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# python-tinyraytracer | ||
# Tiny raytracer in Python | ||
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Raytracer ported from C++ [ssloy/tinyraytracer](https://github.com/ssloy/tinyraytracer). |
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#!/usr/bin/env python | ||
# -*- coding: utf-8 -*- | ||
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from math import sqrt | ||
from math import pi | ||
from math import tan | ||
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class vec4(object): | ||
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def __init__(self, x, y, z, w): | ||
self.data = (x, y, z, w) | ||
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def __getitem__(self, index): | ||
return self.data[index] | ||
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class vec3(object): | ||
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def __init__(self, x, y, z): | ||
self.data = (x, y, z) | ||
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def __getitem__(self, index): | ||
return self.data[index] | ||
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def get_x(self): | ||
return self.data[0] | ||
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def get_y(self): | ||
return self.data[1] | ||
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def get_z(self): | ||
return self.data[2] | ||
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def set_x(self, val): | ||
self.data = (val, self.data[1], self.data[2]) | ||
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def set_y(self, val): | ||
self.data = (self.data[0], val, self.data[2]) | ||
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def set_z(self, val): | ||
self.data = (self.data[0], self.data[1], val) | ||
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x = property(get_x, set_x) | ||
y = property(get_y, set_y) | ||
z = property(get_z, set_z) | ||
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def norm(self): | ||
return sqrt(self.data[0]*self.data[0] | ||
+ self.data[1]*self.data[1] | ||
+ self.data[2]*self.data[2] | ||
) | ||
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def normalize(self): | ||
len = self.norm() | ||
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self.data = ( | ||
self.data[0] / len, | ||
self.data[1] / len, | ||
self.data[2] / len | ||
) | ||
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return self | ||
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def __mul__(self, other): | ||
if type(other) is float: | ||
return vec3( | ||
self[0]*other, | ||
self[1]*other, | ||
self[2]*other | ||
) | ||
return self[0]*other[0] + self[1]*other[1] + self[2]*other[2] | ||
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def __add__(self, other): | ||
return vec3( | ||
self[0] + other[0], | ||
self[1] + other[1], | ||
self[2] + other[2] | ||
) | ||
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def __sub__(self, other): | ||
return vec3( | ||
self[0] - other[0], | ||
self[1] - other[1], | ||
self[2] - other[2] | ||
) | ||
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def __neg__(self): | ||
return vec3( | ||
-self[0], | ||
-self[1], | ||
-self[2] | ||
) | ||
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def cross(self, other): | ||
return vec3( | ||
self[1]*other[2] - self[2]*other[1], | ||
self[2]*other[0] - self[0]*other[2], | ||
self[0]*other[1] - self[1]*other[0] | ||
) | ||
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def __str__(self): | ||
return '{} {} {}'.format(*self.data) | ||
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#!/usr/bin/env python | ||
# -*- coding: utf-8 -*- | ||
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from geometry import * | ||
from math import sqrt | ||
from math import pi | ||
from math import tan | ||
from math import sin | ||
from math import cos | ||
from sys import float_info | ||
from struct import pack | ||
from struct import unpack | ||
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MAX_FLOAT = float_info.max | ||
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def load_image(filename): | ||
result = [] | ||
with open(filename, 'rb') as inpf: | ||
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mode = inpf.readline().strip() | ||
if mode != 'P6': | ||
return None | ||
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wxh = inpf.readline() | ||
while (wxh[0] == '#'): | ||
wxh = inpf.readline() | ||
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width, height = [int(x) for x in wxh.strip().split()] | ||
maxval = float(inpf.readline()) | ||
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triple = inpf.read(3) | ||
while triple != '': | ||
r,g,b = unpack('BBB', triple) | ||
result.append(vec3(r/maxval,g/maxval,b/maxval)) | ||
triple = inpf.read(3) | ||
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return result, width, height | ||
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class Light(object): | ||
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def __init__(self, pos, intensity): | ||
self.position = pos | ||
self.intensity = intensity | ||
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class Material(object): | ||
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def __init__(self, | ||
refractive_index=1.0, | ||
albedo=vec4(1.0, 0.0, 0.0, 0.0), | ||
color=vec3(0.0, 0.0, 0.0), | ||
spec=0.0): | ||
self.refractive_index = refractive_index | ||
self.albedo = albedo | ||
self.diffuse_color = color | ||
self.specular_exponent = spec | ||
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class Sphere(object): | ||
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def __init__(self, center, radius, material): | ||
self.center = center | ||
self.radius = radius | ||
self.material = material | ||
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def ray_intersect(self, orig, dir): | ||
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L = self.center - orig | ||
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tca = L*dir | ||
d2 = L*L - tca*tca | ||
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if d2 > self.radius*self.radius: | ||
return False, None | ||
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thc = sqrt(self.radius*self.radius - d2) | ||
t0 = tca - thc | ||
t1 = tca + thc | ||
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if t0 < 0.0: | ||
t0 = t1 | ||
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if t0 < 0.0: | ||
return False, t0 | ||
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return True, t0 | ||
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def reflect(I, N): | ||
return I - N*2.0*(I*N) | ||
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def refract(I, N, eta_t, eta_i = 1.0): | ||
cosi = -max(-1.0, min(1.0, I*N)) | ||
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if (cosi < 0.0): | ||
return refract(I, -N, eta_i, eta_t) | ||
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eta = eta_i / eta_t | ||
k = 1.0 - eta*eta*(1 - cosi*cosi) | ||
return vec3(1.0, 0.0, 0.0) if k < 0.0 else I*eta + N*(eta * cosi - sqrt(k)) | ||
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def scene_intersect(orig, dir, spheres, material): | ||
sphere_dist = MAX_FLOAT | ||
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hit = None | ||
N = None | ||
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for item in spheres: | ||
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result, dist_i = item.ray_intersect(orig, dir) | ||
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if result and dist_i < sphere_dist: | ||
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sphere_dist = dist_i | ||
hit = orig + dir*dist_i | ||
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N = (hit - item.center).normalize() | ||
material = item.material | ||
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checkerboard_dist = MAX_FLOAT | ||
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if abs(dir.y) > 1.0e-3: | ||
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d = -(orig.y + 4.0)/dir.y | ||
pt = orig + dir*d | ||
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if (d > 0) and (abs(pt.x) < 10.0) and (pt.z < -10.0) and (pt.z > -30.0) and d < sphere_dist: | ||
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checkerboard_dist = d | ||
hit = pt | ||
N = vec3(0.0, 1.0, 0.0) | ||
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material.diffuse_color = vec3(0.3, 0.3, 0.3) if (int(.5*hit.x+1000) + int(.5*hit.z)) & 1 else vec3(.3, .2, .1); | ||
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return min(sphere_dist, checkerboard_dist) < 1000.0, hit, N, material | ||
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def envmap(dir, envimg): | ||
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norm_dir = dir.normalize() | ||
env_width = envimg[1] | ||
env_height = envimg[2] | ||
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x = int((norm_dir.x/2+0.5)*env_width) | ||
y = int((-norm_dir.y/2+0.5)*env_height) | ||
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return envimg[0][y*env_width + x] | ||
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def cast_ray(orig, dir, spr, lights, envimg, depth = 0): | ||
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material = Material() | ||
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if depth > 4: | ||
return envmap(dir, envimg) | ||
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result, point, N, material = scene_intersect(orig, dir, spr, material) | ||
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if not result: | ||
return envmap(dir, envimg) | ||
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reflect_dir = reflect(dir, N).normalize() | ||
refract_dir = refract(dir, N, material.refractive_index).normalize() | ||
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reflect_orig = (point - N*1e-3) if (reflect_dir*N < 0.0) else (point + N*1e-3) | ||
reflect_color = cast_ray(reflect_orig, reflect_dir, spr, lights, envimg, depth + 1) | ||
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refract_orig = (point - N*1e-3) if (refract_dir*N < 0.0) else (point + N*1e-3) | ||
refract_color = cast_ray(refract_orig, refract_dir, spr, lights, envimg, depth + 1) | ||
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diffuse_light_intensity = 0.0 | ||
specular_light_intensity = 0.0 | ||
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for item in lights: | ||
light_dir = (item.position - point).normalize() | ||
light_distance = (item.position - point).norm() | ||
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shadow_orig = (point - N*1e-3) if light_dir*N < 0.0 else (point + N*1e-3) | ||
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tmpmaterial = Material() | ||
result, shadow_pt, shadow_N, tmpmaterial = scene_intersect(shadow_orig, light_dir, spr, tmpmaterial) | ||
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if result and (shadow_pt - shadow_orig).norm() < light_distance: | ||
continue | ||
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diffuse_light_intensity += item.intensity * max(0.0, light_dir*N) | ||
specular_light_intensity += (max(0.0, -reflect(-light_dir, N)*dir)**material.specular_exponent)*item.intensity | ||
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return material.diffuse_color * diffuse_light_intensity * \ | ||
material.albedo[0] + vec3(1.0, 1.0, 1.0)*specular_light_intensity * \ | ||
material.albedo[1] + reflect_color*material.albedo[2] + \ | ||
refract_color*material.albedo[3] | ||
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class Image(object): | ||
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def __init__(self, width, height, fov): | ||
self.width = width | ||
self.height = height | ||
self.fov = fov | ||
self.buffer = [vec3(0.0, 0.0, 0.0)]*self.width*self.height | ||
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def save(self, filename): | ||
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with open(filename, 'w') as ofs: | ||
ofs.write('P6\n') | ||
ofs.write('{} {}\n'.format(self.width, self.height)) | ||
ofs.write('255\n') | ||
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for item in self.buffer: | ||
ofs.write( | ||
pack('BBB', | ||
int(255 * max(0.0, min(1.0, item[0]))), | ||
int(255 * max(0.0, min(1.0, item[1]))), | ||
int(255 * max(0.0, min(1.0, item[2]))) | ||
) | ||
) | ||
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def render(self, spr, lights, envimg): | ||
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for j in xrange(self.height): | ||
for i in xrange(self.width): | ||
dir_x = (i + 0.5) - self.width / 2.0 | ||
dir_y = -(j + 0.5) + self.height/2.0 | ||
dir_z = -self.height/(2.0 * tan(self.fov/2.0)) | ||
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self.buffer[i + j*self.width] = cast_ray( | ||
vec3(0.0, 0.0, 0.0), | ||
vec3(dir_x, dir_y, dir_z).normalize(), | ||
spr, | ||
lights, | ||
envimg | ||
) | ||
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if __name__ == '__main__': | ||
ivory = Material(1.0, vec4(0.6, 0.3, 0.1, 0.0), vec3(0.4, 0.4, 0.3), 50.0) | ||
glass = Material(1.5, vec4(0.0, 0.5, 0.1, 0.8), vec3(0.6, 0.7, 0.8), 125.0) | ||
red_rubber = Material(1.0, vec4(0.9, 0.1, 0.0, 0.0), vec3(0.3, 0.1, 0.1), 10.0) | ||
mirror = Material(1.0, vec4(0.0, 10.0, 0.8, 0.0), vec3(1.0, 1.0, 1.0), 1425.0) | ||
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img = Image(1920, 1080, pi/3.0) | ||
envimg = load_image('envmap.ppm') | ||
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a = [ | ||
Sphere(vec3(-3.0, 0.0, -16.0), 2.0, ivory), | ||
Sphere(vec3(-1.0, -1.5, -12.0), 2.0, glass), | ||
Sphere(vec3(1.5, -0.5, -18.0), 3.0, red_rubber), | ||
Sphere(vec3(7.0, 5.0, -18.0), 4.0, mirror) | ||
] | ||
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lights = [ | ||
Light(vec3(-20.0, 20.0, 20.0), 1.5), | ||
Light(vec3(30.0, 50.0, -25.0), 1.8), | ||
Light(vec3(30.0, 20.0, 30.0), 1.7) | ||
] | ||
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img.render(a, lights, envimg) | ||
img.save('out.ppm') |