracing')
|
||||||
|
parser.add_argument('--gather_radius', type=float, default=config.getfloat('photon_mapping', 'gather_radius'),
|
||||||
|
help='Radius for radiance estimation in photon mapping')
|
||||||
|
|
||||||
|
|
||||||
args = parser.parse_args()
|
args = parser.parse_args()
|
||||||
|
|
||||||
@ -53,6 +59,15 @@ def main():
|
|||||||
img.save(output_path)
|
img.save(output_path)
|
||||||
print(f"Image saved to {output_path}")
|
print(f"Image saved to {output_path}")
|
||||||
img.show()
|
img.show()
|
||||||
|
elif args.algorithm == "photon_mapping":
|
||||||
|
print("Starting photon mapping...")
|
||||||
|
image = render_photon_mapping(width, height, args.num_photons, args.max_depth, args.gather_radius)
|
||||||
|
plt.imshow(image)
|
||||||
|
plt.axis('off')
|
||||||
|
output_path = os.path.join("outputs", args.output)
|
||||||
|
plt.savefig(output_path)
|
||||||
|
print(f"Image saved to {output_path}")
|
||||||
|
plt.show()
|
||||||
else:
|
else:
|
||||||
print(f"Unknown algorithm: {args.algorithm}")
|
print(f"Unknown algorithm: {args.algorithm}")
|
||||||
return
|
return
|
||||||
|
|||||||
Binary file not shown.
|
Before Width: | Height: | Size: 20 KiB After Width: | Height: | Size: 5.4 KiB |
191
photon_mapping.py
Normal file
191
photon_mapping.py
Normal file
@ -0,0 +1,191 @@
|
|||||||
|
import numpy as np
|
||||||
|
import matplotlib.pyplot as plt
|
||||||
|
|
||||||
|
# Define basic vector operations
|
||||||
|
class Vector3:
|
||||||
|
def __init__(self, x, y, z):
|
||||||
|
self.x = x
|
||||||
|
self.y = y
|
||||||
|
self.z = z
|
||||||
|
|
||||||
|
def __add__(self, other):
|
||||||
|
return Vector3(self.x + other.x, self.y + other.y, self.z + other.z)
|
||||||
|
|
||||||
|
def __sub__(self, other):
|
||||||
|
return Vector3(self.x - other.x, self.y - other.y, self.z - other.z)
|
||||||
|
|
||||||
|
def __mul__(self, scalar):
|
||||||
|
return Vector3(self.x * scalar, self.y * scalar, self.z * scalar)
|
||||||
|
|
||||||
|
def dot(self, other):
|
||||||
|
return self.x * other.x + self.y * other.y + self.z * other.z
|
||||||
|
|
||||||
|
def norm(self):
|
||||||
|
return np.sqrt(self.dot(self))
|
||||||
|
|
||||||
|
def normalize(self):
|
||||||
|
n = self.norm()
|
||||||
|
return Vector3(self.x / n, self.y / n, self.z / n)
|
||||||
|
|
||||||
|
|
||||||
|
class Photon:
|
||||||
|
def __init__(self, position, direction, power):
|
||||||
|
self.position = position
|
||||||
|
self.direction = direction
|
||||||
|
self.power = power
|
||||||
|
|
||||||
|
|
||||||
|
class Sphere:
|
||||||
|
def __init__(self, center, radius, color):
|
||||||
|
self.center = center
|
||||||
|
self.radius = radius
|
||||||
|
self.color = color
|
||||||
|
|
||||||
|
def intersect(self, ray_origin, ray_direction):
|
||||||
|
oc = ray_origin - self.center
|
||||||
|
a = ray_direction.dot(ray_direction)
|
||||||
|
b = 2.0 * oc.dot(ray_direction)
|
||||||
|
c = oc.dot(oc) - self.radius * self.radius
|
||||||
|
discriminant = b * b - 4 * a * c
|
||||||
|
if discriminant < 0:
|
||||||
|
return None
|
||||||
|
else:
|
||||||
|
t = (-b - np.sqrt(discriminant)) / (2.0 * a)
|
||||||
|
if t < 0:
|
||||||
|
t = (-b + np.sqrt(discriminant)) / (2.0 * a)
|
||||||
|
if t < 0:
|
||||||
|
return None
|
||||||
|
hit_point = ray_origin + ray_direction * t
|
||||||
|
normal = (hit_point - self.center).normalize()
|
||||||
|
return (t, hit_point, normal)
|
||||||
|
|
||||||
|
|
||||||
|
class Plane:
|
||||||
|
def __init__(self, point, normal, color):
|
||||||
|
self.point = point
|
||||||
|
self.normal = normal.normalize()
|
||||||
|
self.color = color
|
||||||
|
|
||||||
|
def intersect(self, ray_origin, ray_direction):
|
||||||
|
denom = self.normal.dot(ray_direction)
|
||||||
|
if abs(denom) > 1e-6:
|
||||||
|
t = (self.point - ray_origin).dot(self.normal) / denom
|
||||||
|
if t >= 0:
|
||||||
|
hit_point = ray_origin + ray_direction * t
|
||||||
|
return (t, hit_point, self.normal)
|
||||||
|
return None
|
||||||
|
|
||||||
|
|
||||||
|
def render_photon_mapping(width, height, num_photons, max_depth, gather_radius):
|
||||||
|
# Photon mapping logic
|
||||||
|
photon_map = []
|
||||||
|
sphere = Sphere(Vector3(0, 0, -5), 1.0, np.array([1, 0, 0])) # Red sphere
|
||||||
|
plane = Plane(Vector3(0, -1, 0), Vector3(0, 1, 0), np.array([0.5, 0.5, 0.5])) # Gray plane
|
||||||
|
objects = [sphere, plane]
|
||||||
|
|
||||||
|
light_position = Vector3(-5, 5, -5)
|
||||||
|
light_power = np.array([1, 1, 1]) * 1000
|
||||||
|
|
||||||
|
def emit_photons():
|
||||||
|
for _ in range(num_photons):
|
||||||
|
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
|
||||||
|
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))
|
||||||
|
new_direction = random_hemisphere_direction(normal)
|
||||||
|
photon.position = hit_point
|
||||||
|
photon.direction = new_direction
|
||||||
|
photon.power = photon.power * 0.8
|
||||||
|
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 trace_ray(ray_origin, ray_direction):
|
||||||
|
closest_t = np.inf
|
||||||
|
hit_object = None
|
||||||
|
hit_info = None
|
||||||
|
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])
|
||||||
|
|
||||||
|
def compute_direct_light(point, normal):
|
||||||
|
direction_to_light = (light_position - point).normalize()
|
||||||
|
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):
|
||||||
|
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
|
||||||
|
|
||||||
|
emit_photons()
|
||||||
|
|
||||||
|
aspect_ratio = width / height
|
||||||
|
fov = np.pi / 3
|
||||||
|
image = np.zeros((height, width, 3))
|
||||||
|
for y in range(height):
|
||||||
|
for x in range(width):
|
||||||
|
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
|
||||||
Loading…
Reference in New Issue
Block a user