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ao_bench.rb
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ao_bench.rb
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module AOBench
# AO render benchmark
# Original program (C) Syoyo Fujita in Javascript (and other languages)
# http://lucille.atso-net.jp/blog/?p=642
# http://lucille.atso-net.jp/blog/?p=711
# Ruby(yarv2llvm) version by Hideki Miura
# http://github.com/miura1729/yarv2llvm/blob/a888d8ce6855e70b630a8673d4cfe075a8e44f0e/sample/ao-render.rb
# Modified by Tomoyuki Chikanaga
#
IMAGE_WIDTH = 64 # original value: 256
IMAGE_HEIGHT = 64 # original value: 256
NSUBSAMPLES = 2
NAO_SAMPLES = 6 # original value: 8
class Vec
def initialize(x, y, z)
@x = x
@y = y
@z = z
end
attr_accessor :x, :y, :z
def vadd(b)
Vec.new(@x + b.x, @y + b.y, @z + b.z)
end
def vsub(b)
Vec.new(@x - b.x, @y - b.y, @z - b.z)
end
def vcross(b)
Vec.new(@y * b.z - @z * b.y,
@z * b.x - @x * b.z,
@x * b.y - @y * b.x)
end
def vdot(b)
@x * b.x + @y * b.y + @z * b.z
end
def vlength
Math.sqrt(@x * @x + @y * @y + @z * @z)
end
def vnormalize!
len = vlength
if len > 1.0e-17
r_len = 1.0 / len
@x *= r_len
@y *= r_len
@z *= r_len
end
self
end
end
class Sphere
def initialize(center, radius)
@center = center
@radius_2 = radius * radius
end
def intersect(ray, isect)
rs = ray.org.vsub(@center)
b = rs.vdot(ray.dir)
c = rs.vdot(rs) - @radius_2
d = b * b - c
if d > 0.0
t = - b - Math.sqrt(d)
isect.cross(self, ray, t)
end
nil
end
def normal_vec(pos)
pos.vsub(@center).vnormalize!
end
end
class Plane
def initialize(p, n)
@p = p
@n = n
end
def intersect(ray, isect)
d = -@p.vdot(@n)
v = ray.dir.vdot(@n)
v0 = v
if v < 0.0
v0 = -v
end
if v0 < 1.0e-17
return
end
t = -(ray.org.vdot(@n) + d) / v
isect.cross(self, ray, t)
nil
end
def normal_vec(pos)
@n
end
end
class Ray
def initialize(org, dir)
@org = org
@dir = dir
end
attr_reader :org, :dir
end
class Isect
def initialize
@t = Float::MAX
@hit = false
@pl = Vec.new(0.0, 0.0, 0.0)
@normal = Vec.new(0.0, 0.0, 0.0)
end
attr_reader :normal
def hit?
@hit
end
def cross(geom, ray, dist)
if 0.0 < dist and dist < @t
@hit = true
@t = dist
@pl = Vec.new(ray.org.x + ray.dir.x * dist,
ray.org.y + ray.dir.y * dist,
ray.org.z + ray.dir.z * dist)
@normal = geom.normal_vec(@pl)
end
nil
end
def surface(eps)
Vec.new(@pl.x + eps * @normal.x,
@pl.y + eps * @normal.y,
@pl.z + eps * @normal.z)
end
end
def self.clamp(f)
i = f * 255.5
if i > 255.0
i = 255.0
end
if i < 0.0
i = 0.0
end
i.round
end
def self.otherBasis(basis, n)
basis[2] = Vec.new(n.x, n.y, n.z)
basis[1] = Vec.new(0.0, 0.0, 0.0)
if n.x < 0.6 and n.x > -0.6
basis[1].x = 1.0
elsif n.y < 0.6 and n.y > -0.6
basis[1].y = 1.0
elsif n.z < 0.6 and n.z > -0.6
basis[1].z = 1.0
else
basis[1].x = 1.0
end
basis[0] = basis[1].vcross(basis[2])
basis[0].vnormalize!
basis[1] = basis[2].vcross(basis[0])
basis[1].vnormalize!
end
class Scene
def initialize
@spheres = Array.new
@spheres[0] = Sphere.new(Vec.new(-2.0, 0.0, -3.5), 0.5)
@spheres[1] = Sphere.new(Vec.new(-0.5, 0.0, -3.0), 0.5)
@spheres[2] = Sphere.new(Vec.new(1.0, 0.0, -2.2), 0.5)
@plane = Plane.new(Vec.new(0.0, -0.5, 0.0), Vec.new(0.0, 1.0, 0.0))
end
def ambient_occlusion(isect)
basis = Array.new
AOBench.otherBasis(basis, isect.normal)
ntheta = NAO_SAMPLES
nphi = NAO_SAMPLES
eps = 0.0001
occlusion = 0.0
p0 = isect.surface(eps)
nphi.times do |j|
ntheta.times do |i|
r = rand
rr = Math.sqrt(1.0 - r)
phi = 2.0 * Math::PI * rand
x = Math.cos(phi) * rr
y = Math.sin(phi) * rr
z = Math.sqrt(r)
rx = x * basis[0].x + y * basis[1].x + z * basis[2].x
ry = x * basis[0].y + y * basis[1].y + z * basis[2].y
rz = x * basis[0].z + y * basis[1].z + z * basis[2].z
raydir = Vec.new(rx, ry, rz)
ray = Ray.new(p0, raydir)
occisect = Isect.new
@spheres[0].intersect(ray, occisect)
@spheres[1].intersect(ray, occisect)
@spheres[2].intersect(ray, occisect)
@plane.intersect(ray, occisect)
if occisect.hit?
occlusion = occlusion + 1.0
else
0.0
end
end
end
occlusion = (ntheta * nphi - occlusion).to_f / (ntheta * nphi)
occlusion
end
def render(w, h, nsubsamples)
cnt = 0
pixbuf = []
nsf = nsubsamples.to_f
nsf_2 = nsf * nsf
h.times do |y|
w.times do |x|
rad = 0.0
# Subsmpling
nsubsamples.times do |v|
nsubsamples.times do |u|
cnt = cnt + 1
wf = w.to_f
hf = h.to_f
xf = x.to_f
yf = y.to_f
uf = u.to_f
vf = v.to_f
px = (xf + (uf / nsf) - (wf / 2.0)) / (wf / 2.0)
py = -(yf + (vf / nsf) - (hf / 2.0)) / (hf / 2.0)
eye = Vec.new(px, py, -1.0)
eye.vnormalize!
ray = Ray.new(Vec.new(0.0, 0.0, 0.0), eye)
isect = Isect.new
@spheres[0].intersect(ray, isect)
@spheres[1].intersect(ray, isect)
@spheres[2].intersect(ray, isect)
@plane.intersect(ray, isect)
if isect.hit?
rad += ambient_occlusion(isect)
end
end
end
pixbuf << AOBench.clamp(rad / nsf_2)
end
end
end
end
def self.test
Scene.new.render(IMAGE_WIDTH, IMAGE_HEIGHT, NSUBSAMPLES)
end
end
perf_test('ao_bench') { AOBench.test }