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* ray tracing statistics * ray counter * photonmapping ray counter * rays change * newline fix --------- Co-authored-by: Jakub <01149663@pw.edu.pl>
426 lines
15 KiB
Python
426 lines
15 KiB
Python
#!/usr/bin/env python3
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""" Renders an image using raytracing """
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import numpy as np
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import matplotlib.pyplot as plt
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import time
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def ray_trace(num_spheres, environment, image_width=400, image_height=300, output_file="fig.png"):
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IMAGE_WIDTH = image_width
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IMAGE_HEIGHT = image_height
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def normalize(vector):
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"""
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Normalize a vector.
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Parameters:
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vector (numpy.ndarray): The input vector to be normalized.
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Returns:
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numpy.ndarray: The normalized vector.
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"""
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vector /= np.linalg.norm(vector)
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return vector
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def intersect_plane(ray_origin, ray_direction, plane_point, plane_normal):
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"""
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Calculate the intersection of a ray with a plane.
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Parameters:
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ray_origin (numpy.ndarray): A 3D point representing the origin of the ray.
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ray_direction (numpy.ndarray): A normalized 3D vector representing the
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direction of the ray.
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plane_point (numpy.ndarray): A 3D point representing a point on the plane.
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plane_normal (numpy.ndarray): A normalized 3D vector representing
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the normal of the plane.
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Returns:
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float: The distance from the origin ray_origin to the intersection
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point with the plane.
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Returns +inf if there is no intersection or if the intersection is
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behind the origin.
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"""
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denom = np.dot(ray_direction, plane_normal)
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if np.abs(denom) < 1e-6:
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return np.inf
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d = np.dot(plane_point - ray_origin, plane_normal) / denom
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if d < 0:
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return np.inf
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return d
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def intersect_sphere(ray_origin, ray_direction, sphere_center, sphere_radius):
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"""
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Calculate the intersection of a ray with a sphere.
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Parameters:
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ray_origin (numpy.ndarray): A 3D point representing the origin of the ray.
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ray_direction (numpy.ndarray): A normalized 3D vector representing the
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direction of the ray.
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sphere_center (numpy.ndarray): A 3D point representing
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the center of the sphere.
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sphere_radius (float): The radius of the sphere.
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Returns:
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float: The distance from the origin ray_origin to the intersection
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point with the sphere.
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Returns +inf if there is no intersection or if the intersection is
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behind the origin.
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"""
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a = np.dot(ray_direction, ray_direction)
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origin_to_center = ray_origin - sphere_center
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b = 2 * np.dot(ray_direction, origin_to_center)
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radius_squared = sphere_radius * sphere_radius
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c = np.dot(origin_to_center, origin_to_center) - radius_squared
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disc = b * b - 4 * a * c
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return calculate_sphere_intersection(a, b, c, disc)
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def calculate_sphere_intersection(a, b, c, disc):
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"""
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Calculate the
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intersection distance of a ray with a sphere using the quadratic formula.
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Parameters:
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a (float): Coefficient of t^2 in the quadratic equation.
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b (float): Coefficient of t in the quadratic equation.
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c (float): Constant term in the quadratic equation.
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disc (float): Discriminant of the quadratic equation.
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Returns:
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float:
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The distance from the origin to the intersection point with the sphere.
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Returns +inf if there is no intersection
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or if the intersection is behind the origin.
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"""
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if disc > 0:
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distance_squared = np.sqrt(disc)
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# q is used to find the roots of the quadratic equation
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if b < 0:
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q = (-b - distance_squared) / 2.0
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else:
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q = (-b + distance_squared) / 2.0
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t0 = q / a
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t1 = c / q
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t0, t1 = min(t0, t1), max(t0, t1)
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if t1 >= 0:
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return t1 if t0 < 0 else t0
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return np.inf
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def intersect(ray_origin, ray_direction, object_):
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"""
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Calculate the intersection of a ray with an object.
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Parameters:
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ray_origin (numpy.ndarray): A 3D point representing the origin of the ray.
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ray_direction (numpy.ndarray): A normalized 3D vector representing the
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direction of the ray.
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obj (dict): A dictionary representing the object with keys
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'type', 'position', 'normal' (for planes), and 'radius' (for spheres).
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Returns:
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float: The distance from the origin ray_origin to the intersection
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point with the object.
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Returns +inf if there is no intersection or if the intersection is
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behind the origin.
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"""
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if object_['type'] == 'plane':
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return intersect_plane(ray_origin, ray_direction,
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object_['position'], object_['normal'])
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# object_['type'] == 'sphere':
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return intersect_sphere(ray_origin, ray_direction,
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object_['position'], object_['radius'])
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def get_normal(object_, intersection_point):
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"""
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Calculate the normal at the intersection point on the object.
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Parameters:
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obj (dict): A dictionary representing the object with keys
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'type' and 'position'.
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intersection_point (numpy.ndarray): A 3D point representing the
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intersection point on the object.
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Returns:
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numpy.ndarray: The normal vector at the intersection point.
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"""
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if object_['type'] == 'sphere':
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normal = normalize(intersection_point - object_['position'])
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elif object_['type'] == 'plane':
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normal = object_['normal']
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else:
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raise ValueError(f"Unknown object type: {object_['type']}")
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return normal
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def get_color(object_, intersection_point):
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"""
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Get the color of the object at the intersection point.
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Parameters:
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object_ (dict): A dictionary representing the object with a key 'color'.
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intersection_point (numpy.ndarray): A 3D point representing the
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intersection point on the object.
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Returns:
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numpy.ndarray: The color of the object at the intersection point.
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"""
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color = object_['color']
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if not hasattr(color, '__len__'):
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color = color(intersection_point)
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return color
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def trace_ray(ray_origin, ray_direction):
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"""
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Trace a ray and find the color at the intersection point.
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Parameters:
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ray_origin (numpy.ndarray): A 3D point representing the origin of the ray.
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ray_direction (numpy.ndarray):
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A normalized 3D vector representing the direction of the ray.
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Returns:
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tuple: A tuple containing the object,
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intersection point, normal at the intersection,
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and the color at the intersection point.
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Returns None if there is no intersection.
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"""
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t, obj_idx = find_intersection(ray_origin, ray_direction)
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if t == np.inf:
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return None
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object_, intersection_point = get_intersection_details(
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ray_origin, ray_direction, t, obj_idx)
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normal, color = get_normal(object_, intersection_point), get_color(
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object_, intersection_point)
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if is_shadowed(intersection_point, normal, obj_idx):
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return None
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return compute_color(
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object_, intersection_point, normal, color, ray_origin)
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def find_intersection(ray_origin, ray_direction):
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"""
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Find the intersection of a ray with the objects in the scene.
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Parameters:
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ray_origin (numpy.ndarray): A 3D point representing the origin of the ray.
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ray_direction (numpy.ndarray):
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A normalized 3D vector representing the direction of the ray.
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Returns:
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tuple: A tuple containing the distance to the intersection point
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and the index of the intersected object.
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"""
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t = np.inf
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obj_idx = -1
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for index, object_ in enumerate(scene):
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t_obj = intersect(ray_origin, ray_direction, object_)
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if t_obj < t:
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t, obj_idx = t_obj, index
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return t, obj_idx
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def get_intersection_details(ray_origin, ray_direction, t, obj_idx):
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"""
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Get the details of the intersection point on the object.
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Parameters:
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ray_origin (numpy.ndarray): A 3D point representing the origin of the ray.
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ray_direction (numpy.ndarray):
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A normalized 3D vector representing the direction of the ray.
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t (float): The distance to the intersection point.
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obj_idx (int): The index of the intersected object in the scene.
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Returns:
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tuple: A tuple containing the intersected object
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and the intersection point.
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"""
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object_ = scene[obj_idx]
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intersection_point = ray_origin + ray_direction * t
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return object_, intersection_point
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def is_shadowed(intersection_point, normal, obj_idx):
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"""
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Determine if the intersection point is in shadow.
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Parameters:
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intersection_point (numpy.ndarray):
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A 3D point representing the intersection point on the object.
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normal (numpy.ndarray): The normal vector at the intersection point.
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obj_idx (int): The index of the intersected object in the scene.
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Returns:
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bool: True if the intersection point is in shadow, False otherwise.
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"""
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to_light = normalize(L - intersection_point)
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shadow_intersections = [intersect(
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intersection_point + normal * .0001, to_light, obj_sh)
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for k, obj_sh in enumerate(scene) if k != obj_idx]
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return shadow_intersections and min(shadow_intersections) < np.inf
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def compute_color(object_, intersection_point, normal, color, ray_origin):
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"""
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Compute the color at the intersection point using shading techniques.
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Parameters:
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object_ (dict): A dictionary representing the intersected object.
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intersection_point (numpy.ndarray):
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A 3D point representing the intersection point on the object.
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normal (numpy.ndarray): The normal vector at the intersection point.
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color (numpy.ndarray): The base color of the object.
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ray_origin (numpy.ndarray): A 3D point representing the origin of the ray.
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Returns:
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tuple:
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A tuple containing the intersected object, intersection point, normal,
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and the computed color.
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"""
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to_light = normalize(L - intersection_point)
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to_origin = normalize(ray_origin - intersection_point)
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color_ray = AMBIENT
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diffuse_intensity = object_.get('diffuse_c', DIFFUSE_C) * max(
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np.dot(normal, to_light), 0)
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color_ray += diffuse_intensity * color
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half_vector = normalize(to_light + to_origin)
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specular_intensity = object_.get('specular_c', SPECULAR_C) * max(
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np.dot(normal, half_vector), 0) ** SPECULAR_K
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color_ray += specular_intensity * color_light
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return object_, intersection_point, normal, color_ray
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def add_sphere(position, radius, color):
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"""
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Create a dictionary representing a sphere object.
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Parameters:
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position (list or numpy.ndarray):
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A 3D point representing the position of the sphere.
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radius (float): The radius of the sphere.
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color (list or numpy.ndarray): The color of the sphere.
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Returns:
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dict: A dictionary representing the sphere object.
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"""
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return {
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'type': 'sphere',
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'position': np.array(position),
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'radius': np.array(radius),
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'color': np.array(color),
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'reflection': .5
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}
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def add_plane(position, normal):
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"""
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Create a dictionary representing a plane object.
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Parameters:
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position (list or numpy.ndarray):
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A 3D point representing a point on the plane.
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normal (list or numpy.ndarray):
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A normalized 3D vector representing the normal of the plane.
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Returns:
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dict: A dictionary representing the plane object.
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"""
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return {
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'type': 'plane',
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'position': np.array(position),
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'normal': np.array(normal),
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'color': lambda M: (color_plane0
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if (int(M[0] * 2) % 2) == (int(M[2] * 2) % 2)
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else color_plane1),
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'diffuse_c': .75,
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'specular_c': .5,
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'reflection': .25
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}
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scene = []
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# List of objects.
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color_plane0 = 1. * np.ones(3)
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color_plane1 = 0. * np.ones(3)
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scene.append(add_plane([0., -0.5, 0.], [0., 1., 0.]))
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base_radius = 1 / np.sqrt(num_spheres) # Im więcej kul, tym mniejsze
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base_distance = 4.5 / num_spheres
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for i in range(num_spheres):
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# Wyliczanie pozycji każdej kuli
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x = (i - num_spheres // 2) * base_distance
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y = 0.1
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z = 1. + i * 0.5
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# Dynamiczny kolor (gradient na podstawie indeksu)
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color = np.array([i / num_spheres, (num_spheres - i) / num_spheres, 0.5])
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# Dodanie kuli do sceny
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scene.append(add_sphere([x, y, z], base_radius, color))
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# Light position and color.
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L = np.array([5., 5., -10.])
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color_light = np.ones(3)
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# Default light and material parameters.
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AMBIENT = .05
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DIFFUSE_C = 1.
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SPECULAR_C = 1.
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SPECULAR_K = 50
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DEPTH_MAX = 5 # Maximum number of light reflections.
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col = np.zeros(3) # Current color.
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camera_origin = np.array([0., 0.35, -1.]) # Camera.
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Q = np.array([0., 0., 0.]) # Camera pointing to.
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img = np.zeros((IMAGE_HEIGHT, IMAGE_WIDTH, 3))
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r = float(IMAGE_WIDTH) / IMAGE_HEIGHT
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# Screen coordinates: x0, y0, x1, y1.
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S = (-1., -1. / r + .25, 1., 1. / r + .25)
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renderTime = time.time()
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reflections = 0
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rays = 0
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initialRays = 0
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# Loop through all pixels.
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for i, x in enumerate(np.linspace(S[0], S[2], IMAGE_WIDTH)):
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if i % 10 == 0:
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print(round(i / float(IMAGE_WIDTH) * 100, 2), "%")
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for j, y in enumerate(np.linspace(S[1], S[3], IMAGE_HEIGHT)):
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col[:] = 0
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Q[:2] = (x, y)
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D = normalize(Q - camera_origin)
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DEPTH = 0
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rayO, rayD = camera_origin, D
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REFLECTION = 1.
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initialRays += 1
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# Loop through initial and secondary rays.
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while DEPTH < DEPTH_MAX:
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traced = trace_ray(rayO, rayD)
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rays += 1
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if not traced:
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break
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reflections += 1
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obj, M, N, col_ray = traced
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# Reflection: create a new ray.
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rayO, rayD = M + \
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N * .0001, normalize(rayD - 2 * np.dot(rayD, N) * N)
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DEPTH += 1
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col += REFLECTION * col_ray
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REFLECTION *= obj.get('reflection', 1.)
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img[IMAGE_HEIGHT - j - 1, i, :] = np.clip(col, 0, 1)
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renderTime = time.time() - renderTime
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plt.imsave(output_file, img)
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print(f"Image saved as {output_file}\n"
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f"resolution: {IMAGE_WIDTH}x{IMAGE_HEIGHT}\n"
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f"render time: {round(renderTime, 2)} s\n"
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f"reflections: {reflections}\n"
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f"rays (initial): {initialRays}\n"
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f"rays (secondary): {rays - initialRays}\n"
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f"rays (total): {rays}")
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