#!/usr/bin/env python3 """ Renders an image using raytracing """ import numpy as np import matplotlib.pyplot as plt def ray_trace(num_spheres, environment, image_width=400, image_height=300, output_file="fig.png"): IMAGE_WIDTH = image_width IMAGE_HEIGHT = image_height def normalize(vector): """ Normalize a vector. Parameters: vector (numpy.ndarray): The input vector to be normalized. Returns: numpy.ndarray: The normalized vector. """ vector /= np.linalg.norm(vector) return vector def intersect_plane(ray_origin, ray_direction, plane_point, plane_normal): """ Calculate the intersection of a ray with a plane. Parameters: ray_origin (numpy.ndarray): A 3D point representing the origin of the ray. ray_direction (numpy.ndarray): A normalized 3D vector representing the direction of the ray. plane_point (numpy.ndarray): A 3D point representing a point on the plane. plane_normal (numpy.ndarray): A normalized 3D vector representing the normal of the plane. Returns: float: The distance from the origin ray_origin to the intersection point with the plane. Returns +inf if there is no intersection or if the intersection is behind the origin. """ denom = np.dot(ray_direction, plane_normal) if np.abs(denom) < 1e-6: return np.inf d = np.dot(plane_point - ray_origin, plane_normal) / denom if d < 0: return np.inf return d def intersect_sphere(ray_origin, ray_direction, sphere_center, sphere_radius): """ Calculate the intersection of a ray with a sphere. Parameters: ray_origin (numpy.ndarray): A 3D point representing the origin of the ray. ray_direction (numpy.ndarray): A normalized 3D vector representing the direction of the ray. sphere_center (numpy.ndarray): A 3D point representing the center of the sphere. sphere_radius (float): The radius of the sphere. Returns: float: The distance from the origin ray_origin to the intersection point with the sphere. Returns +inf if there is no intersection or if the intersection is behind the origin. """ a = np.dot(ray_direction, ray_direction) origin_to_center = ray_origin - sphere_center b = 2 * np.dot(ray_direction, origin_to_center) radius_squared = sphere_radius * sphere_radius c = np.dot(origin_to_center, origin_to_center) - radius_squared disc = b * b - 4 * a * c return calculate_sphere_intersection(a, b, c, disc) def calculate_sphere_intersection(a, b, c, disc): """ Calculate the intersection distance of a ray with a sphere using the quadratic formula. Parameters: a (float): Coefficient of t^2 in the quadratic equation. b (float): Coefficient of t in the quadratic equation. c (float): Constant term in the quadratic equation. disc (float): Discriminant of the quadratic equation. Returns: float: The distance from the origin to the intersection point with the sphere. Returns +inf if there is no intersection or if the intersection is behind the origin. """ if disc > 0: distance_squared = np.sqrt(disc) # q is used to find the roots of the quadratic equation if b < 0: q = (-b - distance_squared) / 2.0 else: q = (-b + distance_squared) / 2.0 t0 = q / a t1 = c / q t0, t1 = min(t0, t1), max(t0, t1) if t1 >= 0: return t1 if t0 < 0 else t0 return np.inf def intersect(ray_origin, ray_direction, object_): """ Calculate the intersection of a ray with an object. Parameters: ray_origin (numpy.ndarray): A 3D point representing the origin of the ray. ray_direction (numpy.ndarray): A normalized 3D vector representing the direction of the ray. obj (dict): A dictionary representing the object with keys 'type', 'position', 'normal' (for planes), and 'radius' (for spheres). Returns: float: The distance from the origin ray_origin to the intersection point with the object. Returns +inf if there is no intersection or if the intersection is behind the origin. """ if object_['type'] == 'plane': return intersect_plane(ray_origin, ray_direction, object_['position'], object_['normal']) # object_['type'] == 'sphere': return intersect_sphere(ray_origin, ray_direction, object_['position'], object_['radius']) def get_normal(object_, intersection_point): """ Calculate the normal at the intersection point on the object. Parameters: obj (dict): A dictionary representing the object with keys 'type' and 'position'. intersection_point (numpy.ndarray): A 3D point representing the intersection point on the object. Returns: numpy.ndarray: The normal vector at the intersection point. """ if object_['type'] == 'sphere': normal = normalize(intersection_point - object_['position']) elif object_['type'] == 'plane': normal = object_['normal'] else: raise ValueError(f"Unknown object type: {object_['type']}") return normal def get_color(object_, intersection_point): """ Get the color of the object at the intersection point. Parameters: object_ (dict): A dictionary representing the object with a key 'color'. intersection_point (numpy.ndarray): A 3D point representing the intersection point on the object. Returns: numpy.ndarray: The color of the object at the intersection point. """ color = object_['color'] if not hasattr(color, '__len__'): color = color(intersection_point) return color def trace_ray(ray_origin, ray_direction): """ Trace a ray and find the color at the intersection point. Parameters: ray_origin (numpy.ndarray): A 3D point representing the origin of the ray. ray_direction (numpy.ndarray): A normalized 3D vector representing the direction of the ray. Returns: tuple: A tuple containing the object, intersection point, normal at the intersection, and the color at the intersection point. Returns None if there is no intersection. """ t, obj_idx = find_intersection(ray_origin, ray_direction) if t == np.inf: return None object_, intersection_point = get_intersection_details( ray_origin, ray_direction, t, obj_idx) normal, color = get_normal(object_, intersection_point), get_color( object_, intersection_point) if is_shadowed(intersection_point, normal, obj_idx): return None return compute_color( object_, intersection_point, normal, color, ray_origin) def find_intersection(ray_origin, ray_direction): """ Find the intersection of a ray with the objects in the scene. Parameters: ray_origin (numpy.ndarray): A 3D point representing the origin of the ray. ray_direction (numpy.ndarray): A normalized 3D vector representing the direction of the ray. Returns: tuple: A tuple containing the distance to the intersection point and the index of the intersected object. """ t = np.inf obj_idx = -1 for index, object_ in enumerate(scene): t_obj = intersect(ray_origin, ray_direction, object_) if t_obj < t: t, obj_idx = t_obj, index return t, obj_idx def get_intersection_details(ray_origin, ray_direction, t, obj_idx): """ Get the details of the intersection point on the object. Parameters: ray_origin (numpy.ndarray): A 3D point representing the origin of the ray. ray_direction (numpy.ndarray): A normalized 3D vector representing the direction of the ray. t (float): The distance to the intersection point. obj_idx (int): The index of the intersected object in the scene. Returns: tuple: A tuple containing the intersected object and the intersection point. """ object_ = scene[obj_idx] intersection_point = ray_origin + ray_direction * t return object_, intersection_point def is_shadowed(intersection_point, normal, obj_idx): """ Determine if the intersection point is in shadow. Parameters: intersection_point (numpy.ndarray): A 3D point representing the intersection point on the object. normal (numpy.ndarray): The normal vector at the intersection point. obj_idx (int): The index of the intersected object in the scene. Returns: bool: True if the intersection point is in shadow, False otherwise. """ to_light = normalize(L - intersection_point) shadow_intersections = [intersect( intersection_point + normal * .0001, to_light, obj_sh) for k, obj_sh in enumerate(scene) if k != obj_idx] return shadow_intersections and min(shadow_intersections) < np.inf def compute_color(object_, intersection_point, normal, color, ray_origin): """ Compute the color at the intersection point using shading techniques. Parameters: object_ (dict): A dictionary representing the intersected object. intersection_point (numpy.ndarray): A 3D point representing the intersection point on the object. normal (numpy.ndarray): The normal vector at the intersection point. color (numpy.ndarray): The base color of the object. ray_origin (numpy.ndarray): A 3D point representing the origin of the ray. Returns: tuple: A tuple containing the intersected object, intersection point, normal, and the computed color. """ to_light = normalize(L - intersection_point) to_origin = normalize(ray_origin - intersection_point) color_ray = AMBIENT diffuse_intensity = object_.get('diffuse_c', DIFFUSE_C) * max( np.dot(normal, to_light), 0) color_ray += diffuse_intensity * color half_vector = normalize(to_light + to_origin) specular_intensity = object_.get('specular_c', SPECULAR_C) * max( np.dot(normal, half_vector), 0) ** SPECULAR_K color_ray += specular_intensity * color_light return object_, intersection_point, normal, color_ray def add_sphere(position, radius, color): """ Create a dictionary representing a sphere object. Parameters: position (list or numpy.ndarray): A 3D point representing the position of the sphere. radius (float): The radius of the sphere. color (list or numpy.ndarray): The color of the sphere. Returns: dict: A dictionary representing the sphere object. """ return { 'type': 'sphere', 'position': np.array(position), 'radius': np.array(radius), 'color': np.array(color), 'reflection': .5 } def add_plane(position, normal): """ Create a dictionary representing a plane object. Parameters: position (list or numpy.ndarray): A 3D point representing a point on the plane. normal (list or numpy.ndarray): A normalized 3D vector representing the normal of the plane. Returns: dict: A dictionary representing the plane object. """ return { 'type': 'plane', 'position': np.array(position), 'normal': np.array(normal), 'color': lambda M: (color_plane0 if (int(M[0] * 2) % 2) == (int(M[2] * 2) % 2) else color_plane1), 'diffuse_c': .75, 'specular_c': .5, 'reflection': .25 } scene = [] # List of objects. color_plane0 = 1. * np.ones(3) color_plane1 = 0. * np.ones(3) scene.append(add_plane([0., -0.5, 0.], [0., 1., 0.])) base_radius = 1 / np.sqrt(num_spheres) # Im więcej kul, tym mniejsze base_distance = 4.5 / num_spheres for i in range(num_spheres): # Wyliczanie pozycji każdej kuli x = (i - num_spheres // 2) * base_distance y = 0.1 z = 1. + i * 0.5 # Dynamiczny kolor (gradient na podstawie indeksu) color = np.array([i / num_spheres, (num_spheres - i) / num_spheres, 0.5]) # Dodanie kuli do sceny scene.append(add_sphere([x, y, z], base_radius, color)) # Light position and color. L = np.array([5., 5., -10.]) color_light = np.ones(3) # Default light and material parameters. AMBIENT = .05 DIFFUSE_C = 1. SPECULAR_C = 1. SPECULAR_K = 50 DEPTH_MAX = 5 # Maximum number of light reflections. col = np.zeros(3) # Current color. camera_origin = np.array([0., 0.35, -1.]) # Camera. Q = np.array([0., 0., 0.]) # Camera pointing to. img = np.zeros((IMAGE_HEIGHT, IMAGE_WIDTH, 3)) r = float(IMAGE_WIDTH) / IMAGE_HEIGHT # Screen coordinates: x0, y0, x1, y1. S = (-1., -1. / r + .25, 1., 1. / r + .25) # Loop through all pixels. for i, x in enumerate(np.linspace(S[0], S[2], IMAGE_WIDTH)): if i % 10 == 0: print(i / float(IMAGE_WIDTH) * 100, "%") for j, y in enumerate(np.linspace(S[1], S[3], IMAGE_HEIGHT)): col[:] = 0 Q[:2] = (x, y) D = normalize(Q - camera_origin) DEPTH = 0 rayO, rayD = camera_origin, D REFLECTION = 1. # Loop through initial and secondary rays. while DEPTH < DEPTH_MAX: traced = trace_ray(rayO, rayD) if not traced: break obj, M, N, col_ray = traced # Reflection: create a new ray. rayO, rayD = M + \ N * .0001, normalize(rayD - 2 * np.dot(rayD, N) * N) DEPTH += 1 col += REFLECTION * col_ray REFLECTION *= obj.get('reflection', 1.) img[IMAGE_HEIGHT - j - 1, i, :] = np.clip(col, 0, 1) plt.imsave(output_file, img) print(f"Image saved as {output_file}")