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Raytracer - Epitech Project

The repository for the Raytracer project.

demonstration Raytracer


Table of contents

1. The purpose of the project
2. How to use Raytracer
3. How to launch
4. People on the project


1. The purpose of the project

Raytracing is a 3D rendering technique used in computer graphics.

This technique consists of simulating the propagation of light in a virtual scene by tracing light rays from the camera or a light source and calculating their interaction with the objects in the scene.

The result is a realistic image with very realistic light effects, reflections, refractions and shadows.

Your goal is to create a program able to generate an image from a file describing the scene.

Logo Cpp

Raytracer Diagram

Logo Epitech


2. How to use Raytracer

To use Raytracer you need a configuration file like the following:

scene =
{
    camera = {
        posx = -1.9;
        posy = 0.0;
        posz = 0.0;
        angle1 = 0;
        angle2 = 0;
    };
    shapes = (
        {
            shape = "sphere";
            x = 0;
            y = 0;
            z = 2;
            radius = 0.5;
            color = "1 1 1";
            light = "1 1 1 1.0";
        },
        {
            shape = "sphere";
            x = 0;
            y = 0;
            z = 0;
            radius = 0.8;
            rgb = "1 1 1 0.2";
        },
        {
            shape = "plane";
            x = 0;
            y = 0;
            z = 2;
            vectx1 = 1;
            vecty1 = 0;
            vectz1 = 0;
            vectx2 = 0;
            vecty2 = 1;
            vectz2 = 0;
            color = "1.0 1.0 1.0";
            light = "1.0 1.0 1.0 0.2";
            mirror = 0.98;
        },
        {
            shape = "plane";
            x = 0;
            y = 0;
            z = -2;
            vectx1 = 1;
            vecty1 = 0;
            vectz1 = 0;
            vectx2 = 0;
            vecty2 = 1;
            vectz2 = 0;
            rgb = "1 1 1";
            mirror = 0.98;
        },
        {
            shape = "plane";
            x = 2;
            y = 0;
            z = 0;
            vectx1 = 0;
            vecty1 = 1;
            vectz1 = 0;
            vectx2 = 0;
            vecty2 = 0;
            vectz2 = 1;
            rgb = "0.5 0.5 1.0";
            mirror = 0.98;
        },
        {
            shape = "plane";
            x = -2;
            y = 0;
            z = 0;
            vectx1 = 0;
            vecty1 = 1;
            vectz1 = 0;
            vectx2 = 0;
            vecty2 = 0;
            vectz2 = 1;
            rgb = "1.0 1.0 1.0";
            mirror = 0.98;
        },
        {
            shape = "plane";
            x = 0;
            y = -2;
            z = 0;
            vectx1 = 1;
            vecty1 = 0;
            vectz1 = 0;
            vectx2 = 0;
            vecty2 = 0;
            vectz2 = 1;
            rgb = "1.0 0.5 0.5";
            mirror = 0.98;
        },
        {
            shape = "plane";
            x = 0;
            y = 2;
            z = 0;
            vectx1 = 1;
            vecty1 = 0;
            vectz1 = 0;
            vectx2 = 0;
            vecty2 = 0;
            vectz2 = 1;
            rgb = "0.5 1 0.5"
            mirror = 0.98;
        }
    );
};

When creating the camera, you must define:

  • The coordonates of the camera (posx, posy and posz)
  • The angle of the camera (angle1, angle2)

You could also define:

  • the field of view (fov)

When creating a shape, you must define:

  • The shape
  • its coordinates (x, y and z, all doubles)
  • its texture. Depending on the shape, it can be:
    • a color defined with 'color'
    • a texture defined with:
      • a color (rgb/rgba)
      • a color and a light (rgb/rgba)
      • a color, a light and a mirror value (double)

list of the available shapes:

  • sphere
  • plane
  • triangle
  • ambiant_light/ambiantLight/ambiant/light
  • directional_light/directionalLight/directional
  • object

When creating a sphere, you must also define:

  • the radius (double)

When creating a plane, you must also define:

  • the size of the plane via two vectors:
    • first vector defined like this:
      • vectx1
      • vecty1
      • vectz1
    • second vector defined like this:
      • vectx2
      • vecty2
      • vectz2

When creating a triangle, you must also define:

  • the size of the plane via two points:
    • first point defined like this:
      • x1
      • y1
      • z1
    • second point defined like this:
      • x2
      • y2
      • z2

When creating an ambiant light, you must also define:

  • The color (rgb/rgba, or a texture)

When creating a directional light, you must also define:

  • The color (rgb/rgba, or a texture)
  • the direction (x, y and z)

When creating an object, you must define:

  • the path of the file (path/to/object.obj)

You can also define a group which contains lany of these shapes using group.

Warning: if the shape is not defined or invalid, the program will fail! Warning: each undefined value will be replaced by a default value !


3. How to launch

To run the project:

> make
> ./raytracer <SCENE_FILE> with argument

THE arguments to return which are the following:

--blending or -b for Blending, which overlays the scene possibilities

--fov or -f for Field Of View, which changes the fov of the scene

--height or -h for Height, which changes the size we want for our scene

--width or -w for Width, which changes the width of our scene

--out or -o for Out, which changes the output file name

--rebound or -r for Rebound, which changes the number of bounce of the light

4. People on the project


Cyprien Nguyen-Van-Vien

Damien Benais-Captal

Pierre-Louis Leroy

Virgile Berrier

cyprien.nguyen-van-vien@epitech.eu damien.benais-captal@epitech.eu pierre-louis.leroy@epitech.eu virgile.berrier@epitech.eu

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A school projet that renders 3D images made using Raytracing

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